Heralding the Coming of the Age of Worms (Inactive)

Game Master Fanguar

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Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

I'll move in the next round Sver.

Re-rolling due to Hex benefits. Attacking another drow when the first drow drops.
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 9 + 3 + 1 ⇒ (9) + 9 + 3 + 1 = 22

Unarmed Damage #2, str mod: 1d10 + 3 ⇒ (6) + 3 = 9


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Aerin and Nyx target the remaining drow each with Ill Omen. Aerin chants to maintain Issac's Fortune Hex

Aerin and Nyx, in the kind of coordinated motion only telepathically linked casters and their familiars are able, each targeted a drow with a wand. Aerin was humming a low thrumming drone that seemed to echo with itself.


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Can Issac move past the drows and get behind them? Looks like there is one preventing his movement. Drows will get OoA but Issac has Mobility feat; +4 to AC. Can he get past that one drow blocking the path?

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Still trying to save magical resources Lucid looses yet another crossbow bolt.

Crossbow: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 231d8 ⇒ 4


You can try to tumble past the drow, but I think you can shift a bit you both you and Sverrir can attack

Sverrir squeezes up and attacks: Attack: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15

Severir and Lucid injure one of the remaining Drow.

Drow vs Issac: 1d20 + 9 ⇒ (1) + 9 = 10

Drow vs Issac: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm?: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

One of the Drow stabs Issac with his blade.

Everyone is up

Drow x 2:

Ac 19 T13 FF16
Hp 11/30. 30/30
F5, R4, W1(+3)
+9 1d6+4 (18-20)


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac disregards the stab in his arm. He realizes that this drow just got lucky. The drawing of his blood only makes him more focused as he unleashes a barrage of fists at his 2 drow opponents.
Focusing on the injured drow. If he goes down then remaining attacks for the last drow.

Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 9 + 3 + 1 ⇒ (19) + 9 + 3 + 1 = 32
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 9 + 3 + 1 ⇒ (13) + 9 + 3 + 1 = 26
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 4 + 3 + 1 ⇒ (3) + 4 + 3 + 1 = 11

Re-rolling due to Hex benefites.
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 4 + 3 + 1 ⇒ (14) + 4 + 3 + 1 = 22

Unarmed Damage #1, str mod: 1d10 + 3 ⇒ (1) + 3 = 4
Unarmed Damage #2, str mod: 1d10 + 3 ⇒ (3) + 3 = 6
Unarmed Damage #3, str mod: 1d10 + 3 ⇒ (6) + 3 = 9

Issac's remain hitpoint: 65


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

GM, please don't forget about those rerolls the drow should be making.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir continues to vie for an opportunity to bring his ancestral weapon to bear with malice...

Sack this! I need room to butcher these dokk alfur!"

Frustrated the dwur attempts to leap past the melee scrum;

Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Still hoping for a lucky shot Lucid loads and fires.

Crossbow: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 211d8 ⇒ 8


@Aerin: I'm pretty much never going to remember to do that. I'm fine with you doing the re-rolls on your turn. (or have whoever has been attacked or whatever).

and I think this combat has gone on long enough, especially since the Drow pretty much can't hit Issac.

and just like that the guards are defeated, fallen bloody to the ground. Lootz: 3 mwk rapiers, 3 hand crossbows.

The gently sloping tunnel ends in a large chamber dominated on the far side by a pool of water, formed by a leaking cistern above, which flows out of the room in a thin stream. The chamber has an exit to the west, but something in the pool glows pale green, bathing the room in shifting curtains of light.

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid will cast Detect magic to first examine the fallen then turn his attention to the rest of the room, including the pool before advancing further.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverir nods toward the pool and ominous green light;

"One o' us getting a dunking again eh lads? Anyone make anything of that..?"


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac picks up a rock and throws it in the pool.


A long sinuous serpentine creature rises from the pool. An unsettlingly human-like head stares out at you from the water, its labant eyes glowing menacingly.

"Who dares disturb my slumber!?! What fools are these to so brazenly intrude upon the domain of Fassash!?"

Know(Dungeoneering): The creature is a Spirit Naga.

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Knowledge(6) (dungeoneering): 1d20 + 15 ⇒ (15) + 15 = 30

Unsure what the DC was but I suspect a 30 makes it. :) What all might Lucid know of them?

A spirit naga. Lucid states quietly to his compatriots.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir eyes first the strange human headed creature, then the diminutive mage;

"Spirit Naga? Should we tread soft or kick hard frienn Lucid?"

The dwur hefts his ancestral mattock, but awaits the sage advice of his companion afore brining it to bear...


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HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

"Did it say it's name was Fatass?" Nyx quipped telepathically, snickering on Aerin's shoulder.


They are evil, are high level spell casters and can charm you by just looking at you. Very arrogant and egotistical. This one didn't just drop a fireball on you, so perhaps it can be negotiated with, if you so choose.


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Ok peeps. Do you want the bald headed monk with low charisma to parley?

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Chr 10 and no social skill ranks but I'll move us along.

Diplo or Diplo Assist: 1d20 + 0 ⇒ (18) + 0 = 18

Oh great and powerful Spirit Naga we seek only to hunt those who have already trespassed through your domain. We humbly ask to be allowed to pursue the dark skinned elves and their allies.


The creature rises up, practically glowing with pleasure.

"You are wise in asking permission, few are those that can withstand my displeasure. with proper tribute, you may pass freely within my domain."

Proper tribute in this case is 1000gp worth of treasure.


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac moves over to the drow bodies and begins to look at their items.
Asking a question to Lucid, "Do you think that these fine rapiers would do."


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It it eyebrows it would be raising them. "If I wanted the cast offs of the Drow, I would have taken them myself"

There's got to be some shinies involved. You folks have a bunch of gold and gems. Dump them in the pool and move on or kill the thing. Dump in the treasure, clear the dungeon and come back and kill the thing. Doesn't matter to me.

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid would not be up for paying it. Perhaps fighting a common enemy, but that is as far as he would go. Someone lead us off.

Initiative: 1d20 + 7 ⇒ (18) + 7 = 25


HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

"Fatass, nobody's going to pay you to walk through a sewer." Nyx said with an exaggerated eye roll.

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

LOL. That should work. :)


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

"Sounds like you dislike the drow more that we do. Maybe we can be a service to you. Perhaps remove these vermin so you can be alone with no interruptions." Issac begins to walk away and around the pool, moving away from his companions. He tilts his head to silently tell the other to spread out.


And so we fight

Initiative rolls:

Sverrir: 1d20 + 1 ⇒ (1) + 1 = 2
Issac: 1d20 + 2 ⇒ (20) + 2 = 22
Aerin: 1d20 + 2 ⇒ (12) + 2 = 14
Baddies: 1d20 + 5 ⇒ (19) + 5 = 24

Combat Rnd 1

25 Lucid
24 Naga
22 Issac
14 Aerin
2 Sverrir

Lucid can act

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid Casts Haste on the party, including Nix and then moves back.

spells Up: Haste and Mage Armor


The naga turns invisible.

Splashes the water:

Bluff: 1d20 + 13 ⇒ (16) + 13 = 29

and moves.

Stealth: 1d20 + 13 + 20 - 5 ⇒ (19) + 13 + 20 - 5 = 47

Everyone is up

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Since I am last I am gonna wait to post. My action might be different depending on others. .


HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

Nyx also goes invisible and moves.

Stealth: 1d20 + 21 + 20 ⇒ (3) + 21 + 20 = 44


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Readied Action, Dispel Magic to counter any incoming spell.

Aerin waited, ready for whatever came next.

Readied Dispel Check, (if needed): 1d20 + 7 ⇒ (20) + 7 = 27


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir tries in vain to discern where the Naga is;

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

With no earthly notion of where the creature could be he stands with mattock ready should any of the others key onto their foe...

"Where in the Nine Hells is it?"


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Scowling around him, the dwur looks to his companions;

"Can't hit what I can't see lads! Anyone shed any light on slithering foe!?"


Female Aasimar Sensei-Four Winds Monk 2/Inquisitor 9
Stats:
HP 105/105 AC 25 (29 w/ Mage Armor) touch 23 (27), flat 20 (24), CMD 19, F+13 R+11 W+18, Temple Sw +16/+10 (1d8+4 19-20/x2), Lg Bow +8/+3, CMB +12, Init +9, Perc +21

"Whoooaaa!!! Fassash... we never meant to disturb you. I have something else that you may be interested." Issac removes the bracer from his right hand and holds it up, then brings it down. "I am willing to depart with it under 1 condition...


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Damn....I forgot to change my Post As character in my previous post. Apologies. The default char should be on the campaign instead of the account. Well...reposting under the correct character. ;-)

"Whoooaaa!!! Fassash... we never meant to disturb you. I have something else that you may be interested." Issac removes the bracer from his right hand and holds it up, then brings it down. "I am willing to depart with it under 1 condition...

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

I am thinking Sverrir's 29 perception may note where the thing moved. Lets not be wasting the wizard's Haste spell now. If nothing else, go try to run into it. If its large it can't be too many places. :)


It's stealth was 47, so no, 29 Perception will not suffice. Anyways, finish up your actions, so we can move to the next round.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir stands awaiting assistance to see the unseen, so he can bring his mattock to bear...

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Hey all,

I've been itching to run this AP for years, but haven't been able to get my RL group to bite, so I've decided to run it as a PBP. I'll be running it in the Greyhawk setting (because A. I'm too lazy to convert it and B. Greyhawk is awesome)

Looking for 5 players.

Couple of things:
1) This is, historically at least, a very lethal AP. Using the pathfinder ruleset, having 5 characters and a high stat buy should help mitigate that somewhat, but be prepared to have your character die.

2) I like my PBP posts short and to the point. Think 'tweet' length. Also, I can't stand inner monologues, don't know why, but I do. Don't use them. If I need an ooc clarification for your actions I'll ask.

3) I'm in PST(GMT-8), so just be aware that my posting times will reflect that.

4) Speaking of posting, daily would be nice, but I'm flexible. In combat, if you haven't posted in 2 days, I'll just GMPC you. If you disappear for a week without warning, I'm re-recruiting.

5) I'll be using google docs(or drive, whatever it's calling itself these days) for battle maps.

If you're still interested, see the character creation guidelines below. Recruitment will be open until Friday at whatever time I close it, or until new submissions peter out.

Character Creation:

30pt Buy: No score above 18 or below 8 after racial adjustment.

Starting Level:1st. Campaign will end at 20-21st.

Classes:Core + Oracle only.
Note: This is a fairly undead and dungeon crawl heavy AP. Also, unarmed strike builds are suicidal. You have been warned.

For clerics, a list of Greyhawk deities can be found with a quick googling, but the most prevalent in the starting town are St. Cuthbert and Heironeous. Feel free to pick any 2 domains that you feel are appropriate.

Races:Core only, though alternative racial traits from ARG or APG are fine.

Spells and Feats: Core and APG books only.

Traits: 1 Trait from any official (non third party) source.

Starting Wealth: Average per class.

Alignment: Any non-evil.

House rules:
1. All PCs get a free skill point for a profession. As long as they use the profession each level, they continue to get that free skill point at level up.

2. Paladins can be of any alignment, but it much match that of their patron deity exactly. They must not knowingly brake any tenants of their faith.

Character Background:

All PCs will be from the stating town, Diamond Lake. It's a rough and tumble mining town, full of avarice and corruption. I'll work with the selected players to integrate their characters into the city, so don't worry about details for now, but,

1: Tell me the defining characteristics of your character.
2: Do they have any family?
3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Also, tell me why you want to play this particular AP


Paladin sounds like the route for me. Shining knight in Greyhawk sounds like a good time.;) Have something up in a bit.


I'm interested, but it sucks UC and UM aren't allowed. There's some great Paladin stuff in there...

I'll think about it.


I have always wanted to play Age of Worms, got to play the first couple of encounters about five years ago before the game petered out - don't think I recall much of significance.

I might go Cleric of St. Cuthbert, need to refresh my memory a little.


I'll roll up a human fighter.

Basic Build:

Human Fighter 1 CG

Str: 18 Dex: 14 Con: 14 Int: 13 Wis: 15 Cha: 10
Hp: 13 Bab: +1 Cmb: +5 Cmd: 17
AC: 17 Touch: 12 Flat footed: 15
Speed: 20 ft Init: +2
Fort: +4 Reflex: +2 Will: +2

Falchion
+5, 2d4+6 18-20/x2
Scale Mail
+5 Ac, +3 Max Dex, -4 Armor Check

Skills:

Acrobatics: +3
Knowledge Dungeoneering: +5
Perception: +3
Survival: +5

Feats:

Power Attack
Combat Reflexes
Combat Expertise

Are archetypes from APG ok to use?


Classes are Core + Oracle. So where do archetypes fit into the picture? Are they allowed at all? And if so, from what sources?


I have been dying to play in this AP. I have an idea for a human rogue that I will get posted as soon as possible.


Would you allow an Ifrit?


This game sounds interesting.
I'm thinking of playing a straight human ranger with the sword and shield combat style. As the sword and shield path is in the APG and not core, do you authorize it? If not, I'll go down the archery path.


I knew I'd forgotten something...

Archetypes from any paizo source should be fine. Similarly, I'm ok with the additional barbarian rage powers, rogue abilities and such outlined in UC and UM

Alternative favoured class bonuses from the ARG are also ok.

@Tanner Nielsen: Sorry core races only for this one.


Oh, if the UC archetypes are allowed I am switching to a Fighter (Dragoon) want to submit a knight-errant type.


GM Fanguar wrote:

I knew I'd forgotten something...

Archetypes from any paizo source should be fine. Similarly, I'm ok with the additional barbarian rage powers, rogue abilities and such outlined in UC and UM

Alternative favoured class bonuses from the ARG are also ok.

@Tanner Nielsen: Sorry core races only for this one.

Thanks for your reply. I'll work on a background and submit a character tomorrow.


Hey,

Crafting friendly (time/money), Craft Construct OK?

Inquiring minds.

Hassan/Tarek


Lol, Craft Construct, nothing like planning ahead a few years ;)


Human Wizard Level 5, not so bad. Wondrous, Arms-Armor, Construct... 2 feats to spare (human & wizard lvl 5).

Alternatively, a Half-Orc commando type.

Although, as soon as I heard Greyhawk, I thought Fighter/Magic-User/Thief!


Core only, this is going to be tough. :)

I plan to go with 1 level of rogue, and then go with another class, that is undecided at this time.

I told myself I was not going anymore pbp's, but since you like short post I think this will work out fine.

Can we submit two characters. I ask because I might make a cleric as the 2nd character. I really don't want to go into this adventure without one. Then again rogue/cleric might work.

Well anyway I will get back to you with a background. Mine do tend to be fairly long, even if my post are short.


Can I submit a Bard? The Dervish Dancer archetype he is an Elf.

If that one dies then I will submit a Human Monk of Many Styles (that is an UC archetype).

I have never played this campaign (nor know what the setting or Grayhawk is, I have just started playing Pathfinder a few months ago).

I will make back stories for the both of them and submit the bard for your consideration (if I'm even playing in this campaign).

So what is the setting of this campaign, how long do you want the back story, and for point buy is it off of D&D or Pathfinder?


If he allows archetypes then that opens things up for me, but if not I still have ideas I can use.


Dotting for interst. will answer questions shortly


I just remembered that I had a Dervish Dancer Bard as a back up for one of my previous campaigns all I have to do is tweak the stat buy, make a new back story and re-roll for equipment (or can we go off of the avg.?)


I answered your question sin his profile along with the beginning of his stats. Will flush out this week.


This is the Dervish Dancer that I wish to present for your consideration.


Here is a sorcerer for your consideration. Questions in profile.
I'll get to the crunch tomorrow.


One Haunted Oracle of Battle coming up.

I will warn you that I can get very into a character and go off on tangents and keep a back and forth going for a bit. If it gets to be too much let me know.

Anyway, I'll have something up in a bit.


@Bilbo: Dragoon is fine, but there are a number of mount unfriendly dungeons if you are not playing a small race.

@Hassan: The campaign isn't super crafter friendly. There are a few breaks, but it's mostly rushing around trying to stop the end of the world. I would be fine with craft construct, but there definitely wouldn't be the time to craft anything substantial.

@Mr. Swagger: Archetypes are fine. Just submit one character for the moment. Preferably one you really want to play :)

Character submissions look good so far, keep them coming.


Dotting for intrest


Submitting a switch-hitter Ranger for your perusal

Spoiler:

Varial
Human Ranger 1
CN Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatsword +5 (2d6+6/19-20/x2)
Ranger Spells Prepared (CL 1, 5 melee touch, 4 ranged touch):
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Cleave, Power Attack -1/+2
Traits Magical Knack (Ranger)
Skills Acrobatics +1, Climb +6, Escape Artist +1, Fly +1, Handle Animal +3, Intimidate +3, Perception +6, Ride +5, Stealth +5, Survival +6, Swim +6
Languages Common, Elven
SQ Enemies: Undead (+2 bonus), Track +1, Wild Empathy +0
Combat Gear Chain Shirt, Greatsword; Other Gear Pathfinder's Kit
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I know it's kinda random, but would you consider the Swordsage from ToB? The old setting made me think of an old class.


Questions:
1: Tell me the defining characteristics of your character.

Outside of a fight, she's shy, meek, and pretty much everybody's kid sister. The little girl that you toss an extra copper to just to make her feel a little better, at least whenever the tavern patrons aren't drunk.

In a fight, she's a demon. Something changes, or rather takes over. She spins and twirls like dancer, but it's only so she can get under the bigger guys swings and deliver a quick jab to a weak spot.

2: Do they have any family?

Not as far as she's aware. If she does, hey either don't care to claim here, or are a long way away.

3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Mainly to get away from the tavern owner who "raised" her. There's also the nightwalkers who constantly belittle her for her, ahem, maturity. Really, the only person she'd miss is the craftsman that taught her how to make bows, armor, and her weapons.

Background:
Kiley was born on a cold winter's night in the mining town of Diamond Lake. Her mother, already weak from not eating enough and a vicious cold, died in childbirth. No one know who her father was, and if her mother did, she took that secret to the grave. Not sure what to do with the orphan, the midwife asked around town for people who would take in the little girl. The first to say they would was the local tavern owner.

Many thought that was strange. The man was a penny-pincher, and notoriously greedy, but he took care of the infant. No one was surprised when he put her to work whe she was barely six. What was surprising was how likable, and unlike her adoptive father, she was. She would sneak an extra drink or roll for those who treated her with kindness, or just looked like they wanted it.

What many did not know, was that the man who had taken her in had hoped to train her as a prostitute when she became of age. As she got older, and refused to fill out her slight frame, he began to get more and more agitated and berated poor Kiley for not being a "proper woman" almost every chance he got. The whores that frequented the tavern began to whisper, loudly, about how unfortunate she was for being given the figure of a stick.

No one was surprised when she finally had enough and gave one of them a black eye. One man in particular had been considering doing the same and managed to prevent a reprisal with a well timed threat and smile. Seeing potential in the young girl's strength he took her under his wing and taught her his trades. She took to it like a fish to water. She made a few weapons and a suit of armor for herself under his watchful eye. She soon found herself wanting to work the forge instead of spending night after night waiting on drunk patrons.

Unfortunately, the tavern owner would have none of that. After she finished her latest work, a suit of studded leather, he threatened to burn or sell everything she had made, forbade her from ever going back to studying under the craftsman, and struck her when she tried to protest. Some say he hit her too hard, because ever since that day, queer things have been happening around the girl. Strange sounds and voice would be heard around her. A breeze would happen indoors. Things she dropped would inexplicably land several feet away. Strangest of all was the change that overcomes her when one of the semi-regular brawls would happen in the tavern. She went from being a quiet, shy, young woman, to a loud, boisterous Valkyrie who gave as good as she got. Some of the regulars even swear they heard her start a few of those fights, but who can believe the word of a drunk, right?

It's late and I need to get up early, so I'll finish this tomorrow morning.

Basically, I'm going after an oracle that doesn't quite have control of her powers yet. The spirits that haunt her cause all sorts of trouble, not in combat, but more in general. In combat they draw things to her (Compel Hostility). Out of combat they just cause her alot of embarrassments (blowing a blanket out of her hands while she's using it to cover up, insulting others in her voice using ghost sound, mage handing her cloak over her head.)


Good evening. I saw your application. I am currently in 5 pbp's but since you want short posts, I can absloutly meet your requirements. It's late here but in the morning / afternoon I am going to be updating Ramos to a Cleric of Ralishaz. His Profession will be (gambler) and his domains will be madness and chaos (protean) subdomin. Ramos was first made as a cleric of Groetus and I think that the change is easily doable. I understand that you said unarmed strikes builds will not be a good idea, and to be clear Ramos is a bad touch cleric. I'll go into details in my follow up post, but he is meant to get in close lay down debuffs on the target, and provide flanking support. He will have high AC, low damage but debilitating debuffs and moderate healing and support.


I have been looking to play a little fella for a while now. I am going to be on a field exercise till Thursday afternoon. I will have my guy ready for review by thursday evening when we get back in. Thanks, Bilbo.


I'm interested, but a quick question how do feel about prestige classes namely Eldritch knight?


Okay settled upon a battle cleric of Pholtus, what domains do I have access to? Is there anything we can use to reference Greyhawk deities Pathfinder domain choices?

Wikipedia lists Good, Knowledge, Inquisition, Law, and Sun for Pholtus, which seem to largely translate to Pathfinder pretty directly.

I will likely go with Sun, and Inevitable - a sub domain of law that seems to fit given Pholtus dwells in Mechanus - if that is acceptable. Plus being able to use command is just cool.

"I said get down on your belly and pray you pagan wretch!"


@DM Fanguar - So long as we don't multi-level in a single day (as the norm), we've got at least 3 weeks? Who needs substantial when you've got creative...

Thanks!


Crunch done. Made a short back story if there is anything that I missed please pm me what I did.


@Kybryn: No Swordsage, sorry.

@Ramos: Those domains are fine. As for the touch based play, it should work most of the time. There will be a few occasions where you wont want to touch the enemy, but a cleric has other options.

@Tim Woodhams: an eldritch knight would be fine.

@Bynden: Sun and Inevitable domains are fine.

@Hassan: There are points within the AP where you could devote 3 weeks to crafting. Also, you can craft things while out adventuring, it just takes 4x as long.


I would like to submit.

Background is written, working on crunch.

Are the wizard elemental schools permitted?


@GM Fanguar: Glad your ok with that. The only other god I though of off the cuff that fit thoes domains was Tharzidun and I though that would be a no-no. *Grins*


Dotting for interest - Greyhawk's an old stomping ground so would be interested in this one for pure halcyon reasons;

Will submit a Dwarf Barbarian (Drunken Brute) archtype if possible. He'll be a down at heel miner, one whose family owned an affluent operation which he and his brother inherited.

Fast forward a few years and the operation is dust having been run into the ground and squandered by the irresponsible brothers after their parents passed. My character has little left, and seeks solace in a stein of ale, while his brother may have taken his own life? Haunts the old mine?? Dunno could flesh out possibilities with GM Fangaur...

Diamond Lake holds nothing but bitter memories and guilt for my character, but the drink makes him inert; so he'll need a push - something or someone to make him leave and live again...

My dwarf is less a trained warrior and more a scrapper by circumstance (wields a pick axe). May well take improvised weapon type feats etc.

Will have something up in a day or so

Dark Archive

I'd Like to Put in for a Fighter Character comming Shortly!


Character is complete save for gear and language selection.


Here is my Submission! (Josh Shrader)

Pravos Baradin, Son to be a member of the towns guard, if his father has his way..

Background, personality, and Stats in Profile.

Short Points:

1. He is Loyal, Good-Natured, and willing to standup and speak out against those who would harm the defenseless. He takes the "Guardian" role very seriously, but is still willing to laugh at a good joke. He is a Quick learner with keen senses, and can react quickly to Danger.

2. Pravos has 2 Family members, His Father, Thamos, and his Brother, Dratros. Thamos is a Member of the Towns Guard, while his Brother, Dratos, fell in with the wrong crowd, and is serving a sentence in the Mines.

3. He grew up on stories of Goblins, and ogres by his father, so he has trained to join the guard since he was a boy. However, in the last few years, he's realized that these stories have bene long past, and the only goblins and ogres are the Miner thugs at the local Tavern. This has him Itching to put his feet to the dirt, and seek adventure.

4. I would Love to Play Age of Worms, I've always been interested in the Adventure path, but have never had a chance to play it. I've read some of the "Worm-Food Articles" in Dragon, and it seems very exciting!


@Istvan: Elemental schools are OK.

@Black Dow: Pickaxes exist as a martial weapon (TH 1d8/x4), so no need for improvised weapon feats.

I will try to have a more thorough look at people submissions soon and give any feedback if necessary.


Pathfinder Adventure Subscriber

Here is my submission for my Dragon Shaman (Druid)

My real life group went through this AP when I was on sabbatical, and I keep hearing stories about how much fun they had. Besides who can resist a return to Greyhawk...where it all begin (With all due respect to Blackmoor).

Parnell Grunt

Spoiler:

Parnell Grunt
Male Human Druid (Dragon Shaman) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Quarterstaff +1 (1d6+1/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Shortspear +1 (1d6+1/x2)
Ranged Sling +2 (1d4+1/x2)
Druid (Dragon Shaman) Spells Prepared (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Produce Flame, Magic Stone (DC 15)
0 (at will) Know Direction, Detect Poison, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Druid Weapon Proficiencies, Point Blank Shot, Precise Shot
Traits Mathematical Prodigy (Knowledge [arcana])
Skills Acrobatics -1, Climb -2, Escape Artist -1, Fly -1, Handle Animal +6, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (nature) +7, Perception +8, Profession (merchant) +8, Ride -1, Spellcraft +5, Stealth -1, Survival +10, Swim -1
Languages Common, Draconic, Druidic
SQ Animal Companion Link, Scale, merchant's, Share Spells with Companion, Spontaneous Casting, Wild Empathy +3
Combat Gear Bullets, Sharpstone (7), Bullets, Sharpstone (3), Bullets, Sling (15), Bullets, Sling (5), Quarterstaff, Scimitar, Shield, Heavy Wooden, Shortspear, Sling, Wooden Armor; Other Gear Flint and steel, Hammock, Holly and mistletoe, Pouch, belt (13 @ 5.38 lbs), Rope, silk (50 ft.), Sack (10 @ 10.5 lbs), Sack (17 @ 15.5 lbs), Scale, merchant's, Spell component pouch, Waterskin, Whetstone
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scale, merchant's +2 Appraise for things valued by weight, including anything made of precious metals.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Parnell has always had a fascintaion with dragons and everything about them. He had little hope of ever seeing one himself however. When he was 16 he came accross a dead Monitor Lizard in the forest. It had a youngling with it which he adopted to be his own....his Dragon. Parnell is wise for his age, and tries his best to stay out of the corrupt politics of Diamond Lake, instead spending his time in the wilderness with his pet dragon.

Parnell's mother died giving birth to his youngest sister. His father sells mining equipment to the miners of the area, and has a reputation for accurate appraisales of items coming out of the mines. His two older brothers...twins Jesse, and Monty work with his father in the business. His older sister Hillary is married to the town's blacksmith, and his youngest sister Monique still lives at home, and worships Parnell.

There is no future for Parnell in Diamond Lake. His brothers will inherit the business, and Parnell really doesn't like the bustle of town anyway. Besides...he'll never see a Dragon in Diamond Lake.

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I've come up with a background and a character. As I do not know more about Diamond Lake NPCs I've kept it general but you'll see it can be adapted easily. I've stayed with a human archery style ranger

Talia Background:

Talia was the sixth child and third daughter of a family of farmers living about a day from Diamond Lake on a small farm. Born just after her a twin brother, her arrival should have been a good omen as it was a symbol of fertility and the gods’ blessing. However, within weeks of their birth, her brother died from a wasting fever that seemed to consummate him from within while she grew stronger by the day. Worse, within her 10 first years, her three older brother died, one killed by a falling tree stuck by lighting, one gored by a bull suddenly turned mad and the last one killed by another fever. All the while, Talia grew, largely untouched by diseases, turning into a strong willed girl. First eyed with suspicion by the neighbors, due the death of her twin brother, she was all the more blamed for the family bad luck. When angry neighbors started to curse her and try to drive her from the neighborhood, her parents persuaded she had nothing to do with these events, had a priest come from Diamond Lake to examine Talia.
Finding nothing unnatural within her, the priest still proposed the family to have their daughter fostered, as he knew the rumors would never cease and that she would take the blame for everything and even risk her life or her family’s.
She had no choice but to follow the man to town and, upon learning she had good hand/eye coordination and a talent for working with wood, he found her a place as an apprentice Fletcher/bower with the best bow-maker of the town and kept his surveillance for any strange event surrounding the girl.
After nearly seven years where she managed to get forgotten and since her parents’ farm have prospered since she left, with her older sister finding a husband and giving birth to two sons, Talia was sure she had weathered the storm. However, half a year ago, a son of one of her former neighbors came to her master’s shop to purchase a bow as a present for his brother’s wedding. On the way back, he fell from his horse and broke his leg. While it was healed within a month, the rumors have started again, this time relayed to Diamond Lake and Talia, having now finished her apprenticeship, only wishes to escape. But before that, she wants to settle her debts and repay the cleric who helped her and her master who taught her everything.
Talia is an average looking girl with dark grey eyes and short red hair. Growing up on a farm, she has a sturdy constitution and an open character. However, the animosity of her neighbors has put a shadow on her behavior and she is not very trusting of others at first glance but she has learnt to evaluate other people’s character and rely on that. Often threatened when she was younger, she can’t stand bullies and will try to talk them down before using her strength if necessary. Her main wish is to earn enough money or fame to be above the people that plagued her most of her life and to thus prove that she had nothing to do with her brother’s death.

Why do I want to play this AP:

Having come back to D&D with Paizo Beta (I used to play AD&D when I was young, then moved to other systems, mainly French ones, as I am French), I would love to play that mythic AP. Since coming to pathfinder, I’ve run RotRL as a GM with my group and am currently playing a Kingmaker campaign since a year and a half on the boards. I’ve also just started to GM a Slumbering Tsar PbP here as well. For me, one of the additional benefits of PbPs is that it’s a good way to practice my English.
What I like in this AP is the undead theme with character battling evil in lots of different forms. There’s also quite a lot of exploration and investigation going on.

Character sheet summary:

TALIA
Female human Ranger 1
CG Medium humanoid (human)
Init +4 ; Senses Perception +6
==DEFENSE==
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
==OFFENSE==
Spd 30 ft/x4
Melee Earth Breaker +3 2d6+3 20/x3
Ranged Longbow +5 1d8 20/x3
==STATISTICS==
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1, Cmb +3Cmd +17
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Point-Blank Shot (PFCR 131), Precise Shot (PFCR 131), Shield Proficiency (PFCR 133)
Skills Climb +5, Craft (bows) +6, Intimidate +4, Knowledge (nature) +6, Knowledge (dungeonering) +6, Perception +6, Ride +7, Sense Motive +7, Stealth +7, Survival +6, Swim +5
Languages Common, Elven, Other.
SQ Favored Enemy (Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, attack and damage: Human +2), Ranger Wild Empathy (+1).


Okay I'm reworking Kiley a bit. I was having trouble not writing a Mary-Sue.

Questions:
1: Tell me the defining characteristics of your character.

The two biggest characteristics Kiley shows are tenacity and inexperience. She's tough, and pursues her goals with a single-mindedness that might show mules a thing or two about stubbornness. She's aware that she's different, but how, why, and what to do are not things she has a handle on yet. She can hear the spirits haunting her, but no one else can, so fhe can come off as crazy.

2: Do they have any family?

Not as far as she's aware. If she does, hey either don't care to claim here, or are a long way away.

3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Mainly to get away from the tavern owner who "raised" her. There's also the nightwalkers who constantly belittle her for her, ahem, maturity. Really, the only person she'd miss is the craftsman that taught her how to make bows, armor, and her weapons.

Background:
For the thousandth time that day, Kiley cursed the father she never knew for leaving her with the sorry excuse of a guardian that was the owner of the local watering hole. This one was particularly creative, involving spiders, fiery pants and diseased vampric hookers.

"But I was jus' learnin'! I wasn't doin' nuttin' that'd lose ya coin!"

"I don't need ye gettin' skinnier, ye idjit. Yer gonna need ta start earnin' yer keep."

"And I could if ya'd le--"

"And I ain't havin' no more o' yer lip! Get ta work!"

Kiley sulked off to do her chores, sticking her tongue out at her "caretaker's" back.

You shoulda decked him.

Aaaaan' right on time, the crazy voices start.

It'd been like that for several days now. She'd leave early in the morning to learn under the local weapon and armor smith, come in about noon, be harassed by the tavern owner, then be harassed by the voices in her head.

And she wasn't she if the voices or the fat, greedy tavern owner was worse. The scary part was she was starting to find herself agreeing with the voices in her head.

"I'm sorry laddy, but you're- Oh wait it's just Kiley. Still having trouble filling out? I'm startin' ta wonder if you're really a lass as you claim."

Oh. Right. She'd forgotten about them, and their stupid tittering.

"Jus' move outta tha way so I can work."

The "ladies" of the tavern always did this, always! Same joke, same stupid laugh, same damn expression. Kiley was fast making up her mind that she was going to have to leave or go crazy.

Shoulda decked 'em, too! C'mon I'll even teach ya how ta throw tha punch juuuuuuuuust right!.

Okay, crazier.

Not all of the townsfolk were like that. Most treated her like a little sister, giving her a little better tip when she got them their ale and ruffling her brown hair. It got annoying sometimes, but they weren't the problem, especially the smith, who was the closet she felt she had to family.

No, the problem was the six other people in the tavern. The owner had made no secret his disappointment that she didn't turn out to be a "proper woman." The other whores jumped at the chance to pick on the younger woman, and they were vicious about it. She'd been saving and stocking to leave town, secretly. She'd never made much coin as a barmaid, or "small-tittied barwench" as the owner had taken to calling her lately, but she had saved a little. The money she made helping the smith was what had really helped her get the things she needed.

Just a few more weeks. She just needed a few more weeks, and then she'd get out of this gods-forsaken hole.


Personality:
Kiley is convinced she's going crazy. The voices in her head are the spirits of warriors who had fallen in battle. There's going to be a couple of more, but that's it.

When not under fire from the other inhabitants of the tavern, she's a cheery, helpful person. She believes that if everyone tries to make everyone else's day just a little bit better, then the world becomes a better place. She has her own brand of charm, which hasn't helped her persuade her caretaker to let her learn another trade, unfortunately.

It hasn't stopped her though. She's tough and tenacious, to the point of almost stupidity sometimes. She'll pursue her goals with a single-mindedness that surprises those that don't know her.


Appearance:
Kiley stands at 5' 2" and weighs in at a little over 100 lbs. She wears simple clothing that's a little big on her, and only emphasizes her small size and hides what little curvature she does have. Her brown hair is kept in a simple ponytail that ends a quarter of the way down her back. She has dark brown eyes and a freckled face that finds smiling easy and frowning hard. Needless to say, her lack of filling out and her boyish face have many in town wondering if she doesn't have a little elf in her somewhere.


crunch all done!!


Also, tell me why you want to play this particular AP

Almost missed this part. Main reason I want to play in this one is I've never played any of the Dungeon APs, and I'm curious about this one because I have seen a couple of games of this AP going on the boards. Beyond that, I started playing April 2011, so never got into Greyhawk and the other DnD settings.

EDIT: Just wanted to add two things. Everything is in her profile, and could someone more familiar with Diamond Lake tell me if it's big enough to have a tavern and an inn?


Istvan Masterson is completed and ready for review.

GM Fanguar wrote:

1: Tell me the defining characteristics of your character.

Let's just say Ralishaz and I have a long standing feud. Why? heck if I know, but ill fortune has ever been my constant companion in life. I've never let it stop me though. Quite the opposite, having fought against ill fortune every day of my life has only taught me to make the best out of a miserable situation.

Quote:
2: Do they have any family?

Nope, none. I've never known a true family and none who have ever been close to me have managed to survive my ill fortune. Even my drunkard of a master drowned in his own swill on the tavern floor a month ago.

Quote:
3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Give up? I have nothing to lose. No friends, no family, no past, no future. The road has been my constant companion for the last ten years. Before that, it was the high seas. Sometimes, in my nightmares, I can even hear the waves calling me back to their cold embrace.

Needless to say, I've been working hard on keeping my feet on solid ground. Working at it harder than most can begin to comprehend, forging bonds to Tera Firma with my very soul.

Quote:
Also, tell me why you want to play this particular AP

I've hear the AP is one of the more interesting ones available from Paizo, but I've never had the opportunity to play through it.

Shadow Lodge

Hi, I would love to play this AP. Will have a character for your consideration in a couple of hours.

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