GM RelicBlackOUT Old School Modules ISO 1 Player


Recruitment


Greetings all! Back in April of this year I set off on an adventure with 6 PCs to play through some of my old school modules I had from back in 3/3.5 days. Since then we have lost two players to real life responsibility and are in need of one player to join the group.

Here is the current game that is being ran if you’d like to see our play/post style.

Our current team is made up of the following:
Dwarf Evoker (wizard)
Human Ranger (bow)
Elf Cleric of Desna
Human Rogue

Below is the full breakdown of what I am looking for, but in a nut shell it is Core only, 15 point buy, level 2

Expectations:

What I expect from myself is a minimum of one post a day. I would also expect this from you. If you are not able to keep this commitment, maybe this one is not for you. I do realize that real life does happen and will make exceptions, but please personally PM me or let the group know via the discussion page.

Not that this needs to be stated, but I expect that everyone will be kind and courteous to one another. This should be a place where we can all just relax and have fun, its what games are for correct?

Character Concepts:

What I like to see on your character sheet is your background. You are, after all, NOT a level 1 commoner. How did you become a fighter, where did that training come from? From what sect did your druid come from, and who was her elder? Where and when did your cleric receive his call to follow Sarenrae?
What makes your character tick, what drives him/her?
Do they have any vices/phobias/quirks? What do they like and dislike?

Three words that describes their personality.

I would also like a physical description of the character. This way each of us can have an idea of what the others look like in our theaters of the mind.

Character Creation:
You will be level 2.

Because these are some old school modules I want to kick it old school and go Core Only: If it is not in the core players guide then it does not exist. Spells, feats, equipment, etc. This also means no traits. Core classes and races only.
15 Point Buy: I do allow people to sack stats, but please play your character according to their stats.

Starting Gold: 1k gold

HP: Max HP at first, roll for HP every level beyond that. I do allow people to re-roll the 1st natural once per level, but if you get two in a row then it was destined to be.

I do keep in mind aging effect, if you would like to play an middle aged or old character, more power to you! But please add in those bonuses/penalties

I do allow any alignment except evil for obvious reasons.

Favorite Class Features: I allow the extra hit point, skill, or racial features for the favorite class.

Mechanical Stuff:

Initiative: When we come to combat I will roll everyones initiative publicly and keep an active tracker. If two PCs go, then a bugbear, then the three remaining PCs, I will have the first two act in tandem so they don’t need to wait for the other, then the bugbear, then the final three can go all at once. If there is someone who is lagging behind, I will take authority to do the most likely action for that player. This will only be in cases lasting longer than a day.

Mapping the Battlefield: I will do my best to describe the scene and actions, but unless players absolutely need something drawn out I will not be mapping it out. During combat I would love people to be descriptive of what actions they are taking. Don’t just give me an attack roll and damage roll and say your character swings his/her sword.

Skill Checks: There will be some skill checks that I will be rolling separate on the side. Things like passive perception checks for hidden things, sense motive checks, some diplomacy/intimidate/bluff checks. When it comes to social skills there are two deciding factors for me as a DM, how it is roleplayed and how the roll plays out. I am not going to penalize a player for rolling a 1 diplomacy check when they knocked it out of the park, but I am also not going to penalize the player who isn’t the most eloquent with words (me) when they rolled a natural 20 on diplomacy.

Spoiler Boxes: Not that this needs to be said, but when I put a spoiler box please resist reading it unless you make the DC that is stated, have the language that is being spoken, or are the person it is written for

The party is currently on the 2nd module and are exploring a mausoleum near the town of Kingsholm. It is a small town with a population of 1732. Mostly human but has a small mix of dwarf, halfling, gnome, and “other.”

I am putting this out as an interest checker because I will need to find a way to plug you in and to see if the party wants to try to brave it with only the four of them.

Thank you for your interest, I look forward to seeing what will be submitted.


Do you have any issues with a paladin of a non-core (but obviously still LG/LN/NG) god? Thinking of a paladin of an empyreal lord if it's allowable.

Sczarni

Interested. Working up a Kellid great sword fighter. Basically, your run of the mill Big Stupid Fighter who chops you up and takes the hits.


1 person marked this as a favorite.
Pathfinder Lost Omens Subscriber

Here is my rude crude Dwarf Barbarian for review. If chosen I'll flesh him out a little more, and continue my shopping spree.

Dell Boozer

Spoiler:

Del Boozer
Male dwarf barbarian 2
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 30 (2d12+11)
Fort +6, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dwarven waraxe +5 (1d10+3/×3) or
. . light pick +5 (1d4+3/×4) or
. . warhammer +5 (1d8+3/×3)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks hatred, rage (9 rounds/day), rage power (guarded stance +1)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Toughness
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +1, Intimidate +3, Perception +6 (+8 to notice unusual stonework), Survival +6, Swim +0; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear chainmail, heavy steel shield, dwarven waraxe, heavy crossbow, light pick, warhammer, 734 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guarded Stance +1 (3 rounds) (Ex) Gain a +1 dodge bonus to AC vs. melee attacks while raging.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Background - Del's immediate family are rebel Moonshiners from a normally lawful Dwarven Enclave. He and his siblings and cousins grew up running wild and barefoot through the hills and mountains of their home, with no formal traditional Dwarven training or upgringing. The didn't even live in the main enclave, but moved from dirty cave to cave staying one step ahead of the City Guard. Del was determined to make something of his life besides an always hiding, and drunken moonshiner, so at the young age of 48 he left his home and family in the dead of night to make his own way in the world.

Drives - Del is determined to make something of his life, and have stories told of his escapades. He wants to be a hero like the ones in the tattered novels he was able to scavenge. Only problem is... he really doesn't know how to be a hero... and that temper!!!

Vices - Loves the taste of hard liquor, and the ladies, but doing all he can to resist the urge. Afterall real heros don't partake. And he has a "Terrible" temper.

Phobias - Since he accidently got bitten on the lip by a large poisonous spider while drinking a shot of shine when he was young, he's had a irrational fear of bugs... especially spiders. Which certainly kept him on edge while living in dirty, unfinished caves.

Personality - Gruff, Loud, Kindhearted

Though he tries to keep up a good appearance he really hasn't had much training in proper grooming and dress, so he always seems a bit disheavled. He wears his beard wild and out of control, partially to cover his scarred lower lip. He keeps his prematurely white hair cut into a long unkempt mohawk. He Chainmail is patched and rusty in places, but appears to still be strong. He keeps his shield covered in grafitti from funny things he's heard, and reminders to help him calm down. Only his weapons seem to be sharp and well cared for. Sometimes he wears an eyepatch because he thinks it makes him look tough, and we all know the ladies like tough guys, though he doesn't always remember to use it on the same eye. He has a list of 5-names cruedly tatood on his left bicep. All names of former girlfriends and all crossed out.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


a half-orc druid is obviously what you need.


@Grimtongue the deities they are available would be the main core ones from the core rulebook.

@scranford the backwoods hill country dwarf literally made me lol.

Some not bad choices out there. Looking forward to seeing some more fleshed out before coming to a decision. Thanks so far!


This recruitment will run through the end of Friday. That night I will pick out the person who seems the best fit and we will begin discussion about how we will plug you into the party.


My submission for Bozvrig Wur, half-orc druid

Crunch:

Bozvrig Wur
M Half-Orc Druid 2
NG Medium Humanoid (human,orc)
Init +1; Senses darkvision 60ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 16 (2d8+1)
Fort +4, Ref +1, Will +6
Resist none
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Masterwork Sling +3 (1d4+2/x2)
Melee Masterwork Greataxe +4 (1d12+3/x3)
Special Attacks
Spell-Like Abilities none
Druid Spells Prepared (CL 2):
Level 0 (at will) [DC 13]
Guidance, Know Direction, Resistance, Stabilize
Level 1 (3/day) [DC 14]
Magic Fang, Magic Stone, Speak with Animals
--------------------
Statistics
--------------------
Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 16 (+3), Cha 12 (+1)
Base Atk +1; CMB +3; CMD 14
Feats Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Skill Focus: Intimidate
Skills Acrobatics -1, Appraise -1, Bluff +1, Climb +0, Craft -1, Diplomacy +1, Disguise +1, Escape Artist -1, Fly -1, Handle Animal +6, Heal +3, Intimidate +8, Kn. Nature +5, Perception +7, Perform +1, Ride -1, Sense Motive +3, Stealth -1, Survival +9, Swim +0
Languages Common, Orc, Druidic
SQ none
Other Gear Masterwork Greataxe, Masterwork Sling, Masterwork Hide, Druids Kit, Adventurer’s Sash, Acid Flask (5), Alchemist’s Fire (5), Antitoxin (2), Smokestick (5), Tanglefoot Bag (2), Thunderstone (2)
--------------------
Special Abilities
--------------------
Racial Traits
Darkvision Can See in dark up to 60ft.
Intimidating Gain +2 bonus to Intimidation checks
Orc Blood Half-Orcs count as both Human and Orc for any effects related to race.
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Feats
Skill Focus: Intimidation You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Class Features
Nature Bond: Animal Companion (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

FCB
+1 HP, +SP

Truffels:

Small Animal (Boar)
Init +1, Senses Low-Light Vision, Scent; Perception +5

Defense
AC 19 Touch 12 Flat-Footed 18
HP 24
Fort 5 Ref 4 Will 2

Offense
Speed 40ft
Melee Gore +4 (1d6+1/x2)

Stats
Str 13 (+1), Dex 12 (+1), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 4 (-3)
BAB +2 CMB +2 CMD 13
Skills: Swim +5, Perception +5, Climb +5, Intimidate -3

Speacial Abilities
Feats: Improved Natural Armor, Power Attack
Specials: Link, Low-Light Vision, Scent, Share Spells, Tricks: Attack

Fluff:

Like most of his kind, Bozvrig was found at the edges of society, a child of mixed blood, abandoned and left for the wild to take him. And take him, the wild did. Discovered in a hollow at the base of a tree by Tisnug Wur, a gnome member of a nearby Druid sect on her way into Kingsholm to trade medicinal herbs, Bozvrig was taken to the High Elder of The Myriad, who decided Tisnug should raise the child as her own.

Under the care and tutelage of the druids, Bozvrig quickly grew to tower over his adopted mother. As a youth, he carelessly ventured deep into the woods on his own, taking joy in his wilderness adventures. But these escapades usually landed him in trouble when he found himself confronted with a danger he could not handle. Having been rescued time and again, it was decided that Bozvrig be taught the ways of a warrior. Growing into adulthood, his towering physique garnered him the role of sentry and guardian to The Myriad clan. Under the tutelage of the Elder Sentry, an elf named Molomum Nan, Bozvrig learned to be patient and tune into the environment to sense approaching dangers. He learned to commune with the animals of the forest, and gained a loyal companion in the form of a she-boar named Truffels. Furthermore, he learned to use his physique as a means to intimidate would be dangers into submission, and thus bypassing conflict. Some dangers in the forest can not be intimidated, however, and Bozvrig took up the greataxe to fell such opponents. In all reality though, Bozvrig has a kind heart, of not naive, and only wishes to protect those he holds dear.

Three moons after his final rites of initiation, it was sensed by the High Elder that a darkness was growing in nearby Kingsholm. Having shown great promise, Bozvrig was chosen to visit the town and investigate. This will be the first time for him to return to the place of his birth since an infant, and his first voyage into civilization proper.

Bozvrig is driven by a sense of duty to protect all he holds dear. He is afraid of loss. He is a child of the wilderness and thus uncomfortable amongst the constructs of civilization. He likes mushrooms, and dislikes beds for their softness.

Three word personality: Kind, Patient, Terrifying

Appearance:

Bozvrig is hard not to notice. Standing at 6 and a half feet, and weighing in at 275lbs, he’s a solid build. He leans heavily toward the orc side of his lineage, with deep green skin and large tusks. His hair is long and mostly wild, with a braid here and there. Dressed in hides and furs, with a large greataxe on his back and a boar companion at his side, he surely stands out amongst the masses. Not to mention he probably smells a bit.

Party Role:

Bozvrig is primarily a combatant, with a focus on Intimidation to take would be opponents out of the fight. He’ll use his Druidic magic to increase his utility and round him out a bit.


Today is the last day for submissions. I like both the Dwarf Barbarian and the Half-Orc Druid.

We are mainly looking for an upfront tanky/heavyweight kind of guy, both of the above are good options, but I wanted to clarify.

I’ll pick our new recruit tonight!


Not really feeling as inspired as I'd thought I'd be, so I'll bow out. Thanks anyway!


Well it looks like I will be going with two characters. @Dell Boozer & Bozvrig Wur you both will be joining the crew.

You will have max HP at first level. Go ahead on here and roll your 2nd HD on here. If you roll a 1, do a 2nd roll. If it is another 1 then that is what the dice gods wanted.

@Bozvrig it looks like if Truffels has more HP than he should. I do believe 19 is where he should be.

@Dell one thing you could add to your character sheet would be what you took for your favorite class. HP or Skill for each of the levels.

Once we get these few things finished up, we will tie you into the town.


Pathfinder Lost Omens Subscriber

Woo! Hoo! Thanks for the opportunity. I'll get him finshed up before the weekend is over (Probably tomorrow), but if you need to get started go ahead, and I'll finish up the details and make the profile.

1d12 ⇒ 2 HP Level 2

Well that's a great start for a HP based character...


scranford wrote:

Woo! Hoo! Thanks for the opportunity. I'll get him finshed up before the weekend is over (Probably tomorrow), but if you need to get started go ahead, and I'll finish up the details and make the profile.

1d12 HP Level 2

Well that's a great start for a HP based character...

Don’t sweat it. I believe one of the current guys rolled two 1s on his 2nd level... it happens.


Thanks for taking me on!

Lvl2 HP: 1d8 ⇒ 6

I'll take it!

RE: Truffels' HP,
At lvl 2 an AC has 3d8 HD. Max 1st and avg there on out is 8+5+5, plus 6 from Con gives 24.
Is this incorrect? Would you like me to roll for HDs 2 and 3?

Truffels HP: 2d8 ⇒ (6, 4) = 10

heh, law of averages or something.

I'll have an alias ready to go by the end of the day likely.


@djdust Animal Companions act differently than PCs. They gain 4.5 HP per level.

Animal Companion HPs:

The following information is from the Pathfinder Society Organized Play FAQ section. We thought it might be helpful information for a player or GM in adjudicating common problems or questions. Usage is up to the GM of your game.

How do I determine hit points for my animal companion?

Animal companions receive average hit points per hit die. For d8, the average is 4.5. Multiply 4.5 times the number of hit dice your animal companion has and round down. Recalculate hit points for your companion each time it gains additional hit dice. After its hit points are calculated, add in appropriate bonuses from its Constitution modifier, feats, and so on.


19 it is!

Would you prefer I create a separate pet alias?


Oh no, thats not necessary. For simplicity it will act on your turn when it comes to combat.


Here's Bozvrig!


And Del is ready to go... but try and keep loud noises to minimum for the first couple of hours.


oops, sorry...

Should we dot in?


That sounds great!! here is a link to the discussion. Feel free to jump on over there and introduce yourselves. I will make post in a spoiler box for you guys, do the same for a little bit until you’re all united.

Community / Forums / Online Campaigns / Recruitment / GM RelicBlackOUT Old School Modules ISO 1 Player All Messageboards

Want to post a reply? Sign in.