Serpent Skull- Beer and Pretzels (Inactive)

Game Master drbuzzard

A light hearted running of Serpent Skull AP.

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OK, discussion thread is up.

Liberty's Edge

Kingmaker Exploration Map

Hi! Maria's player here. I'll think I will make a Druid.


WerePox was mentioning a druid as well. You might want to sort that out.

Liberty's Edge

Kingmaker Exploration Map

Well, if he got the dibs on Druid, I will make a Cleric, I guess. I am becoming very fond of Clerics in my old age. If someone got a Cleric, then a bard explorer.


I was indeed making a druid, nothing wrong with 2 full divine casters though..

Buzz a question though.

Could I perhaps trade the Tengu's swordtrained ability for bow proficency? Maybe call it Ranged Weapon Training? They have an ability to replaces it giving exotic so I didn't think it was to out of bounds, if at all.


Not sure why you want to be a Tengu, but I suppose that is reasonable.


I've always wanted to play one tbh.. Something about saying "CAW!!" has interested me I guess. With permission in mind it'll either be that or a half-elf.

Did I mention druids get s+$& for starting money? 70 gold really?


Going green is never cheap.


M Human (multi-ethnic) Rogue Charlatan 6

Just realized secret identities and shipwrecks make no sense. Hahaha. Back to the drawing board. (I was Philip Adey).


The whole module is not set after a shipwreck, only the first part. However, only a fairly small section would really grant any utility to a secret identity.


Buzz I picked the Eagle Domain and it has some spells that are not Core. They are as follows;

1st-Aspect of the Falcon
4th-River of Wind
6th-Eagle Aerie
9th-Winds of Vengeance

You want me to come up with some replacements from Core or are they ok?


M Human (multi-ethnic) Rogue Charlatan 6

I can just picture my character sneaking away to change identities when there are only so many people shipwrecked at the beginning. "Where'd Joe go?"
"I don't know, but here's some guy in a mask."


M Human (multi-ethnic) Rogue Charlatan 6

Looks like we still need skills, frontline, and arcane. I'm leaning towards a rogue unless someone else has their heart set on that role.


I run a local organized play campaign called Serial Pulp. One of the characters is a Batman rip off who regularly has to do ridiculous things like that.

Of course I intend to make this another fairly light hearted campaign, so perhaps that would fit here.

As for the spells, I am torn. Those are fairly innocuous, but I hate to break my rule at the starting gate. I suppose I will let them pass.


M Human (multi-ethnic) Rogue Charlatan 6

The swindler rogue archetype sounds super fun. But it loses trapfinding. I don't want to screw the party over. If trapfinding is as important as I'd imagine in this game, could I just trade trapfinding for the Let Fate Decide that replaces it? If neither of those would work, no worries, I'll just do a rogue with gambler flavor.


If you want me to replace them it would be fairly easy i think. The eagle domain is fairly close to the air domain spell wise and the core form that is:

1st-Obscuring Mist
4th-Air Walk
6th-Chain Lightning
9th-Elemental Swarm

As far as classes we need an upfront high hps guy still and an arcane caster.. I think someone mention a Magus, I suppose that could fill the arcane slot, but doesn't do super well as an upfronter early on.. Rogue would be ok but again not to great as the main upfront..


The archetype gets some good stuff for minor other swaps, so I'm going to have to say 'no'. 'No Fool' is appreciably better than what it replaces IMO.


M Human (multi-ethnic) Rogue Charlatan 6

No worries. Just reading it has inspired me. I'll do a rogue who just happens to be a gambler.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Here's my druid. Still got some stuff to do, but he's mostly finished. Any comments are welcome, crunch is in profile..

Liberty's Edge

Kingmaker Exploration Map

I am thinking in a Bonuwat cleric follower of Shimye-Magalla, taking the Travel Desna Domain and the Air Gozreh Domain. Sounds good?


Fine with me Cosario.


M Human (multi-ethnic) Rogue Charlatan 6

Doing the crunch on a bar tab. AS I SHOULD.


Mh so rogue is taken.
And we have a cleric and a druid.
Druid going caster or shapeshifter and fighting with AC?


drbuzzard, could you be so nice and close the old campaign please?


M Halfling Rogue 2

Colonel G.K. Walters, at your service. Gentleman of Cheliax, but a traveler of late. Gambler by trade, as long as blessed Irez will have me.

(Needs equipment but that's it, I think.)


I'll shut down the old thread when everyone is done showing up.

Liberty's Edge

Kingmaker Exploration Map

How does this looks:

Janzadar
Male Human (Bonuwat) cleric 1
NG Medium humanoid (human)
Init +1, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 9 ((1d8)+1)
Fort +3, Ref +2, Will +6

=================================================
OFFENSE
=================================================
Speed 40 ft., Agile Feet (7/day)
Ranged crossbow, light +1 (1d8/19-20), within 30 ft. +2 (1d8+1)
Melee trident +0 (1d8)
Ranged trident (thrown) +1 (1d8+1), within 30 ft. +2 (1d8+1)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4+1/19-20), within 30 ft. +2 (1d4+1)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day), Lightning Arc,

Prepared Spells
Cleric (CL 1st; concentration +5)
1st-bless, divine favor(DC ), *obscuring mist
0th-create water, detect magic, light
*:Domain spell.
Deity Shimye-Magalla; Domains Air, Travel,

=================================================
STATISTICS
=================================================
Str 11, Dex 12, Con 12, Int 10, Wis 18, Cha 14,
Base Atk +0; CMB +0; CMD 11
Feats Point-Blank Shot, Precise Shot
Skills Diplomacy +6, Heal +8, Knowledge (Geography) +1, Knowledge (History) +4, Knowledge (Nature) +1, Knowledge (Nature/Jungle) +2, Perception +5, Sense Motive +8, Survival +5,
Traits Boarded in the Mwangi Expanse, Deft Dodger,
Languages Common, Polyglot
SQ agile feet (7/day), aura, bonus feat, humanoid traits, orisons, point-blank shot, precise shot, skilled, spontaneous casting, +1 skill rank (knowledge (nature), perception), ,
Gear crossbow, light, outfit (hot weather), backpack, flint and steel, holy symbol (wooden), trident, dagger, bolt, crossbow (20), pouch (belt), coin (copper piece) (10), coin (gold piece) (11), coin (silver piece) (9), lapis lazuli (5), spell component pouch, waterskin (filled), rope (silk/50 ft.), soap (per lb.), rations (trail/per day) (5)
=================================================
SPECIAL ABILITIES
=================================================
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 7 times per day.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Background Skill (Knowledge (Geography), Knowledge (History))

Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage. You can use this ability 7 times per day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Point-Blank Shot You can spend up to 6 stamina points to increase this feat's range by 5 feet for each stamina point you spent.

Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

+1 Skill Rank (Knowledge (Nature), Perception) GM awarded PC with +1 skill rank (won't exceed max ranks).

Maybe I will up dexterity and lower STR and CON


showing up...

Would you allow a Skin Walker to take the Nimble Guardian Monk archetype normally restricted to Catfolk?

I would like to play a Skinwalker raised by a Lion(Jaguar)Shaman Druid whose form is that of a Black Panther.

Monk archetypes Nimble Guardian, Master of Many Styles, Qiggong (every chained monk is)


I'm gonna say no because I've seen shapeshifting monks with master of many styles and they were exercises in broken.

Just take it that nimble guardian is out (no matter the race).


WerePox47 wrote:
Could I perhaps trade the Tengu's swordtrained ability for bow proficency? Maybe call it Ranged Weapon Training? They have an ability to replaces it giving exotic so I didn't think it was to out of bounds, if at all.
pfsrd wrote:
Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.

Hey WerePox47 and drbuzzard, I realize that a longbow isn't exactly an "eastern weapon" but shouldn't we be able to flavor it as such?

just got caught up, I was hoping to play a large Viking type, tank/front-liner type: A fighter or barbarian that was part of the crew. If that's ok with everyone I will begin working on him.

I still doesn't look like we have a wizard/blaster type yet, do we need one? I really suck at casters or I would volunteer; that and I hate playing them ;)


I´m currently looking into playing a sorcerer, arcanist, wizard or bard in that order, since that is missing most.

That Core spells only is a big downturn though somehow.
Couldn´t we just work something out there and agree on spells on a case by case basis? Core spells is mainly summon monster XY and haste somehow, i think that´s a bit boring, sorry.
Also summoning in a PbP is kind of a thing and not really my thing.
WOuld be cool if we can find a middleway there somehow.
I don´t need to take the most OP spells or whatever, not that i knew what´s considered as such, since i think that differs from person to person and mainly from situation to situation.
I just was in a game where banishment was the most OP spell and that is strictly core.


You can ask, but do it very sparingly.

There are 378 wizard spells in the core book. That amounts to a bit more than summon monster and haste.


378 spells mh. I will try^^

Sage/Serpentine crossblooded sorcerer:

Unnamed Hero
Female half-elf (Wildborn) sorcerer (crossblooded, wildblooded) 1 (Pathfinder RPG Ultimate Magic 69, 70)
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
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Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burning hands (DC 16), comprehend languages
. . 0 (at will)—daze (DC 14), light, prestidigitation, ray of frost
. . Bloodline Sage, Serpentine
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Skill Focus (Perception), Spell Focus (evocation)
Traits jenivere crew, student of philosophy
Skills Bluff +3 (+8 to lie (as a result of using Int instead of Cha)), Diplomacy +3 (+8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +9, Perception +6, Spellcraft +10, Stealth +2 (+6 in jungles); Racial Modifiers +2 Perception, +4 Stealth racial bonus in jungles
Languages Azlanti, Common, Draconic, Elven, Polyglot, Sylvan
SQ arcane bolt, elf blood, jungle affinity
Combat Gear scroll of endure elements; Other Gear haramaki[UC], dagger, backpack, bandolier[UE], belt pouch, blanket[APG], canteen[UE], chalk (20), scroll box[UE], spell component pouch, waterproof bag[UE], waterskin, 22 gp, 3 sp
--------------------
Special Abilities
--------------------
Arcane Bolt (1d4 force damage, 7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Jungle Affinity Wildborn gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multitalented racial trait.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------
Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.

Tell me what you think.
Covers arcane magic and knowledges as well as diplomacy and bluff.


Looks like both divine characters are going archer, should be interesting lol..

SO we got a:

Druid Archer
Cleric Archer
Rogue with a smile
Monk or some sort?
Fighter/Barbarian type?
Sorcerer with a snake tongue?

Are we back up to 6 players?


WerePox47 wrote:
Are we back up to 6 players?

Why yes, yes we are!

I will be playing Ivar "Goldilocks" Theodinson, he was originally built for a Serpent Skull game that didn't last for long, in that game he was a fighter.

So if we are going with two ranged characters should I focus more on being a shield and taking damage or being able to dish out more damage.

I'm sort of leaning toward fighter so he will be able to use any heavier armor we find...maybe multi class, fighter/barbarian.

Any thoughts?


Hey drbuzzard, I am considering going Barbarian with the Armored Hulk Archetype, so a couple of questions. I assume you are accepting unchained barbarians, can they use the "archetypes"? If not, the unchained barbarian page lists "Stances" under rage powers, would those "stances" be available to "regular" barbarians as well as unchained?


Most of the stances look to be re-stating of previous rage powers (at least that I saw in a fairly cursory glance). Which one are you talking about?

Many of the unchained rage powers reference aspects which are particular to the unchained barbarian.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

For some reason I can't post to gameplay with this guy.. Annoying..

Scratch that, none of my avatars will post.. Must be a bug or something.


Male Human Invulnerable Rager 5 | HP 35/60 Rage 70| AC 20/T13/FF18 | F+7/R+4/W+4 | CMB +9/CMD 21 | init + 4 | Perc + 9| Rage8/17 HP+10/AC -2/Will + 2, DR @ 2

This will be RH's character, Ivar.

I'm not real familiar with the stances, the first one I saw was

PFSRD wrote:
Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

it appears similar to

PFSRD wrote:

Surprise Accuracy (Ex)

Benefit: The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.
Special: This power can only be used once per rage.

it seems that even though the stance uses a move action since it lasts the entire rage it would be much more desirous to the surprise accuracy.

That's the one that I saw so I thought I would ask.

I'm not familiar with the "Unchained Barbarian" at all, if it's allowed and it is superior to the "regular barbarian" I would take that class without the "Armored Hulk" archetype then just dip into fighter later.

If anyone has any opinions please feel free to voice them!


Imo there are some up and downs to both regular and unchained barbs.. The most obvious is that the regular barb can die to dopping out of rage or getting knocked in the negatives because it actually affects ur total hps where as unchained give temp hps so thats not the case.. A feat called Raging Vitality can fix this though..

I personally like the regular bard much better than unchained and ill list a few reasons:

Adds str when raging not a flat to hit, so you get 1.5 while using a 2 hander.
Gets access to archtypes like Invul Rager, which is superior to all.
Rage powers are just better..

That said it is safer to play the unchained version.. Their just not as powerful..


Unchained and normal barbarian don´t mix well i think.
Unchained barbarian can take nearly all archetypes though, only urban barbarian and a tech archetype not officially, since they modify rage.
That can be easily houseruled though.

Any thoughts on the sorcerer?


Male Human Invulnerable Rager 5 | HP 35/60 Rage 70| AC 20/T13/FF18 | F+7/R+4/W+4 | CMB +9/CMD 21 | init + 4 | Perc + 9| Rage8/17 HP+10/AC -2/Will + 2, DR @ 2

Thanks for the input WerePox47 and Hayato Ken, I got so wrapped up in looking into archetypes for armor so I wouldn't dip into fighter I forgot about Invulnerable rager. I don't play a lot of barbarians, more fighters, rangers and slayers.

I like the idea of keeping a strength modifier instead of just "to hit" that way if extra strength is needed he would have it available.

Stuff to consider, that's for sure. I'm going to sleep on it and finish him tonight at work.

Hey Hayato Ken, as for sorcerer's I would be of no help... never played one, and have read very little about them, sorry. I'm sure what ever you do will be shiny!

So drbuzzard, in case I go "unchained barbarian" can I use archetypes like "armored hulk" or "invulnerable rager"?


I've played a few sorcerers so I guess Id have to know what info you were looking for Hayato.

In general I dont like crossblooded sorcerers due to the spell loss and will to will saves.. The excpetion would be if i were doing a 1 level dip and then move into blaster wizard or if i was looking to go dragon disciple..

I am a big fan of the sage bloodline though.. I also like the destined bloodline for its defensiveness..

I dont think wildblooded and crossblooded work together though. I think they both modify something similar.. Also if I was going Sage Sorcerer I would roll elf over half-elf.. The bonus to spell pen and swap for +2 concentration is just to good.. Also +2 dex is nice.


Actually...there´s different stances and one happens to be a stance where you get extra strength to move stuff etc. I think that one is really good.

Also invulnerable rager isn´t necessarily better than normal UC barbarian, thanks to the "increaed damage reduction" rage power.
Both archetyes trade good stuff away.


Ivar: Personally I would go old school barbarian as I think it is better. Yes, unchained fixes the 'die if you drop rage' issue, but it takes away enough to not be worth the cost when a single feat solves that issue. According to Herolab (which does my checking for me since I'm lazy) most archetypes are unchained compatible (including the ones you mentioned, though those two are mutually exclusive)

Hayato: Sorc looks pretty good, but I would second the caution about being crossblooded. I find sorcs get spells slowly enough already that crossblooded will make it unbearable (IMO). I know I wouldn't play one. It could be a good dip as Werepox says.


Yeah i guess i need a bit time to think about the sorcerer.
I think sage bloodline fits an elf or half-elf way better, but serpentine is really nice for the AP probably.
Arcane bloodline might also be good.
But then you don´t have the INT for a lot of knowledge skills.
Bard or wizard would be better there probably.


Hayato Ken wrote:


Also invulnerable rager isn´t necessarily better than normal UC barbarian, thanks to the "increaed damage reduction" rage power.
Both archetyes trade good stuff away.

Actually the best way to do a barb is to pump extra DR and use invulnerable rager. It's one of those "you can't be too rich" kind of moments.

If you want advice on barbarian builds, I am pretty familiar with them (even though I really haven't played many). I have built quite a few, and one of the players in my home game of this ran one I built for him.

That ended up with an amusing annecdote. There was also a fighter built to be a tank in the party. The two of them ended up having to fight each other under the influence of a spell. The fighter was pretty well built. The barbarian was twinked as hard as I know how to do. The barb made a light snack of the fighter.

Though now with armor master and weapon mastery handbooks, this would be different. I could build a fighter who could give any barb a run for their money.


Due to a recent FAQ increased DR doesn´t stack with invulnerbale rager, because that´s a different ability. Doesn´t have to be done like that though ;)
After all, it´s our game^^

Sorcerer is standard for me over wizards. Never thought of dipping sorcerer with a wizard and i find the bloodlines more interesting than wizard schools.
I could do a blood arcanist though. Let me look into that.


Might as well look around till you get what you want. It's just waiting so many levels before you get a second level spell will drive you nuts.


M Halfling Rogue 2

Equipped! I'm excited to play this dandy in places he's very uncomfortable.

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