GM Blood's Savage Tide

Game Master David James Olsen

Link to Map


201 to 250 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

michaelane:

1. Yes, but in this case it can be an exotic weapon if you choose

2. I am ok with it, instead of your scales it can be your skin. I can see it with the grippli, as many frogs in nature can change the color of their skin.

Sczarni

GM Blood: I don't know if that campaign trait fits my background well (though it would be good for saves and could be justified by her stubborn personality). If it is solely based on background, I think Academy Trained would be more up her alley. Let me know what you decide.


Crellan:
I think both can fit, so do as you like


Having trouble with a few decisions... Flipping between air and water blessings, for instance, and between Holy Symbol Tattoo, Reincarnated or Fate's Fortune (all of which tie in nicely to the random background) for the non-campaign trait.

Should bang it out over the weekend, though.

Scarab Sages

Celentria is complete...

Question - is Julian male or female? Its not entirely clear judging by picture but stat block says male. If female, do we have an all female party so far?


Have to be. No male Changelings.


Julian is male aasimar. But he is an androgynous, red haired pretty boy.

Lantern Lodge

Haven't figured out male/female yet on mine. Still banging away on ideas.


Still up in the air on mine. Probably male though, although a tough nut female hobgoblin would be cool.


I played one, once -- EK (since Hobbies love both women and arcane magic so much...)

Lantern Lodge

GM Blood:

Working on Android concept now. A few questions.

Campaign Trait
Academy Graduate. Investigators actually already get all Int and Cha skills (except Handle Animal) as class skills. Wondering if you would consider +2 to additional skills in lieu of the class skills. Knowledge (Engineering), Knowledge (Local) and Diplomacy would probably fit the concept best.

Weapon
This one is tricky.
Option 1 Reskin a gunslinger weapon or rule that the PC simply uses a gunslinger weapon.
Option 2 Character uses a technological weapon.

There are four pistols and four rifles that might make sense as the "heirloom weapon."
TTechnological Weapons
- Arc Pistol
- Arc Rifle
- Laser Pistol
- Laser Rifle
- Sonic Pistol
- Sonic Rifle
- Zero Pistol
- Zero Rifle
All present a couple challenges. One is cost. They are even more expensive than gunslinger weapons. Presumably we'd use the same rule that its a beat up or highly modified version that only the character can use.

Two is that they all do energy damage meaning that there will be problems with resistance/immunity at higher levels. I don't have a great solution for this, but it might be possible to come up with a feat, deed or enhancement that helps overcome this down the road.

The last is charges. I doubt there is going to be any easy way to get charges in Savage Tide. Wondering about the possibility of using the Nanite Surge ability (probably with extra uses via Extra Surge) to recharge. Also wondering if it might be possible to use Recharge Innate Magic extracts to get more Nanite Surge if we went this route (even though that normally wouldn't be allowed since its Ex instead of Sp)

Archetype
Any chance you'd let me do a mix/match and take the Ceaseless Observation ability of the Empiricist archetype (in exchange for poison lore and poison resistance) but stick with the Steel Hound otherwise.


As a note, I am really not a fan of guns or high tech in PF. Not sure what the others think, although I am pretty sure we had this discussion a few weeks ago, I forget what the outcome was.


michaelane:

I'm thinking of some of these bonus things gained from the background checks cool additions to your characters above and beyond the starting stuff, but I do want to limit it somewhat. I like that your guy comes from another world and has something strange like that.

So you could start with one fully charged but that would be it for the gun, unless there was something later that I added in that you found to recharge it. Without a way to charge you would use it sparingly. (like a laser pistol).

I'm guessing the Steel Hound may not look as good if the laser weapon is of limited use? Otherwise I don't have too much issue with it.

You don't have to use both heirloom weapon and exotic weapon on the same thing.

For the Campaign trait/feat thing I'd be ok trading the +2 for Knowledge (history) and Knowledge (nobility) for a +2 to Knowledge (engineering) and Knowledge (Local)


GM:
Seeing a hard time to get any use out of water rat. Without swim as a class skill and a 10 STR, I am not going to be a good swimmer. Ring of swimming was 2500 gp to get a +5 magical bonus -- I guess it is consistent with an elven cloak.

Will water rat give me swim as a class skill? I still like the flavor of it. First level spell touch of the sea does so much more for me, I am adding it to my spell list.

Getting excited. Should be able to work on my background more soon.


Arcanum Hommes

Gender: Male

Race: Catfolk

Magus(Eldrich Scion) lv 1 - Dragon Disciple


Background Rolls:

1d10 ⇒ 71d100 ⇒ 36


Sorry Arcanum, this is a closed recruitment.

Dark Archive

Height: 2d8 ⇒ (3, 2) = 5
Weight: 2d8 ⇒ (4, 5) = 9
Age: 1d6 ⇒ 5


Hi All!

GM Blood:

1d10 ⇒ 4
1d100 ⇒ 88


Cultural Background=4 Barbarian Culture (+2 Cu Mod)

Barbarian cultures are dynamic and often highly educated societies with a keen sense of law and order. Organized but not dvelepoed (or degenerated) to the point of needing a strong central government.

Social Status=(88+2=90) Well-to-do (+2 SolMod)

Upper end of the merchant or middle class. They typically have larger homes, household servant (cook/maid), have private transportation, and travel.

Birth Legitimacy Roll 1d20+2 for results. If 19 or higher, roll 1d4 and 1d20+2, otherwise <=18 is a legit birth and no roll needed.

Family Roll 1d20+2

Siblings (If Any) Roll 1d20

Birth Order Roll 1d20

Time of Birth 1d12 for month, d* for Day, d24+d60 for hour+minutes (24 being 12am). Use our calendar, so day roll is dependent on month roll

Place of Birth Roll 1d20[/b]


GM Blood:

Birth Legitimacy Roll: 1d20 + 2 ⇒ (19) + 2 = 21
1d4 ⇒ 2
2nd Birth Roll: 1d20 + 2 ⇒ (12) + 2 = 14

Family Roll: 1d20 + 2 ⇒ (15) + 2 = 17
Siblings Roll: 1d20 ⇒ 14
Birth Order Roll: 1d20 ⇒ 20
Time of Birth: Month/Day/Hour/Minute: 1d12 ⇒ 11d31 ⇒ 131d24 ⇒ 141d60 ⇒ 24
Place of Birth Roll: 1d20 ⇒ 14


Birth Legitimacy=21 Illegitimate, LegitMod=2, Mother was raped and remained unmarried. Roll 1d100 to see if father's id is known.

Family Roll=17 Mother only (Sometimes these things randomly work out

Siblings Roll=14 Roll 1d3+1 for # of siblings. Maybe she adopted you all? For each sibling roll 1d20 and 9 or lower is male, 10 or higher female.

Birth Order You are the youngest of your siblings.

Time of Birth January 13th. You were born at 2:24 PM. You are born under the sign of the Thrush.

Place of Birth=16 (14+2 LegitMod) Born in the Forest. Roll 1d100+2 for a chance at an unusual birth.


GM Blood:

Father: 1d100 ⇒ 9
Unusual Birth: 1d100 + 2 ⇒ (64) + 2 = 66
# siblings: 1d2 + 1 ⇒ (1) + 1 = 2
sex: 1d20 ⇒ 8
sex: 1d20 ⇒ 10


Birth Legitimacy=21 Illegitimate, LegitMod=2, Mother was raped and remained unmarried. Father's identity is known.

Siblings=2 Two half siblings, oldest is male, middle child is female, you are the youngest.

Unusual Birth=66 One occurrence. Roll 1d100

Mother's Occupation Roll 1d20

Noteworthy things remembered about your mother Roll 1d3 for # of things, and 1d20 for each


Occurence: 1d100 ⇒ 44
Mother's Occupation: 1d20 ⇒ 16
Things: 1d3 ⇒ 2
Thing: 1d20 ⇒ 4
Thing: 1d20 ⇒ 20


FYI, I am keeping track of all of this and will post it to you when we are done.

Unusual Birth=66 One occurrence=44 Born exactly at noon (overrides previous roll). Roll 1d3 and a 1d10 for each result, re-roll duplicates. (8 and 9 are the same so count that as one)

Mother's Occupation=16 Mother has one occupation. Roll 1d20

Thing's Remembered about mother=2

#1 She possessed an unusual item. Roll 1d20

#2 She is/was noted for her extremely unusual personality. Roll 3d20


1d3 ⇒ 2
1d10 ⇒ 2
1d10 ⇒ 5

1d20 ⇒ 10

1d20 ⇒ 12

3d20 ⇒ (12, 10, 13) = 35


Unusual Birth=66 One occurrence=44 Born exactly at noon. You have no night vision (Blinded in darkness. You also have extremely tanned skin that give you +1 to Natural Armor (stacks with any existing).

Mother's Occupation=16 Mother has one occupation. Healer/herbalist. The barbarian equivalent to a physician.

Thing Remembered about mother #1 She possessed an unusual item. She had an exotic bound wooden staff. (masterwork quality)

Thing Remembered about mother #2 She is/was noted for her extremely unusual personality.One allergy (Roll 1d10), and two Behavior Tags (Roll 1d20 for each behavior tag)


1d10 ⇒ 1
1d20 ⇒ 11
1d20 ⇒ 12


Thing Remembered about mother #2 She is/was noted for her extremely unusual personality. She was allergic to the remedies she would administer. She was a pet lover and took in strays (maybe why she adopted your other siblings? Crazy cat lady?). She also was a pack rat.

Now time for your significant events of childhood and adolescence.

Significant Events of your Childhood!

1d3 events occur, roll 1d20 for each result.

Significant Events of Adolescence!

1d3 events occur, roll 1d20 for each result.


1d3 ⇒ 1
1d20 ⇒ 12
1d3 ⇒ 3
1d20 ⇒ 20
1d20 ⇒ 16
1d20 ⇒ 7


For ages I am assuming human lifespan. If you want to adjust for the race you choose you can approximate what the difference would be in lifespan vs years.

Significant Events of your Childhood #1=12
Roll at what age this occurs. 1d12 for what age. You gain a friend. Roll 1d20 and a 1d6

This gains you a Light Side Personality Trait. Roll 2d20.

Significant Events of your Adolescence #1=20

You begin your adventuring career at an age older than normal (This will affect a later table check) Roll 1d6 for how many years past 18.

Significant Events of your Adolescence #2=16

Roll 1d6+12 for what age this occurs. An exotic Event occurs. Roll 1d20.

This has you acquire a Random Personality trait. Roll 1d100 then 2d20

Significant Events of your Adolescence #3=7

Roll 1d6+12 for what age this occurs. You learn an unusual skill. Roll 1d20


1d12 ⇒ 3
1d20 ⇒ 12
1d6 ⇒ 3

1d6 ⇒ 6

1d6 + 12 ⇒ (6) + 12 = 18
1d20 ⇒ 19

1d100 ⇒ 95
2d20 ⇒ (13, 14) = 27

1d6 + 12 ⇒ (3) + 12 = 15
1d20 ⇒ 5


Crap I messed up a little. Will have to adjust some....

Significant Events of your Childhood #1=12

At the age of 3 you made a new friend. Like your mother, you have a soft spot for strays. You find a male wild animal (your choice) and nurse it back to health and it befriends you. You have pretend conversions which make you more imaginative in life.

Significant Events of your Adolescence #1=20

You begin your adventuring career at the age of 24. (This will affect a later table check)

This is where I screwed up so I will adjust as needed.

Significant Events of your Adolescence #2=16

At the age of 18, a change or upheaval happens in your family. Roll 1d6 and 2d20

Significant Events of your Adolescence #3=7

At the age of 15 you have a religious experience. Roll 1d10 and 1d10 again


1d6 ⇒ 5
2d20 ⇒ (7, 6) = 13

1d10 ⇒ 3
1d10 ⇒ 4


Significant Events of your Adolescence #2=16

Let's do a different roll for this one, as I don't like the possible results and what you already have rolled:

At the age of 18, roll 1d20

Significant Events of your Adolescence #3=7

At the age of 15 you have a religious experience. Out of curiosity from what you have heard you personally investigate and learn more about this deity. (Your choice what fits for you). In a vision your deity asks you to perform a sacred but dangerous mission. However this experience causes you to be irreverent and mock the gods. (Leave it up to you on how to manifest that and if you are finally now doing what was asked or if you have already done it leaving you irreverent)


1d20 ⇒ 19


Special Adolescent event. Roll 1d20


Special Adolescent event=9

You learn your mother's profession 1 Free rank of Heal and it is a class skill for you

Significant Events of Adulthood Roll 1d3+1 and a 2d20 for each result.


1d3 + 1 ⇒ (1) + 1 = 22d20 ⇒ (9, 1) = 10


I don't get it... Now it worked, but after it said it didn't.

Anyhow, here is my crunch for my character. Let me know what you think.


Significant Events of Adulthood #1

Religious experience, the gods won't leave you be. Roll 1d10 and then 1d20

Significant Events of Adulthood #2

Roll 2d20


Still need a 1d10 and 1d20 for #1 but...

Significant Events of Adulthood #2=27

Join the military. 1d4 for why and 1d20 for type of service


1d10 ⇒ 51d20 ⇒ 1


Significant Events of Adulthood #1

Religious experience, the gods won't leave you be. You begin to hear voices inside your head. Claiming Divine inspiration, you form a new religion devoted to a previously unknown god.

Significant Events of Adulthood #2

Join the military. 1d4 for why and 1d20 for type of service


1d4 ⇒ 1
1d20 ⇒ 14


Significant Events of Adulthood #2

You were drafted during a war. In the military you were part of the light cavalry. You started as a rank 1 soldier and served for 4 years.

Skills Learned:

Combat - Roll 1d4 and a d10 for each rolled

Horse - Roll 1d4 and a d8 for each rolled

Forestry - Roll 1d10

Leader you fought for: Roll 1d10

Events during Enlistment: Roll a d3 for # of events and a d20 for each event rolled.


1d4 ⇒ 1
1d10 ⇒ 5

1d4 ⇒ 3
1d8 ⇒ 1
1d8 ⇒ 3
1d8 ⇒ 8

1d10 ⇒ 10

1d10 ⇒ 10

1d3 ⇒ 2
1d20 ⇒ 13
1d20 ⇒ 9


Significant Events of Adulthood #2

You were drafted during a war. In the military you were part of the light cavalry. You started as a rank 1 soldier and served for 4 years.

Combat - During your service they relied on your keen military strategy to win victories.

Horse - You were a natural when mounted and were good at training a mount. Roll 1d8 once again.

Forestry - Roll 1d10 once again

Who you fought for - Your patron was a deity. Roll 1d8 for why. Roll 1d3 and then 2d8 for each result on the d3

Events during Enlistment: 2 Events.

Event #1: You unit is ambushed by a superior force. First roll 1d20+1, then roll 1d20+1d4.

Event #2: You fought well in a battle and you are decorated for your heroism. You are promoted and made an officer. Roll 1d6


1d8 ⇒ 3

1d10 ⇒ 4

1d8 ⇒ 3

1d3 ⇒ 3
2d8 ⇒ (6, 5) = 11
2d8 ⇒ (6, 2) = 8
2d8 ⇒ (4, 8) = 12

1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1d4 ⇒ (17) + (2) = 19

1d6 ⇒ 5

201 to 250 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [CLOSED RECRUITMENT] GM Blood's Savage Tide (Non Core) All Messageboards

Want to post a reply? Sign in.