Salty GM's Serpent's Skull (Inactive)

Game Master Saltykid

Book 1: Smuggler's Shiv

Map

Explore Formation
Combat Grid
Camp


1 to 50 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.

Hello, hello. This is the recruitment thread for Serpent's Skull. This would be my first time GMing so if there are rule that I miss or the encounters are too easy or hard, feel free to let me know.

I am looking for 4-5 players to brave the jungles of the Expanse. The characters need to have the following:

20-point buy
Class: All except Ninja, Samurai, and Gunslingers. ACG classes are okay, but make the changes when the book comes out.
Race: Core and Feature except Drow.
Traits: 2 trait, one from campaign, no drawbacks
HD: Max 1st, Roll or average+1
Alignment: Good and Neutral preferably. Those who want to play evil characters must be willing work with the group and must not sabotage others fun.
Average Starting Gold
Paizo books only
Back-story at least a paragraph long.
Description and Personality

The deadline is Thursday next Week. I will decide on the party Friday.


Marked for interest!


I'm interested.


Here is my submission for your game. Vanzulii is technically lawful evil, but he is an infiltrator and trys to play the part of Chaotic Neutral as he spys on the free captains for his true masters, the Red Mantis of Mediogalti.


Submitting this character that was made for this AP

Grand Lodge

I present to you Ib Brewleaf! I need to twik the backstory for your group.


Dotting in. I'd be interested in playing a ranger or slayer.


Interested. May be submitting a cleric of Gozreh.

Grand Lodge

Dotting for interest; I'll probably know by the weekend whether or not I'm backlogged on too many PbPs.


Also interested. I always wanted to go on a jungle adventure!


planning on making a siege engineer wizard for this later.

Actually that is too complicated and takes others to work with the enginess. Basic wizard.

To be clear, if I bond with a weapon, is it possible to use it and cast spells at the same time? Like if I bond with a light crossbow, I can fire a bolt and cast a spell in that bolt? Doesn't say, wanted to know if anyone knows this.


here is my idea. Was made for a Wotr pbp that I wasnt' included in. Piritized him a bit :P

Antorin Glimmerkin:

Antorin is a heavily scarred elf whose hair has several abnormal streaks of silver in it. His leathers are criss-crossed with more than a dozen sheathed blades. He always has a smile on his face, like he knows something that no one else does.

Antorin always felt unlucky in life, who knew that the worst decision he could have made would change that. He was born in Cheliax as a slave to a vicious master. Beaten and mistreated, even forced to fight others for his food, he thought fleeing was his only choice. With no knowledge of the world, he fled the coast, he was "rescued" by a crew of the lowest of pirates you can imagine. That is until they tried to take down a trade vessel carrying a statue dedicated to Desna to Magnimar. The guardians of the holy statue dealt with them easily.

He spent some years growing more worldly and learning of this wonderful goddess that has blessed him with his life and his freedom. He has heard the call of adventure and tales of vast riches hidded in the mwangi jungles.

What do i offer the crew? All the things the rest of these clanking anvils can't. Subtlety and skill. Oh, and did I mention that Desna loves me?

Antorin Glimmerkin
Male Elf Rogue (Knife Master) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Dagger +2 (1d4+2/19-20) and Dagger +2 (1d4+1/19-20)
Ranged: Dagger +2 (1d4+2/19-20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages , detect magic , detect poison , read magic
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats: Two-Weapon Fighting
Traits Boarded in Mediogalti, indomitable faith
Skills Acrobatics +6, Appraise +5, Bluff +4, Diplomacy +4, Disable Device +8, Knowledge (local) +5,
Perception +7, Sense Motive +5, Sleight of Hand +6 (+6 to conceal a light blade), Stealth +6; Racial
Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ weapon familiarity, hidden blade
Combat Gear acid; Other Gear: Studded leather, alch. silver dagger x2 , cold iron dagger x4 , dagger x8 , quarterstaff, sap x2, loaded dice, pathfinder's kit, thieves' tools, masterwork, 5 gp
--------------------
Special Abilities
--------------------
Boarded in Mediogalti: +2 to saves vs Poison and immune to Spider Vine Poison.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light,distinguishing color and detail.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack +1d8/+1d4: +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.


I am playing this character in a Serpent's Skull game that looks like it is about to die from lack of activity. This would be the second S&S game that happened to, for me.

In my prior game we reached as far as

Spoiler:
Under the lighthouse

However, I can separate player knowledge from character knowledge.


Color me interested! Considering making a ranger, who's an explorer-type.


Interested. Will submit an alchemist.


Interested! May take the opportunity to try an ACG class.


I'm loving the submissions so far.

DoubleGold wrote:

planning on making a siege engineer wizard for this later.

Actually that is too complicated and takes others to work with the enginess. Basic wizard.

To be clear, if I bond with a weapon, is it possible to use it and cast spells at the same time? Like if I bond with a light crossbow, I can fire a bolt and cast a spell in that bolt? Doesn't say, wanted to know if anyone knows this.

As cool as that would be, I have to say that you can't. Casting a spell usually takes a standard action and firing a bolt also takes a standard action. Even if the crossbow is your focus. It's role is to give you extra spells to cast. That's my take of it anyway.


This seems fascinating, and I have just the character in mind. I submit Baelir Reddington, a half-orc swashbuckler. And yes, I have my ACG on pre-order, so the day I get my hands on it I will make any changes if selected.


I've got an elf fighter with plans to go into wizard and then arcane archer. I'll post him and a backstory later. Maybe tomorrow.


@Vanzulii You cannot have Deception and Trickery as they are pretty much the same domain. It has to be one or the other.

@Ib Your stats add up to 16 points so you have 4 point to spend left.


I only have one domain it is the Deception Domain. I will look at my profile and see where this is coming up.

*Edit* I can not see where you are seeing the trickery domain. It is possible it was there last night when I was still editing his profile from a previous campaign.


It's was in the stats spoiler. The one in the special abilites block just had the Deception while domain in the spoiler had both.


One quick question... Will it be okay if it's a goblin alchemist?


With a good reason why he is not thrown off the ship, I don't see why not. I would allow it.


Sent a PM with an idea!


Dot.


Are you okay with a natural born hermaphrodite as a gender. I'll keep it PG. I just want a way to blend in with both they guys and the girls, not for disturbing people. Leaving characters and NPCs not knowing whether or not I'm male or female.
Choosing a name that is coed, and an avatar to looks like it can go either way. I can be like in one situation, we girls stick together, while in another this is a job for the men.
I want to try it for roleplay purposes of fitting into both genders without a problem. A girls only meeting....I could pass. A guys get together, I pass


I'll don't mind DoubleGold, be who you want to be.

Liberty's Edge

I hope I am not too late. I have a Zen-Archer who would love to join your group.
Please let me know if you see anything I should or you want changed. Thanks


It's open until Thursday next week so everyone has lots of time.


Here's the fluff for an arcanist application, although he could just as easily be a wizard, sorc, or even a bard archetype. The core concept is a colonial Chelaxian who is driven to reclaim his house's glory and holdings Sargava.

Background:

Darius Mezinas II comes from the old money; not that anyone would know it. His breeding, his mannerisms, his blood is better than the others, but it is all for nought. His family languishes in Westcrown, playing political intrigues, inbreeding, and slowly decaying into insanity and poverty. Even in the pathetic shell of a great city that is Westcrown, his family is the lowest. Pathetic.

So Darius withdrew. Smarter than his immediate family, as a teen darius knew that the answers lay not in the present, but in the past. He refused to marry and carry on the family name and instead dove into books, learning about the family past before Aroden's death. There, he learned about the vast holdings in Sargava, the glory of the name Mezinas, and its status as one of the richest Houses in the Empire. During his studies, Darius began to recognize latent magical power in himself, and immediately applied to get out of Cheliax.

Pawning a few old pieces of jewelery netted him the name of a contact in Sargava, an aged wizard named Setho. Without waiting for permission, Darius informed his family he was going to University, and vanished. There, his pride suffered greatly as he was forced into servitude for the old man, who nonetheless gave him a solid foundation in magic. While there, Darius fell in love with the heat, the rainforest, the chaos, and the opportunity to regain lost glories he saw in the strange, chaotic nation. Particularly, he heard continual rumours of ruins, lost magic, and great power that awaited one who could find it.

A messenger spell found him, summoning him back to Cheliax near the end of his tutelage to the funeral of his mother. Respecting his duty to family, Darius returned home to pay his respects. There, he remained for a year as he set affairs in order and ensured the house would not suffer for his loss. For there, he informed his father that the family's death lay in Cheliax, and that their only hope was in recovering their holdings in Sargava. He was decried as insane by his family, but cared not. Darius boarded the first boat he could find, and set off back towards the nation he now considered his home.

Appearance:

Darius and trim and handsome, possessed of classically Chelish features. His hair is black and short, exposing a severe widow's peak. Arched eyebrows sit over his roman nose and he keeps a short beard to hide his cleft chin. He carries himself with excellent posture and speaks methodically and clearly with the manners of the educated elite, although his temper shows readily and quickly.

Personality:

Darius is haughty, entitled, and ruthlessly ambitious. His time in Sargava only helped to reinforce his sense of entitlement, as he sees everything there as rightfully his. He treats others as servants and has little regard for demihumans or non-Chelaxian humans. He can be ruthless but is not cruel, and considers evil acts at beneath him. However, he is capable of acts of heroism, and is always seeking a cause greater than himself.


My alchemist is done. Please tell me what you think.

Crunch:

Grimtooth Firestep
Trap Breaker Alchemist/1; AC: 16; HP: 8/8; F: +2, R: +5, W: +0; Init: +3; Perc: +5
NG Goblin
Deity: None
Init +3; Senses Darkvision; Perception +5
XP:
Fame: 0
Prestige:
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 13
hp 8 Current: 8/8
Fort +2, Ref +5, Will +0
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Shortspear -1 (1d4-1)
Ranged Bomb +4 (1d6+4) (range 20 ft) (save DC 15)
Special Attacks
5 bombs per day
--------------------
STATISTICS
--------------------
Str 8 (-1), Dex 17 (+3), Con 10 (+0), Int 18 (+4), Wis 10 (+0), Cha 8 (-1)
Base Attack +0; CMB -2; CMD +11
Feats Brew Potion, Throw Anything, Point-Blank Shot
Traits Precise Treatment, Get the Cargo Through
Skills Craft (alchemy) +9, Disable Device +7, Heal +9, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5, Stealth +8, Spellcraft +8, Survival +5
Languages Goblin, Common (Taldane), Draconic, Halfling, Orc
Combat Gear Leather armor, shortspear, bloodblock (1 dose), smokesticks (2), sunrod, tindertwigs (10), water purification sponge, pellet grenade (1), shard gel (1)
Other Gear Alchemist’s kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), formula book, healer’s kit, masterwork thieve’s tools, explorer's outfit

Coin:
PP:
GP: 27
SP:
CP:
--------------------
SPECIAL ABILITIES
--------------------

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Skilled: +4 racial bonus on Ride and Stealth checks.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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. Bombs are explosive splash weapons, 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 2–1. 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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 1st-level 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, pages, 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.

Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Get the Cargo Through: Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea f loor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth.

Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.

--------------------
SPELLS
--------------------
Extracts Per Day
1: 2

Formulae Known
1: Ant Haul, Blend, Comprehend Languages, Cure Light Wounds, Polypurpose Panacea, Shield

Description:
Grimtooth stands at four feet two inches, with the typical goblin long ears and large eyes. His eyes are red in color and sit over a mouth with sharp, pointy teeth. His body is more tones than is normal for a goblin and his eyes stare with an intelligent understanding at what he looks at. His left ear has a hole for an earring, which is currently left empty.

Grimtooth is typically seen on duty wearing his armor, which is styled on the guard's armor from Magnimar, including the helmet. The armor, combined with the shortspear, does not provide him any air of authority or menace; if anything, it makes him look utterly ridiculous. The armor itself has the mark of his employer, the Greedy Goblin Alchemy Shop, enlarged upon the chest so that no one mistakes him for not belonging.

When not on guard duty, Grimtooth likes to cover the armor with a typical explorer's outfit. He typically wears brown sturdy boots, blue leather breeches, a black belt, a white shirt under a blue vest that has silver highlights, blue gloves, a black cloak, and a black wide-brimmed hat. The clothes have plenty of pockets (especially the cloak). Grimtooth likes to spread the story that blue was a sacred color to his goblin tribe, but in fact he just likes the color.

Personality:
Grimtooth is not a happy goblin. His time spent among humans, combined with his intelligence, have given him an understanding of exactly how humans see his race and see him. He still loves fire and explosions, but currently feels such are partially spoiled by how other races react to it. As such, he tends to be a bit surly around humans, even going so far as to complain bitterly about them while helping them. That more than a few people find his complaints hilarious does not help his surliness.

On the whole, Grimtooth likes to tell himself that he's a normal goblin and does not actually like the "pinkskin menace," but he does not hesitate to aid humans or members of other races when they are in trouble. And for all of his complaining, half the time he's helping without even being asked. His knowledge of medicine, which he defends as being entirely for his own use, is almost always used to help others. He also does not seek out his kind, as deep in his heart he knows he is not the same as them and does not follow their ways.

He does have limited patience; those who tick him off learn quickly that even though he is much more civilized than his kin, he is still a goblin at heart and won't hesitate to set them on fire or blow something up to get his point across.

Background:
Grimtooth was originally born to a partially raised by a goblin tribe in Varisia. The tribe itself lasted up until a fed-up farmer paid a group of adventurers to retrieve his kidnapped piglet, at which point nearly the entire tribe was wiped out. Grimtooth and the other goblin babies were freed when the cage they were in was damaged by a random fireball and Grimtooth escaped along with a couple of others. They only made it to the nearest road before being captured by a group of merchants, who promptly decided to keep the goblins as exotic pets.

Grimtooth got lucky and ended up with the alchemist; while the other two never were taught anything, he was taught "tricks" such as reading, writing, and mixing potions. To his "master," Grimtooth was nothing more than a highly-intelligent, well-trained dog that had been taken in. Despite the fact Grimtooth could eventually speak back and even managed to reach nearly the skill level of his master, this relationship never changed.

Grimtooth's master sold products relating to traps and such and made an effort to give the goblin some education in how to bypass the devices when preparing them for repair or for someone else to work on. And after the first few inevitable accidents, the education expanded to include healing arts. The healing arts soon expanded to include how to survive in nature and identify plants useful for healing, food, and alchemy. And how to sneak up on animals being hunted. Naturally, that led the little goblin to experimenting with alchemy on his own, followed by formal education after the first explosion.

The years flowed by, with Grimtooth growing up in the environment and mastering skills quickly. The goblin thought his entire life would be spent in the shop, up until the day his master dropped a surprise on him: A shipment was going from Magnimar to Eleder, and Grimtooth was chosen was one of the guards. Grimtooth was informed that, officially, he was there just to distract officials from the shipment itself; unofficially, he was there to make certain it stayed safe and, failing that, make certain any treacherous crew members did not ever see port again. The goblin was not happy, but his master had given him a task, and soon he found himself outfitted in all kinds of items thought appropriate to the job and headed for a ship. There he saw the humans he would be with for the trip.

It's kinda crap, but I can always fill in more background later.


I had a small background for Baelir, but I've been expanding upon it slowly whenever I think of something for him.


Lormo is Neutral Good Elven Investigator. He is quite skilled with disguise so do not believe his avatar :)


Here is my elf. Starting out as a fighter with the Envoy alternate racial trait, which gives him some spell-like abilities, thereby enabling him to take the Arcane Strike feat. Aiming for multiclassing in wizard then arcane archer and finishing out with Eldritch Knight.

Bayani Nishu crunch:

Bayani Nishu
Elf Fighter (Lore Warden) 1
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +3, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +2 (1d8+2) and
. . rapier +3 (1d6+2/18-20)
Ranged longbow +4 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 16, Wis 10, Cha 7
Base Atk +1; CMB +3; CMD 16
Feats Arcane Strike, Point-Blank Shot
Traits boarded in the mwangi expanse, clever wordplay
Skills Climb +5, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nature) +7, Perception +3, Spellcraft +7, Swim +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Polyglot, Sylvan, Varisian
SQ arcane focus
Combat Gear cold iron arrows (20), cold iron blunt arrows (10), alchemist's fire; Other Gear wooden armor, chakram (5), longbow, rapier, backpack, bedroll, blanket, candle (10), flint and steel, hot weather outfit, ink, black, inkpen, spell component pouch, travelling spellbook, whetstone, 14 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.

backstory:

"You're going to Mwangi?" the older elf asked.

"Yes, father," replied Bayani in a neutral tone.

"Call me Aladaer, we're both adults now. Why are you going back there? You know she won't care that she birthed you."

"You call me an adult, yet assume you know my business as if I were still a 6-decade-old? I want to see DINOSAURS, f...Aladaer. I want to find the ruins you saw a century ago. Certainly it would be pleasant to meet the woman to whom I owe this permanent suntan, but that's not the reason I'm going."

Aladaer frowns, meeting his son's deep black eyes with his own. "It's dangerous, too. You've got some talent, I won't deny that, but are you sure you can handle it? There's a phrase the humans say in Taldan: <It's a jungle out there!>" He falls into the common tongue of Avistan to say the words.

Bayani ponders the situation, then grasps what is underlying his sire's concern.

"I never blame you for taking me away from her, you know." The other's reaction confirms his line of thought. "I've had no complaints about my life, and parents rarely stay together until their child's centenary. Why should it have been different for you? Iadara is my home, and I wouldn't trade this life for one growing up in the expanse -- even if I always begged you for tales of your adventures when I was small."

"I supposed you were trying to find a connection to your mother; that wasn't it?"

"They were exciting! What little boy wouldn't love those tales? Desna and Nethys, father, did you always think when I was asking you for those, I was asking about her?"

His father shrugged sheepishly.

"Ki jan nan kreyòl mwen an?" asks Bayani, changing the subject. How's my polyglot?

"Ou pale li tankou yon natif natal," replies Aladaer. You speak it like a native.

"Mèsi. Mwen menm, ale nan Greengold, ak soti nan gen yon vwayaj de-semèn yo Korvosa. Gen yon bato kite pou Mwangi nan espas yon mwa. Vle m 'chans, papa." Thank you. Tomorrow I go to Greengold, and from there a two-week journey to Korvosa. There is a ship leaving for Mwangi within a month. Wish me luck, father.

"Good luck, son," replies Aladaer, returning to elven, emotion showing in his normally-placid eyes.

Liberty's Edge

I may throw my hat in the ring. The character will be an elf fighter with a taste for nonstandard weapons (halfling sling staff and bastard sword).


Saga Runesdottr, skald, shieldmaiden and lorekeeper

Profile still work in progress.


Are you open to have a wordcaster in the party?


I will withdraw my submission.

Have fun, all.


@DFang Afraid I can't. Sorry


Hmm. I decided to update Bayani to remove Arcane Strike and replace with Precise Shot. Eliminating the -4 for shooting into melee will be a lot more important than adding +1 to damage I think.


I would like to submit Falendrel for consideration. The profile is only fluff at this point. I will get the crunch in this weekend.


Sam Smith, The Hermaphrodite, Tiefling, Wizard:

Basic Stuff
Sam Smith
Gender: hermaphrodite
Age:88
Alignment: CG
Stats: HP:7/7
Str: 13
Dex: 16
Con: 12
Int: 16
Wis: 10
Cha: 8

Racials
Race Tiefling
• Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
• Type: Tieflings are outsiders with the nativesubtype.
• Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
• Speed: Tieflings have a base speed of 30 feet.
• Languages: Common and Abyssal. Elven, Gnome, Goblin
Defense Racial Traits
• Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. Choose Electric
Feat and Skill Racial Traits
• Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonuson Fly skill checks. This racial trait replaces skilled.
Senses Racial Traits
• Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
• Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Wizard
Added 1 skill point for favored class bonus
• Weapon and Armor Proficiency
• Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
• Spells
• A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
• To learn, prepare, or cast a spell, the wizard must have anIntelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
• A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligencescore (see Table: Ability Modifiers and Bonus Spells).
• A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
• Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
• Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane Bond (Ex or Sp) Choose Dagger
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make aconcentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified bymetamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Elemental Arcane Schools
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fireopposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal. Air School

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spells:
Can cast 3 level 0 spells per day. I know all
Can cast 2 level 1 spells per day. I know 3+3int
1. Bungle: Target takes a -20 penalty on its next attack roll or check.
2. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
3. Burning Hands: 1d4/level fire damage (max 5d4).
4. Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
5. Shocking Grasp: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
6. Enlarge Person: Humanoid creature doubles in size.

Feats and Traits:
Feats:
1. Level 1 Armor Proficiency-Light
2. Scribe Scroll: Wizard bonus feat

Traits:
1. Ships Crew: Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you. Picked Swim
2. Reactionary: +2 Init

Gear:
1. Hot Weather outfit (free outfit)
2. Masterwork Dagger (free bonded item)
3. Armored Kilt: 20 GP (Because there is no arcane spell failure chance)
4. 4 Trail rations: 2 GP
5. Waterskin: 1 GP
6. Bedroll: 1 SP
7. Backpack: 2 GP
8. Spell Pouch: 5 GP
9. Spellbook: (free wizard item)
10. 39 GP and 9 SP

Offense and Defense:
1. BAB:0, CMB:1, CMD:13
2. Speed:30 Init:5
3. AC:15(10 base, 1 armor, 1 natural, 3 dex) T:13 FF:12
4. Saves: Fort:1 Reflex:3 Will:2
5. Ranged spells attack of 3+1d20 vs touch
6. Melee spells attack of 1+1d20 vs touch
7. Save DC for spells is 13
8. Gear: Armored Kilt:+1 AC. Max Dex 6. Arcane spellfailure 0%.
9. Gear: Masterwork Dagger: Melee attack of 2. 1d4+1 damage.
10. 5 Electric Resistance

Skills: 2+3int+1favored=6 ranks to spend
1. Knowledge Arcana:7 (1 rank, 3 int, 3 class skill)
2. Knowledge Dungeoneering:7 (1 rank, 3 int, 3 class skill)
3. Knowledge History:7 (1 rank, 3 int, 3 class skill)
4. Knowledge Nature:7 (1 rank, 3 int, 3 class skill)
5. Swim:6 (1 rank, 1 str, 1 trait, 3 class skill)
6. Spellcraft:7 (1 rank, 3 int, 3 class skill)
7. Fly:9 (0 ranks, 3 dex, 2 school, 4 racial)

Personality and Description
Sam is a good looking tiefling where looks appeal to both genders. The problem being is that no one can tell if Sam is male or female. Even worse, his name is a coed name, so it don’t help. He has white skin with a shade of yellow, signifying electricity. Sam has Red eyes, short horns, a short tail and wears light clothing for hot weather conditions. Sam also possess some short wings, that he can’t use effectively, but he hopes to be able to fly with them some day.
Sam likes to keep his gender a secret, so that he can blend into both worlds really well. He was born with the XXY chromosomes making him have both parts. His interest is in women. He enjoys the outdoors, swimming, the jungle and the company of others. He is the weird kind that does really weird things, like okay, I lost my weapon, I’ll grab the first weapon off of a dead corpse. Or there is a ruined building, he will suggest rebuilding the building for others to live in, no matter how long it has been ruined. He is however quiet though and enjoys mostly study time.

Background:
Being born as both genders at the same time, Sam had a hard time adjusting to society and a belonging to society. He didn’t know which gender norms to follow. To be even further out of place, he was separated from his Demon father. His mother did this for his safety. In society, kids picked on him because he was so out of place and did not socialize with people very much. Sam was book smart however, and joined a wizard’s school. There he was accepted. In fact, all kinds of out of place creatures went there, though not all of them were out of place, he was accepted by even the normal humans among the group. He was taught how to blend in to society. When one of the school teachers found out about his gender among other secrets, he was taught how to blend in and make use what he was. In Sam’s free time, he loved the swimming pool in the wizards school. So they asked him to join the swim team, though not the best swimmer, he learned well. Being interested in both magic and swimming, the school teacher asked Sam to join the Jenivere, as they suspected he would be interested in such lands. Learn about new creatures, go to the smuggler’s Shiv. He liked the outdoors, water and magic, he like the idea. Sam came here to make friends, plus this is the spot where he can really put his skills and his wizardry to the test. The idea of being part of a ship, means Sam wouldn’t be too separated from society, but would have a group of friends he can interact with. Friends he can bond with well, plus if he travels to many lands he won’t have to blend into society alone as he has friends to help him.


Here is my character sheet. I thought about leaving the Eidolon a mystery, but I don't guess it's that big a deal. I pm'ed my background, so there's that. I might mention, just for the fun of saying it, that Igorath is a big honkin' spider, though one with only six legs at the moment.

Zared:
Name: Zared Nakal
Race: Changeling
Class: Summoner
Alignment: True Neutral
Female, age 17
size medium height 5'6 weight 113lbs
speed 30ft

Str 10
Dex 14
Con 12
Int 12
Wis 10
Cha 18

HP 9/9
Initiative +2
AC 16
Touch/flatfoot 12/14

Fort +1
Ref +2
Will +2

Bab 0
To hit (Melee) +0
To hit (Ranged) +2

CMB +0
CMD 12

traits:
desperate focus: +2 to concentration checks
stowaway: +1 to stealth checks and survival checks to find food

Racial abilities:
Natural Armor: +1 Natural Armor Bonus
Claws: 2 claw attacks (1d4)
Darkvision: 60ft
Object of Desire: +1 casting level when using Charm Person and Charm Monster

Class Abilities:
Cantrips
Eidolon: Spider
Life Link: Summoner can sacrifice hit points to keep Eidolon from being damaged
Summon Monster 1: 7 times a day

Feats:
Spell Focus (Conjuration): +1 to difficulty class for all saving throws against selected school

Spells Known
cantrips: detect magic, guidence, message, mage hand
level one: grease, mage armor

Spells Per day/ save dc
1: 2/2 dc 15

Skills (3 per level)
Diplomacy +9 (1 rank + 4cha + 3inclass + 1 trait)
Handle Animal +8 (1 rank +4cha + 3inclass)
Use Magic Device +8 (1 rank +4cha +3inclass)

Weight limits (total weight 31lbs)
light 33lbs medium 66lbs heavy 100lbs push 100lbs drag 165lbs

Weapon
Light Crossbow 35gp 1d8 19-20/x2 80ft 4lbs p

armor
Studded Leather 25gp +3 +5 -1 0% 30ft 20lbs

Gear
spell components pouch
bolts (50)

Igorath:
Igorath
Str 14
Dex 14
Con 13
Int 7
Wis 10
Cha 11

Size: Medium
Speed: 50ft

AC/Flatfoot AC: 16/14
Touch AC: 12

BAB: +1
CMB: +3
CMD: 15

Attacks: Bite
To Hit: +3
Damage: 1d6 + 3 (1.5 * Strength bonus)

Saves:
Fortitude +3
Reflex +4
Will +0

Skills
Bonus Class Skills: Acrobatics, Survival, Intimidate, Knowledge (Arcana)
4 per level

Perception +4 (1 rank +3 In Class)
Stealth +6 (1 rank +3In Class +2Dex)
Acrobatics +6 (1 rank +3In Class +2Dex)
Survival +4 (1 rank +3In Class)

Feats
Power Attack: -1 to hit for +2 to damage

Abilities
Darkvision: 60ft
Link: share magic item slots, and communication across any distance is a free action
Share Spells: any spell targeting 'you' can be cast on Eidolon at touch range,
even if the spell wouldn't affect a creature of the Eidolon's type.

Evolutions
Bite (free)
Limbs (legs) 2 (free)
Limbs (legs) (costs 2EP)
Improved Natural Armor (costs 1EP)


I submit Viorec Rulasti, Varisian con artist, and stowaway aboard the Jenivere.


Okay, character is mostly done. I just might yet spend a few coins here and there.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

This looks like a really cool AP.


This is the submissions so far:

Vanzulii- LN Human Inquisitor(Infiltrator)
Finn- Samsaran Dual Cursed Life Oracle
Ib- CG Halfling Fighter
Antorin- CG Elf Rogue(Knife Fighter)
Mosi- LG Catfolk Monk(Zen Archer)
Darius- Human Arcanist
Grimtooth- NG Goblin Alchemist(Trap Breaker)
Baelir- CG Half-Orc Swashbuckler
Bayani- N Elf Fighter(Lore Warden)
Falendral- CG Elf Ranger
Lormo- NG Elf Investigator
Saga- N Human Skald
Sam- CG Tiefling Wizard
Zared- N Changling Summoner
Viorec- CN Human Rogue

Let me know if I missed you.

Liberty's Edge

Sort of, but given my work schedule my character won't be done until some time on Monday. If that's going to be too long given the number of completed entries you already have then that's ok. Once he's in the system on the board here he can easily modified for whatever else interesting may come up.


Here's the completed crunch for Darius, barring some tweaks and corrections. For your list, his alignment is LN. The idea here is to throw the arrogant and unprepared into a situation entirely out of his element where, ideally, he'll grow as a person into someone far more heroic and respectful.

1 to 50 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Salty GM's Recruitment Serpent Skull All Messageboards

Want to post a reply? Sign in.