Jeffrey Ukens
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Maryland
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Hello and Welcome

OOC Thread

IC Thread
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Jeffrey Ukens
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Play-by-Forum

Activity
Playing RPGs via forum is fundamentally different than at a table. For one thing you have a ton of time to flesh out your characters thoughts and motivations, ideas and fears. It's also important that everyone remain relatively active, this means around a post per day, though at times(like combat) that isn't applicable. I will try to keep things moving along at a decent pace. If you know you won't be able to post for a few days, just let everyone know and someone can run your character for you.

If it's your turn to act and you haven't posted, I will just have your character delay until you get back. Hopefully this won't happen though!

Subscribe
It's very important that everyone 'subscribe' to both the IC thread and the OOC thread. This will let you know when a new post has been added to the thread. You can subscribe by clicking on the 'subscribe' button at the top of the thread.

Etiquette
Unlike a regular table-top RPG, it's impossible to tell the body language of those around you. Therefore it's hard to tell if people are upset, having a good time or bored. We're all basically strangers here for the moment(though I'm looking forward to getting to know you all), and so it's important that if something is bothering you, either about the scenario, myself or another player, send me a GM and we can work it out.

The Two Threads
The game will take place in two separate threads. The 'In Character' thread is where the adventure, conversation and combat occurs. In this thread you should put in quotes and/or bold and/or colorize what your PC is saying. You can describe the PC’s actions in regular color and non-bold text.

To perform rolls for the game we will use the in-thread dice-roller(see the link at the bottom for details on use). When you describe dice rolls and any questions or comments related to those rolls (i.e. not something your PC is saying or doing) please do that in greyed out text - this is easiest to perform by typing this: text you want to ask about + note. Grey text represents 'Out of Character' talk inside the 'In Character' thread. It will turn out like this: text you want to ask about + note.

The other thread is the 'Out of Character' thread(which is the one we are in right now), where we discuss rules, actions, questions, character creation and so forth
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Jeffrey Ukens
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Maryland
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Pathfinder Summary!

Pathfinder is a d20 based system. This means that for pretty much every action you want to do, you'll roll a d20 and add or subtract modifiers. Want to leap a chasm? Roll a d20. Shoot an ogre in the eye? d20. Grab and pin a wizard so he can't cast spells... d20.
(Your character sheet will tell you what the modifiers for each action are, so you don't need to worry too much about where the specifics come from)

Pathfinder is also a combat heavy RPG, so expect to roll dice and lots of them. Combat works like so:

Combat

On your turn you get 1 standard action and 1 move action, or you could take 2 move actions.

A standard action is something like attacking or casting a spell.

A move action is something like moving(obviously), OR Drawing a weapon, loading a crossbow, standing up from prone, opening a door, etc.

Everyone has a basic movement speed, generally 20ft or 30ft. Combat takes place on a grid of 5' by 5' squares, meaning you can typically move either 4 squares or 6 squares in a turn(or 8 and 12 if double moving).

You can move and attack diagonal, but for each 2 diagonals you move it takes 15ft(not 10ft). So moving from A1 to B2 takes 5ft of movement, but then moving from B2 to C3 would take an additional 10ft. Then moving from C3 to D4 would take another 5ft, D4 to E5 10ft, etc. Hopefully that makes sense.

Everyone rolls initiative, including the bad guys, and acts in order from highest to lowest. Initiative just represents your readiness to jump into the action.

Attacking someone is always your 'attack roll' vs their 'armor class'. Your attack roll is a d20 + any modifiers(typically strength for a melee attack or dexterity for a ranged attack. Each character has an Armor Class(AC) that starts at 10 and is modified by things like dexterity and armor/shields.

If your attack roll is equal to or higher than the opponents AC, you score a hit and roll for damage. Damage is a product of whatever weapon you are holding, and is typically 1d4-1d12 + modifiers.

Skills

Each player has a list of skills like acrobatics, diplomacy, spellcraft, intimidate, etc. Skill checks are always a d20 + modifiers, and each players character sheet will list the modifiers.

Every action you want to take will have a certain Difficulty Class(DC). For instance jumping over a 10ft gap is a DC10 acrobatics check. That means you roll a d20, add your acrobatics modifier, and if the result is 10 or higher you succeed.

The Golden Rule

We're here to have fun! And what that often means is don't get bogged down in the rules and the modifiers and whatever else. This is primarily an exercise in ROLE PLAYING, and the world is a sandbox. If you want to do a certain action, just do it! Don't worry about which skill it uses or what the difficulty is, that's my job!

Hopefully this isn't too much text, and hopefully things make sense! If not, ask away and I'm very happy to explain in further detail.
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Jeffrey Ukens
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Initiative

I am going to ask everyone to please roll initiative now. We will use that if and when a fight starts. I have found that rolling initiative can be a big time sink, so I would prefer to get it out of the way prior to anything happening.
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Gary Page
United Kingdom
London
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Darven Silverkin
Male Human Ranger 1
NG Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Javelin +1 (1d6+4/x2) and
. . Masterwork Greatsword +6 (2d6+6/19-20/x2)
Special Attacks favored enemy (undead +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Cleave, Power Attack -1/+2
Traits Adopted, Armor Expert, Elven Reflexes
Skills Acrobatics +0 (-4 jump), Bluff -2 (+0 vs. undead), Climb +8, Escape Artist +0, Fly +0, Handle Animal +2, Heal +5, Knowledge (geography) +5 (+7 vs. undead), Knowledge (nature) +5 (+7 vs. undead), Perception +5 (+7 vs. undead), Ride +0, Sense Motive +1 (+3 vs. undead), Stealth +4, Survival +5 (+7 vs. undead, +6 to track), Swim +2
Languages Common, Elven
SQ track, wild empathy
Combat Gear Wand of cure light wounds; Other Gear Masterwork Agile breastplate, Javelin (5), Masterwork Greatsword, Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Piton (10), Rope, Torch (5), Trail rations (5), Waterskin, 71 GP, 8 SP, 5 CP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Matt Cobb
United States
Cortland
New York
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Dondo Chubb (76206-2)
Halfling Ninja

Alignment: Chaotic Good
Faction: TBD
Fame: 4

Initiative +6
Speed: 20 ft. (4 sq.)
HP: 10
Senses
- Perception +6

--------------------
DEFENSE
--------------------
AC: 17, touch 15, flat-footed 13 (+2 armor, +4 Dex)
CMD: 13
Fort +2
Ref +7
Will +1

--------------------
OFFENSE
--------------------
CMB: -1
Melee
- Masterwork Wakizashi +6 (1d4/18-20/x2)

Ranged
- Shortbow +5 (1d4/20/x3)

--------------------
STATISTICS
--------------------
Str 10
Dex 18 (+4)
Con 13 (+1)
Int 10
Wis 10
Cha 16 (+3)

Skills
- Acrobatics +10
- Bluff +7
- Diplomacy +7
- Disable Device +10
- Disguise +3
- Escape Artist +4
- Fly +6
- Intimidate +3
- Perception +6
- Ride +4
- Sense Motive +1
- Sleigh of Hand +8
- Stealth +8
- Use Magic Device +7

Languages
- Common
- Halfling

Feats
- Weapon Finesse

Traits
- Reactionary
- Suspicious

Equipment : Light encumberance (barely)
- Weapons and Armor
- - Leather armor
- - Masterwork Wakizashi
- - Shortbow
- - Arrows (15 14)

- Carried on person
- - grappling hook

- Masterwork backpack
- - Twine (50')
- - Everburning torch
- - Flint and steel
- - Rope (silk - 50')
- - Trail rations (halfling - 3 days)

- Belt pouch
- - Masterwork Thieves Tools
- - Chalk (5)
- - Powder
- - Sewing needle
- - Fishhook
- - Wand of Cure Light Wounds (50/50)

Money
- 199 GP
- 2 Prestige Points

--------------------
SPECIAL ABILITIES
--------------------
- Fearless: +2 racial bonus on all saving throws against fear.
- Jump Modifier: -6 to jump checks.
- Poison Use: Cannot accidentally poison yourself when applying poison to a weapon.
- Sneak Attack: If your target would be denied its Dexterity bonus or you are flanking the target, on a successful hit you deal an additional 1d6 points of damage.
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John Morgan
Australia
North Parramatta
NSW
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Zyneste (74677-4)
Human Qinggong Monk (Zen Archer) 1
LN Medium Female Humanoid (Human)
Age: 25 Height: 5'7"
Region: Andoran Deity: Irori
Faction: Lantern Lodge
XP: 2 Fame: 4 PP: 2
Init +2; Senses Perception +8
--------------------
Description
--------------------
The daughter of Andoran farmers, Zyneste was a shy but curious girl, seeking answers and meaning in life. From an early age she was also a handy hunter, unusually adept with the bow.

One day when joining her parents on a trade trip to Absalom she caught the eye of a visiting diplomat from Tian Xia named Juro. The two fell deeply in love, both sharing a passion for wisdom and seeking the path to enlightenment. With reluctant permission from her parents who knew the young girl would always be restless at home, the two returned to Juro's homeland far to the East of the Inner Sea to be married.

After a few short, happy years, however, Juro fell tragically ill. Despite Zyneste's best efforts she could not return him to health, and her young husband passed away in his prime.

Zyneste, distraught and alone, decided to continue her search for enlightenment and spiritual perfection. Entering a secluded tian monastery she devoted herself to the teachings of Irori (the God of Perfection) and to meditation on life. The one thing that helped her stay centred and serene, was an object from her childhood, the bow. Practicing for countless hours as a form of meditiation, her and her weapon have almost become one.

Deciding at last to return to her homeland she found that her parents too were no longer alive, so instead she has joined the Pathfinders in an attempt to bring meaning to her life and to continue her quest for perfection.

--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+4 misc, +1 dodge, +2 Dex)
hp 10 (1d8 +1 CON +1 FC)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +2 (1d6+2/20/x2) and Cold Iron Cestus (1d6+2/19-20/x2)
Ranged Masterwork composite longbow +3 (1d8+2/20/x3) 100ft
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13 Int 8, Wis 19, Cha 7
Base Atk +0; CMB 2; CMD 19
Feats
Dodge: +1 dodge bonus to AC. If you lose your dex bonus, you lose this bonus too.
Improved unarmed strike: You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. No negatives for offhand attacking. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition your unarmed strikes can deal lethal or nonlethal damage.
Perfect Strike: You must declare that you are using this feat before you make your attack roll. A zen archer can use perfect strike with any bow. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll. You may attempt a perfect attack 1/day and no more than 1/round.
Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30ft.
Precise shot: You can shoot or throw ranged weapons at an opponent engaged in melee at ranges of up to 30ft without taking the standard -4 penalty on your attack roll.
Traits
Dangerously Curious: You gain +1 bonus on use magic device checks and UMD is always a class skill for you.
Wisdom in the Flesh: Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. You make checks with Disable Device using Wisdom modifier instead of the skill's normal ability score. It is always a class skill for you.
Skills Acrobatics +6, Appraise -1, Bluff -2, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -2, Disable Device +8, Disguise -2, Escape Artist +2, Heal +4, Intimidate -2, , Perception +8, Ride +2, Sense Motive +4, Stealth +6, Survival +4, Swim +2
Languages Common
Combat Gear ; Cold Iron Cestus, Masterwork Composite Longbow (STR+2), Arrows, Normal(51), Arrow, blunt (20) Arrows, smoke (5)Other Gear Outfit, adventurers ,antiplague, antitoxin, , backpack, belt pouch, blanket, earplugs, masterwork theives tools, oil of bless weapon, potion of cure light wounds(2), rope, smelling salts, smoked goggles, soap, torches(5), trail rations (5), vermin repellent, waterskin, 566gp 9sp 7cp
--------------------
Special Abilities
--------------------
AC Bonus +4 bonus when unarmored and unencumbered.
Weapon and armor proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movmement and flurry of bows abilities.
Zen weapons and armour Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Flurry of blows You may not make flurry of blows with any other weapon or unarmed attacks. A zen archer does not apply her strength bonus on damage rolls made with flurry of blows unless she is using a composite bow with a strength rating. A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Flurry of Bows attack bonus -1/-1
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Sören Kohlmeyer
Germany
Halle (Westfalen)
NRW
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2007 - 2013
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Zehur (PFS # 13184-1)
Male Human (Garundi) Gunslinger (Pistolero) 1
CG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass +1 (1d6/18-20/x2)
Ranged Battered Pistol, masterwork +6 (1d8/x4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 12, Wis 16, Cha 7
Base Atk +1; CMB +1; CMD 15
Feats Gunsmithing, Rapid Reload (Pistol), Quick Draw
Traits Killer, Stormrunner
Skills Acrobatics +8 (+10 on uneven ground or unsteady surfaces), Craft (alchemy) +5, Perception +7, Profession (sailor) +7, Sleight of Hand +8, Survival +7 (+9 to avoid becomming lost), Swim +4
Languages Common, Osiriani, Polyglot
SQ deed: up close and deadly (+1d6 Dmg), deed: gunslinger's dodge (+2 AC), deed: quick clear, grit, gunsmith
--------------------
Gear
--------------------
outfit, explorer's (sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves, a cloak, a scarf and a tricorne hat)
eye patch
bandolier (2)
studded leather armor, masterwork

cutlass
dagger
pistol, battered
belt pouch
paper cartridges (20)
bullet (20)
powder horn (2)
blackpowder (20)

backpack, masterwork
bedroll
blanket
hammock
kit, gunsmith's
compass
latern, bullseye, waterproof
oil, lamp (5)
Chalk (3)
kit, survivial (a flint and steel, a mess kit (a plate, bowl, cup, fork, knife, and spoon), two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife)
iron pot
kit, fishing (a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures))
rations, trail (7)
sack (2)
rope, hempen (50 ft.)

wand of cure light wounds (50) [worth 0 gp]
potion of cure light wounds (2)

135 gp, 7 sp, 7 cp

--------------------
Pathfinder Society
--------------------
Faction Andoran
Fame 4
Prestige 2

--------------------
Backstory
--------------------
- born in a small coastal village of Rahadoum
- enslaved by Cheliax slave hunter who raided his home
- got marked as a runaway (thus the ugly scars on his face) after several unsucessfull atempts to flee
- was freed during a fight between Cheliax slave hunters and pirates from The Shackles
- got trained as a Gunslinger then
- since the approach of the pirates didn't always match his opinion, he went to Absalom
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Fabian van L.
Netherlands
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Mirobbo the second (PFS # 77492-2)

Male Half-Elf Ranger 1
CG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatclub +5 (1d10+6/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks favored enemy (undead +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 11, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Point Blank Shot, Skill Focus (Stealth)
Traits Armor Expert, Poverty-Stricken
Skills Bluff -2 (+0 vs. undead), Climb +6, Escape Artist +3, Knowledge (geography) +4 (+6 vs. undead), Knowledge (nature) +4 (+6 vs. undead), Perception +8 (+10 vs. undead), Ride +6, Sense Motive +2 (+4 vs. undead), Stealth +5, Survival +7 (+9 vs. undead, +8 to track); Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track, wild empathy
Other Gear Studded leather armor, Arrows (20), Greatclub, Shortbow, Backpack (10 @ 19 lbs), Belt pouch (3 @ 0.26 lbs), Chalk, Climber's kit, Flint and steel, Signal whistle, Torch (3), Trail rations (3), Waterskin (2), 1 GP, 6 SP, 6 CP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Mirobbo never knew his mother and was raised by his uncle from the age of four, as his father never returned from an adventure.

His uncle lived in a small house in the woods. Mirobbo learned his skills from him. He left his uncle's house on his 18th birthday to start the search for his father. Now, three years later, he's still searching...
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