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[Pathfinder] Looking for Interest in a Skull and Shackles Campaign - *Full, But accepting backups*

You can post links to them right here or PM them to Gob if you don't want people peeking at them, Saber. If you're asking where you can make/store one, myth-weavers is a great resource.
Sorry for not replying sooner guys, was doing a Dark Heresy session with some friends.. and my silly Oompa Loompa Psyker. Helpful C is correct, either links to them or PM them to me. I highly recommend Myth-Weavers, though the PDF I posted earlier works too. I'll get a page up in a few days.. just message each other for now. Tomorrows my first session of this campaign with RL friends.. and I'm going to be rather busy tomorrow. Soo definitely not tomorrow.
Well.. that was an insane session. Lots of fun.. >:D I'm going to get the page set up so you guys can join it tomorrow (Today technically), provided the world doesn't end.
Ok, here's my character. Let me know if it needs changes or if a spot opens up. It's a cleric btw. <a href="http://www.myth-weavers.com/sheetview.php?sheetid=485600" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=485600</a>
Alright guys, since I haven't heard from Camden in the day I alloted him, and the world hasn't ended today (yet), CDavis, looks like you're getting his spot. The page will be up in a few, and I'll probably be on there working on stuff if anyone wants to speak to me, or talk with each other.
We may do a group get-together this Sunday, mainly for getting characters finished up, remade if necessary, etc etc. Tis optional, of course. If that sounds good for everyone.
<a href="https://app.roll20.net/join/62349/l8BhXQ" rel="nofollow">https://app.roll20.net/join/62349/l8BhXQ</a> For my players to join in and talk with each other. Anyone who's not one of my players who joins will be asked to rename themselves Spectator# (# being their number) so as to not get me confused as to who they are. I'll be in here working right now, and probably a relatively good chunk of ze day.
I'll be around for Sunday get-together
Sweet, I can make an appearance Sunday. I am out of town with a ton of family but I can steal away for an hour.
Alright well, what times are good for everyone this sunday for a quick get-together? And what times are good for the main session? Please list the time zone and preferred times you'd be alright with.
I'd say any time after five central.
Anytime is fine with me, as long as we don't play too far into the morning - I have a job around 2-3 AM EST on weekdays.
EST any after 6PM works for me
For tomorrow I'm good any time, but for most Sundays I won't make promises for being available before 5:30pm PST (8:30pm EST) - though I am usually available by 5pm PST, but 5:30 or 6 is playing it safe and would give me time to have dinner beforehand.
5 Central is good for me also.
Alright guys, calculatin' the different time zones, it looks like everyone but Dylos is good to go at 4 pm Mountain(Me) (3 pm Pacific, 5 pm Central, 6 pm Eastern), and Dylos will be available at 7 pm Mountain. Does 7:00pm MST sound good for everyone? Thats 6:00 Pacific, 8 Central, and 9 Eastern.. while we probably are more available on this particular sunday, this way we can get used to what will likely be the real session's starting time. This session will probably not last very long, the real session, if we start at 9 EST, will probably go through 1 am EST. What do you guys think?
Sounds fine to me. I hope the real sessions are longer, though
I'd like them to be longer than 4 hours myself, but Dylos said 6 PST is best for him to start usually, which means thats 9 PM EST.. and you said you have to be at work at 2-3 AM EST, so 1AM is when we'd end :P Unless you meant 2-3 PM..
8 Central is a little late for me. I work at 6am on Mondays. I hope our normal game can go a little earlier.
*bro-fists CDavis77*
Alright guys, the quick meet-up session starts in aboot an hour. I actually need to go make an errand before that, and I *may* be a bit late. Even if that is the case though, feel free to hop into the game and chat amongst yourselves. Get a feel for each other's character's strengths and weaknesses, share ideas, perhaps remake your characters with the group if necessary. As it stands, we're.. short.. on any sort of divine spellcasting, and that might make it tough in the long run. Anyhoo, I'll try to make it on time, but feel free to chat without me if I'm late.
Aight guys, just a couple of days until the first session. Just posting this to make sure everyone's still on board. Don't forget, this Sunday, 9 pm EST to 1-2 am EST. Have your characters ready, gear bought, etc etc. Feel free to be a little bit early, so we can get started sooner rather than later.
I'll try to be early to set up some macros.
I'll be around, definitely - Tomorrow Night! :D <a href="http://www.youtube.com/watch?v=xKvdlSLbrCo" rel="nofollow">http://www.youtube.com/watch?v=xKvdlSLbrCo</a>
Don't forget! Today at 9 pm eastern! Be thar!
Although I'm just spectating, I'll be slightly late.
I'll be early, want to make sure the char is good and will set up macros....actually will do that now I think
Well, I hope everyone enjoyed the first session. I may have mucked up a few times, but I hope you all had fun.
Also guys: Been talking to a few people, and I've come to the decision that I will be no longer using the autofail on 1's for skills (and autosuccess on 20's). I realize that I did not know it was a house rule and thought it was standard issue, and that caused some fuck-ups, though I hope you enjoyed it regardless. I can't retcon its outcome now of course, but for future references we won't be worrying about that.
So how will it work? Will you roll a confirm roll? 2nd roll success means no fail, failure means you fall?
I believe he's referring to how skill checks work in the official rules, Davey - you don't auto-fail on a 1 nor do you auto-succeed on a 20. Auto-success/failure only works with attack rolls. This way even if your character has a really bad moment when performing a skill check, if he's got enough ranks in it, he should still do well enough not to fall on his ass and nearly kill himself :P Glad to hear you've changed it, Gob. I really dislike games that use that house rule.
I rather enjoy it. It works with the idea that even the greatest person can sometimes fail and that the simplest of people can have moments of genius, but to each their own I guess.
I enjoy it as well, for the same reasons Dustin and as my usual group has been using it for years and we usually laugh when it happens. But I'd rather not cause drama over something so small. Now Helpful C, we are clear that the Natural 1/20 rule does work for Saving Throws (No idea if thats houseruled or not), and that we're using the Critical Hit and Fumble Decks, though only major npcs will be using the Critical Hit decks against ye.
Saving throws do use the critical success/failure rules, according to the rules. No idea what you're referring to with Critical Hit and Fumble Decks
The Critical Hit Deck is when you confirm a crit, you roll a d% (or 2 d% if its a x3 weapon, 3 d% if its x4, etc) and pick one or more cards according to that. I'm using the d% instead of picking a random card, because I do not have them as a physical object. Depending on what card you get, and what weapon, much insanity could happen. You could rupture their intestines, causing them to bleed Con until healed or they succeed at a fort save, you could smash their teeth in and make it so they can't cast spells easily, etc. All you'll have to do as a player is roll the d% and if you have a high multiplier, you can pick which effect you want. The critical fumble deck is similar, but has things such as you damage yourself, you throw your weapon, you hit your armor, etc. If the group doesn't want to use that, I'm fine with that. It just adds flavor to combat other than "I roll a natural 20, confirm, and deal twice as much damage to him." or "I roll a natural 1 and miss."
Sounds like fun Gobgob, I say yes.
I'd prefer not to use it.
The extra bit of randomness is always nice, so I'm for the Crit Decks.
Been thinking on it, and while it is certainly a fun set of optional rules that makes the game interesting, I'm going to not use it for now as it adds unnecessary complexity that I'm not in the mood to handle. Perhaps we'll use 'em later, or test 'em out later. This is to the critical hit/fumble deck. I need to make an easier-to-use version where I don't have to scroll down and count the cards to find which number I need. XD
I would be interested in being a backup gobgob! I think we are in a different campaign together!
Hey Gob, is all ok? We still have our game for this week?
Example of Critical Hit and Critical Miss Decks from Paizo. These were originally created for 3.5. These are usually not used every time, but they can spice up your game.