Rumble in the Jungle: GM of the Ape's Serpent's Skull (Inactive)

Game Master R0B0GEISHA


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Background skills and drawbacks are both okay.


Armored dinosaurs are just by default some of the coolest stuff xD armored t-Rex death machine xD

Sovereign Court

GM of the Apes wrote:
TawnyKnight wrote:

I'm not sure I like the aesthetic, but its hard to justify why you would not give a beloved companion fighting alongside you every protection.

I was giving serious thought to a rhino to, but this seems like the AP where a dinosaur would be most appropriate so I couldn't resist :)

It has nothing to do with my childhood love of the Dino Riders toys *shifty eyes*

In my opinion, armored dinosaurs are totally awesome.

This is, of course, correct!


@Olaf the Holy: Since Jacqueline seems to be in need of a foil, I decided to make sure that Torfrun fit. :)

So, now that I have slept and have had time to write this out, I give you Torfrun. She's a multi-purpose character with a bounty on her head and an open, easy-going personality that is sure to drive Chelaxians mad. ;)

Crunch:

Tofrun
Female human (Ulfen) sphere ranger 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . heavy shield bash +4 (1d4+3) or
. . longsword +4 (1d8+3/19-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (monstrous humanoids +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits faithful artist, stowaway
Skills Acrobatics +0, Climb +4, Heal +5, Knowledge (nature) +5, Perception +5, Perform (dance) +5, Perform (sing) +6, Profession (cook) +5, Stealth +4, Survival +5, Swim +4
Languages Common, Skald, Sylvan
SQ track +1, wild empathy +2
Other Gear studded leather, heavy wooden shield, arrows (20), dagger (4), longbow, longsword, backpack, bedroll, blanket[APG], cutting board, wooden (2 lb), explorer's outfit, hammock[UE], knife, cutting (0.5 lb), ladle (0.5 lb), pot, seasonings, local (0.5 lb), silver holy symbol of Desna, skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tripod, iron (3 lb), 3 gp, 3 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
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 melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

She had to run.

She knew that now. There was no place for her in Irrisen anymore, not after stumbling on the Jadwiga that had commissioned her master to escort him on a hunt in the arms of two young Jadwiga women, none of them wearing a stitch of clothing, and neither of the two women being his wife.

She'd avoided the spells and the grabbing hands and hair. She ducked an arrow and ran on, heading west. It wasn't long before she heard of the bounty on her head. A minor fortune in coins and gems for her capture.

The journey nearly did her in on more than one occasion. She fled west, past the border with the Lands of the Linnorm Kings to Kalsgard where she hoped on a ship bound for Riddleport. From there, she traveled south, paying for her supplies with entertainment and helping out with the cooking.

===

Torfrun arrived in the City of Monuments exhausted and weary. Her long flight from Irrisen had been harrowing, but now, she thought, she could rest. Her pursuers were far behind and even with her purse empty, she should be able to find a warm meal and a comfortable bed.

At least that was what she had thought. It was barely an hour after her arrival when she spotted the tell-tale hair and clothing of one of the Jadwiga. Cursing her luck, she made for the docks and sought a ship to stow away on. If she could make it further south, or to the fabled city of Absolom, she might be able to find a place to hide.

There! The Jenivere seemed like it would be a fine vessel to make passage on, and if the rumors were true, she would be heading south from here, into the warmer climes that the Jadwiga would find unbearable. All she had to do was hide and scavenge for whatever food she needed, then she'd be free. At least, that was her hope.

With all of the stealth she could muster, she quietly slipped aboard the merchantman.

===

The captain's tirade finally began to lessen. Torfrun had been caught while sneaking some old bread from the galley the night after they had left Pezzack in Cheliax. The captain, needless to say, had been furious.

"Tell me why I shouldn't toss you over the rail with the rest of the garbage?" Captain Kovack had asked in a snarl.

"I-I can cook," Torfrun had blurted out, "I'm fairly good at it, at least better than who ye've got now."

Alizandru Kovack still glared at the young ulfen woman, obviously trying to weigh the costs and benefits of having her pay for her passage by working in the galley.

"Alright, I'll give you a chance. Don't disappoint me."


Hooks for the GM and other players:

- Torfrun has been on the ship since it set sail from Magnimar.
- Due to discovering a rather prominent Jadwiga's infidelity, she now has a bounty on her head. Given that the man is rather desperate to keep his indiscretion a secret, it's rather sizable.
- She did kinda take over the cook's job, so there's probably some animosity there.

Relations with crew and passengers:

@GM: This is more for fun than anything, so if you see something that doesn't quite fit, let me know and I can change it. I'm going to see who gets picked before I do any of the PCs.

Since being found out, Torfrun has been cooking the meals for passengers and crew as well as providing entertainment at night by singing and dancing. Given that, most everyone on the ship probably knows her at least in passing.

Captain Alizandru Kovack - She is grateful that he gave her a chance and does her best to follow his orders, if for no other reason than to stay on his good side. Since she took over cooking the ship's meals and started entertaining the crew and passengers while not in port, the captain no longer sees her as a leech, but a lucky find. After all, anything that can keep his crew's morale up is a good thing.

Aerys Mavato - Given that the half-elf only comes out for meals, Torfrun hasn't had much of a chance to get to know the woman. Although the ulfen gets the impression that the reclusive half-elf doesn't want to get to know anyone.

Alton Devers - The first mate was the one that actually caught Torfrun and it was thanks to him that she was able to avoid a fight with the cook when she began to work for her passage. Despite his role in foiling her plans, Torfrun gets along well with the man and often fixes him something special as a show of thanks for his help.

Gelik Aberwhinge - Torfrun gets along well with the gnome, enjoying his tales while the supper's soup simmers or after the meal is served. While his quips have gotten on her nerves a time or two, she enjoys his sense of humor and does her best not take the gnome's comments too seriously.

Ieana - Torfrun doesn't know the Varisian well, but she does know that the scholarly woman has a habit of skipping meals unless reminded. Torfrun, more often than not, brings her meals to her cabin and makes sure that the woman doesn't starve in her pursuits.

Ishirou - After he came aboard in Bloodcove, Torfrun has found Ishirou to be one of the more annoying people on board. It isn't any particular mannerism or even the man's quietness, but the aloof attitude. The ulfen is an down to earth sort and the man's continuing aloofness is so counter to her personality that she can't stand it.

Jask Derindi - Torfrun's interactions with this prisoner consist solely of bringing him his meals and leaving as quickly as possible.

Rambar Terillo - Torfrun has been at odds with the ship's cook since she began to work for her passage. While not exactly a culinary genius herself, she is skilled enough that she can produce a variety of dishes both from the ship's stores and from the fresh fish the ship is able to catch. Since she has unofficially taken over, the crew has enjoyed heartier meals and even when soup is on the menu, it is always thick and flavorful, even if better fare is to be had in port.

Naturally, this is a point of contention between Ship's Cook Terillo and "that bilge rat stowaway whore," as he often calls Torfrun. After trying for a week to get on friendlier terms with the cook, Torfrun gave up, and makes sure that she doesn't have her back to him at all times. After all, it would be convenient for Terillo if the ulfen woman was to fall over the rail with a knife in her back.

Sasha Nevah - Of the passengers on the Jenivere, Torfrun has come to like Sasha the best. After she began to warm up and show her more boisterous side, Torfrun was quick to befriend the other woman and often regales her with tales about the trouble she'd get up to while she was growing up.


Appearance:

Torfrun is short by the standards of the often towering ulfens. She barely tops five feet five inches, causing some to doubt her heritage, until she mentions that she's form Irrisen. The need to import food and the oppression of the Ulfen by the Jadwiga does much to explain her relatively diminutive stature. Her frame is more compact than most, and it's only due to her apprenticeship to a rather well-known hunting guide and tracker that she would eat well enough to fill out with well-toned muscle.

Silver hair, blue eyes, and fair skin make her stand out among the darker skinned sailors like a shined silver piece among copper pieces. She is attractive, with expressive eyes and a bright smile. She dresses in sturdy clothing that is a little too large for her, but not so much that it hinders her movements.


Personality:

Torfrun's is an jovial, open personality. She tries to get along with others and to keep an open mind, but she often chafes under strict rules and tends to snipe at those that take life too seriously. She'd rather dig in to solve problems than to complain about them and sees obstacles as challenges to overcome.

The one point she is tight-lipped about is why she left Irrisen and by extension, why she stowed away on the Jenivere.


@ GM of the Apes

Manzuqari is mostly finished.

I did the number crunching and all that fun stuff with Hero Labs.
I still need to do the hard part. Think of a plausible back story. :o

The profile is updated here for you to have a look at. I'll add the backstory soon. By the end of the day, with luck.

The skills I picked were a mix of those recommended in the players' guide for bards and barbarians. The cunning plan is to use Versatile Performance to bolster the useful charisma skills starting at level 2.

trait choices:
Unflappable Arrogance racial trait picked because it seemed appropriate.

Poverty-Stricken social trait to give a decent Survival skill despite the lower wisdom score typical of Ifrit.

I decided to go for the Boarded at Cheliax AP trait.
That's when I realized that 200 extra gp can buy lots of mundane gear for exploring.

extra STUFF:
Here's the shopping list of mundane exploration gear I came up with for the Boarded at Cheliax AP trait:

• Deluxe Dungeoneering Kit (130 gp): , Hammer, Piton (x4), Silk Rope (sold off the hemp rope, therefore), Sunrod (x3), Sack (x2), Everburning Torch, Tindertwig (x4), Candle (x2)
• Waterproof bag (5 gp)
• Journal (10 gp)
• Black Ink (8 gp)
• Inkpen (x2) (2 sp)
• Folding Shovel (12 gp)
• Scroll box (5 gp)
• Parchment (x10) (2 gp)
• Paper (x5) (2 gp)

Total value: 171 gp 2 sp

Let me know what, if anything, I should do about the remaining 28 gp 8 sp.

Or if the Everburning Torch doesn't cut it as a "mundane" exploration item.

Thanks!


Managed to sneak in some time, so Urf should be fully written up now, as well as his goblin dog (if he's allowed a goblin dog for his mount), Itchy Butt. If I did forget something, just let me know, and I'll get on that probably tomorrow.


@GM of the Apes: I am GMing this game IRL. Would this be a problem for you? I would of course keep all previous knowledge separate.


@ GM of the Apes:

Hi again!

I was able to write a back story faster than I expected.

Here it is:

Back Story:
Manzuqari was born into bondage to human parents in the notorious Katapesh slave markets. Not until it became apparent he was a long-lived Ifrit did his life improve. He became far more noticeable, and valuable, than most slaves. Had he not become an Ifrit, by whatever twist of fate, he would have long ago died a wretched and unknown slave.

As soon as he was put up for sale, at a highly inflate price, Manzuqari was bought by a Chelish merchant; the Lady Chalentia. She was in Katapesh on business. Her habit was buying "exotic" slaves as a display of wealth. At nearly forty years of age, Manzuqari was definitely exotic looking. His hair and eyes look like they are made of fire. His skin is an unnatural burnt reddish colour. He even has silver-streaked vestigial horns. He is often mistaken as some sort of devil. His fiendish and exotic appearance appealed to Lady Chalentia's Asmodean sensibilities.

So it came to be that Manzuqari spent the remaining forty or so years of his youth in the Chelish port of Corentyn.

Fortunately for Manzuqari, and most of Lady Chalentia's household slaves, she was an astute and relatively benign mistress. She knew the best incentive for her slaves' loyalty was kindness and reward. In a land where maltreatment of slaves is the norm, Lady Chalentia's slaves were fiercely loyal to her by choice.

Manzuqari soon became one of Lady Chalentia's favourite household slaves. Not only did his appearance make a favourable impression with many of her Chelish house guests, but she was adept at channelling his otherwise acerbic wit and volcanic temperament to her advantage. Manzuqari was Chalentia's doorman, spy, poet, and thug. All in one!

Lady Chalentia shrewdly deprived Manzuqari any control over his own life. He was useful to her. But she also knew she would lose control of her prized slave were he allowed to develop his talents to the fullest. Manzuqari never begrudged this. He knew he was living a posh life under her. They also were both aware that an Ifrit like him could easily outlive her by many years. Even though he was the older of the two.

Manzuqari's elegant lifestyle came to an end with the death of Lady Chalentia. She died in her seventies of old age, while Manzuqari was still youthful in his early eighties. True to form, though, she was abundantly generous to her Ifrit favourite in her will. Provided he left Cheliax for distant Sargava, which he readily agreed to. This one-way trip was not a punishment but a life-saver. He had, over the course of many years, stepped on many toes and broken many bones for his mistress. Without her protection, he knew his days as a freedman or slave were numbered in Cheliax.

It was with mixed feelings that Manzuqari soon boarded the cargo ship, the Jenivere, for Eleder. He sorely missed Chalentia, and her household luxuries. On the other hand, he was now a freedman for the first time. And able to realize his own potential for himself.

Manzuqari had to convince both crew and passengers of the Jenivere, with difficulty, that he was not a fiend. After that, he has gotten along well with everyone else aboard. He has been passing the time aboard the Jenivere composing poems for his fellow travellers. He harbours no illusions about how dangerous Sargava is. There are tales aplenty about that. He is even looking forward to an unruly life for a change once he is safely ashore in Eleder.

The end … or the start?

Let me know if there is anything I need to change in Manzuqari's profile.

Thanks much! :)


Tamas Personality:
Tamas is kind to people and animals, but does tend to put them on the same level - beneath him. This is mostly because of his faith in his Harrow deck and the belief that his guided destiny is necessarily superior - although he has never articulated such a thought. Despite being a little condescending, he is always eager to help, and often uses both his harrowing and magical skills to aid others.

He dotes upon Ravi, who he raised from hatching, and often spends hours painting her spines in bright colours, or etching patterns into her leather armour. Ravi a does her master and is even willing to tolerate his appalling singing voice - he was always a bit jealous of his older brothers, both of whom were talented musicians, but has a tin ear.

He hates making major decisions without getting a proper augury from his cards, and can be alarmingly indecisive without their guidance, but never hesitates if there is danger to others. He has a great respect for divinations and prophecies, but will generally convince himself any and all are chiefly about him.


I think I'm going to bow out of this. I'm having trouble coming up with a character concept I'm interested in playing.

Here's hoping the rest of you have fun. :)

Sovereign Court

Olaf the Holy wrote:
DoubleGold wrote:

@GM of the Apes, the first book of this game can either be really good or suck depening upon the DM. Can I see an example of who you resolve things and how you would do the first book?

Feel free to use spoilers.
Actually, could we avoid spoilers please? I went into this thinking we were bound for Sargava, and now I know that we're going to be stranded. It kind of takes away from the discovery a little.

Sorry! It was on the description of the AP so I thought it was common knowledge:

"The Serpent's Skull Adventure Path takes players from a shipwreck on the dangerous shores of the pirate island called Smuggler's Shiv to the deep forests of the Mwangi Expanse, and into a lost city where an ancient and powerful race of serpentfolk seeks to resurrect their dead god."

Scarab Sages

still struggling with concept... I haven't given up yet, just thought I'd poke my head in and make some noise.


Dinos with armor, meh.

Dinos with armor and lasers, yay.


@mishima: Can't help but notice those dinosaurs still have armor. ;)

@YanJieming No problems here.


I could cast produce flame if that would help? The very 80s franchise I was thinking of incidentally :)


Who let the druid have acces to the technology guide?

I should have Lou ready today... baring any more internet issues


GM of the apes, while I remember what do you consider as "mundane equipment" for the purposes of the campaign traits? I assume scrolls and potions are out as they are magical, but do you consider arms and armour to be 'equipment'?

Grand Lodge

would you opposed to me using Dark Sister Archetype for the Witch? It doesn't make them evil.

Grand Lodge

OK I didn't go with the Dark Sister, introducing "Clever"

herb:

Herbual "Cleaver" Umost
Human (Varisian) witch (hedge witch, hex channeler) 1 ( Pathfinder RPG Advanced Class Guide 132,
Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
NG Medium humanoid (human)
Init +1; Senses Perception +3
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +4
—————
Offense
—————
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20) or
surgical tool +1 (1d6)
Special Attacks hex (healing APG)
Witch (Hedge Witch, Hex Channeler) Spells Prepared (CL 1st; concentration +4)
1st—mage armor , sleep (DC 14)
0 (at will)— dancing lights , detect magic , detect poison
Patron Healing
—————
Statistics
—————
Str 10, Dex 12, Con 13, Int 17, Wis 14, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Noble Scion Of Peace ISWG, Skill Focus (Heal)
Traits jenivere crew, regional influence: magnimar
Skills Craft (alchemy) +7, Heal +11 (+12 circumstance to treat wounds or deadly wounds), Knowledge
(nature) +7, Perception +3, Profession (midwife) +7, Sense Motive +3, Spellcraft +7, Survival +3, Use
Magic Device +5
Languages Common, Dwarven, Elven, Gnome, Varisian
SQ witch's familiar (chicken named Chikoletta)
Combat Gear healer's kit; Other Gear crossbow bolts (20), dagger, light crossbow, surgical tool,
backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, pot, soap, spell
component pouch, surgeon's tools UE, waterskin, 22 gp, 8 sp
—————
Special Abilities
—————
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Noble Scion of Peace When you take 10 on Wis skills treat the roll as though 13 instead.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Fluff:

Herb grew up in Magnimar, his father was a local Gardener of some renown, he named his son after his plants and taught him all about them and the special things that plants could do. Herb only had a small interest in plants and more in the idea of them helping people out. Herb discovered his innate ability to heal people but kept it secret from all those around him. He realized that his magic didn't come in the same way that others magic did. He was never really realized where his magic came from until he discovered his families only surviving chicken took a liking to herb. Herb decided to study Medicine at the local University and opened a clinic that was for those who couldn't afford the "healing of the church." Many times Priests and other high ranking official's of many different Churches came to bring Herb into their flock. He was followed by different law officials and inquisitors once rumour spread that he had magical healing to offer. It was quickly discovered that Herb was in fact a witch and was driven from the city. Herb booked passage on a ship, becoming their ship surgeon.

Appearance:
Herb is a tall man, thin, he always has a blood stained smock on, he wears worn leather pants that have been patched many many times. He wears a loose armed lavender shirt that has a many pockets sewn on to it to hold his many instruments. A new black leather shoulder bag holds the kits that Herb needs to assist those in need.


Well things did not work as planned so I will have Lou done tomorrow. if that is to late then its OK there are plenty of good submissions here.


Submission:

Tanic's primary motivation is greed, something he inherited from his jann ancestry. As the spawn of jann and a member of a household that served Ayrzul, his path was dictated from a young age. He entered the service of Ayrzul as an Inquisitor enforcer. The temple of Ayrzul had 'interests' in numerous mining and delving concerns which had mysterious accidents if their protection money was not paid. His mistake was attempting some independent 'consulting' which he failed to keep hidden. Though the local church had no further need for his services after that episode, he found that being cast out was not the same thing as being defrocked. In fact he got the distinct impression that the Elemental Lord of Earth was far from displeased with him; furthermore, as long as he made good money and tithed he realized he might even one day come back and run that church. He decided that a long trip to Sargava to see if the Deeptreasure Mining Company had something to 'offer' would be in order.

Description: A bit of a hulker and the color of dirt, his Suli elemental ancestry shows in the knobby protrusions from various parts of his body. He wears scale mail and carries a wicked looking morningstar even when in nonthreatening locations and has a wary look about him.

Crunch:

Tanic
Male Suli inquisitor 1 Archetypes Master Tactician,
TN Medium outsider (native)
Init +1, Senses darkvision (60 ft.), low-light vision; Perception +6
=================================================
DEFENSE
=================================================
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 8(1d8) +1[con] +1[FC]
Fort +3, Ref +1, Will +4
Resistances acid 7, cold 7, electricity 7, fire 7
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee morningstar (cold iron) +3/1d8+3
Ranged javelin +1/1d6+3
Melee javelin, +3/1d6+3
Special Attacks Summon Monster (5/day), Elemental Assault
=================================================
SPELLS
=================================================
Inquisitor Spells Known (CL 1st; concentration +3, +1 DC Conjuration)
1st(2/2, DC 13)-heightened awareness, Cure Light Wounds
0th(at will, DC 12)-acid splash, create water, detect magic, light
=================================================
STATISTICS
=================================================
Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12,
Base Atk +0; CMB +3; CMD 14
Feats Spell Focus (Conjuration)
Skills Bluff +5(7 vs. Jungle inhabitants), Diplomacy +7, Intimidate +6, Knowledge (Planes) +4, Knowledge (Planes) (ID monster) +6, Perception +6, Sense Motive +9,
Traits Boarded in Varisia (campaign trait, +2 bluff), Unscathed (magic trait)
Languages Common, Terran
SQ summon monster, darkvision, energy resistance, monster lore
Combat Gear morningstar (cold iron), 5 javelins, scale mail, heavy steel shield, 21.18 gp
Other Gear Explorer's Outfit, Backpack, Bedroll, Belt pouch, 3 Chalk, Mess Kit, Mirror (steel), 50ft silk rope, Spring Loaded Wrist Sheath, Soap, 5 days Trail Rations, Waterskin, Grappling Hook, Spell Component Pouch
Wealth 10 gp
=================================================
SPECIAL ABILITIES
=================================================
Summon Monster (Ex) Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends. These summon monster spells are considered to be part of the monster tactician's spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic items she creates, so long as she can use this ability to cast the required spells. This ability replaces judgment.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Boarded in Varisia Traveling from lands far to the north, you likely have little experience with the jungle, its denizens, or its strange forces. Just as the lands of Garund are wild and exotic to you, so are you to them. This unusualness manifests in one of two ways. Choose to gain either a +2 trait bonus on all Bluff checks made against inhabitants of the jungle, or treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle.

Elemental Assault (Ex) 1/day as a swift action, shroud arms in energy to add +1d6 energy damage for 1 rounds.

Energy Resistance (Ex) Suli have resistance 5 to acid, cold, electricity, and fire.

Low-Light Vision Sulis can see twice as far as humans in dim light.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Negotiator (Ex) Suli have a +2 racial bonus on Diplomacy and Sense Motive checks.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Unscathed You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.


Submitting Pavo, human Bounty Hunter Slayer. I believe the alias is complete, but please let me know if I'm missing anything.


YanJieming here with the completed statblock. I know the bakcground etc, jut need to write it out but the salient points are as follows:

Reduced Background:
Ferratal grew up in the Ekujae tribe of elves and was captured the first time he joined an attempt to free slaves from the Aspis Consortium. He has been a slave for many years since and sold several times over, eventually leading him to "employment" on the Jenivere. While he's tried to escape or buy his freedom before, he has been unsuccessful as of yet. He's learned to continue practice of his martial training, disguised by dancing, and to use either his bare hands or his hanbo, which he has crafted himself and mostly lets people think of it as a walking stick. His main goal at this point is to buy his freedom.

I've taken a few liberties with the gold and equipment seeing as he's a slave (mainly some equipment broken, saying he crafted his hanbo and reducing total remainiing gold to 9 cp even though I didn't spend that much). I hope these aren't a problem. If they are, let me know and I'll fix them.

I'll write up a full background and post it up later, but I just wanted to get you the main points to start with.


Applying with Karathiel Fellgaze, an elf gunslinger (pistolero). Still some work to be done on crunch (especially gear) but background, appearance and so on are ready.

Dark Archive

DM I have a doubt before submitting a PC... I'm intending to make an Ilsurian Archer. In the pfsrd it is called as a Divine Marksman. I also intend to pick the Battle Scout archetype, since none of the abilities overlap, with one tiny glitch...

The Battle Scout archetype replaces Favored Enemy but the Ilsurian Archer (Divine Marksman) uses the value of 'the highest favored enemy bonus' for its Vicious Aim ability. Could we agree that, even if my PC would not have the Favored Enemy class feature, use the values 'as if he had' for the Vicious Aim class feature? Please remember that this class feature completely replaces all his spells, so even if this looks powerful, my PC would be loosing all the versatility of the spells.

If you are against it, no problem... I'll ditch the Battle Scout archetype, even if it would be quite flavorful for my background.


TawnyKnight here, here is the completed Tamas, added a little to background, and added the Condescending drawback, which fits him perfectly.

Dark Archive

DM, actually I screwed up in the description of my request... the Battle Scout archetype replaces only the 2nd, 3rd, and 4th Favored Enemies, but there is no consensus if it only replaces the additional type of the favored enemy and not the increase in bonus, or both the type and the bonus...

IMO it would be 'fair' to use the first case, where she would choose a single favored enemy that would always get maxed and only another at level 20th instead of sticking with a +2 favored enemy up to level 20, which would be pretty useless!

Dark Archive

Here it is Evalina Braeton for your consideration.

Any comments/opinions/critics are more than welcome!


Greetings GM of the Apes,

Here's my submission for your campaign, for which I'm very enthusiastic! Meet Katumbo, also known as "He-Who-Never-Walks-Alone", a Mwangi caretaker of the ancestor spirits of his tribe who longs to return home. I hope you'll enjoy the reading.

Katumbo's Story:
Born in the Mwangi jungle in a small village located on the banks of the Ocota river near Nantambu, Katumbo grew up in the utmost respect of his elders and ancestors. Despite his family constantly reminding him he was allegedly the descendant of one of Old Man Jatembe's Ten Magic Warriors, Katumbo showed no gift for the arcane. Instead, he had a strong connection with the spiritual world, occasionally performing funeral rites and honoring the dead with the village priest.

When he became of age, his parents wanted him to enter the Magaambya tradition, thus had him apply to become an apprentice wizard in Nantambu's famed school. However, High Sun-Mage Oyamba, the master of the Magaambya, decided the young man's lineage wasn't proof enough, and he asked Katumbo to undergo a trial to test his skill and mettle. What happened during the test remains a mystery to this day, as Katumbo still persists in refusing to answer any question about it. Some say he doesn't remember everything because he passed out. The only certainty is that the young man failed the test, and regained consciouness only to contemplate the loss of his eyesight. He fled Nantambu covered with shame, and dared not go back to his parents.

Katumbo then wandered aimlessly in the jungle, and would have died within days were it not for the haunting voices of his ancestors that spoke inside his head, whispering and guiding him. He slowly recovered his sight but his eyes were somehow veiled, unable to gaze upon the world of flesh as well as they used to - maybe because the young man had ventured far into the world of spirits. He learned to master his fear of the inner voices, and to honor the spirits they belonged to like he had always done before. He knew his fated path would ask him for a full devotion in service to those spirits, who would lend their aid to him in return.

Venturing in the Bandu hills, he eventually landed in Eleder, but didn't stay there long. The city was too busy, too tainted with civilization. It wasn't long until the loner was spotted by slavers, and sold to the Captain of the Jenivere for him to serve aboard the ship. During his weeks at sea, Katumbo felt a crippling sensation: the connection with the spirits fading, his link to the land of his ancestors stretched to the maximum extent of what he could bear. The voices were almost impossible to hear, even though they were crying a thousand screams as Katumbo sailed away.

The young man then knew one thing for certain. He was meant to go back to Mwangi, to hear the spirits once again and fulfill his destiny.

Description & Personality:
A tall man with ebony skin, Katumbo has a gaunt appearance that almost make him look like a bird of prey. His two inquisitive eyes hardly ever blink, leaving in plain sight the milky veil covering his sight. Despite this startling look, there is something deeply soothing about Katumbo - a comforting presence, the lingering impression that he is watching over you. His clothes are plain - almost rags after weeks of sailing the salty seas - but fit for the southern climes.

For the people who don't know him well, Katumbo appears to keep mostly to himself, often lost in introspection and not often letting out his booming voice. However, the Mwangi often proves to be more than meets the eye, as those he considers to be in his care never leave his veiled gaze, even less so his thoughts.

Katumbo's stats:

Katumbo "He Who Never Walks Alone"
Male human (Mwangi) oracle 1
NG Medium humanoid (human)
Init +0; Senses darkvision 30 ft.; Perception +0

Defense
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 11 (1d8+3)
Fort +2 (+2 circumstance bonus vs. hot weather), Ref +0, Will +6

Offense
Speed 30 ft.

Melee spear +2 (1d8+3/×3)

Ranged javelin +0 (1d6+2)

Oracle Spells Known (CL 1st; concentration +5)

. . 1st (4/day)—bless, cure light wounds, divine favor

. . 0 (at will)—detect magic, ghost sound (DC 14), guidance, mage hand, purify food and drink , stabilize
. . Mystery Ancestor

Statistics
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 12

Feats Skill Focus (Knowledge [nature]), Steadfast Personality

Traits fate's favored, jenivere crew

Adventuring Skills
Diplomacy +8 (1 rank, +4 Cha, +3 class)
Knowledge (nature) +7 (1 rank, +0 Int, +3 class, +3 Skill Focus)
Knowledge (religion) +4 (1 rank, +0 Int, +3 class)
Spellcraft +4 (1 rank, +0 Int, +3 class)
Survival +5 (1 rank, +0 Wis, +3 class, +1 trait)

Background Skills
Knowledge (geography) +1 (1 rank, +0 Int, +3 class)
Knowledge (history) +1 (1 rank, +0 Int, +3 class)

Languages Common, Polyglot

SQ oracle's curse (clouded vision), revelation (wisdom of the ancestors)

Other Gear studded leather, javelin (3), spear, backpack, bedroll, belt pouch, blanket, candle (10), crowbar, fishhook, flask, flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit, mess kit, pot, scroll case, signal whistle, soap, trail rations (5), waterskin, 52 gp, 6 sp, 7 cp

A little information about me:
Hi! My name's Cyril, I'm a dedicated Pathfinder player and GM. I've been roleplaying for over 20 years, playing Pathfinder since beta, and enjoying the format of PbP games (PFS, as well as several APs) for three years.

I'm a frequent poster, as my posting history may attest. I already have experience with Roll20, having GMed part of the Shattered Star AP while using it. I'm a dedicated player with a love for roleplay.

Finally, I'd like to say I'm very glad to see that opportunity to play Serpent's Skull, since it's one of the few APs I haven't read. I like the gist of it, and would enjoy discovering it. Above all, I'd love to play with a great bunch of players/GM!

Please let me know what you think! Any feedback is very welcome, and nothing is set in stone.


Applying with this recent captive of the Shackles...


All right, I made an alias. It has the updated fluff in it. I think she's more or less complete; I can't wait to get to play her.


So many good characters xD Hope I don't get left in the dust haha


Hello GM, Sorry it took a while hope there is time:

Lou Kasuri, a tavern cook from a small village on a journey to find his sister following the death of their father.

link to the full story

Basic character sheet stuff ---

Human brawler (maybe monk drunken master but have not decided yet)
Lou is a cook and also like calligraphy and drawing he always is making sketches in his book as he travels.


WT-516: Codename Sig wrote:
So many good characters xD Hope I don't get left in the dust haha

Definitely agree with you - I hope I get in. There's lots of good stuff here.


Urf is starting to think big ape GM guy hasn't looked at me. Is that 'cause he thinks Urf too small?! Urf bigger than everybody!


Oh that would be interesting a goblin the party with a resident of Sandpoint.... Urf could be in trouble...


Olaf the Holy wrote:
WT-516: Codename Sig wrote:
So many good characters xD Hope I don't get left in the dust haha
Definitely agree with you - I hope I get in. There's lots of good stuff here.

It's obviously a popular adventure!

There was a recruitment a while back that flopped so I guess there's a fair bit of demand drummed up.

J


@Janus - What trait are you referring to?

@Urf Rotnose - I know you're here. :)


I'm guessing it's the Boarded in Cheliax trait:

AP Player Guide wrote:
...and 200 gp worth of mundane equipment to aid your exploration of the jungle.


GM of the Apes wrote:

@Janus - What trait are you referring to?

@Urf Rotnose - I know you're here. :)

Think it's the Boarded in Cheliax trait, which is a weird one; especially considering that the other trait (Get the Cargo Through) gives you 300 gp, no questions asked.

EDIT: Ninja'd


I took it to mean 'anything nonmagical that appears in the equipment section of the CRB.'

I used it to buy a Breastplate.


Well, it says, "mundane equipment to aid your exploration of the jungle." Might be up to GM discretion, but to me, that sounds like machetes, compasses, waterskins, etc. Armor may be included, but that doesn't really sound like something that really "aids in exploration."


Darkness Rising wrote:
GM of the Apes wrote:

@Janus - What trait are you referring to?

@Urf Rotnose - I know you're here. :)

Think it's the Boarded in Cheliax trait, which is a weird one; especially considering that the other trait (Get the Cargo Through) gives you 300 gp, no questions asked.

EDIT: Ninja'd

Too quick for you, at least this time.

Re the tradeoff between the two traits, I guess that it depends how you value what's essentially a masterwork tool version of an area map.


I took it because I boarded in cheliax... :)

I was using ultimate equipment and I spent it on non magical things from the 'gear' section, if it's a problem I can shift stuff around.


Same thing here. It probably was a s@@!ty decision optimization-wise, but it feeds into her methodology a little, so I can deal.

As someone who's LARPed a good bit, wearing metal armor in a forest is actually quite comfortable; you can walk through brushes and undergrowth without worrying about getting caught on stuff, or getting scratches from plants and such.
I'd argue that a breastplate represents very practical jungle-exploration gear. XP


It's the temperature that's going to be problematic, at least at first--as Shakespeare had Prince Henry put it,

"Like a rich armour worn in heat of day,
That scalds with safety."


Olaf the Holy wrote:
As someone who's LARPed a good bit, wearing metal armor in a forest is actually quite comfortable;

The best thing to do when Larping in armor is wear armor that's actually aluminum, not metal. :)


Aluminum's a metal ;-).


same difference. :)


@ GM of the Apes:

Just wanted to know if everything on Manzuqari's profile is okay.
Fits all the criteria, nothing missing, nothing excessive or any of that.

You must have your hands full with lots of applicants to sift through!

Thanks!

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