
Zadderk Crowe |

Count me as 100% ready. It took a total of literally 15 tries, but I finally got a character into rise of the runelords, although, not as I expected. I always intended to weasel a Lawful Evil Aasimar into the game, but I ended up with a ranger with a bird and too much dwarf in his blood.
And I'm completely cool with it!

Lord Zohan |

"First let me say how honored I am that you have elected to follow me on this glorious quest. I assure you that, for those of you who do not have to give your life so that I might achieve greatness, there will be a place in my ruling order for you. Your families shall be titled nobles and you will find me a benevolent - and generous - liege."

Andras Teoss |

Excited to be on this one!
Rolling for HP:
6d8 ⇒ (5, 6, 8, 5, 6, 5) = 35
Nice, this is even higher than the PFS rule!
I noticed that Karla Teg still hasn't come up with a cleric version of her character. If you allow the playtest classes, I'll be happy to change Andras to a Warpriest. Essentially this makes for a character that is stronger in combat (2 extra feats, higher BAB with crossbow, channel energy at half level) at the expense of utility/defense (half as many skills, no inquisitor/archetype abilities).
Here's a warpriest statblock with basic gear:
Unnamed Hero
Human Warpriest 7
LN Medium humanoid (human)
Init +4; Senses Perception +11
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 45 (7d8+7)
Fort +6, Ref +5, Will +8
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Offense
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Speed 20 ft.
Ranged light crossbow +11/+6 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 13, 2d6)
Warpriest Spells Prepared (CL 7th; concentration +10):
. . 3rd—dispel magic, prayer
. . 2nd—bull's strength, communal protection from chaos, lesser restoration, remove paralysis
. . 1st—abundant ammunition, divine favor, moment of greatness, protection from chaos, sanctuary (DC 14)
. . 0 (at will)—create water, detect magic, guidance, light, read magic
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Statistics
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Str 13, Dex 16, Con 12, Int 10, Wis 17, Cha 10
Base Atk +5; CMB +6; CMD 19
Feats Deadly Aim, Extra Channel, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Warrior Priest, Weapon Focus (light crossbow)
Traits eyes and ears of the city, merchant family
Skills Appraise +3, Diplomacy +6, Heal +9, Intimidate +7, Knowledge (religion) +6, Perception +11, Sense Motive +10, Spellcraft +7
Languages Common
SQ agile feet, aura, axiomatic strike, blessings, Fervor 2d6, Sacred Armor +1, Sacred Weapon +2, blessings (law blessing, travel blessing)
Other Gear breastplate, light crossbow, 150 gp
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Special Abilities
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Agile Feet (Su) As a free action, ignore difficult terrain penalties for 1 rd.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Axiomatic Strike (Su) Touched melee weapon deals +1d6 dam vs. chaotic foes for 1 min.
Blessings (6/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor 2d6 (3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers.
Sacred Weapon +2 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Please let me know your thoughts.

Zadderk Crowe |

I don't think anyone's gonna complain about some pre-full group roleplay between a half-dwarf and his new glittery friend. That said, you can expect most of my posts to be like my first one. Also, I typically post ooc stuff in the discussion thread because I don't like to clutter up the gameplay thread with 1 sentence blue text, so here's hoping you guys are the same way.

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I tend to avoid OOC threads during and regarding combat. I prefer a good old immersion-style where the only communication in a battle is that which is pre-planned or occurs during one's round through the characters. I've found there are two diametrically opposed groups in this line of thinking and I'd rather not cramp anyone's style if they are in the opposite camp. If anyone has anything that is NOT tactical to discuss during combat OOC please PM me.

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It's probably OK. It says in his background he gets mistaken for one now and then. I may not have failed my perception roll but I sure failed my knowledge check to identify haha
So while I realize it adds flavor to people's narrative I have to ask: Is it necessary to include the inner monologue of characters? It seems that I can't read the thoughts of people in the real world nor can I read the thoughts of my friends' characters when sitting around a table so I don't know why I would be able to do so here. I would rather flub an occasional interpretation of a character's thoughts than be privy to everything going on, myself. It also sets up a precedent for combat if you broadcast intent through narrative. It then becomes a form of communication that the PCs don't need to make checks to hide or interpret while the monsters around you have to make checks for. That seems a bit out of place. I think that this is where the confusion came from a moment ago, too, which may bolster my point a little.
I may be in the minority. If I am I'll gladly drop it but I thought I'd at least bring it to the table at this early step.

Lord Zohan |

Well, I would mention that my misinterpretation didn't come from Zadderk's inner monologue but from his self-introduction where the author mentions that he's dwarf-sized or something of that nature. I don't think it's amiss to include physical description, since we might not match our avatars.
As for whether it's necessary to include the inner monologue, I'd say no. Nor is it necessary to speak dialogue. But I wouldn't say it's necessary to leave it out, either.
Personally, I think PBP needs something that replaces the facial expression, gesture and tone of voice we get at tabletop roleplaying. This is especially so since a single post from each player often has to suffice for the others for 24 hours out of game. For myself, I enjoy imagining what expressions would cross the others' faces when they have thoughts that precede or follow their dialogue. That being said, if something goes unspoken, I would not feel that my character has to notice or react to it in any way. Heck, he might not hear or heed things that are spoken! :-)
Still, I'm new to PBP so it might be that there are expectations regarding inner monologue that you are referring to but I'm unaware of. If someone posted that their character thought - but didn't say - "I hope no one ahead of me in initiative blocks my line of effect because I'm going to cast a lightning bolt at bad guy X", I as a player would laugh at the silly metagaming and I as a character would continue my attack heedless of such unspoken wishes.

Zadderk Crowe |

The uncertainty of race was kind of by design, actually. His mother was probably a dwarf. That said, I don't do much inner monologue if only because most of my characters are outspoken. I don't mind putting that sort of thing up, though, because it helps every other player understand the character their playin's opinions.
Also this accent is brutal.

Zadderk Crowe |

I'm actually an Avid weekend poster. I work the weekdays, and run my own campaign so those are my most active days.
No but seriously it's very hard for me to miss an Ogre. If I do a vital strike I'll have a minimum of a +16 to hit them with, and that's assuming I don't invoke deadly aim and other things in the near future. I plan on getting plenty of full attacks in, to say the least.

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I like to post weekends usually but I hate to commit weekends. I also hate waiting on weekends where I need my fix haha. My suggestion is to leave it up to the GM whether to put non-posters on automatic if more than 50% of players post but nobody should be obligated.
As for in-game: I'm good to buy a horse and get a move on.

Karla Teg |
It's probably OK. It says in his background he gets mistaken for one now and then. I may not have failed my perception roll but I sure failed my knowledge check to identify haha
So while I realize it adds flavor to people's narrative I have to ask: Is it necessary to include the inner monologue of characters? It seems that I can't read the thoughts of people in the real world nor can I read the thoughts of my friends' characters when sitting around a table so I don't know why I would be able to do so here. I would rather flub an occasional interpretation of a character's thoughts than be privy to everything going on, myself. It also sets up a precedent for combat if you broadcast intent through narrative. It then becomes a form of communication that the PCs don't need to make checks to hide or interpret while the monsters around you have to make checks for. That seems a bit out of place. I think that this is where the confusion came from a moment ago, too, which may bolster my point a little.
I may be in the minority. If I am I'll gladly drop it but I thought I'd at least bring it to the table at this early step.
I, as would be easy to guess, enjoy inner monologue a lot.
In my view, a PbP is something like building a narrative in collaboration with others. As such, stories often add the inner reflections of character as a way to give more depth to them and provide context for the things they say.
Also, it's helpful for less talkative concepts to provide to the story. Karla is such a character.
As for in game exploits, it's the same as having read the module, or acting based on OOC comments: player knowledge vs character knowledge. It's dependent on each table, and requires players to keep things separated.
To summarize, I find it adds to the storytelling, but it needs to be handled properly by players as player knowledge, not character knowledge, to avoid metagaming, as for module or rules knowledge.
That said, I'll be happy to follow DM's guidelines.

Karla Teg |
I like to post weekends usually but I hate to commit weekends. I also hate waiting on weekends where I need my fix haha. My suggestion is to leave it up to the GM whether to put non-posters on automatic if more than 50% of players post but nobody should be obligated.
I feel the same way.

Lord Zohan |

LOL! Never saw Dude, Where's My Car but I heard about it. I'll have to see if I can find it on YouTube.
Just don't mess with the Zohan!
Also, for the record, I'm absolutely find with putting my character on AI while I'm out to keep the story moving. I know it's easier to do later, once we have a feel for how we each handle combat and social situations. Lord Zohan, as you've read, is wordy.

Zadderk Crowe |

Zadderk Crowe
Human Ranger (Falconer) 7
LN Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 deflection)
hp 58 (7d10)
Fort +6, Ref +11, Will +5
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Offense
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Speed 20 ft.
Melee masterwork scimitar +7/+2 (1d6-1/18-20) and
. . unarmed strike +6/+1 (1d3-1 nonlethal)
Ranged +1 seeking heavy crossbow +13/+8 (1d10+1/19-20)
Special Attacks favored enemies (giants +4, humans +2)
Ranger (Falconer) Spells Prepared (CL 4th; concentration +6):
2nd—summon nature's ally ii
1st—call animal, speak with animals
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Statistics
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Str 8, Dex 20, Con 10, Int 16, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Crossbow Mastery, Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike
Traits giant slayer, patient optimist
Skills Acrobatics +10 (+6 jump), Climb +5, Diplomacy +7 (+9 to influence hostile or unfriendly creatures), Handle Animal +10, Heal +12, Knowledge (dungeoneering) +13, Knowledge (geography) +10 (+11 to navigate underground in Magnimar Outskirts), Knowledge (nature) +13, Perception +17 (only -1/20' while using a spyglass, instead of -1/10'), Stealth +13, Survival +12 (+14 to get along in the wild, +15 to track, +13 to navigate in the wilderness in Magnimar Outskirts), Swim +5
Languages Common, Elven, Giant, Sylvan
SQ combat styles (archery), favored terrain (forest +2), swoop for the kill, track, woodland stride
Other Gear +1 defiant hide armor, +1 seeking heavy crossbow, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, ring of protection +1, area map, grappling bolt, grappling bolt, grappling bolt, grappling bolt, grappling bolt, ranger's kit, scope, silent whistle, spyglass, survival kit, masterwork, 30 gp, 1 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Area map (Magnimar Outskirts) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs Favored Enemy (Giants).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scope Reduce penalty for firearm ranged attacks by 1 for each range increment.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.
Swooping Charge (DC 20; bird): The falconer's bird compan
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Dasher
Eagle
N Small animal
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 20, touch 15, flat-footed 16 (+4 Dex, +1 size, +5 natural)
hp 38 (+12)
Fort +7, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +9 (1d4+1) and
. . 2 talons +9 (1d4+1) and
. . unarmed strike +9 (1d2+1 nonlethal)
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Statistics
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Str 12, Dex 19, Con 14, Int 3, Wis 14, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Death from Above, Skill Focus (Fly), Weapon Finesse
Tricks Attack, Come, Distract, Down, Heel, Roam, Seek, Stay, Swooping Charge
Skills Acrobatics +8 (+0 jump), Fly +13, Perception +7, Stealth +13
SQ attack, come, devotion, distract, down, heel, roam, seek, stay, swooping charge
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, a dungeon most likely won't.) During the charge the bird of prey deals 2d4 damage with it's bite, and if a foe is successfully is hit, it is staggered until the end of it's round.

Zadderk Crowe |

That's the updated crunch, actually. In my last one I had deadly aim and point blank shot still on.
I probably can't miss Ogres, to be honest with you. The chances are just not there. I have a pretty stupidly high to-hit against them, and giants make up a lot of the campaign, but the story is there and it just sort of happens...
That said, I have a +13/+8
+13/+8 = Normal attack Progression
+14/+9 = Within 30 Feet
+12/+7 = Deadly aim while they're close
+11/+6 = Deadly aim while they're far away.
+9/+9/+4 = Rapid shot Deadly Aim at a Distance.
+10/+10/+5 = Rapid shot deadly aim if they're close.
Now, in the case of Ogres...
+17/+12 = 1d10 + 5 = With no special bells and whistles.
+18/+13 = 1d10 + 6 = Within 30 Feet
+16/+11 = 1d10 + 10 = Deadly Aim while they're close.
+15/+10 = 1d10 + 9 = Deadly Aim while they're far.
+13/+13/+8 = 1d10 + 9 = Deadly Aim and rapid shot while they're at a distance.
+14/+14/+9 = 1d10 + 10 = Deadly aim and rapid shot if they're close.
So yeah, basically against Ogre's I hit like a brick house, and I was nice enough to not get flaming or shocking on my bow (Which I am heavily reconsidering, but I like the story element and can probably work in tandem with Zohan to get flaming arrows.)
Oh and when dasher swoops he has like a +14 to hit because of Death from Above. Haha.