2 teams for short dungeon crawl tournament game


Recruitment

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This is a short, old-school flavored, convention-style dungeon crawl, with two teams starting at different points in a dungeon with the goal of escaping alive with the most treasure.

Survivors get a chance to move to the bench for my ongoing multi-party sandbox campaign set in the Lost Lands setting of Frog God Games/Necromancer Games.

I suppose it's ok if a few participants are only interested in this as a one-shot, as long as the majority are motivated to eventually join one of the teams in the mega-campaign with the boon of additional treasure earned in this tournament.

Character Creation Guidelines:

*2nd Level
*20 Point Buy
*No starting stat below 7 after racial adjustment, no starting stat above 18 after racial adjustment.
*Bonus Feat
*No Traits, except Rogues (Rogues get 2 Traits)
*Fighters get 4+ Int skill ranks
*CRB: everything (some changes to leadership and crafting and few spells but nothing that matters at this level)
*APG: Most archetypes, most feats and spells, most rage powers and bloodlines etc.
*UM: Most feats and spells, ask first on archetypes and additional class features like bloodlines.
*UC: Some archetypes, some feats.
*Anything ARG ask first.
*Nothing AP or Golarion specific in flavor
*Races: CRB plus drow, tiefling, aasimar.
*Base Classes: Cavalier, Inquisitor, see below

Anything else ask first, if I can see that someone is excited about something for RP reasons, and it strongly fits the flavor of the setting and campaign, I will make some exceptions to the above guidelines, but if I tried to explain my rationale we'd be here all day because I'm actually completely nuts, and make no sense to anyone but myself (*_*)

For example, I don't have Oracle listed, but if someone wanted to make a Rage Prophet I'm suddenly cool with oracle levels as part of that build. So you have to just run things past me sometimes, just please don't send me builds out of the blue that don't follow the guidelines.

Short backstories are ok. Present them as three sections: Background, Personality, Motivations. A few sentences for each is enough. Check out the obsidian portal wiki page for inspiration.
Lost Lands Mega-Campaign Wiki

*I will connect a "Campaign Info" tab shortly, so I can add things that should have been in this first post if I think of them after this post is closed for editing.

*For more info about the ongoing campaign, a good summary post is here. But this recruitment is specifically for the short tournament.


By 7 racial and 18 racial, you mean having no stat above 18 or below 7 after racials?


Right, good catch. I edited it to be more clear. Thanks.


Will starting equipment be WBL for second level (1,000 gp) or something else?


Dang, another good catch. I'm too late to edit that 1 in by 1 minute :/

Starting gold is only 150 GP. Don't know how I forgot to mention that!


What do you want in a backstory?

Man, I'd like to submit my goblin gunslinger, but since goblin isn't listed I guess I'll see what else I can come up with.

I'm definitely in for the long haul though. I read a little bit on your interest check thread. The sandbox idea with multiple groups is an awesome idea. Plus it sounds like a frequent post game which I've practically been begging for.


Background: Few sentences.
Personality: Few sentences.
Motivations: Few sentences.

I don't ask for long-backstories but that's not because I'm not looking for players who are deeply invested in the character... I am. It's just that this setting doesn't have hundreds of pages of description like Golarion does, not yet at least, they have kickstarted more setting sourcebooks recently. For now though, I can;t just hand you a player's guide like I could if this were an AP. So rather than risk long backstories that clash with the setting, I'm asking for short ones that can be developed as we discover the setting through gameplay.

Especially for this tournament... You might not even live! So don't go writing any novels yet.


Definitely interested.

With regards to Aasimar and Tieflings, what are your thoughts on the variant ability and heritage tables?


Some things that I'm considering from your 'maybe' lists. I wanted to run them by you before I start to settle on a character submission in case they're a non-starter.

Would taking the Additional Traits feat to get traits defeat the purpose of your campaign rules, or would it be okay?

From UC, would you allow the Sohei archetype and the Empyreal bloodline?

How about the verdant bloodline from APG?

Edit: For Aasimar, how about some of the alternate racial traits from ARG? Like Deathless Spirit and Scion of Humanity?

Thanks!


Grixus Nox wrote:

Definitely interested.

With regards to Aasimar and Tieflings, what are your thoughts on the variant ability and heritage tables?

I have been allowing aasimar and tieflings in games since before ARG came out, using just the bestiary stats. I don't own ARG yet, but sometimes I get submissions that make me go "That's not what I meant when I said tieflings were ok", if you know what I mean.

I have heard there's some crazy OP stuff on those tables, and you're supposed to have to roll for it?

It sounds like something I generally want to stay away from, but if there's something on there that is key to a concept you are passionate about for compelling RP reasons, I would look at it.

I'll give you an example of how I approach things outside the character guidelines.

There was a player who submitted a gnome. He never even mentioned a word about svirfneblin, his just submitted a character that followed all my guidelines, but I could tell reading his backstory and looking at his avatar picture that the concept he was jonesing to play was a deep gnome. I pm'd him and said why don't we just make this guy a svirfneblin. I knew that he wasn't just after 120' darkvision and SR, because he was content playing a normal gnome re-skinned as a svirfneblin.

I hope that gives some idea about the way I handle making exceptions to the list of allowed material.


markofbane wrote:

Some things that I'm considering from your 'maybe' lists. I wanted to run them by you before I start to settle on a character submission in case they're a non-starter.

Would taking the Additional Traits feat to get traits defeat the purpose of your campaign rules, or would it be okay?

From UC, would you allow the Sohei archetype and the Empyreal bloodline?

How about the verdant bloodline from APG?

Edit: For Aasimar, how about some of the alternate racial traits from ARG? Like Deathless Spirit and Scion of Humanity?

Thanks!

No's: Sohei, Empyreal.

Maybe's: Deathless Spirit

Yes's: Scion of Humanity, Verdant Bloodline

.

Additional Trait's does kind of defeat the purpose, but I've allowed it several times already on a case-by-case basis, where I could see it was being used to customize a character to fit an original concept the player was excited about. No AP or Golarion specific traits, no well known trait combo's that we've all seen a million times.

.

To put it simply, the character guidelines are aiming to restrict things to PC's that fit the vibe of a gritty, pulp-fantasy, sword and sorcery, classic ad&d vibe. If you think that's cool and you buy into the idea, it's possible to use a few options I didn't list without breaking from that feel.

Hope this is making sense.


Yeah, some of the variants just give little flavour things like being able to tell if someone is pregnant or being able to survive on nothing but ash, but others can get OP like stat bonuses, perfect darkvision like a devil, being able to fly, and using weapons one size category larger like normal.

I'm mostly interested in the variant bloodlines like Archon-Blooded.

I think it would be fun to play the child of a Hound Archon. I was thinking going Weapon Master Fighter focused on Great sword (Hound Archon Weapon of Choice). Stat bonus changes from Cha to Con and the SLA is comparable changing daylight to continual flame (both 3rd level spells). I was thinking of changing the skill bonus out for the variant option: Truespeaker (+2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics) to simulate a weaker version of the Archon's truespeak ability.

Its not a super big deal but I thought it would add more character without having to create a huge background.


Survey for Applicants

*What is your posting availability like? What do you like in terms of pace for PbP?

*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

*How many PbP do you currently participate in? Player or GM?

*What does "Old School" mean to you?

*Would you have still been interested in this campaign if it was CRB only? Why or why not?


Hmm. I want a kite shield. How will you handle that? +3 to AC, perhaps?

Anyways, you made a good reason for not taking Rich Parents. The only viable reason an adventurer would take that is if they were raised by a dragon.

Also, if I had a really good backstory for it, would you allow a LG Barbarian?

I'm also going on the assumption that 10 is average, so that my character isn't a total idiot. I never dump Int because I never want to play Thog.


Not finished yet but here's as far as I've gotten on allowed archetypes. Still need to look at Monks, Paladins, Sorcerors.

Barbarian:
Elemental Kin
Savage
Superstitious
Totem Warrior

Bard:
Court Bard
Dirge Bard
Magician
Savage Skald
Songhealer
Sound Striker

Cleric:
Cloistered
Crusader
Merciful Healer

Druid:
Mooncaller
Storm Druid
Tempest Druid
All Shamans

Fighter:
Archer
Crossbowman
Lore Warden
Mobile Fighter
Savage Warrior
Swordlord
Two-Handed
Two-Weapon
Weapon Master

Ranger:
Skirmisher
Trapper
Infiltrator
Spirit Ranger
Trapper
Wild Stalker

Rogue:
Burglar
Knife Master
Scout
Survivalist
Swashbuckler
Thug
Trapsmith


Grixus Nox wrote:

Yeah, some of the variants just give little flavour things like being able to tell if someone is pregnant or being able to survive on nothing but ash, but others can get OP like stat bonuses, perfect darkvision like a devil, being able to fly, and using weapons one size category larger like normal.

I'm mostly interested in the variant bloodlines like Archon-Blooded.

I think it would be fun to play the child of a Hound Archon. I was thinking going Weapon Master Fighter focused on Great sword (Hound Archon Weapon of Choice). Stat bonus changes from Cha to Con and the SLA is comparable changing daylight to continual flame (both 3rd level spells). I was thinking of changing the skill bonus out for the variant option: Truespeaker (+2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics) to simulate a weaker version of the Archon's truespeak ability.

Its not a super big deal but I thought it would add more character without having to create a huge background.

That character sounds cool as all hell.

The only thing I'm iffy on is the alternate favored class bonus, so far I have strictly only allowed HP or Skill Rank. But that one fits the flavor very well. I have a little leeway for exceptions though, because PC's who survived a tournament to get into the game deserve a slight boon.


Survey for Applicants

*What is your posting availability like? What do you like in terms of pace for PbP?
I'm ok for just about any pace. I can post throughout the day most any day but generally in the morning or evening every day.
*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?
I haven't run through much of this, most of what I have played in is homebrew.
*How many PbP do you currently participate in? Player or GM?
I'm applying for a few currently but I am not in any at the moment.
*What does "Old School" mean to you?
Old School to me means bare bones. Meaning that we cut out the fancy fluff and go with the old classics, none of the fancy prestige classes.
*Would you have still been interested in this campaign if it was CRB only? Why or why not?
While I would be sad because I like some of the fluffy stuff, I would be fine with going CRB if all the extra stuff became troublesome for others.


DM Grimmy wrote:
Grixus Nox wrote:

Yeah, some of the variants just give little flavour things like being able to tell if someone is pregnant or being able to survive on nothing but ash, but others can get OP like stat bonuses, perfect darkvision like a devil, being able to fly, and using weapons one size category larger like normal.

I'm mostly interested in the variant bloodlines like Archon-Blooded.

I think it would be fun to play the child of a Hound Archon. I was thinking going Weapon Master Fighter focused on Great sword (Hound Archon Weapon of Choice). Stat bonus changes from Cha to Con and the SLA is comparable changing daylight to continual flame (both 3rd level spells). I was thinking of changing the skill bonus out for the variant option: Truespeaker (+2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics) to simulate a weaker version of the Archon's truespeak ability.

Its not a super big deal but I thought it would add more character without having to create a huge background.

That character sounds cool as all hell.

The only thing I'm iffy on is the alternate favored class bonus, so far I have strictly only allowed HP or Skill Rank. But that one fits the flavor very well. I have a little leeway for exceptions though, because PC's who survived a tournament to get into the game deserve a slight boon.

oh the truespeaker change is a variant for the skill bonuses the race gives. So normally you would have a +2 Diplomacy and Perception, but instead you have a +2 Linguistics and Sense Motive and gain 2 languages for every linguistics point.


Oh that is fine then.


Tsiron Ragmar wrote:

Hmm. I want a kite shield. How will you handle that? +3 to AC, perhaps?

Anyways, you made a good reason for not taking Rich Parents. The only viable reason an adventurer would take that is if they were raised by a dragon.

Also, if I had a really good backstory for it, would you allow a LG Barbarian?

I'm also going on the assumption that 10 is average, so that my character isn't a total idiot. I never dump Int because I never want to play Thog.

I don't know what kite shield is, can't seem to find it on PRD.

I actually usually have no big problem with rich parents, believe it or not. It let's concepts like heavy-armored characters be realized earlier. It would be unfair in the tournament though.

I would totally allow a LG barbarian with backstory reason if it didn't seem contrived for the sake of some potent barb/monk build. And I would even consider that if it made sense to me and felt right.

Scarab Sages

I'm interested and will work on a character. As for the survey:

What is your posting availability like? What do you like in terms of pace for PbP?

I'm available to post every day and I think every 1-3 days is a good pace for the GM if players keep to it.

How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

I've been playing homebrew mostly, so I haven't played the modules

How many PbP do you currently participate in? Player or GM?

I'm a player in 1-3 (only one has started) and I'm applying to a couple of others. I'm hoping for 4-5 regular games.

What does "Old School" mean to you?

Umm...ADnD, first edition Black Lotus, Zelda: A Link to the Past, Text based MMORPGs.

Would you have still been interested in this campaign if it was CRB only? Why or why not?

I would have still been interested. However, I do like options that are opened up in later books, such as totems for barbarians, certain combat styles for rangers, and interesting fighter archetypes.


Availability and preference for fast-paced are things I'm definitely looking for.

One post a day is enough if you can really make it stick. What I have found from my experience on both sides of the screen, is that you can only make a solid post once/day that is thoughtful and well-formatted and tactically sound, if you have the availability to check the thread multiple times/day and read through the posts at a relaxed pace.

Someone who can check the thread once before work, once at work, and once after work, and twice over the weekend. That would be ok.

Someone who only checks the thread once a day, 5 days a week, and only from work, in a rush because they aren't supposed to be doing it and the boss is walking towards their cubicle... That would not work. They will end up posting "How high is the ceiling?" when the party is out-doors.

I am no-life'ing the hell out of this game right now, but I have periods where my work gets too busy to keep up the pace I have been. I think there were 3-4 weeks earlier this spring when I was only posting one update/day, 5 days/week (in each game). That is about the slowest things will ever get from my end.

Depending what kind of job I am on, and which devices I have with me, there will be days when I am basically like those tech-support people that pop up in a chat window :D It will be like you have an online DM on standby, as soon as you post I respond! That only happens once in a while, but when it does, sometimes it leads to flurries of posts from the players if they happen to be on at the same time, and we cover a lot of ground very fast, almost like a VTT for a few hours. I think that's pretty cool when it happens, so I want to make sure I get people who are at least ok with that happening.


Alignment? and would you be open to allowing the elemental races?
(Ifrit, Oread, Sylph, and Undine / Fire, Earth, Wind and Water, respectively)


Yeah actually, those would be good tournament boons. Just understand you would be very exotic and RP it that way. This world is lower magic compared to Golarion or Forgotten Realms, you would never go into a city and see like an Ifrit shopkeeper for example.

And still run any ARG stuff by me, I'm just ok'ing the PC stats they have in bestiary 2 or wherever it is.


Alright: First the survey, then the character.

What is your posting availability like?
I can post 2-3/day, however, I won't talk to myself.

Are you familiar with the setting?
No.

How many PbPs are you in?
I play in 2 PbPs: A Tale of Two Worlds and Lords of Creation. I'm a player in both.

What does old school mean to you?
You already know, Grimmy ;)

Would you be interested in this game if it was CRB only?
Yeah. I like the new stuff a LOT, but I'm fine with almost anything. Plus, my barbarian is straight since TM is out.

Background:

Talric kneeled before the Jotunslayer chieftan. The grizzled old barbarian was an imposing sight, and he made many brave warriors quake despite his old age. Though Talric had grown used to it, being the old man's son. "Talric Jotunslayer!" the chieftan boomed. "You have successfully led a hunting party for a Jotun and slayed it. This is the prerequisite for undertaking the Journey. Before you may become chieftain, you must bring back three trophies of formidable monsters. Then, it is within your right to challenge me and take the title of Chieftain. Until you claim this title, you are hereby stripped of all rank, title, and influence among the Jotunslayer tribe. You go forth with nothing but your armor, weapons, and food. Now, begone!"

As Talric left the meadhall with nothing but his most meager possessions-his earthbreaker, scale mail, and rations-he recalls all that lead to his challenge. Fourth in line for the throne, his two brothers and his sister got all the grooming required for leading and taking Chieftanship. Talric, quite literally, was left out in the cold. Given thin clothes and an earthbreaker, Talric was told that if he wished to become a warrior, he would have to learn himself.

For twelve years, Talric pushed his limits-and often pushed himself too hard. Living in the mountains, Talric had to learn how to survive on his own, and contend with threats that his siblings did not face in their training. One by one, when the time to slay a Jotun, his siblings were slain. Grudgingly, the old chieftain called upon Talric, his last heir. Leading the hunting party, he chose to work and coordinate with his fellows rather than go for all the glory himself. And now, after six months of nearly unsuccessful leadership training, Talric was setting out for his Journey, the second part of the threefold Trial.

I know that was a bit lengthy, but I couldn't help myself.

Personality:

Talric takes the responsibility of his potential rulership very seriously, and while others of his kind boast and swill ale, he is quiet and introspective. Humble in his exploits, Talric will give much more credit to his companions than himself, and although he has a hard time relating to others, Talric is a great, understanding friend. Strangely enough, Talric is generally merciful unless the target is obviously irredeemable. The barbarian prince avoids using his rage unless it is a dire situation. But then, his might is great indeed.

Motivations:

Simply enough, Talric wishes to complete his journey and confront his father. However, Talric knows that he himself cannot lead the Jotunslayers, and that it will simply be enough to free the tribe from his father's cruel regime. After that, he will probably do what he did during his journey: helping others, especially outcasts.


Backstory was awesome. I have to google what a Jotun is to make sure it fits the setting but the meadhall stuff fits snug as a glove.


A Jotun is a frost giant. Pretty much them and the fire giants from Muspelheim are the main evil guys in Nordic lore, with the BBEGs being Ymir and Surtur, the kings of the frost and fire giants respectively.

And thank you, writing's a hobby of mine.


And, in case you're wondering, I'm in for the long haul.


OK I didn't know a Jotun was a frost giant. That backstory is perfect then.


DMG wrote:

Survey for Applicants

*What is your posting availability like? What do you like in terms of pace for PbP?

*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

*How many PbP do you currently participate in? Player or GM?

*What does "Old School" mean to you?

*Would you have still been interested in this campaign if it was CRB only? Why or why not?

1) I work at a hotel, front desk. I spend most of my day waiting for the phone to ring. So I'm online at least half the day with paizo open in a tab.

2) None and Nope.

3) 2 at the moment. Player in both, one new and one for over a year now. I've got an open application in a 3rd, but it's a very slow game if I were to get in.

4) The oldest TTRPG i've played is 2e, a few times. I enjoy the feel of 2e and I love how anything not combat based is entirly DM and PC roleplaying and not dictated by pesky skill points.

5) Yes. Keeping options limited just means a more balanced and flavorful party. I could easly replicate an elemental bloodline from a RP standpoint, without the need for a whole seperate race.

-----

Have to do paper work now but if you could link me to some campaign world info or just give me a brief run down that would be much appreciated.


The setting info is pretty scarce right now but there will be more coming constantly. Check out the wiki I set up for this game for now, I will be adding a lot more throughout the rest of this week

Lost Lands Mega-Campaign Wiki


2 people marked this as a favorite.

I'm going to post this again in full instead of as a link because I think it's important everyone see's it:

Campaign Overview

I see that many are still confused about the structure of the campaign and what exactly I am recruiting for.

Maybe it will help if I use proper names.

So let me start over.

I am running a long-term multi-party sandbox campaign called "The Lost Lands".

Each party begins with a starting adventure located on the same regional map. There is a very detailed city, a massive deadly mega-dungeon, and the surrounding wilderness with dozens of adventure sites and smaller dungeons and other locales to explore.

Each adventuring party has a specific adventure module as their point of entry into the campaign. The actions of the PC's impact the world, and can be felt by the PC's in the other parties. For example if a party slays a dragon and claims it's hoard, that dragons lair will be empty if another party arrives.

There are currently three active groups, playing three adventures, called "The Wizard's Amulet", "The Mouth of Doom", and "Valley of the Shrines".

I am recruiting for a fourth group, who will be playing an adventure called "Lost City". Play to begin in August. This recruitment thread will be open in a day or so.

I am also recruiting for a tournament style one-shot competitive dungeon crawl pitting two teams against each other to survive and escape with the most loot. Survivors will move to the bench for "The Lost Lands" for placement in any of the four groups, bringing with them any loot recovered from the tournament. This one-shot tournament module is called "Dungeon of Dread". Recruitment is live in this thread. You are here now :D

Tournament gameplay will begin in June or July, if recruiting is complete.

Please favorite this post of you read it and found it helpful.


Do we have to meet the prereq's of the Bonus Feat at 1st level? or can it be 2nd?


Oh that's a great question. I suppose in the interest of a level playing field, you have to meet it at 1st, because there was another party that began at 1st and took the bonus feat then.

So basically you want the outcome to be the same as it would be if you built a level one PC and then leveled him up to 2.


MOAR QUESTION!!
.
.
.
.
.

Questions.

1. Are you comfortable in non-linear adventures that require self-determination? This is not really anything like an AP, the story isn't written yet. At some points you have to decide what interests you and what you want to pursue. This can lead to option paralysis for some players who aren't used to a sandbox. I have a few players who really engage with the environment and drive the story forward, but I need a couple more to really drive things.

2. Do you have a problem with things like tracking ammunition and rations and using the encumbrance rules? I realize many people are hand-waving these things because they find them dull, but I really love the resource management/attrition/survival aspect of the game. It was close to the heart of the game the way I was playing it growing up. How much treasure can I get out of this dungeon and still be able to survive the trip back to town? That sort of thing. It's not for everyone, but it's too important to me to let go.

3. Do you have a problem with not being guaranteed any kind of WBL figures? I can't call the campaign low-magic exactly. You can find things that are way over WBL but they tend to be more flavorful items that people usually neglect in favor of the "big six". If you like to plan your build around specific items you will be frustrated. Crafting and shopping are limited compared to a standard modern pathfinder game.

4. Where do you see this character being most interested in going at low-mid levels

-Wilderness Exploration
-Dungeon Crawl
-Cleansing Defiled Holy Sites

?

and at mid-high levels

-Mega-Dungeon
-Underdark
-Excavating Ruined Ancient City

?

also how interested are you in urban intrigue throughout career?


1) Not a problem. I find character driven games much more fun.

2) Not a problem.

3) Doesn't need to be exact, but for instance starting level 2 with 150g is almost 1/10th the WBL chart. Which is fine so long as it's taken into account during encounters. If there is a significant gap APL should be adjusted.

4) Can't answer until I've flushed the character out more.

Speaking of which...

Would you be alright with Freya getting the Charm domain? Goddess of Love and Fertility and all.


HP for 2nd level, roll or average?


Captain Moonscar wrote:


3) Doesn't need to be exact, but for instance starting level 2 with 150g is almost 1/10th the WBL chart. Which is fine so long as it's taken into account during encounters. If there is a significant gap APL should be adjusted.

I do keep track of where I estimate the parties APL to be, but just as a personal reference, not so I can tailor encounters to it. The modules I'm running aren't set up that way. It's more like how AD&D was, I guess you could say.

If a 3rd level party hears a dragon is lairing in a particular forest and they go in that particular forest, they find an adult dragon. The dragon doesn't hastily get nerfed before the fight begins to match their APL, it just eats them.

I may be aware that the party is estimated at APL 2 because it is under-geared, but I'm not using that info the same way I would in an adventure path that serves up a series of level appropriate challenges.

Freedom to go anywhere means it's up to you to learn the lay of the land, choose your battles, and run away if you get in over your head despite your best efforts. That's the only way I've ever run my games, and I'm running this publishers material now because it's written that same way.

It's not everyone's cup of tea though, so I'm just making sure I've given that full disclosure.

As for the domains, the pantheon I have up is fairly recently updated to pathfinder and has a few holes in the domains it covers. It doesn't get into sub-domains either.

I don't know about giving Freya charm. Maybe. But I'm putting up a lot more deities this week, ones I think are more flavorful and original too. They just haven't been updated to pathfinder from 3.5. Off the top of my head, I think Zadastha is the best fit to get the charm domain.

Zadastha:
Zadastha, Goddess of Love
Alignment: Neutral Good
Domains: Good, Diplomacy, Healing
Symbol: A wreath of pink and red roses
Garb: Gowns and courtiers’ outfits
Favored Weapons: Longbow
Form of Worship and Holidays: The expression of love
in all its forms is considered one of the most faithful things that worshippers can do; many of Zadastha’s followers tend to be overly exuberant in their declarations, often to the embarrassment of their would-be lovers. The faith’s most holy time is Lovers’ Day, the first bloom of early spring.
Typical Worshippers: Poets, romantic authors, chiv- alrous knights, bards who perform songs of love and hopeless romantics of all stripes. This faith is particularly popular among lovelorn students and teenagers.
Zadastha the Beautiful is the goddess of true love. Her gaze is said to bring forth love even in the cruelest of hearts and her perfume to cause lustful thoughts to fill the mind of any being.


Max hp at level 1, roll after that, re-roll 1's.


One of the Charm domains is love only reason I brought it up. I'm not picking the deity because of the domain it just so happened Freya was the one I liked and the love domain is both good and fitting.

---

I understand there are situations the group won't be able to tackle. There's a CR 18 werewolf anti-pally in another game I'm in. Were level 5 and as much as we want to kick his ass were not going near that guy. Made that mistake once.

In a situation with a dragon like that our gear would be irrelevant for the most part.

I'm trying to find a better way of putting this than "It's only a problem if it's a problem." Here's my best shot, assuming the group is in a place they're supposed to be.

Stuff:
The game makes certain assumptions with gear and that's taken into account when determining the kind of challenges the party is capable of undertaking. If that is ignored people are going to die. That's my concern.

With 150g A 2nd level fighter can only afford scalemale and a buckler. +6 AC.
With 1000g a fighter can have splint male and a heavy shield. +8 AC. And a MW weapon as well.

Now on a d20 that's 10% more likely to be hit and 5% less likely to hit. May not seem like a lot but when the CR chart is a curve things can go south fast. Especially at low levels.

HP: 1d10 ⇒ 1
HP: 1d10 ⇒ 7

Roll for Fighter HP


Captain Moonscar wrote:


The game makes certain assumptions with gear and that's taken into account when determining the kind of challenges the party is capable of undertaking. If that is ignored people are going to die. That's my concern.

With 150g A 2nd level fighter can only afford scalemale and a buckler. +6 AC.
With 1000g a fighter can have splint male and a heavy shield. +8 AC. And a MW weapon as well.

Now on a d20 that's 10% more likely to be hit and 5% less likely to hit. May not seem like a lot but when the CR chart is a curve things can go south fast. Especially at low levels.

In the case of this particular dungeon, the publisher claims it's appropriate for 1st level.

I'm giving you a whole extra level, but not extra gear.


That's fine. I don't think there will be an issue with WBL, I was just thinking worst case scenario.


Yeah, I'm glad you brought it up because it needs to be put out there.

If tournament survivors join the Lost Lands ongoing sandbox campaign, they will likely eventually head to Rappan Athuk or Slumbering Tsar. Those books have disclaimers right up front about this.

They aren't like "rocks fall you die" or even "Tomb of Horrors" hard but they do have an obituary section in the back with pages of blank lines for writing the names of dead characters. We're not talking about adventures written by some hack that doesn't get how balance works in pathfinder, this is Greg Vaughan who has written like a chapter a piece for every major Paizo AP I think. It's just a different kind of adventure design. You have to put some thought into where you go, and try to learn ahead of time what is there. They world doesn't just scale to your APL.

Anyway the way I run them, especially in PbP is a little less brutal, because I don't want to kill so many PC's that no one bothers with rich character development. But it is still a challenge for sure.


@Tsiron You can have TM as a tournament boon if you want.

Just make sure you constantly tell the story about taking down a frost giant, until the party is sick of hearing about it :p

(jk you can RP it however you want obviously, just understand that is way more epic than what the other PC's have accomplished in their backstory. you would have presumably been leading a big team right?)


Alright, time for Talric's stat block :)

Stat Block:

Talric of the Jotunslayers
CG Human Barbarian

Str: 18 (16 before racial +2)
Dex: 13
Con: 15
Int: 11
Wis: 10
Cha: 9

Combat
(Raging) [Power Attack] {Powerful Blow} |Power Attack + Powerful Blow|

AC 16(14) (+5 armor, +1 Dex)
hp 23(27) Roll was 7+2.
Fort +5(+7) Ref +1 Will +0(+2)

lucerne hammer +7(+9)[+6] 1d12+6(+8)[+9/11]{+7/+9} |+10/+12|
earthbreaker +6(+8)[+5] 2d6+6(+8)[+9/11]{+7/+9} |+10/+12|

Feats
-Power Attack: When used, this feat grants a +2 to damage and a -1 to attack.
-Improved Bull Rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
-Weapon Focus, Lucerne Hammer: You gain a +1 bonus when using a Lucerne Hammer.

Rage (10)
-Knockback: Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Skills
-Climb +5(+7)
-Swim +5(+7)
-Survival +5
-Acrobatics +2


DM Grimmy wrote:

@Tsiron You can have TM as a tournament boon if you want.

Just make sure you constantly tell the story about taking down a frost giant, until the party is sick of hearing about it :p

(jk you can RP it however you want obviously, just understand that is way more epic than what the other PC's have accomplished in their backstory. you would have presumably been leading a big team right?)

Yeah, the prerequisite for the Journey includes leading a hunting party to slay a Jotun, not actually taking it down.

And, yes, I would love getting TM as a tournament boon to fit with my backstory :)


Ok sorry I didn't tell you before you built.


TM will be great for my reach tactics...

Talric's Tactics:

Talric opens the fight with a charge and stops when his opponent is within the reach of his hammer, then attacks. When the opponent steps up to meet him, Talric takes an AoO. On his turn, Talric uses Knockback and takes an AoO as the opponent moves backward. Now, I'm not sure if the opponent moving through my Reach with Knockback is viable-I couldn't tell if Knockback rules meant that the Knockback doesn't provoke an AoO or the opponent moving doesn't provoke. Talric repeats this routine throughout the combat, using Power Attack always and Powerful Blow when available.

When the opponent has reach, however, Talric switches to his earthbreaker and gets up close, to negate some of the opponent's reach. While moving through the opponent's reach, Talric uses Acrobatics to hopefully avoid AoOs.

Does this seem sound?


The line in Knockback is saying you don't provoke an AoO against yourself like you would if you attempted a bullrush normally. However, you have to also look at the general rules for a bullrush maneuver:

PRD wrote:
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat.

So to do the last part of that tactic you described, I think you will need Greater Bull Rush somewhere down the line.


Roster Check

Player: Iron Killer
Character: Unnamed Drow Ninja
Crunch WIP, Backstory WIP
Accepted but MIA

Player:Tsiron
Character: Talric, Titan Mauler
Crunch WIP, backstory done
Accepted

Player: aTiredDude
Character: Leshanda, Sorceror
Backstory done
Accepted but MIA

Player: Grixus Nox
Character: Unnamed Hound Archon Aasimar Fighter
Backstory WIP

Let's hear concepts from jimibones, moonscar, markofbane and whoever else I forgot.

I'll PM ironkiller and tireddude, make sure they're still on board.

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