Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


1 to 50 of 1,198 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Where in the Inner Sea campaign setting?


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

I'll have to look into that. I'm not very picky on that sort of stuff.


Well be picky because a blast of lightning just landed next to your feet, while destroying the tree behind you. You need to make a Reflex save!


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Hm. Near Cheliax, maybe? There's lots of stuff going on there.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Ah!
Reflex: 1d20 + 1 ⇒ (10) + 1 = 11

Eh, lets waste the average rolls here.


Yes, yes, alright you roll average, and get average damage from the cloud of splinters 1d8 (7) from the Elm tree, luckily enough you dodged the 15d6 Purple Lightning bolt from the sky. The 80 ft. Elm tree comes falling down pinning your horse underneath. You are now stuck in a forest, on foot, with rabid rabbits with BIG teeth. You have two options throw the Holy Hand Grenade or RUNNNNN!!!

We still be looking for more input from our other characters about location...


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Run away! Run away! Look at the BONES!

And Cheliax sounds good. It's the type of place you'd find a tavern like Dragon's Draught.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

I don't mind, I don't really have a preference as I'm still learning the pathfinder society world too. On the other hand, rabbits with big teeth are cute.

"GIVE ME THOSE RABBITS!!!


Hmmmm, interesting I was hoping to make a new thread labeled: Player Background. Instead I guess we will just continue in this thread, unless someone can tell me how to otherwise.

Let it be known the Dragon's Draught can be found in Cheliax. On the North side of the Brastle River, some 40 miles down the river from Brastlewark heading towards Laekastel.

I would like to know a little more about each player, if you have already posted please post it again here. I would like to know what kind of experience you have with role playing, PbP, and Dungeons & Dragons. Also how many times you will be able to post and any other relevant info you would like to share.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Character Background - He is an excellent hunter for their travelling band, always eager to take on difficult tasks. Upon hearing of a dragon familiar, he went Cheliax to further increase his knowledge and feed his curiousity.
Player Background - This would actually be my 2nd campaign, I'm knew to PbP and DnD overall, although I'm quite familiar with RPG's and Magic the gathering. I can post everyday, I can post frequently depending on the flow of the game.
Btw, my profile is updated.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Background:
Quomaugh and Xoruk Ironmaw were both found in the wreckage of a Dwarven caravan by Orcish scavengers. The Ironmaw Clan, as they called themselves, were a particularly ruthless and bloodthirsty tribe of Orcs. What they were most well-known for, however, was the fact that not a single one of the clan had anything resembling intelligence. The lot of them were foolish and ignorant, and it was because of this that they took to slaughter and the sowing of chaos with such vigor.

However, despite their renowned idiocy, the witch doctor of the Ironmaws, Bazur the Scarred, a Half-orc man who had also led the tribe for many years, saw promise in the two infants. Unsure how they had survived the wreck of the caravan, but impressed they had managed to stay alive despite it, Bazur took both boys in as his own children. It was many years before he even began to guess what they were, but from the first moment, they were treated as Orcs.

Quomaugh was apprenticed under the tribe's resident shaman, an Orc by the name of Krugg. Xoruk became a disciple of Bazur, himself. As soon as Xoruk was of-age (though they still believed both brothers to be runts) he began the training to become a witch doctor, just as his adoptive father was. The dwarven man took to the training with gusto, thoroughly intent on becoming a mighty scar-caster like Bazur. His extra-tough skin required much effort to pierce and scar, but it was never a problem for Xoruk. He adored the magic that flowed through his blood, making him strong, tough and smart. He found himself aware that even though they were among Orcs, he and Quomaugh were something else, entirely.

Soon enough, an upstart Orc from outside the tribe came and demanded to be made leader of the Ironmaws. This Orc, Kilg, was far smarter than any of the Ironmaws, and immediately pointed out the two brothers for what they were. Seeing as they had been raised as Orcs, told they were Orcs, and generally believed they were Orcs, this was a grave offense. Bazur and Krugg stepped forward to defend their tribe, and their apprentices... but Kilg proved to be a mighty warrior who channeled pure evil. Slaying the Ironmaw Clan's previous leaders, Kilg had their heads mounted on pikes next to the tent Bazur used to inhabit. This infuriated Quomaugh and Xoruk, but they knew they could not fight the newcomer.

The two brothers decided they no longer belonged among the Ironmaws, and set out on their own. Upon reaching the nearest town, the two went their own separate ways, as well. Now, Xoruk travels to find his place in the world, using his powerful magic to make himself a place where he can be the one in charge. Once he has built himself a new tribe, his hope is to return to the home of the Ironmaws and take revenge for his father and mentor.

Physical Description:
Broad and covered in painful-looking scars, Xoruk is an intensely tough-looking dwarven man. His brown, neatly-kept beard and piercing green eyes are not the only things that set him apart from the Orcs he calls his brothers, but they are the first thing his adoptive brethren would notice. He is about four and a half feet tall, weighing about as much as most of his Orc brothers, which led to him being called "Runt."

Generally not wearing more than his tribal outfit, Xoruk takes great pride in the many self-inflicted scars that cover his body. They are symbols of his strength, his fortitude, and his devotion to the spirits that guide his tribe. Likewise, the ornate fetish mask of which he uses to communicate with those spirits is one of his most prized possessions.

Porrtait of Xoruk.

Personality:
Flighty and rude, Xoruk does not do well in the realm of dealing with others. A lifetime of being raised among Orcs has left him believing his is an Orc himself, and he very much acts the part. He is exceedingly loyal to those who earn his trust, but is not above using others to get what he needs.

Player Background:
The first time I ever played Dungeons and Dragons was 2nd Ed back in 2000, when I was but a youngin'. We never really got very far (I think we picked classes and then immediate went into getting drunk and running in circles) and very little got done, but it left a big impression on me.

Then, early last year, an IRC I was apart of decided to play D&D, and that started me off. I had finally let my WoW account lapse (I've been clean for a year!) and needed something new to dedicate myself to that didn't suck both my time and my wallet dry, and there was 3.5.

So, stuff happened, and in mid 2012, I made the switch to Pathfinder, and been having a blast ever since. I am currently in seven PbP games, of varying speed, playing a gamut of characters. I can generally post multiple times a day, but I have classes on Wednesday, meaning that I can generally only post once or twice that day.

General posting time: Between Noon EST and 2-3 AM EST, sparsely on Wednesdays.


Another thing to add is what time will you be able to post the most, for example, "Likely from 6 to 8 pm".

Please put in if you go by Pacific, mountain, eastern, or make very clear reference to any other times such as 6 hours ahead of Pacific time.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I am at GMT -8 (west coast usa) and do most of my posting in the afternoon and evening.

I'm currently in more games on these boards than I can easily count, a couple of which have been going for 2+ years now. I have been gaming for about 20 years (jeeze that makes me feel old). I've mostly played some edition of D&D, but I've dabbled in many other systems as well.


I am also West Coast USA, and post throughout the day and evening. I post a lot.

Also I have started on the crunch (sorry just a super busy weekend, pepping for a business trip)

Though I also have my appearance up.

About myself. I have been playing Pathfinder for a couple of years, after playing several other RPG's when I was younger (Then Heroes unlimited, 2nd ed D and D and Rifts) I have been playing PbP since the Fall and have run two games, though one has ended, and the other is still going strong.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Description & Background:
Ardamir is a filled out 5'10" 180lbs of pure nobility. He walks around with an air of confidence and a dash of humility which can be seen in his stormy blue eyes. His tan, rough skin lends credence to his long hours of training and his extensive travel. You can tell from the look on his face that he is a generally serious man, but a mug of ale after a good battle gets him going on a good tale or two of his heroic life. Still young and trying to find his place amongst the paladins of Iomedae, he sets out always to find new and sometimes dangerous challenges to conquer in the name of his beloved god.

If you could pin one word on the life and mission of Ardamir, that word would be justice. Since his childhood he was raised and trained in the light of and guidance of the 11 Acts of Iomedae. His father was a paladin of Iomedae and his father before him. In Ardamir's mind there was no other choice but to carry on the tradition.

Ardamir's father, now in retirement, always instilled in him the understanding of justice. The way he explained it was this "Son, we follow in the ways of Iomedae. This is not the only way. It is one of many, but it is the way we choose. Some other ways may seem strange to you, sometimes even "wrong," but it is not up to us to judge whose ways are right and whose ways are wrong. The only thing that we can judge is people's ability to live free. Equality is not always something that makes sense, because it has always been that Kings live richly and peasants live with less, but if a King rules his people wisely and does not persecute them but let's them live freely, he is just. If a man does work for another man and charges him a fair price, he is just. But the moment that one man takes advantage of another, the moment a ruler takes more than he needs from his people for greed alone, then he is no longer just. Justice may have many ways of being understood by the wise, son, but if you can use any sort of measuring stick to judge what is just and what is not, it is this: "You will know justice when you see it." If you stay true to your teaching and to the god which you serve, then this statement will always be true."

So with that understanding Ardamir has lived his life for the renown of his great god Iomedae and in the pursuit of justice over all things. In order to do this he has set himself on a personal quest to understand the meaning of his father's words himself, by going out into the world to "see" justice and injustice alike. He passes no town, no tavern or inn without going in and quietly listening to the people and hearing of their lords, their kings, and their tradesmen, asking a few questions sometimes about their feelings and their sense of freedom, how they feel they are treated and understood by those over them and around them. When it seems right to him, he acts. Dispatching monsters and bandits and challenging lords and nobles alike, Ardamir pursues justice with the hope that Iomedae would show favor upon him, bless his mission and give peace to the people he meets.

It was on these travels that Ardamir happened upon the Dragons Draught, a place of which he had heard of long before he arrived. Knowing that this particular inn had a reputation for shady characters and underhand dealings, he felt as if place might help him to further understand a world that is considered unjust. His hand quickly going to the hilt of his Greatsword at the first glance he took of the animated decoration, he just as quickly withdrew it at the realization of what they were. Taking his usual position in any given tavern, back to the furthest corner with a view of the door but an ear close enough to the staff and regulars to catch the news, he orders a draught of ale and waits in silence to hear whatever this place might tell him.

Crunch:
Ardamir
Male Human Paladin 1
LG Medium Humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatsword +5 (2d6+6/19-20/x2) and
Morningstar +5 (1d8+4/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack -1/+2
Traits Charming, Fencer
Skills Acrobatics -1, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +2, Diplomacy +6 (+7 vs. characters who could be attracted to you), Escape Artist -1, Fly -1, Heal +5, Perception +2, Ride -1, Sense Motive +5, Stealth -1, Swim +2
Languages Common, Goblin
SQ aura of good
Other Gear Chain shirt, Greatsword, Morningstar, 12 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fencer +1 to hit with dagger or sword AoOs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Personal Experience:
I've gotten into Pathfinder over the last couple of years, and it was my first introduction into tabletop RPG's. I've never played anything like it and I absolutely love it! Unfortunately, as soon as I got into in the only person I knew that played and had gotten me into it moved away. I got into one pbp that he was running and then he disappeared and so did everyone else. I was in college so I didn't have much time, but since I graduated I've gotten involved in several pbp's, am starting to GM one of my own, and am getting involved in PFS locally, which really isn't that local for me. So right now pbp is my best outlet for gaming.

I'm in EST and can post a lot during the weekdays during the day end early evening, and some later, and the weekends will be a crap shoot. Some I can post a lot during and others I'll do my best to eek out one post a day. But I will post regularly, and if I go out of town or something I'll let you know.


just need equipment and backstory now.


As to where I suggest somewhere that other AP's are taking place. So not Varisia or Shackles, or Irrisen.

Somewhere that there is plenty of ready info for us. But beyond that I am happy to go whereever,

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Background and Description:
Lecloront is a young elf that hails from a generation of elite hunters. After 5 years of age they would be trained already in the ways of the bow. They are taught how to survey their land, observe their surroundings, and most of all respect the laws of nature. They only get what they need, no more no less. But before being proclaimed as a hunter, they have to go deep in the forest and perform a certain ritual. This ritual invokes the animal spirits and tests the aspiring hunters spirit. These tests differ from animal to animal, from maybe a test of wisdom or sometimes a test of strength. If they do manage to pass this, the animal spirit agrees to the hunters spirit and they became one. These spirits will take on a physical form similar to the surrounding fauna and follows the hunter wherever he go.

This village is in a midst of a crisis. A rising power is slowly advancing its grasp on the neighboring lands, and this includes Lecloronts village. Until one day, all their fears came true. They were pillaged by the Lord's army. They were able to hold their ground for a while but it just delayed the inevitable. The Lord would just double the amount of troops he would send as securing Lecloront's village would secure a strategic point against the opposing country. Almost all of them were massacred as their skills were of no match to these tyrants. Lecloront managed to escape with the help of his animal spirit, although it didn't come easy. His spirit has to release all of his strength to give Lecloront an escape route. Upon doing so, his spirit has to go back to his world and only until he regains his power can he take his physical form. Before drifting back, his spirit told him, "Seek for the mythical beast that made his form on this realm permanent, learn its ways, it's power. If we would manage to learn it's secrets then maybe we can seek our revenge against this tyrant. Until then, be safe my friend.".

Lecloront managed to survive by moving from place to place in search of this mythical beast. Then he heard that there's a certain beast in the land of Cheliax...

I'm PST, I can check the thread regularly, like everyday. Im more active during the afternoon and nights as I work night shift.


Mountain time here. I can post a fair amount during the day and into the evening. I will be busy from Thursday night through Sunday this week because of a gaming con, so I won't be able to check in as often as normal.

My background is a long term gamer. I've been playing D&D since the 1st Ed DMG came out. I've played in a number of PbP campaigns for various rule sets. None, however, on these forums.

Cheliax is a good location for Bug. It's close enough to where he started from.

Character Sheet

Spoiler:

Bug Eater
Human (Shoanti) Barbarian (Invulnerable Rager) 1
NG Medium Humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Earth breaker +5 (2d6+6/x3)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 16, Int 13, Wis 10, Cha 9
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2
Traits Auspicious Tattoo (Shoanti), Highlander (hills or mountains)
Skills Acrobatics +1, Climb +4, Escape Artist -3, Fly -3, Knowledge (nature) +5, Perception +4, Ride -3, Stealth +2 (+4 in hilly or rocky areas), Survival +4, Swim +4 Modifiers highlander (hills or mountains)
Languages Common, Kelish, Shoanti
SQ fast movement +10
Other Gear Scale mail, Earth breaker, Barbarian's kit, 21 GP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Background

Spoiler:

Bug Eater grew up as Little Bug among his Shoatni clan (sun clan). He was something of a runt of the litter, being quite a small child. Of course in a harsh environment like a barbarian tribe of the Cinderlands, this meant he got picked on constantly. While he never did grow up tall, he did push himself to be strong, doing manual tasks for the tribe, and breaking rocks in his spare time to build his muscles.

On time as his age of adulthood approached, he was on a foraging mission for food. He was attacked by a fire beetle, but smote it in one mighty blow from his big hammer. Bringing back the remains for food, he was granted the name Bug Eater and thus earned his tribal tattoos and rights of manhood.

His life proceeded as normal for a Sun Clan member, roaming the Cinderlands, fighting threats and scrounging for food. Then one day a band of outsiders from Korvosa appeared questing for something. Being a lesser warrior of the tribe he was not privy to any of the details of this quest. When a fearsome force of monsters attacked the tribe, Bug Eater was struck down casually by one of the monsters, driven to the door of death. A timely intervention by one of the outsiders invoking the power of the sun god Sarenrae saved his life.

Bug Eater then decided that he owed a debt to this Sarenrae, and left his tribe to pursue learning of this benevolent goddess. He doesn't particularly wish to become a priest, but rather to understand the teachings and follow the ethos in his own way. Anyway, he sees a certain synergy with his Sun clan and a sun goddess.

Appearance

Spoiler:

Bug Eater is a short man with a very stocky build. His skin is covered in swirling tattoos granted to him by the Sun Clan. His head is shaven so as to allow all of his tattoos to be displayed, as they cover his whole pate. He carries a massive hammer, which he swings lightly with his great strength.


Very jealous of all of you with such high stats!

Backstory later today.


OK just need to purchase equipment. Also the backstory is still coming together, but the idea is there. Also the dog name has not been picked since I thought perhaps it could be the same name as the psuedodragon if he plays one and he hangs with Vuvu, if not I will pick one. I am also considering making him middle aged but not sure just yet What do you think DM

Vuvu'sCrunch Sheet:
Vuvu
Male Human Alchemist (Chirurgeon) 1
LG Mediuml Humanoid (human)
Init +2; Senses Perception +5
Favored Class Alchemist
--------------------
DEFENSE
--------------------
AC , touch , flat-footed , CMD . . ( +2Dex)
hp 10 (1d8+1) +1 Favored Class
Fort +1, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -1 (1d4-1 B/x2) and
. .
. .
Ranged
Bomb +4 1d6+5
--------------------
STATISTICS
--------------------
Str 9, Dex 15, Con 12, Int 18, Wis 12, Cha 5
Base Atk +0; CMB -1; CMD +11
Feats (1)Point Blank Shot (HB-Focused Study) Skill Focus Alchemy; Throw Anything (Alch Bonus)
Traits: Sacred Touch, Poverty Stricken
SKILLS: Craft (Alchemy)+11, Disable Device+7, Heal+5, Knowledge +8, Knowledge +8, Perception+5, Spellcraft+8, Survival +6
Languages Common
SQ
Combat Gear
Other Gear
Money on Hand 140 gp[/gp] 0 [b]sp 0 cp
Total Weight Carried 0 lbs (light load)
Light Load 19.5- lbs Medium 39.75- lbs Heavy 60- lbs Lift Above Head 60- lbs Lift off Ground 120- lbs Drag & Push 300- lbs
--------------------
SPECIAL ABILITIES
--------------------
Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
--------------------
EXTRACTS KNOWN
--------------------

1st Level (2 per day) Cure Light Wounds; Ant Haul; Comprehend Languages; Crafter's Fortune; Polypurpose Panacea; Shock Shield
--------------------


Appearance:
Vuvu is a tall, scrawny man. He has dark, unkempt hair and bushy mustache, which hides a scar on his upper lip. He wears mismatched clothes, with an apron over and almost always has a book of some sort in his hands. He has a ready smile, though unlike most his smile is a sign of nervousness rather than confidence.

Backstory:

Vuvu was scared. More scared than he had been his previous 12 years of life. He ran, squeezing through the detritus of the streets hoping to escape the beating that he knew would come if he got caught.

So stupid, he thought to himself. But I couldn’t let him hurt that poor dog anymore! So what had he done he threw a bottle at the biggest boy in the neighborhood hitting him in the shoulder and making him lose his prize. At least the dog had gotten away.

Four years later

Vuvu smiled as he was finally able to hide the scar he had gotten on his lip four years before saving his best friend. He had gotten caught and beaten for a long time, with the same bottle he had thrown. But it was worth it Vuvu thought as he looked down at his friend. Isn’t that right boy! Vuvu said patting the dogs flank around the scar that he had sown up after he finally found him all those years before.

10 years later.

Vuvu lives alone in the most run down part of the city peddling his healing to others and spending his money on books about healing and alchemy. He still misses his only friend that had died peacefully a few years prior and now has no one to speak to. If he didn’t know that people needed his healing he would probably never speak to anyone at all. He is lonely but he has a purpose.


Vuvu wrote:

OK just need to purchase equipment. Also the backstory is still coming together, but the idea is there. Also the dog name has not been picked since I thought perhaps it could be the same name as the psuedodragon if he plays one and he hangs with Vuvu, if not I will pick one. I am also considering making him middle aged but not sure just yet What do you think DM

** spoiler omitted **...

It would be nice if the dog and dragon had two different names, or at least different nicknames. Feel free to make him middle aged, that is your choice. I thank you for requesting ideas and suggestions, but this campaign I am fully supporting the player's choices, especially since I don't know what would be best.


kk I will name the dog.

Below are spellcraft checks to record Mage Armor from a scroll into his formulae book, I paid for the scroll. Since it took two checks it took him two weeks to do it, and cost him another 10 gp to record it.

1d20 + 8 ⇒ (3) + 8 = 11 1d20 + 8 ⇒ (18) + 8 = 26

I am still waffling on the middle aged.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Ruby the tiny dragon, reporting in.

Working on the other NPC now.


There are many gods in my games, you may use the gods from the standard 3.5 Players Handbook of Dungeons and Dragons and the gods from the Pathfinder Core Rulebook.

The way I explain why they are both in the world is a follows: The old gods are in decline but most of the racial gods are strong, while the new gods gain strength. Some of the old gods became new gods, though not many mortals know, a good many of the outsiders don't even know.

Does that makes sense?


I think Vuvu worships Irori, especially with the portfolios of Healing and Knowledge


Taken from Fyrian's mouth, for I could not say it better myself:

A couple of housekeeping things. Everyone at this point needs to have your full character sheet in your alias description. This has some pertinent information that I need and it's hard when I have to go hunting for it. Some of you do not have this, please fix it... you know who you are ;)

Also, some of the gameplay information that I need all the time can posted right on your character right in the forum. "How is that?" you may ask. Well let me tell you! Just post this in your Class/Levels area of your profile:

Fighter Lv 1 HP: 13/13, - AC: 18/T: 12/FF: 16 - Perception: +7 - Initiative: +4 - F: +4 / R: +2/ W: +2 - CMB: +4 - CMD: 16, Speed: 20

This is one of my characters (click the link for an example of what it looks like in game), obviously you need to fill in the info for your character. Any questions on what is what, let me know.

This way if I need to roll something for you (by the way I'll be rolling a lot of your saving throws, perception, initiative, things like that, you roll for damage) I can do it without having to dig up your character sheet.


Vuvu wrote:
I think Vuvu worships Irori, especially with the portfolios of Healing and Knowledge

Makes sense, I support you!


Darn it, I still have not come up with campaign traits... we will have to see about those.

Some of you have been playing more than I with traits, PbP, and let alone D&D. So I throw out the challenge to surprise me with traits you think would be great, not just for yourself but for the other characters that are already done.

Please get them in by 7 pm tonight, February 12.

Any suggestions on the general plot, villains, or magic item wish lists (please PM me these) would be welcome!

Also please have your character completely done by midnight.

The race is on, one way or another, I may have a few surprises in store for you all throughout the day.

Characters Checked in and done:
Doomed Hero - Ruby/Drake
Fizzwiddle Glockenfleffor XXII – Vuvu the Human Alchemist Chirgeon archetype-healer
drbuzzard - Bug Eater the Human (Shoanti) Barbarian (Invulnerable Rager)
Fyrian - Ardamir the Human Paladin of Iomedae
Lecloront - Lecloront the Elven Archery Style Ranger
Seranov - Xoruk Ironmaw the Dwarven Scarred Witch Doctor

Characters/Players still to finish:
Adeptus Technicanus
leFuZz
Opus Magus - Half-orc Ranger

Dum... Dumm.... Dumm... Dum... Da... Da... Dum...
Don't you hear those drums? Sooo foreboding...


Made the edits. The only change left is that I want Vuvu to be from the nearest major city and once that is decided he may have one more language added as a local.


Brastlewark is the nearest town.

To All: I need you to be thinking why you are at the Dragon's Draught? Perhaps you were recruited to become a Pathfinder agent, recruited from another Pathfinder group, saw a bounty and came to claim it for yourself (create one), curiosity to see those ruins, just traveling through, to find those exotic herbs to fix a disease or something else?

Feel free to post it in recruitment or PM me.

Were you born in Cheliax? How do you view the Cheliaxians?

Honestly I am normally not up this late, between 6 to 10 GMT I should be on, though some Fridays I will not be able to because of my home D&D group, I will get on after (beware of possible crazy input from my GF and other players). It sounds like weekends are going to be slow, so post if you can but no minimum. Does that sound good to everyone?

Thanks All!


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

So is the campaign going to be set mostly in Cheliax? (seems that is the implication) If so, I'll see if I can come up with some campaign traits. They tend to be focused on the area and topic at hand from my experience.


sounds good GM. I will bounce back to recruit and post answers.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Xoruk could possibly be working for the Pathfinder Society to help fund his attempt to build a new tribe. Or maybe he was just passing through and they caught his attention?

Are you going to put up a list of valid campaign traits? They might help us figure out how our characters are involved.


Unfortunately something has occurred that has been requiring my attention and I don't think I'm going to have many opportunities to post, so before I potentially create inconsistencies within this campaign I am going to have to withdraw myself from it. I apologize and hope you guys enjoy yourselves. c:


Captain Drake in the works. I should have him ready to go this evening.


I understand Opus Magus, good luck with your endeavors!

@ Xoruk
I am letting the players come up with the campaign traits, that will help me set up the campaign. An experiment, how grand!

@ Bug Eater
The campaign will start in Cheliax, though I will likely give multiple options for which way the group can go.


Ah. Coming up with a trait!


How about this, might be overpowered, but perhaps it is one of the secrets we pm'd about

Brastlewark Student

You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in untraditional ways. As a result you have learned to look at both skills in a new way.

You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

I'll think something up, too.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Runt of the Litter

You were found by a clan of Orcs, and for some reason or another, they decided to raise you, instead of eating you. However, you never measured up to them in size or strength, and they made sure you were aware of it. Years of abuse have hardened you, making you quick and always aware of your surroundings.

Benefit: You gain a +1 trait bonus to Initiative rolls, and Perception is always a class skill for you.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

So, I totally missed the make-your-own trait thing. I probably won't get a chance to work on one tonight (I'm usually not on this late either), but I can try working on one for tomorrow. I'm not nearly as experienced with all that stuff though, so if you just want to assign me one or give me a few choices I understand!


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

A trait is generally half a feat, so I slapped half of two traits together. I figured it was about the same.


Traits
These traits can be used for your basic traits. If you want it for your campaign trait please ask and I will see if it works for your character.
Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Magic Traits
These regional traits are available to all Chelish characters.

Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Theoretical Magician: You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Race Traits
These race traits are available to all characters of the
appropriate race.

Brastlewark Businessman (Gnome): Your time among the Brastlewark elite has led to an extensive knowledge of alchemy and ready connections in the trade. You gain a +2 trait bonus on all Craft (alchemy) checks.

Infernal Influence (Chelaxian): Your family boasts secret diabolical ties that may go back much further than the Thrune regime, and much deeper. You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.

Masterful Demeanor (Chelaxian): As a proud Chelaxian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

Successful Shirker (Halfling): Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.

Regional Traits
These regional traits are available to all Chelish characters.

Cliff Jumper (Cliffs of Fury): You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Dump Salvager (Westcrown): You grew up in or around Westcrown’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +3 trait bonus on Perception checks to search for concealed items.

Egorian School Apprentice (Egorian): You studied under one of the masters of the Egorian School style of architecture.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.

Wharf Rat (Ostenso): You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Whisper Woods Hunter (Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Religion Traits
These religion traits are available to all characters of the listed faith.

Asmodean Demon Hunter (Asmodeus): Raised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Patient Optimist (Desna, Erastil): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Social Traits
These regional traits are available to all Chelish characters.

Hellknight Ancestry: At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.

Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.


Are those the only Traits we can choose from? I had selected Poverty Stricken and Sacred Touch.

If I need to swap I will take accelerated drinker and Brastlewark businessman.


These are not the only Traits that you can choose from, just a suggestion if you come from Cheliax.

Vuvu, I think Sacred Touch fits your character very well, but you may want to think about choosing a different one other than Poverty Stricken. But it is your choice.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

I picked Glory of Old (which comes from Xoruk's dwarven ancestry, which he doesn't know anything about), Focused Mind (he has spent an exorbitant amount of time learning magic, while surrounded by rowdy Orcs who love to interrupt his concentration) and if it's okay with you, I'd like to use Runt of the Litter, as well.


Glory of Old works. *Edit
Focused Mind works.
Runt of the Litter:

You were found by Orcs or other monstrous humanoids, and for some reason or another, they decided to raise you, instead of eating you. However, you never measured up to them in size or strength, and they made sure you were aware of it. Years of abuse have hardened you, making you quick and always aware of your surroundings.

Benefit: You gain a +1 trait bonus to Initiative rolls, and +1 on fortitude saves.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Glory of Old

And I can live with the change, yup.

1 to 50 of 1,198 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Where should it be located? All Messageboards

Want to post a reply? Sign in.