| Ace Matthews |
This is a bit of a backward situation, but My friends and I have a party that we'd like to play, but no PBP Adventure to use them for, as our whole friendgroup wants to play and not GM. It started with a concept of two Ratfolk brothers and grew into a trio, and now I have two more players lined up to fill the back row as soon as we have a feel for the campaign someone wants to run.
I have been playing Pathfinder for about a year, and pbp for nearly all of that as well. One of my bros is as new as me, but has yet to play pbp, and the other, while still new to pbp, has played pathfinder for years.
We are Ratfolk Triplets, accustomed to fighting together since birth.
First is Flynn, The charming Swashbuckler (Mouser archetype) who usually talks for the three and fights with many a taunt and wisecrack.
Then there is Frederick, The sneaky one (Rogue Knifemaster). Frederick is a quiet intellectual type with a penchant for making things bleed.
And lastly, Fidgit, The stinky Hoplophile. (Gulch Gunner) Fidgit loves nothing more than the sound of a gunshot felling a foe, and he's a little psychotic.
The other two are my biological brothers, and, as I mentioned, they have yet to decide on their characters. I am encouraging them to make Medium Characters, but an all Rat comp could be fun too.
So far as the Campaign and stuff we'd like to play: We like Golarion because we know it fairly well, but other ideas aren't automatically disqualified. That said, however, Paizo AP's generally prove to start off painfully slow, especially in PBP, so feel free to throw some homebrew or modifications in there.
Character creation is up to the GM, but please post your basics so we can think about that while deciding. I personally have more fun High powered than low so long as the campaign is still challenging.
So please, Give these humble adventurers some work! We'll all post here in character once some interest arises.
| DM Corerue |
I have been considering starting an Iron Gods AP on pbp.
I tend to go high fantasy/high power.
Allowed materials are as followed: any Paizo Product currently printed and any SGG material is fine. I may allow additional books so long as I have them.
So rolling will be as followed:
For each attribute, roll 4d6, dropping the lowest die. If you rolled less than a 7, re-roll, i.e., 7 is the minimum allowed attribute score. In addition, roll 7 attribute scores and drop the lowest. Assign attribute scores as you will.
Alternately, you may employ "epic rules" and roll 1d3+15 for any attribute you choose, BUT for every attribute you roll this way, you must roll one other attribute as 1d10+6. So let's say you're rolling a sorcerer(ess). You would probably want to roll 1d3+15 for your charisma, and then take 1d10+6 for maybe strength or dex, leaving your other attributes as standard rolls.
Traits: 3
2 anything you want within rules and fitting background of course.
1 campaign trait.
Extra feats? Why yes!
One Story Feat free.
Thats me anyway. Still reading through the first and second AP of iron gods tob get a feel for it. Just get the tech book so that's another task at hand~
however I do own every AP that Piano has released and I have AP's farther back the Red Hand Of Doom. However those would require conversion which is time consuming...
Edit: PM me if needed~
| Ace Matthews |
STR: 4d6 ⇒ (3, 1, 2, 3) = 9
DEX: 1d3 + 15 ⇒ (3) + 15 = 18
CON: 4d6 ⇒ (6, 4, 2, 2) = 14
INT: 1d10 + 6 ⇒ (9) + 6 = 15
WIS: 1d10 + 6 ⇒ (9) + 6 = 15
CHA: 1d3 + 15 ⇒ (3) + 15 = 18
STR reroll: 4d6 ⇒ (6, 1, 3, 1) = 11
So after Racials, Flynn would look like:
STR 8
DEX 20
CON 12
INT 17
WIS 15
CHA 18
O.O well considering I just rolled a FIFTY point buy for Flynn, I'm pretty intrigued by that idea, but I'll ask the other guys. Also, Iron Gods is DEFINITELY a good choice for us.
Also, I forgot to mention please provide a sentence about your timezone and posting habits! We're all east coasters, Three college students and two Highschool students. Posting rates should be fairly high. (I basically live on here if you haven't noticed) this isn't a huge deciding factor, but it's one more thing to consider.
Please keep 'em coming!
| RIZZENMAGNUS |
im looking for some extra players for my campaign. ive created a campaign world based off of ours, but with some extra twists. the time period is 1820, just after lewis and clark exploration of the Louisiana Purchase territory. The group is one of the groups that are out scouting a navigatable path from the Mississippi river to the pacific ocean.
Rather than just only humans, i have populated the world with a majority of the core and advanced species, example, orcs and half orcs make up the scandanavian, germanic, and russian territories. Humans are found within great birtan and ireland, elves are from france spain and italy. Dark elves are Native to North and South America. Gnomes populate the near east.
While there isnt a pantheon of dieties, Christian, Muslim, Judaism are the predominant religions, and have clerics that have the clerical powers. So do the followers of Satan.
There are firearms in this game, since there were firearms at this time in history.
dragons are uncommon, almost rare. some have attached themselves to countries, while others roam free.
My style of play. I hover between a rating of PG-13 and R. There are some racial tendencies to add a little realism of the time to the setting. there is slavery, and my group just encountered it.
In regards to combat, I do not hold back. I plan an encounter, and i follow through with it. If the BBEG knocks out a PC in a round, he will spend and attack and finish the job. from the lowly kobold to the greatest dragon, if you piss it off, it will come at you in an attempt to protect itself.
I reward roleplaying. I give out re-rolls, and on occasion, i have given out a bonus level if i am truly impressed with the roleplaying that was offered.
Not many like the way i game, but those that do, enjoy it and tend to stick it out.
how would i fit you and yoru group in? id say that you guys were from an asianic country, since i havent populated that side of the world yet with races. You could be out looking for a pathway as well, and attempting to secure your reward of land and money. You could play slavers too.
My current group is at 5, and adding you 5 would make it to 10. i have handled a group of up to 12, and ran it successfully as well. I feel that adding more people to this group would increase the RP potential, and allow me to throw bigger and meaner foes at the group at an earlier rate.
so in summary, I challenge you to see how long you can make your PCs survive in the west.
| DM Corerue |
I work in the oilfield up here in Alaska and I live in Alaska as well so Universal Time (UTC−09:00).
Posting habits while at work are 3+ a day. When I am home it'll drop to 1 per day minimum. I have a wife and three kids after all. So in only get to post in the evening. i also post on the weekends about the same as stated above.
Kinda slows things up but rl takes precedence.
I also apply my own twist to characters so even if you've read the adventure it won't really matter.
Staglord became a cavalier once. Then a wizard another time. Some people were really surprised. ;)
I will see what I can handle. Five players isn't so bad but over that and things get wonky. But I may squeeze in another game or add interested people to an existing one.
| Ace Matthews |
I should mention that I haven't confirmed my brothers yet, so if the GM we happen to go with would rather recruit, we'll do that. I myself am getting annoyed with the campaign I'm in that floats 7-8 because of the pacing required to keep it moving.
Us College guys have Meatspace games tonight and tomorrow, but we'll be on at some point this weekend to corroborate. Here's to hoping!
| Flynn Fastclaw |
Well, The Avatars for Ratfolk Suck. But, This should be hilariously fun to play. The Fastclaw clan (Subject to change) is excited to be put to use!
"Well boys, the outside world! What new adventure awaits us!? Wait... Where's Freddie, is he sneaking around again? Fidgit stop picking your nose with that arrow and tell me where he went. ugh. What have we gotten ourselves into?"
| DM Corerue |
Ratfolk avatar Agreed. They are terrible, I thought they would add the one from the ARG by now but all I can really find is the plague alchemist from the ARG.
I am really hoping they add some more in the future. :/
Let me know ACE who all is in or not and I can start making plans to figure out what I can and can't do. That doesn't mean I won't start a second game, under a different AP possibly, for the other people who are interested. But as Ace said beyond five the pacing gets harder to maintain. I have regrettably lost players because of pacing issues when I started a game with 9 players on PBP. I was able to keep up up until my first son was born then it fell apart somewhat. However with five people (per game) I find it a lot easier to maintain my posting.
I am also able to juggle characters going on their own too, so party splitting up isn't a huge deal. ;)
| DM Corerue |
If you choose me let me know the following.
what classes. i have no restrictions other then try and stay consistent. I frown on Ninja or samurai when the group dynamic is family orientated and ratfolk. it would just be odd if only one of you were ninja/samurai themed, know what I mean?
If you are only Rollin with three or four let me know and so I consider whether or not to go for a four or five person party. In the mean time I will read up more in Numeria and such.
Party size should stay even or +1 as Iron Gods can become a grinder...
I don't mind min/maxing, just know that I will adapt to counter Bbegtpkers just enough so the game remains a challenge. ;)
It would also be good to have a party Face if possible. Ratfolk dont have the stoutest reputation but I need to double check Numerian Ratfolk...
| shrodingerscat |
1d3 + 15 ⇒ (3) + 15 = 18;
1d3 + 15 ⇒ (3) + 15 = 18;
1d6 + 10 ⇒ (5) + 10 = 15;
1d3 + 15 ⇒ (3) + 15 = 18;
1d6 + 10 ⇒ (1) + 10 = 11
1d6 + 10 ⇒ (5) + 10 = 15
Angelblooded Aasimar Bloodrager Dot!
Str 20
Dex 15
Con 18
Int 15
Wis 11
Cha 20
holy cow those are awesome stats
I'll put up more if you guys have a place for me...been itching to play Iron Gods
| DM Corerue |
Some nice rolls :) now you see why I use this system. It has the chance of low rolls but more often then not you get good ones to off set the bad.
My reasoning is simple. As a favorite dm of mine once said and I agree whole heartedly. "Your heroes! Cast the dice and let them decide your fate~ Forget the point buy and have fun! Let your battles be epic, let your enemies remember the sting of your strikes and one last thing. the bbegs get to roll too... Mwahahah."
Case in point...
Barbed devil with 28 Str and my character at lvl 11 with cmd 21... not pretty. Stabbed me to death nearly in under three rounds. Couldn't breakthrough the grapple. :( it was a unique barbed devil commander/leader. Dragonrider are not made for wrestling.
So, again if chosen, expect the npcs in game to be stronger and their classes may be different from listed material. Adventures should be epic, the fights memorable and if your gonna die... then hot pop a grenade and aim for the middle of the enemy. :)
| Flynn Fastclaw |
The three of us talked about it, and what I'm gonna do is give this thread another bump or two tomorrow, then depending on whether someone else applies, we'll make our decision at our meatspace game that night. If we do go with Corerue, We're probably gonna just want one more and acediamond I'd be happy to have you go for it!
Our most hilarious idea for a support is a Bard that plays a pan flute. "I dunno, we just enjoy being around the guy..."
| aceDiamond |
Thanks, everybody!
STR: 4d6 ⇒ (3, 2, 3, 1) = 9 ==> 8
DEX: 1d3 + 15 ⇒ (1) + 15 = 16
CON: 1d3 + 15 ⇒ (2) + 15 = 17
INT: 1d10 + 6 ⇒ (1) + 6 = 7
WIS: 1d10 + 6 ⇒ (4) + 6 = 10
CHA: 4d6 ⇒ (6, 4, 3, 4) = 17 ==> 14
Hmmm, well, I kind of was thinking brawler, but with these stats, swashbuckler would work better. I ended up changing them a bit in order, but otherwise the same. Also, is everyone going to be a ratfolk, or can I be a different race? Thinking human.
| Harumi, Oracle of Time |
Since it was mentioned another might be needed...
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (10) + 6 = 16
1d10 + 6 ⇒ (9) + 6 = 15
I think I shall take these for Harumi. XD
On sourcebooks: Are 1001 Spells (Rite Publishing) and/or Deep Magic (Kobold Press) acceptable?
Either way, here's how things currently look for me:
Female aasimar oracle 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dexterity)
hp 8 (1d8)
Fort +0, Ref +3, Will +6; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cause fear (DC 16), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, read magic
. . Mystery Time
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 10, Int 16, Wis 18, Cha 21
Base Atk +0; CMB +2; CMD 15
Feats Extra Revelation, Prophet (Story)
Traits birthmark, charming, stargazer
Skills Bluff +5 (+6 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Knowledge (geography) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +7 (+9 to identify alien monsters' abilities and weaknesses), Linguistics +4, Perception +10, Profession (barmaid) +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Hallit, Sylvan
SQ mystery (time), oracle's curse (haunted), revelation (aging touch, temporal celerity)
Other Gear leather armor, crossbow bolts (100), light crossbow, oracle's kit, 116 gp
--------------------
Special Abilities
--------------------
Aging Touch (0 STR to creatures or 1d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle le
Birthmark +2 save vs. charm & compulsion
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Prophet The truth has been revealed, and you have been chosen to deliver it. Prerequisites: Ability to cast divine spells, and you must either have received a vision from your god (or another appropriate supernatural entity) or have the Marked by the Gods background. Benefit: If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it also affects an ally. Goal: Convert an appropriate number of creatures to the worship of your deity. Completion Benefit: Your bonus to AC for casting beneficial or harmful spells on allies increases to +2, and the bonus also applies on saving throws for the same duration.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
| Ace Matthews |
I like an Oracle, but I really don't like 3pp stuff. GM's discretion ultimately, but the three of us will be lobbying against it.
Know that our classes are as they are in the first post:
Flynn the Mouser (Swashbuckler)
Freddie the Knifemaster (Rogue)
Fidget the Gulch Gunner (Gunslinger)
and one more, preferably support class, preferably NOT Ratfolk unless the GM has another idea.
| DM Corerue |
3pp stuff isn't a big deal as long as I have time to review and approve it.
There is I admit some outrageous stuff out there but you won't know without playing with it.
The worst I ever saw was a feat free 6 total feats that, once you had all of them, made it a standard action to instantly slay anything large and under if it failed a fort save vs your dmg.
Rogue + Assassin + user sneak attack and pretty much nothing would save vs insta-death.
That was the Feat Book in 3.X
But stuff like Web of steel is costly enough and situational enough that it isn't overpowered. It also really fits a duelist or musketeer.
Granted you can make a pretty b.a. kensai bladebound magus with that feat. But disarm them and they get squashed.
But classes like machinesmith are slightly underpowered but really fit to for steampunk settings.
The list goes on. Bottom line if I approve something keep an open minded and if turns out to be broken we can remove it. However I will try and not throw off the game balance if possible.
| DM Corerue |
I like an Oracle, but I really don't like 3pp stuff. GM's discretion ultimately, but the three of us will be lobbying against it.
Know that our classes are as they are in the first post:
Flynn the Mouser (Swashbuckler)
Freddie the Knifemaster (Rogue)
Fidget the Gulch Gunner (Gunslinger)
and one more, preferably support class, preferably NOT Ratfolk unless the GM has another idea.
Love gulch gunner, I wish it worked with musket master. :/
I think it works with pistolero. Which their grazing ability is great.
I missed oh but I do damage anyway. Ha!
Alchemist Gunslinger is now one of my favorite combos. Add explosive bombs infuse into yoyr ammunition and your gunslinger make an rpg round.
Or fast bombs w/ rapid shot makes for multiple bombs a round. NOVA MODE ENGAGE.
| DM Corerue |
| Maiathreen Gyssearnith |
3pp stuff isn't a big deal as long as I have time to review and approve it.
There is I admit some outrageous stuff out there but you won't know without playing with it.
The worst I ever saw was a feat free 6 total feats that, once you had all of them, made it a standard action to instantly slay anything large and under if it failed a fort save vs your dmg.
Rogue + Assassin + user sneak attack and pretty much nothing would save vs insta-death.
That was the Feat Book in 3.X
But stuff like Web of steel is costly enough and situational enough that it isn't overpowered. It also really fits a duelist or musketeer.
Granted you can make a pretty b.a. kensai bladebound magus with that feat. But disarm them and they get squashed.
But classes like machinesmith are slightly underpowered but really fit to for steampunk settings.
The list goes on. Bottom line if I approve something keep an open minded and if turns out to be broken we can remove it. However I will try and not throw off the game balance if possible.
What you trying to say? :)