A Medieval Post-Apocalyptic Kingmaker Adventure. Recruitment for PREVAIL! with GM Mustache.


Recruitment

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GM Mustache wrote:
Maybe it should be said that if people do whatever they can to counteract their problems... like taking improved initiative when they are stuck with -4 initiative... isn't very fun. I'm not looking for power gamers, but people who want to play interesting characters!

Sneaks over to character sheet... scratches off reactionary from extra traits...

XD Were you describing my -4 init by any chance? ^_^


Any chance the mutations that have a damage die associated with them will scale every 5 levels or something? Really only thought about this with 38 (since it's mine to bear), but after lvl 4 or 5, you are better with a normal attack than using the mutated abilities, especially the lesser which may do nothing unless used twice since ability damage has no effect until you accrue 2 points of damage.


caster4life wrote:
GM Mustache wrote:
Maybe it should be said that if people do whatever they can to counteract their problems... like taking improved initiative when they are stuck with -4 initiative... isn't very fun. I'm not looking for power gamers, but people who want to play interesting characters!

Sneaks over to character sheet... scratches off reactionary from extra traits...

XD Were you describing my -4 init by any chance? ^_^

a good example! and i know what your favorite feat is.


Jagael wrote:
Any chance the mutations that have a damage die associated with them will scale every 5 levels or something? Really only thought about this with 38 (since it's mine to bear), but after lvl 4 or 5, you are better with a normal attack than using the mutated abilities, especially the lesser which may do nothing unless used twice since ability damage has no effect until you accrue 2 points of damage.

yup, we can talk about that when we get higher level. I think there is a good chance. or something will happen in gameplay to make it happen. (Also remember there will be con damage dropping left and right so it will be a cumulative effect!)


Yep! And con damage scales with level because 2 con damage results in a hit point lost per HD.

It's going to be funny when we're fighting undead a lot and keep incidentally attempting to deal them con damage just because we ooze con damage.


Jagael wrote:
Any chance the mutations that have a damage die associated with them will scale every 5 levels or something? Really only thought about this with 38 (since it's mine to bear), but after lvl 4 or 5, you are better with a normal attack than using the mutated abilities, especially the lesser which may do nothing unless used twice since ability damage has no effect until you accrue 2 points of damage.

Oh! Another thought on that. Your lesser action is a swift action. That actually makes it really good, I think, at any level.


Pathfinder Card Game Subscriber

dot 1d40 ⇒ 32


mcridill wrote:
dot d40

32. Always a lover of nature, you were out walking in a forest on the day the green energy wave hit you. Tree DNA mingled with yours!

Greater: Plant-mind. You have leaves instead of hair; you can cast talk with plants three times a day.

Lesser: Barkskin: You have unusually colored dark skin that is thick and rough. You have a +1 green energy bonus to AC.

Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken. Failure by 5 causes you to be frightened , with a new save each turn. Phobia: Fire.


Quote:
Oh! Another thought on that. Your lesser action is a swift action. That actually makes it really good, I think, at any level.

I do like the swift element, but having to spend (most likely) 2 swifts to do 1hp/hd worth of damage is terrible action economy. But these are just mechanics, not the heart of the story, so either way is fine.

I'm just trying to think through a character, and if this is a part of his existence, I really want it to be part of who he is, not just a throwaway ability like wild empathy.

EDIT: I think I have the crunch done (still on the tipping point between musket master and bolt ace but leaning toward the former), but won't have everything together to submit till tomorrow or Thursday.


1d40 ⇒ 36 taken
1d40 ⇒ 8 free


GM Mustache wrote:
...Being unable to clean will give you the fascinated condition. If this happens in battle, you get a new will save each turn...

Does the fascinated condition in my character's case persist beyond the normal bounds of the fascinated condition? Fascination normally grants a save each round if a hostile creature approaches, but immediately ends when there is an obvious threat "such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature"? So is this stronger than normal magical fascination?


Jagael wrote:
Oh! Another thought on that. Your lesser action is a swift action. That actually makes it really good, I think, at any level.

You saw it was a cone, right? You could be hitting... what... like up to seven monsters for d2 constitution each with a swift action? Geez, I mean, that is really good as a best case scenario. Maybe it is OP.And that is your lesser ability. It is really good as a lesser ability, many of them are just +1 or +2 to a skill or stat.


Jagael wrote:
Quote:
Oh! Another thought on that. Your lesser action is a swift action. That actually makes it really good, I think, at any level.

I do like the swift element, but having to spend (most likely) 2 swifts to do 1hp/hd worth of damage is terrible action economy. But these are just mechanics, not the heart of the story, so either way is fine.

I'm just trying to think through a character, and if this is a part of his existence, I really want it to be part of who he is, not just a throwaway ability like wild empathy.

EDIT: I think I have the crunch done (still on the tipping point between musket master and bolt ace but leaning toward the former), but won't have everything together to submit till tomorrow or Thursday.

I think it's a lot better than wild empathy given that it's not very situational and a lot of classes have tons of swifts to spare.


Vexanar wrote:
GM Mustache wrote:
...Being unable to clean will give you the fascinated condition. If this happens in battle, you get a new will save each turn...
Does the fascinated condition in my character's case persist beyond the normal bounds of the fascinated condition? Fascination normally grants a save each round if a hostile creature approaches, but immediately ends when there is an obvious threat "such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature"? So is this stronger than normal magical fascination?

I like to interpret the way that reads as a spell, ranged weapon, or weapon-drawing targeting at the fascinated creature itself. So someone just drawing a sword on the battlefield doesn't break fascination. An enemy being near doesn't break fascination. Someone comes at your aggressively breaks fascination. That is how I deal with fascination.


Diamondust wrote:

1d40 taken

1d40 free

8. Caught in a green energy wave with a passing snake, your DNA mingled with its and left you with several serpentine attributes.

Greater: Cobra spit: As a swift action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds and take d8 acid damage. The DC of this save is equal to 12 + 1/2 your character level. You can use this ability once per day plus one additional time per day for every three levels you have.

Lesser: Serpent Eyes: You gain low-light vision.

Bad: Hairless: You have absolutely no hair on your body, and are often cold. On fall and spring days when the weather is anything but normal, and every day in the winter, make a Fortitude DC12 + 1/2 character level or be Fatigued for the day.


GM Mustache wrote:
Ouachitonian wrote:
Axolotl wrote:

Rolling again!

[dice=Mutation]1d20

Wait, we can reroll? I was just about to ask about playing a Lashunta, so I could get around being deaf with telepathy. Might just reroll instead.

No, sorry. "Reroll" in this instance means someone already took his number.

Can't reroll to get a new set. Deaf and mute is one of the more challenging ones. Maybe most challenging? I would encourage you to not short-circuit it by going with a lashunta (is that even in the list?). Try to really play a character who really is deaf and mute. I'm sure your fellow players will help you do it. Maybe you want to teach a few friends sign language.

They're 11 RP, so they should be. But I thought you might say that.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Here's my dot and my mutation!
Mutation: 1d40 ⇒ 11


Simeon wrote:

Here's my dot and my mutation!

[dice=Mutation]1d40

11. Caught in a green energy wave while out in a desert, your DNA mingled with a scorpion and left you with several poisonous attributes.

Greater: Scorpion Tail: You have a secondary natural attack (tail) that does d6 (medium sized ) damage or d4 (small) and poisons (Fort save DC 12 + 1/2 your character level or are poisoned (1d2 Str damage, 1 round/6 rounds, 1 save cure).

Lesser: Poisonous Blood: When you take slashing or piercing damage from a melee attack, your blood sprays your attacker. They make a Fort save DC 12 + 1/2 your character level or are poisoned (1d2 Dex damage, 1 round/6 rounds, 1 save cure)

Bad: Involuntary Body Movements: Your limbs twitch and convulse at inopportune moments. Take a -2 to all reflex checks.`


That's a great mutation, and I don't mind changing from ratman to my own unique race! Great start for character background. I'll get a CS up with an alias this weekend.


Hmmm . . ..

Interesting concept. I'm going to get the mutation and then see where that takes me, I think.

Mutation: 1d40 ⇒ 19

Wow, at this late stage, it looks like that was a clean roll out of the gate!


I'll just leave this here...
1d40 ⇒ 25


This sounds very intriguing.

mutey goodness: 1d40 ⇒ 15
Taken

take2: 1d40 ⇒ 35
Taken

third time lucky: 1d40 ⇒ 24
...

four: 1d40 ⇒ 36
oh for Pete's sake...

five: 1d40 ⇒ 34
AT LAST! 34.


Alias set up for Vexanar

Alias: Shirrodan aka Handsome Dan
race: miniature ifrit
class: hex channeler
alignment: LN
craft: clothing
link to full char sheet: Handsome Dan


hustonj wrote:

Hmmm . . ..

Interesting concept. I'm going to get the mutation and then see where that takes me, I think.

[dice=Mutation]1d40

Wow, at this late stage, it looks like that was a clean roll out of the gate!

19. You were just engaging in a little bout of happy go lucky goat wrestling when the green energy hit, and your DNA mingled with its. You never got over the shock, and tend to avoid all animals now.

Greater: Twisted Horns: You have a head of twisted goat-like horns. You gain a natural attack (d12 damage) on charge attacks and you get Improved Overrun as a bonus feat.

Lesser: Goat legs: Gain +5 speed.

Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken, with a new save each turn. Failure by 5 causes you to be frightened , with a new save each turn. Phobia: Monster type: Animals or magical beasts


ElbowtotheFace wrote:

I'll just leave this here...

1d40

25. You are a powerful warrior, your body perfected by the green energy. However, after the bombs fell you were mobbed by a horde of zombies. You barely escaped, and have been leery of the creatures ever since.

Greater: Stonehands: Your unarmed strikes hit with near excessive force. Gain +1 damage per 2 levels on unarmed strikes (min 1). You gain improved unarmed strike and your unarmed strikes improve as a monk of the same level.

Lesser:Green energy rush: When you succeed at a savings throw while in battle, gain +2 green energy bonus to Dexterity and Strength until the end of your next turn.

Bad: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken. Failure by 5 causes you to be frightened. Phobia: Corporeal Undead.


Umbungo wrote:

This sounds very intriguing.

Thanks for keeping track of what was rolled! People don't have to do that anymore. I can reroll for you if necessary.

34.
The green energy has expanded your mind and given you a third eye that is both physical and mystical. However, sometimes you see too much...

Greater: Unbridled Mind: Your mind has been mutated to be so powerful that you can send your thoughts out across the world. You can use a sending spell (5th level wizard spell) 2 times a day, and your third eye can scry (without material components) one time a day.

Lesser: Extra eye on the front of your head. Gain perception as a class skill and gain +2 bonus, but -2 to all saves regarding visual based spells.

Bad: Night Terrors: You see too much, and can't forget the trauma. You relive the dropping of the mushroom bombs every night, and you must make a DC Fortitude save of 12+ 1/2 character level everyday or be fatigued.


Shirrodan wrote:

Alias set up for Vexanar

Alias: Shirrodan aka Handsome Dan
race: miniature ifrit
class: hex channeler
alignment: LN
craft: clothing
link to full char sheet: Handsome Dan

Hello Handsome Dan!

You are the first official submission. You have plenty of time before I pick the players for this game to make changes. I would like to challenge you, and all submissions, to do better with the backstory. Your backstory will be 80% of the decision making for me. I laid out some pretty specific questions:

Backstory: What was life like before the bombs hit? How did you survive the bombs and the resulting waves of "green energy" (radiation) What was running through your mind when you discovered how the green energy change you? How did you end up in central Lastwall, where this campaign is set? End the backstory wandering in the wilderness to find this rumored "Prevail" settlement. Looking for well written, reasonably concise stories (1 page or less please but more than a handful of sentences!)

Also immediate questions that come to mind with Handsome Dan: A miniature ifrit? As a follower of Sarenrae? Well that strange. Did the bombs make you miniature, or was it something else? So there must be more to your story.

Why the emphasis on the backstory? Because this game lives or dies based on the effort people give in WRITING. It is a big exercise in creative writing. Bad writing will equal a bad game that causes players to drift away. Strong writing will equal a lasting game that you will be proud of. Even if I do not intend to specifically wrap your backstory into the plot, the backstory proves to me you can put the effort into the game.

I am looking for strong writers. Bring your A game when it comes to the backstory. I'm not picking on you in particular, Handsome Dan. You just presented yourself as my guinea pig by submitting first. So give me more. Make it compelling. Make me want to meet Handsome Dan.


Hey, boss, did I miss what starting wealth is? I'm almost done with my crunch: a mutated Orang-Pendak fighter of nearly blank features.


Character sheet updated for Vexanar's character, Handsome Dan: char sheet

Story written in a separate document. I used Pathbuilder app to make the character sheet, and it only allows so many characters in the description section, so to make a more complete story I just put it in a Google doc: link to backstory


1 person marked this as a favorite.

It is 1/2 your max wealth for your class. So... pretty low. I should have known you would find the one small race that gives a strength bonus.


Shirrodan wrote:

Character sheet updated for Vexanar's character, Handsome Dan: char sheet

Story written in a separate document. I used Pathbuilder app to make the character sheet, and it only allows so many characters in the description section, so to make a more complete story I just put it in a Google doc: link to backstory

Thanks much! Thanks for being my object lesson. :p


GM Mustache wrote:
It is 1/2 your max wealth for your class. So... pretty low. I should have known you would find the one small race that gives a strength bonus.

Heh. My first idea was going to lean into the nondescript/stealth angle but I've already got Charles!


I've been checking recruitment for a long time, waiting for the right game to come along to renew my activity on the boards, and this this is it. The past few years I've been focusing on DMing my own tabletop game, which was, fittingly, a homebrew post-apocalyptic Golarion. So this resonates really well with me!

(Also. I already have Discord.)

1d40 ⇒ 12


This is Charles' crunch. Gonna flesh out the backstory on my lunch break, should finish it today. Freakishly strong outcast with heck of depression.


Question, GM Mustache: would I be able to do an aasimar of a non-human race, taking the Scion of Humanity trait and using it for that race instead of human? I'm specifically thinking orc. The concept at the moment is a warrior from Belkzen who believes the mutations to be at least in part a blessing from Gorum.

EDIT: Second question. Is pregame crafting allowed, in terms of paying reduced costs?


Backstory:
Rosbee was born the runt of a small tribe of orang-pendak. His father was unknown and his mother was known to have problems. His rearing fell to his indifferent grandmother and a tribe that saw him as useless. So it is a thing that Rosbee grew up in circumstances. His favorite toy was the rock he used as a pillow. He was underfed, undernourished, undereducated (even by the tribe’s standards), and seen as a burden rather than a fellow.

Then something happened. Someone really messed up. (Probably one of those hoo-mans that are all dead now.) A green greener than the jungle fell from Father Sky and engulfed The World. The rest of the tribe, deep in the family cave, didn’t even realize it happened. But Rosbee was not allowed to sleep in the cave and the strange energy washed over him. Overnight, painfully, he spontaneously grew to 3 times his previous mass. His fine pelt, once his only pride, fell out entirely. His horror gave way to a realization: he could be of use now! He was strong! He ran in to tell his tribe.

It went ...poorly. They began to howl and screech at the strange, hairless monster calling their names. Much dung was flung. The Patriarch’s arm may have been accidentally broken. Suffice to say, the tribe did not see the change as useful, but horrifying. He was exiled, never to return to his homelands.

Which, honestly, was the best thing that ever happened to him. Wandering the New Way World, he picked up the common tongue and found that outside of his inbred tribe, Someone of Great Strength is in fact very valued. He took to fighting with a vigor that surprised him. It was almost like his childhood had given him bad feelings.

Wandering and fighting and adventuring and soldiering and guarding occupied his time, but what he really wanted was a new tribe. A better tribe. He heard tales of a new settlement where anyone could earn their worth. He began to make his way.

Rosbee has learned to deflect from his depression with self-effacing humor. His common is odd and affected, and sometimes the simplest tasks can totally shut him down. Doors, in particular, are Known Bad Matters. But he has his saw and his other tools, and is ready to forge toward a better tomorrow.


GM Mustache wrote:
hustonj wrote:

Hmmm . . ..

Interesting concept. I'm going to get the mutation and then see where that takes me, I think.

[dice=Mutation]1d40

Wow, at this late stage, it looks like that was a clean roll out of the gate!

19. You were just engaging in a little bout of happy go lucky goat wrestling when the green energy hit, and your DNA mingled with its. You never got over the shock, and tend to avoid all animals now.

Greater: Twisted Horns: You have a head of twisted goat-like horns. You gain a natural attack (d12 damage) on charge attacks and you get Improved Overrun as a bonus feat.

Lesser: Goat legs: Gain +5 speed.

Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken, with a new save each turn. Failure by 5 causes you to be frightened , with a new save each turn. Phobia: Monster type: Animals or magical beasts

Heh. So, basically turned into a satyr? My first instinct is to run with a Bard. I'll think about it. Seems too obvious.


Hi again GM,

I'm working on my character and backstory, but I have a question that I'm hoping you can answer without spoiling anything. You say in the title that this is a "medieval" post-apocalyptic game. Does that mean that you would prefer us not to have firearms, and that advanced weapons or tech weapons such as those found in Iron Gods won't play much of a part in this game?

Basically, I'm considering playing an alchemist and I'm wondering what archetypes would best fit the paradigm.


How would a paladin's Ayra of Courage interact with the phobia? Not trying to work around the drawback just working out different ideas.


Drake Somerset wrote:

I've been checking recruitment for a long time, waiting for the right game to come along to renew my activity on the boards, and this this is it. The past few years I've been focusing on DMing my own tabletop game, which was, fittingly, a homebrew post-apocalyptic Golarion. So this resonates really well with me!

(Also. I already have Discord.)

1d40

welcome back! You also get one of my personal favorite mutations.

12. The green energy softened your arm and your bones... and you deny it all.
Greater: Tentacle arm: Your left arm is a long slender tentacle, and can be used as a whip. You gain Exotic Weapon Proficiency (Whip) and Whip Mastery as a bonus feats. The tentacle can be crafted with enhancements like a normal weapon. You can't hold anything else with that hand and you can't do anything that requires 2 hands.

Lesser: Cartilaginous skeleton: Your bones bend and reshape when you are hitting by a bludgeoning weapon. Gain DR 2 against bludgeoning.

Bad: Delusion: The PC has a persistent belief that he/she cannot be dissuaded from, despite all evidence to the contrary. You strongly believe that there is absolutely nothing unusual about your left arm and hand, though you have no problem in battle whipping it about and using it properly. Because you are constantly trying to use your left hand as a normal hand, you are exceedingly clumsy. Every time you try to hold an item (when you pick it up or draw it from your pockets/backpack), there is a 50% chance you drop it on the ground.


Helix Missionary wrote:

Question, GM Mustache: would I be able to do an aasimar of a non-human race, taking the Scion of Humanity trait and using it for that race instead of human? I'm specifically thinking orc. The concept at the moment is a warrior from Belkzen who believes the mutations to be at least in part a blessing from Gorum.

EDIT: Second question. Is pregame crafting allowed, in terms of paying reduced costs?

Sure, pregame crafting is fine, as is reskinning Scion of Humanity to a different race.

Your illustrious leader of Prevail is also planning an Aasimar. Which are 15 RP. Before there is a run on the most powerful race available, it would be useful for everyone to know that I am not going to take too many aasimar. Maybe 2? And one of those slots is already taken.

If you want to craft pregame, follow the rules here and you have to show your rolls, in case you end up wasting money. standard crafting rules


Ezekiel "Zeke" Smith wrote:

Hi again GM,

I'm working on my character and backstory, but I have a question that I'm hoping you can answer without spoiling anything. You say in the title that this is a "medieval" post-apocalyptic game. Does that mean that you would prefer us not to have firearms, and that advanced weapons or tech weapons such as those found in Iron Gods won't play much of a part in this game?

Basically, I'm considering playing an alchemist and I'm wondering what archetypes would best fit the paradigm.

Well, all the stuff that happened in the Iron Gods AP has happened for us in this game, so tech weapons exist. But we aren't in Numeria, so the chances of finding it will be incredibly low. Firearms of the old fashioned sort should be pretty rare, and higher tech guns will be rarer still, and how would you ever recharge your batteries?


ElbowtotheFace wrote:
How would a paladin's Ayra of Courage interact with the phobia? Not trying to work around the drawback just working out different ideas.

Sure. I'm going to say Aura of Courage will not affect rolls relating to mutations (like phobia). Paladin's aren't immune to their own phobias. Didn't think about that before. Thus is the issue with homebrewing the heck out of everything. There is always something you didn't think of.


Lemming here with my alias for this game. Also sent a PM with private questions. Please review when you have time and let me know if you see any obvious errors.


I haven't done a lot of crafting so I have a question. I'm considering a dwarf character. If I craft a dwarven waraxe, is it a DC18 because it's an exotic weapon or DC15 because I'm a dwarf and consider it a martial weapon?

FYI, I'd be taking the Surface Survivalist alternate racial trait to lose darkvision so as to not negate my phobia.


AGamer70 wrote:

I haven't done a lot of crafting so I have a question. I'm considering a dwarf character. If I craft a dwarven waraxe, is it a DC18 because it's an exotic weapon or DC15 because I'm a dwarf and consider it a martial weapon?

FYI, I'd be taking the Surface Survivalist alternate racial trait to lose darkvision so as to not negate my phobia.

I'm no crafting genius either but I would rule DC15 because it is a weapon that is familiar to your people.


I think with my mutation it just begs for an half-orc sorcerer of the orcish bloodline.
A true Pyromaniac!


Realized this character wasn't low-intelligence and decent charisma. He's depressed, not stupid. Also switched the Intimidation focus as it doesn't fit his personality.


What percentage of enemies will be undead (i.e. how useful will Intimidate be)?


I'll only tell you what your character knows. Zombies seem to be everywhere.

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