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Sons of Dammerhall: Dark Frontiers

Game Master GM SuperTumbler

Fasturvalt Battle Map

Throttleneck Tactical Map

Current Upper Azathyr Map


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N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

No problem Snorri, I know I've certainly been there...

The Seeing Steep! I love it! Bonus points for being a Dammerhall artifact. You certainly know how to make a dwarfy game, GM.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I like the Seeing Steep. Very cool.

I should be a little better about posting. Crappy birthday. That week around Christmas I cannot promise anything but I will try.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Awesome :) Did Regnir see that to? And I assume none of that seemed familiar to him.

Also feel free to do stuff with Regnir's history if you want.


Do you need something else from me?


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I was wondering if my phantom saw my vision and if he did was it in anyways familiar.


I'm not sure what to make of that. He wouldn't be able to see it in a biological sense, but it isn't clear to me how aware he is of what is going on in Nalnera's head. Probably best if he can see it, like he is riding around in there.

He doesn't recognize the fortress, but the great pit full of spiders makes him uncomfortable, and you suspect he might know something about it that he isn't willing to share.

It has only recently occurred to me to use him as a source of exposition. It didn't occur to me at first, and then I wondered if it would be stepping on your toes. Do you want to be in control of his backstory, or do you want that to be a mystery that we can slowly explore?


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Ah, I had missed that last post. I'll write one of my own soon.

Also, not my choice, but I vote on Regnir giving out occasional lore. Like te gruff grandfather telling stories of the war.


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

Regnir telling stories would be really neat, but as Snorri said it's not my decision.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I am perfectly fine giving control of his backstory to you if you have something. Just let me know if Regnir will have a reaction to something and I will happily follow. I love a good mystery. The spiritualist called to be for this exact reason.


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Glenda basically hates Regnir, which means that he should occasionally show her up just for spite.


HP 33/33

"I don't like you either. Mortal who thinks she knows about what is beyond."


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

But Regnir doesn't like anyone. It is a fun character to play. But Nalnera likes you Glenda!


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

*Sniff*

Snorri is such an inspirational leader! May he reign long on the throne of Dammerhall!

Any nays for heading to the titan-worm infested pit of pointy rocks and death?

Also, the Alchemist has helped us a LOT, wow. I feel like we owe it/the Xan something, but it's not like we struggling level 2's have much to give, and it's not like I know what a god-fungus would even want.

I suppose we could administer a good old fashioned dwarfy oath to return the favor someday. The Alchemist seems to know of the dwarven peoples of yore and will hopefully understand how serious such words are. Not that Dasur could give such an oath, it would have to be Snorri's choice.

We might also want to return one day to trade for that Dammerhall artifact drinking horn. Reclaiming ancient artifacts is just something dwarfs do!


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Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Awww thank you, Dasur!

Taking back artifacts is definitely something dwarves would do! I'll make a suitable thank-you speech as we depart. But yeah, unless they want a pterodactyl skeleton I don't much know what to gift them.
To-do list: undead pterodactyl mount

Also vows from me are now much more solemn, as Torag's paladin code states that I must always keep my word.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

You are doing a rather good job Snorri. Would the pterodactyl have to be undead? Seems an odd choice for a Paladin. Oh! You could tame a living one. That would be fun to read about!

Also woot! I got a GM who will mess with some backstory! It is a thing I so rarely find :)


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Back in 2nd ed one of my players played a gnome who rode a dire bat and fought with paired shortswords.

Pterodactyl just kinda reminds me of this, somehow...


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

It just seems a waste to have a perfectly good skeleton and let it be unused. Anyone has some related Craft skills? Bone armor is rather subpar...


Most of this stuff is buried in the backstory of the campaign, but it seemed cooler to me to bring it to the foreground. Obviously, from your reaction, that is working out. It seems like we are all pretty set on going to the gnome island and seeking a way down there. I'll need to get a map up.

Also, there are lots more living pale hunters, so you don't have to ride a dead one.


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Yeah, but riding an undead pterodactyl is just metal.


HP 33/33

"Totally metal. Usurper you surprise me."


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Playing a ghost in my head is so much fun!

And the undead pterodactyl does paint a really cool picture. Noble Snorri sitting on the ancient Tharnhammer throne with a massive skeletal pterodactyl looming obediently behind him, just looking majestic!


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

Thanks for bringing the background stuff to the foreground GM, it's incredibly interesting!

I have to admit a skeletal pterodactyl mount is pretty metal.


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Not to mention that dwarves are already metal by themselves. It's a pity that undeads are necessarily evil. Golems, on the other hand... a thought for higher levels.

Do Dasur or Glenda want to drink from the Steep? Otherwise I think we could be leaving soon.


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Glenda's high Wisdom says: "At least one of us should refrain from the Steep, lest we lose our way and our quest to the dream-vision of the myconids."


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

Dasur's high Intelligence says pretty much the same: "One of us should remain untouched by the Steep to maintain an unbiased viewpoint outside of its influence and effects."

That, and we have the information we want, so we don't have to drink more mysterious fungal goop.

Also.. how are we going to get across the lake? I hope one of us has craft: fungal carpentry or something...


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Another problem that could be helped by a floating disk...
Maybe we should see if there are wizards among the Xan.

Or try to build a raft from the wagon. I think we'll have to leave it anyway.


Having successfully navigated the Xan city without getting murdered, let's level up. 3 levels in a year. Now we are moving!


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Yay!
HP: 5 + 1d5 ⇒ 5 + (4) = 9

Changelog:

HP: +11
Reflex: +1
BAB: +1
+1 to Diplomacy, Knowledge (dungeoneering), Knowledge (religion), Intimidate, Perception, Sense Motive, Craft (armor), Knowledge (nobility)
Class Abilities: Aura of Courage, Divine Health, Mercy(shaken)
Feat: Cleave


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Fun times, kids! At this level I get the spell masterwork transformation. If you have a favorite weapon, piece of armor, tool set, or backpack, when we get to a place where we can acquire the necessary materials, I can upgrade it to a masterwork item with one hour of casting! Because it is an instantaneous spell, the item is permanently upgraded (it can't be "dispelled back to normal").


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Yay! I might even figure out how the spiritualist class works. I must find a feat. So I have some reading to do.

Oh and some one I am in two games with has asked that if a spot opens up in this game if she can join. She loves dwarves and I said I would mention it since we have lost players.


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Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

No objections to your recommendation. We could probably use a trap finder (rogue, trap ranger, slayer, archeologist bard, etc.).


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

I'm more than all right with that: the more, the merrier!


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:

I'm happy to have a 5th if the GM is fine with it! Introducing a surface dwarf at this point is a bit of a narrative stretch, but I'm sure we could figure something out. Hell, I wouldn't care if we just say they've been with us the whole time.

3 Level in one year? This is a blistering pace for a play-by-post, which is great! I'll try to get leveled up tonight, have to look over spells. Also will need to see how much money we have, there are spells in Erebos' spellbook (sorching ray!) I'd like to copy but will need reagents.

--------------------

I'm still looking at taking the Sacred Geometry feat if the GM will allow it, but it's far too powerful in its current form. Even though it has a statistical failure chance (such as when a prime constant cannot be produced), and a correct caster level is still required for the metamagic (A lvl 1 spell with 1 metamagic effect still requires the ablity to cast 2nd lvl spells, lvl 1 with 2 metamagic needs the ability to cast 3rd lvl, etc) it STILL needs some kind of limiter on daily uses to scale it back to bring it down to the strength level of other feats.

I have thought of 3 different "power levels" this feat could have, from low to high.

Low: Scared Geometry can be used a number of times a day equal to 1/2 the number of ranks in Knowledge: Engineering. This equals 0.5 use a day per level, and scales linearly. At Lvl 3 Dasur would have 1 use a day, lvl 4, 2 uses, lvl 5, 2 use, etc.

Medium: Sacred Geometry can be used a number of times a day equal to the number of ranks in Knowledge: Engineering. This equals 1 use a day per level and scales linearly. At lvl 3 Dasur would have 3 uses a day, lvl 4, 4 uses, lvl 5, 5 uses, etc.

High: Sacred Geometry can be used a number of times a day equal to 1/2 (ranks in Knowledge Engineering + intelligence modifier). Ironically I don't feel like doing the math right now, but it would be approximately equal to 1.5 use a day per level due to adding attibute points and magical items that increase intelligence. At lvl 3 Dasur would have 4 uses a day, lvl 4, 5 uses, lvl 5, 6 uses (assuming a +2 int item is found/used) etc.

Another way to mess with the power of the feat is to increase the failure chance by changing the number of dice used to find the prime constants, but frankly I'm not smart enough to figure out how to do that effectively. Even changing the die from a d6 to a d4 would have a drastic effect on the failure chance, I imagine. Though we live in a magical online realm where d5's are possible, so that could be an option.

I'm favoring medium or low on the limiting daily uses, but wanted to give you options on how powerful you'd like the feat to be without having to think too hard about it, GM. Of course if you don't want to deal with this I'm perfectly happy with finding another feat. I just think it's incredibly appropriate for Dasur, or otherwise I wouldn't have bothered. Please tell me what you think!


I think I will never get used to the pace of PbP.

I'm up for a new player. Just have her post here in Discussion and we will get some work done. Better that than post in Recruitment and make it look like we are opening it back up. It may be challenging to bring in a dwarven character, but we will see what we can come up with.

As for Sacred Geometry, I just can't believe that feat made it into publication, both because of the broken nature of it and because who is going to have fun doing more math at the table. It seems fine for online play. Let's go with the medium proposal for now.


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Level 3 cleric:
+1 BAB
+7 hit points (5 class, +2 Con bonus)
2nd-level spells!
+1 Ref save

New feat: Shield Focus

Skills: +1 each of: Diplomacy, Heal, Knowledge (religion), Perception, Sense Motive, Spellcraft; Knowledge (history), Profession (clerk)

Of note, I gain the ability to use:
Masterwork transformation, noted above
Lay of the land, a new spell that gives a big bonus on Knowledge (geography) and Survival, great to avoid getting lost


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I sent her a message.


Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

An idea could be having a dwarven explorer who got captured by... something evil around the jungle? Drow?
It would likely be a bit weird to have someone from the surface follow us here.


Female Halfling Whipmistress 3 (AC: 20[T: 13FF: 18] | HP: 27/27(0NL) | F+6*, R+4*, W+5* | Init: +2 |Perc: +3)

Greetings! Nalnera’s friend here.

I’d love to join in. As Nalnera knows, I love dwarves.

I note that Dasur says it might be tough to inject a surface Dwarf at this time. I fully understand that. Is there another race that would suit better?

A trapspringer? You appear to not have an archer? Urban Ranger gets the trap skills. Although being underground, none of the other niceness of that class would help.

Is trapspring the real need? A deepwalker Ranger could be handy.

Your group is mostly casters? Need another tank, even a light Tank? I could just be a Rogue?

Anyways, let’s discuss! I look forward to joining you.


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Our current lineup has Snorri as our tank and Regnir (Nalnera's phantom) and me as off-tanks. As our level goes up my off-tanking will decline as I spend more time casting spells.
Trapfinding is not a pure necessity, though it is our one significant hole right now. Nobody in the group can really deal with locks and traps (aside from burning spells to bypass them).
Ranged combat is a perfectly viable option, as is doing additional melee. Trapper ranger gets the ability to deal with traps and do melee or ranged combat, instead of using spells.
There's plenty of leeway.

As for character type, there's an expectation that eventually the campaign will move into a sort of kingdom-building direction, so a non-dwarf would have to find a role in that - ambassador, perhaps?

A dwarf could easily fit into the ancient trope of being a prisoner that we rescue. A dwarf rogue or ranger down here could also just be someone who's been on an extended journey of exploration, or looking for valuables/mining sites/lost relics, with whom we happen to cross paths.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I am building Regnir and Nalnera as mostly melee. Phantoms can make scouts. I can peek though walls after all. I have some buff spells but I am wanting to focus more on the melee aspect with casting as my fall back.

Some sort of ranged build, a trap build, or a heavy buffer seem to be the things we are lacking.

But role play matters so much more. These lovely dwarves and our delightful GM are wonderful people so if you come up with something you like I doubt there will be a problem so long as whatever you make plays well with others :)


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Male Dwarf Paladin of Torag 3 | HP 34/34 | AC: 21, T: 11, FF: 20 | Fort: +8, Ref: +5, Will: +6 | BAB: +3, CMB: +6, CMD: 17, M.Attack +7 [1d12+4]| Init: +1 | Perception: +3 | Smite Evil 1/1, Lay on Hands 4/4

Mostly, I'm for "play what you like most, rather than what is useful". Most of my best games had wildly unbalanced parties and it was nice that way. And after all, a wand of summon monster I is an effective trapfinder.

That said, if you'd like to fill our niches, here are a few more ideas:

- Scavenger Investigator: all about the clockworks and machinery. More Elder Scrolls/Arcanum dwarves than traditional Tolkien-ish, but still one of my favorite archetypes for an Investigator. A pity it doesn't stack with Steel Hound (without GM fiat) as dwarves and firearms, in my opinion, go together as well as cream and chocolate.

- Deep Walker or Dungeon Rover Ranger: both have some nifty abilities in the underground. More on the ranged side, but with a nice amount of skills, and a bit of Survival wouldn't hurt.

- Any kind of Gunslinger. Did I mention I like dwarves with firearms? Or crossbows.

- Tinkerer Alchemist: again with clockworks. I've played too many steampunk games.

- Trap Breaker Alchemist: this one gets trapfinding and a few extravagant uses for bombs. I fear what Dasur and another high-Int character could do together.

- Kinetic Knight Kineticist, especially if Geokineticist: another tank/offtank, but just so dwarfy.

- Living Avalanche Brawler: as above. Dwarven Juggernaut at its finest.

- High Guardian Fighter: for a dedicated bodyguard or a lockdown build, this works wonders, should you be so inclined. I don't need much protection, but, well, I am royalty. Or you could be sworn to the royal family, or even all of dwarfkind.

- Thundercaller Bard: lightning underground is a bit weird, but this archetype is just metal. Drumming up a storm is something I can easily imagine a dwarf doing.

- Archaeologist Bard: eventually gets trapfinding, and we are going towards a lost city, it would make sense for an archaeologist to join us.

- Elemental Ally Druid: especially if focusing primarily on Earth. One of my favorite Druid archetypes, flexible and flavorful.

- Swashbuckler. Did you know that through Slashing Grace you can finesse a Dwarven Waraxe? Rare chance, as usually the Charisma penalty is bad for a swashbuckler, but here we have alternate stats array.

- Deep Marshal Magus: an archetype that literally has "dwarven" written all over it.

And again, it's all up to what you'd like most to play.


Female Dwarf Skald 3 (AC:19[T:13 FF:17] | HP: 31/31(0NL) | F+6, R+3, W+2 | Init: +2 |Perc: +5)

”What you need here is a she-skald!”

I see the alternate stat traits in the recruitment thread, I’ll use ”Trickster and Singer.”

I’ll build her as a melee/support Skald. Maybe an archetype.

GM: Starting gear/cash?

I understand we’re using both Background Skills AND getting 2 more skills per level? Yes?

Sons of Dammerhall? Seems more like Daughters of Dammerhall!

What skills do you need me to cover down on?


Female Dwarf Cleric of Magrim 3 | HP 24/24 | AC 19 T 11 FF 18 | Fort +5 Ref +2 Will +6 | Initiative +1 | Perception +6 | Channel Energy 4/4 | Blast Rune 6/6 | Gentle Rest 6/6

Amusingly, Snorri started as a skald but changed over later!


N Male Dwarf Wizard 3 | HP: 21/21| AC: 13 (13 Tch, 10 Ff) | CMB: +1, CMD: 14 | F: +2, R: +4, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions:
GM SuperTumbler wrote:
I think I will never get used to the pace of PbP.

It's a different beast really, but I love it.

GM SuperTumbler wrote:
As for Sacred Geometry, I just can't believe that feat made it into publication, both because of the broken nature of it and because who is going to have fun doing more math at the table. It seems fine for online play. Let's go with the medium proposal for now.

I'm baffled how it made it into publication too, for both reasons you mentioned. Someone came up with a really cool concept and made it into an overpowered bloated mess. Thanks for letting me try it out though, thematically speaking it's a perfect feat for this character. Please tell me if it STILL seems too powerful. We can go to Low or just scrap it all together.

Shaeda Stormborn wrote:


Greetings! Nalnera’s friend here.

Hello and welcome! Just have to ask right off the bat... play any Dwarf Fortress?

I think we can work a dwarf in somehow, Nalnera has great ideas. I mean if we found another dwarf sneaking around in the Jungle by themselves... wow, that's one impressive dwarf! But if you'd like to be another race besides a shield dwarf or whatever we are this is a rare opportunity to play a subterranean one. We already have one Drow npc that will likely suddenly and inevitably betray us at some point, but hells it wouldn't hurt to have another to vehemently mistrust.

I think a ranger would be a great pick for our group! We're lacking hard in the survival department right now. Either ranged or melee. Rogue is also a great pick, but we also have an npc rogue. Really though, you should play whatever inspires you, and if it rounds out our group, great!

-----------------------------------------------

Level 3 Wizard stuff:

HP roll, base six, +1 con, +1 favored class: 1d3 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

+7 hp

+1 fort
+1 Ref

Skills (9 per lvl):

+1 linguistics (Ignus)
+1 spellcraft
+1 knowledge: Arcana
+1 knowledge: Dungeoneering
+1 knowledge: History
+1 knowledge: Geography
+1 knowledge: Nature
+1 knowledge: Planes
+1 knowledge: Religion

Background skills:
+1 Craft: Gemcutting
+1 Knowledge: Engineering

+2 2nd lvl spell slots
+1 2nd lvl bonus spell slot (Earth)

Lvl 3 feat: Sacred Geometry (Reach Spell, Extend Spell)

New spells:

Create Pit,Stone Call

I'm really pushing the Earth Elementalist thing. Might Pick up Rope Trick next level though, so we have a hidey-hole for camping. At lvl 4 with Sacred Geometry (Extend Spell) it can last 8 hours! Woo.

-------------------

GM- I would like to scribe Glitterdust from a scroll, as well as Invisibility, Mirror Image, and Scorching Ray from Erebos' spell book (assuming he lets Dasur do so), which would cost 40 gp per spell (160 gp total). We have the money, but thematically speaking... we're in the middle of a fungus jungle, and the Xan aren't much of capitalists. Can Dasur even acquire the arcane materials to scribe spells into his spellbook right now?


It would be easy enough to create a rope trick variant that would create a small cave to hole up in and then close the hole behind you.

Welcome, Torvi. I hope you find us a pleasant group of friends. I also hope that you will take time when you can to catch up on Gameplay and discussion, just so you can pick up on some of my quirks. It is my goal to create a robust, character driven story. You will find that I love to write characters with distinct voices and that sometimes I am paralyzed by anxiety. Also that I chafe a bit at the pace of PbP.

I'm not super useful when it comes to character creation, as I inherited the characters from another GM. Looks like you found most of the good stuff in the recruitment thread.

As for GP, I'm not sure. My guess is that most of the group is a little under wealth by level, except for a few items that are worth way too much. Maybe the players could take a look at their stuff and make a suggestion?


Dasur, while the Xan aren't especially into money, their Priest-King is called The Alchemist. You could certainly trade for whatever magical inks or reagents you would need.


Female Halfling Whipmistress 3 (AC: 20[T: 13FF: 18] | HP: 27/27(0NL) | F+6*, R+4*, W+5* | Init: +2 |Perc: +3)

Dwarf Fortress? What’s that? Probably not I’m guessing.

A drow huh? Drow Ranger? Dual wielding blades and a panther pet?

The Spell Resistance on Drow make it a rough PC race to play.

What other races are resident in the area?

What’s a Xan?


Female Halfling Whipmistress 3 (AC: 20[T: 13FF: 18] | HP: 27/27(0NL) | F+6*, R+4*, W+5* | Init: +2 |Perc: +3)

If you guys think Torvi works, and can fit in, I’ll write her up.


I definitely want you to play something that you want to play.

Currently there is a Drow wizard slumming with the dwarves because they killed the orcs in his command and took him prisoner, ruining his career and making them his best bet at survival and success. He has helped them fight a small drow invasion, so he is on there side at lease for the moment.

They also have a friendly svirfneblin. Well, she is somewhat friendly to them. She is pretty mean to everyone else. She was a misfit at home, so she agreed to be there guide. At this point, she is moving beyond the area she knows well, so her place in the group is a little up in the air.

What a Xan is is still a puzzle to some degree, but at least one thing that it is is a sort of Fungus person.

I like the idea of you playing one of those things, but it is probably best to keep the tight concept of the group and have you play a dwarf. I'm all for Torvi. There is a sort of family tree among the group that you might want to tie into. As for how you got here, you could maybe be an escaped slave to duergar? Or just an explorer who got lost? Or something else.


Female Dwarf Skald 3 (AC:19[T:13 FF:17] | HP: 31/31(0NL) | F+6, R+3, W+2 | Init: +2 |Perc: +5)

Torvi it is!

Question... for PFS a Skald would lose Scribe Scroll Feat and gain Extra Performance. Can I do that?

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