Driven from its home in the West Mountains, a fearsome dragon known as Bloodscale has settled in Frogsmouth cave deep within the Forest of Hands. With the abundance of wildlife the monster had little reason to stray from its den, sating itself on dear and wild boar. But this was not to last. As the forest creatures grew scarcer, Bloodscale grew bolder, venturing to nearby farmland to devour livestock and unlucky farmers. The citizens of Sandpoint quiver with fear as the attacks grow closer and closer to their homes. The city guard launched an attack on the dragon's nest but were all but obliterated by the beast.
Now too weak to launch another attack, the city of Sandpoint send word out to neighbouring towns pleading for any brave soul to help deliver them from their plight. Five adventurers answer the call.
The Fighter:
As a Half-Orc living among humans, Tavor has suffered under constant ridicule and alienation all his life. He yearns for acceptance and sees his chance now, for if he could slay Bloodscale he would be recognized as a hero and none could judge him for his heritage. He wields a greataxe, using his great strength to cleave through enemies.
Tavor, Half Orc Fighter HP: 13, AC: 17, 20 Ft Move, +1 Initiative Items: Greataxe, Mace, Chainmail, Flask of Rum
Attacks: Greataxe: +4 to hit, 1D12 +4 damage. (3x damage on attack roll of 20) Mace: +4 to hit, 1D6 +4 damage. (x2 damage on attack roll of 20)
Special abilities: Power Attack: You can forego finesse for a more powerful blow, taking a -1 penalty on attack rolls for +2 bonus damage on any attack you choose. Cleave: Thanks to your mighty strength, if you successfully hit an enemy, you can make an additional attack on an adjacent enemy within your reach. If you choose to use Cleave you are off balance from your might swing and take a -2 penalty to AC until your next turn. Darkvision 60ft : Thanks to his orcish heritage, Tavor can see in the dark up to 60ft.
Skills: Climb, Swim
The Rogue:
Known across the region as The Scoundrel, Deimos was exiled from the Elven provinces for his tendency to accumulate other people's belongings. He has heard rumour that dragons line their nests with gold and jewels and has agreed to join the expedition to Frogmouth Cave in hopes of claiming the fortune for himself. He favours a pair of matched knives which he uses to make unexpected attacks.
Attacks: Single Kukri attack: +5 to hit, 1D6 +2 Damage (2x damage on attack roll of 18-20) Two Kukri attack: +1 to hit, 1D6 +2 Damage (2x damage on attack roll of 18-20)
Special Abilities: Sneak Attack: Catching vulnerable enemies in their weak points, Deimos gets +1D6 damage when flanking . Darkvision 60ft : Thanks to his elfish heritage, Deimos can see in the dark up to 60ft.
Skills: Acrobatics, Stealth, Disable Device, Sleight of Hand, Disguise, Bluff
The Ranger:
Cassandra is a young hunter from the West Mountains, familiar with the wilderness and all that creatures that reside there. She has traveled far and trained hard to avenge her father who was slain in an attack on Bloodscale. With her expertise on nature she is able to target enemy weaknesses with deadly precision.
Attacks: Longbow: +6 to hit, 1D8 +1 Damage (3x on 20) Rapier: +2 to hit, 1D6 +1 Damage (2x on 18-20)
Special Abilities: Quick Draw: Thanks to her experience fighting alone in the wilderness, Cassandra can switch between her Longbow and Rapier freely. Favoured Enemy: Dragon: Determined to avenge her father, Cassandra has studied how to hunt and kill dragons. She gains a +2 attack and +2 damage bonus on dragons.
Reine is a devote of Linium, known as The Forgefather and the Maker of Ways. He has interrupted his quiet life of prayer and contemplation to keep close watch on this adventuring party, who his church feels may be just as dangerous as the dragon they have been sent to vanquish. He calls upon his god to aid his allies and smite his enemies. Reine, Human Cleric HP: 15, AC: 19, 20ft Move, -1 Initiative Items: Hammer, Heavy Shield, Half Plate, Holy Symbol
Attacks: Hammer: +1 to hit/1D4 +1 Damage (x2 on 20)
Special Abilities: Saving Shield: Using your broad shield you can shield one adjacent ally from harm, granting them a +2 bonus to AC. Target chosen each turn, takes up no action. Cure Light Wounds: Three times per day, you can call upon your god for favour and heal one creature for 1D8+1 HP. Channel Energy: Once per day you can unleash a blast of holy energy, healing all living creatures in a 30ft radius for 1D6.
Skills: Diplomacy, Heal, Knowledge Religion.
The Wizard:
After a chance meeting with a sorcerer Grundlegar became obsessed with all things arcane, much to the chagrin of his Dwarven parents. Upon hearing of Sandpoint's troubles he rushed to come to their aid- though at the same time he also wouldn't mind having a peak at the ancient ruins that supposedly lie within the cave. Through his study of magic he is able to bend reality to his will with powerful spells.
Special Abilities: Ray of Frost: With a wave of your hand, you summon a chilling wind, dealing 1D3 damage to a target within 25 feet Lightning Flash: Calling upon the power of storms, you unleash a flash of electricity, dealing 1D6 damage to all adjacent creatures. Hydraulic Push: Once per day you can conjure a quick blast of water, pushing an adjacent enemy back 20 feet. Obscuring Mist: Once per day you can call forth a misty vapour to swirl around you. Melee attacks gain a 20% miss chance and ranged attacks gain a 50% miss chance on you for 1 minute. Burning Hands: Once per day you can shoot a cone of searing flame from your fingertips, dealing 1D4 damage to all creatures caught in the blast.
Initiative: Combat begins with an initiative roll to decide the order of combat. This roll is a D20 + your Dexterity Modifier + any other miscellaneous modifiers for feats, class abilities etc. I'll roll everyone's initiative so you don't have to worry about this.
Hit Points: Hit points are an abstraction of your character's health and are subtracted from whenever you take damage. If you have 0 Hit Points or lower, you are disabled an unable to take actions. When you reach negative hit points you take 1 damage per round. If you reach -10 hit points, you die.
AC: Your AC, or Armour Class, if your ability to avoid taking damage from attacks, either by virtue of dodging or armour.
When it's your turn you can take a move action and a standard action.
Move Action: This is generally used to move your character. You can move a number of feet equal to your base speed. You may move through squares occupied by allies but not by enemies. Move Actions can also be used for doing certain other things, such as drinking a potion or drawing a weapon.
Standard Action: These is the meat of your turn and is used for attacking, casting spells, and stabilizing allies.
Attacking: When you attack you designate a target and make an attack roll by rolling a D20 and adding pertinent modifiers. If your attack roll is equal to or exceeds the AC of your target, you hit them and are then able to roll for damage (given by the damage die for your weapon + pertinent modifiers). Remember the distinction: attack is to hit, damage is for how many hit points are subtracted.
Spells: Spells are all unique abilities and have their own rules which I will delineate in your character blurb.
Full Round Attacks: If you are able to devote both your standard action and your move action to attacking and you're holding a weapon in each hand, you may attack with each weapon at a penalty to your attack roll.
Stabilizing: You may use a standard action to aid an ally who has negative hit points. If you are successful, they no longer lose 1 HP every turn.
Flanking: If you and an ally are able to "sandwich" an enemy, by engaging said enemy on opposite sides, you each gain a +2 bonus to your attack rolls and characters with the Sneak Attack feature can apply their Sneak Attack damage.
Attacks of Opportunity: Sometimes you or an enemy may make a reckless maneuver that leaves them open to attack. These are called Attacks of Opportunity (AoO). You may make one AoO per round. You may only take AoOs with a melee weapon. The following actions provoke attacks of opportunity: Using a Ranged Weapon Casting a Spell Disengaging from melee range with an enemy Making an unarmed attack Drinking a potion Stabilizing an ally
Last edited by Contrary on Fri Feb 14, 2014 5:34 am, edited 1 time in total.
Thu Feb 06, 2014 7:25 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Pathfinder RPG
Reserve
Thu Feb 06, 2014 10:21 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Pathfinder RPG
Fighter!
Thu Feb 06, 2014 12:58 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Err um I probably should have made this more clear in the OP but we already sorted out who would be playing in the FG Lounge.
Anyways here's a short guide on the game rules, though here, as throughout the adventure I'll me omitting or changing some rules for the sake of simplicity.
Initiative: Combat begins with an initiative roll to decide the order of combat. This roll is a D20 + your Dexterity Modifier + any other miscellaneous modifiers for feats, class abilities etc. I'll roll everyone's initiative so you don't have to worry about this.
Hit Points: Hit points are an abstraction of your character's health and are subtracted from whenever you take damage. If you have 0 Hit Points or lower, you are disabled an unable to take actions. When you reach negative hit points you take 1 damage per round. If you every reach -10 hit points, you die.
AC: Your AC, or Armour Class, if your ability to avoid taking damage from attacks, either by virtue of dodging or armour.
When it's your turn you can take a move action and a standard action.
Move Action: This is generally used to move your character. You can move a number of feet equal to your base speed. You may move through squares occupied by allies but not by enemies. Move Actions can also be used for doing certain other things, such as drinking a potion or drawing a weapon.
Standard Action: These is the meat of your turn and is used for attacking, casting spells, and stabilizing allies.
Attacking: When you attack you designate a target and make an attack roll by rolling a D20 and adding pertinent modifiers. If your attack roll is equal to or exceeds the AC of your target, you hit them and are then able to roll for damage (given by the damage die for your weapon + pertinent modifiers). Remember the distinction: attack is to hit, damage is for how many hit points are subtracted.
Spells: Spells are all unique abilities and have their own rules which I will delineate in your character blurb.
Full Round Attacks: If you are able to devote both your standard action and your move action to attacking and you're holding a weapon in each hand, you may attack with each weapon at a penalty to your attack roll.
Stabilizing: You may use a standard action to aid an ally who has negative hit points. If you are successful, they no longer lose 1 HP every turn.
Flanking: If you and an ally are able to "sandwich" an enemy, by engaging said enemy on opposite sides, you each gain a +2 bonus to your attack rolls and characters with the Sneak Attack feature can apply their Sneak Attack damage.
Attacks of Opportunity: Sometimes you or an enemy may make a reckless maneuver that leaves them open to attack. These are called Attacks of Opportunity (AoO). You may make one AoO per round. You may only take AoOs with a melee weapon. The following actions provoke attacks of opportunity: Using a Ranged Weapon Casting a Spell Disengaging from melee range with an enemy Making an unarmed attack Drinking a potion Stabilizing an ally
Ok so I've simplified it a lot but that's all your need to know. Here is an example of what your character stats will look like (this being Tavor the Fighter):
Tavor, Half Orc Fighter HP: 13, AC: 17, 20 Ft Move, +1 Initiative Items: Greataxe, Mace, Chainmail, Flask of Rum
Attacks: Greataxe: +4 to hit, 1D12 +4 damage. (3x damage on attack roll of 20) Mace: +4 to hit, 1D6 +4 damage. (x2 damage on attack roll of 20)
Special abilities: Power Attack: You can forego finesse for a more powerful blow, taking a -1 penalty on attack rolls for +2 bonus damage on any attack you choose. Cleave: Thanks to your mighty strength, if you successfully hit an enemy, you can make an additional attack on an adjacent enemy within your reach. If you choose to use Cleave you are off balance from your might swing and take a -2 penalty to AC until your next turn. Darkvision 60ft : Thanks to his orcish heritage, Tavor can see in the dark up to 60ft.
Skills: Climb, Swim
For now, onsider skills to be nothing more than an idea of things you are good at.
Thu Feb 06, 2014 7:31 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Attacks: Single Kukri attack: +5 to hit, 1D6 +2 Damage (2x damage on attack roll of 18-20) Two Kukri attack: +1 to hit, 1D6 +2 Damage (2x damage on attack roll of 18-20)
Special Abilities: Sneak Attack: Catching vulnerable enemies in their weak points, Deimos gets +1D6 damage when flanking . Darkvision 60ft : Thanks to his elfish heritage, Deimos can see in the dark up to 60ft.
Attacks: Longbow: +6 to hit, 1D8 +1 Damage (3x on 20) Rapier: +2 to hit, 1D6 +1 Damage (2x on 18-20)
Special Abilities: Quick Draw: Thanks to her experience fighting alone in the wilderness, Cassandra can switch between her Longbow and Rapier freely. Favoured Enemy: Dragon: Determined to avenge her father, Cassandra has studied how to hunt and kill dragons. She gains a +2 attack and +2 damage bonus on dragons.
Izen was first so he gets dibs, but if you guys want to work something else out I'm fine with that. I don't really know how you guys usually handle this stuff here. ---- Reine, Human Cleric HP: 15, AC: 19, 20ft Move, -1 Initiative Items: Hammer, Heavy Shield, Half Plate, Holy Symbol
Attacks: Hammer: +1 to hit/1D4 +1 Damage (x2 on 20)
Special Abilities: Saving Shield: Using your broad shield you can shield one adjacent ally from harm, granting them a +2 bonus to AC. Target chosen each turn, takes up no action. Cure Light Wounds: Three times per day, you can call upon your god for favour and heal one creature for 1D8+1 HP. Channel Energy: Once per day you can unleash a blast of holy energy, healing all living creatures in a 30ft radius for 1D6.
Special Abilities: Ray of Frost: With a wave of your hand, you summon a chilling wind, dealing 1D3 damage to a target within 25 feet Lightning Flash: Calling upon the power of storms, you unleash a flash of electricity, dealing 1D6 damage to all adjacent creatures. Hydraulic Push: Once per day you can conjure a quick blast of water, pushing an adjacent enemy back 20 feet. Obscuring Mist: Once per day you can call forth a misty vapour to swirl around you. Melee attacks gain a 20% miss chance and ranged attacks gain a 50% miss chance on you for 1 minute. Burning Hands: Once per day you can shoot a cone of searing flame from your fingertips, dealing 1D4 damage to all creatures caught in the blast.
Skills: Knowledge Arcana, Knowledge History, Appraise, Spellcraft ---- Here are the last two classes! If you have any questions or concerns lemme know ASAP. The adventure will start Saturday or late tomorrow.
Fri Feb 07, 2014 3:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
As it turns out, what usually happens is that the forums caters to "First Come;First Serve", via Declares. The OP can honestly set any conditions to joining, including character forms. The people that join usually have the option to leave before the game starts, join as an active character, or join as a reserve character.
Reserve characters come in to play when a player leaves, or their character can't be brought back. Also, it's fair to have shadow players that control npc's, and help the OP with whatever, the general rule is that they are invisible. (Reserves can become shadow!!!) The rules when it comes to a player being absent, or wanting to leave is up to the OP: sometimes an OP is forced to kick players to continue the game.
But before we really start the game I just want to explain how all I want posts to be formatted. First they should open with a description of what you're doing:
With the brim of my wide hat bobbing up and down in front of my face I scurry towards the dragon, staff in hand. The beast stares at me, her sharp red eyes giving me an incredulous look as if to question if such a squat creature could ever hope to harm a dragon. I carry on it spite of the doubt in both the dragon and himself. Its hot, dry breath now upon me I raise my wooden staff and brings it down upon the dragon's snout.
They don't have to that long, they can be as little as:
I scurry to the dragon and wallop her with my staff.
But I think it's more enjoyable for everyone with some embellishment.
Then you would follow it with a mechanical explanation (I trust you guys to roll your own dice):
I move to square F6 and Power Attack the dragon with my staff. 1d20 + 0 = (20) + 0 = natural 20 crit! Successful hit. Damage = 1D6 x 2 = (4) x 2 = 8 damage to dragon.
Then you can follow up with a description of the results:
A loud smack rings through the cave as my staff smashes into the dragon's nose, causing it to recoil in pain. "Never underestimate a wizard!" I exclaim in triumph.
Ok, if everyone's still on board so far the game will start soonishly.
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