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How soon were you thinking about getting started? The next two days will be bad for me due to the July 4th holiday in the U.S., but after that I'll be consistent with my posting. I have a level 6 Witch or a level 3 Magus available, but also level 1 characters if necessary.
Edit: My Magus is only level 3.
I asked Sean his thoughts on the matter, but he hasn't been able to get back to me yet. I spoke to William, though, and he's planning on running the second part of Plunder and Peril which looks to be for Tier 4-6. I'll bring #1-55 The Infernal Vault for Tier 1-7 for everyone else. Of course, if someone else wants to bring something prepared, that's good too.
Do we have someone to GM either Shades of Ice Part 3 or Storming the Diamond Gate? Since Quest for Perfection is best played in order, I'd like to know if there are going to alternatives since I haven't played QfP 1. I would volunteer, but unfortunately I'm going to be too busy in the next couple of days to prepare adequately.
I don't believe we have enough veterans who show up regularly for which it would be a benefit to set up Core tables. I've played at the Griffon since we've started and supplement that with online play and I still haven't played at least half the scenarios out there.
On the other hand, if we know we're going to have an influx of new people, then it might be good to set up a low level Core table.
In general, I think it's best to stick to the non-core campaign, although polling people on site would be the best since many don't check the paizo boards very often.
I'm currently in a PbP Gameday 3 scenario which looks to need a new GM to finish it up. It's a table of #6-01 Trial by Machine. The GM has not posted in 11 days as of this post, nor has he given any indication that he would be gone for an extended period. Furthermore, the GM has stated in the past that he will be permanently unavailable after January 15th. With the holidays, I don't believe this will be enough time to finish the scenario before the 15th, so if someone could take over, the players would appreciate it.
The link to the thread is here.
You may want to consider continuing to post on this thread, as people from South Bend and surrounding areas will be more likely to search for 'South Bend' than 'Northern Indiana.' If the South Bend thread hasn't been updated in awhile, they may assume PFS is no longer occurring in the area.
I can understand wanting to combine the two overlapping areas in one, simpler thread, but I don't believe it will serve to direct new people to the South Bend game as effectively as this current thread does now.
How about a changeling witch? Either a healer or debuffer depending on party composition.
She was about to be murdered by an ignorant mob before the Professor swooped in and rescued her. Since then she's mostly kept to herself for the sake of safety, only lured out now thanks to the Professor's death. She's very skittish around people, but willing to open herself up to trustworthy people and defend the downtrodden and defenseless.
I'm a little confused about the extra racial traits. Do we receive them without substituting them for another racial traits? For example, Toothy replaces Orc Ferocity. Does that mean a half-orc in this game gets both Toothy and Orc Ferocity plus another trait in addition to the ones normally listed?
Here's my Half-Orc Warrior submission, I'll create an alias once the game gets started.
Initially unwelcome by any group he met, Kraull learned most of the harsh lessons of survival by himself, stealing or making his own weapons and dealing with the dangers of the wilderness. With no access to any sort of healing, his body has become a patchwork of scars, with a pair of claw marks on his face being the most noticeable upon first meeting him. Although he's used to surviving by himself, he would welcome a group to share his burdens with if they were able to treat him like an equal.
Name: Kraull the Forsaken
AC: 16 (10 + 4 armor + 2 Dex)
Weapon Focus (Greataxe): +1 bonus on attack rolls with Greataxe. (Warrior bonus Feat)
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. (1st level Feat)
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. (3rd level Feat)
Resilient: +1 to Fortitude Saves [Combat Trait]
Outcast: +1 trait bonus on Survival skill checks [Half-orc Trait]
Half-Orc Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and great clubs and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc
Weapon and Armor Proficiency: Warrior is proficient in the use of all simple and martial weapons and with medium armor (not made of metal) and wooden shields.
Track (Ex): A warrior adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1).
Scent: While in combat, gain the Scent ability.
Unspent 'Gold': 150.78
Total Weight carried: 58.50 lbs (Light)
Hey, I saw one of Gerald's post about needing another person for your campaign. I'm interested (would probably want to play a Ranger), but I have played through part of the first book already for PFS credit. I can keep my knowledge separate from the character, but if you would prefer someone who isn't familiar with the AP at all then I completely understand.
My submission is an Oracle of the Waves. All relevant information should be under the spoiler. If accepted into the game, I'll create an alias for it.
Yuki is descended from a long line of Tian-min Naval greatness, but a series of military setbacks and scandals left the family disgraced and scattered. Her grandfather eventually settled in the Shackles in the Ushinawa Isles and turned piracy into the new family business.
After a number of relatives had perished by various ignoble watery fates, a superstition began to spread in the family that their ancestors were cursing those who became pirates for dishonoring the family name. Thus, Yuki's family sought to keep her out of the life, but the girl grew up to be headstrong, gregarious, and adventurous, so eventually her parents broke down and allowed her to join the same crew as her father. The elder Okano sought to teach Yuki everything he knew about piracy, taking extra time to teach her how to use various pirate armaments properly so she could defend herself.
After a few months, Yuki's time with her father came to an end one night when a sudden storm hit their ship. A series of lightning bolts sheared the mainmast, causing it to plunge into the hull and sink the ship. Yuki's father did his best to save the girl, but the storm was too strong and both father and daughter drowned. As her lungs filled with seawater, she asked the oceans for another chance to live.
When she awoke the next day on a nearby island, Yuki had mixed feelings about having her prayer answered. Sure, she was still alive, but her father was gone and she had become both physically and spiritually altered by the experience. Her eye color had turned to ice blue and she now felt a divine connection with the sea as if she had absorbed some of its essence. This affinity gave her access to strange new powers, but now she was haunted by the spirits of her ancestors, who were angry that she had somehow evaded their deadly curse and her rightful watery grave.
Eventually discovered and picked up by a friendly pirate crew looking for her father's ship, Yuki discovered that she was the only survivor. Picking up the pieces of her life and coming to grips with the Mystery of the Waves that has been thrust upon her, she heads to Port Peril to find a new start.
An attractive young woman of Tian-Min ancestry. Her jet-black hair is kept in a bouncy ponytail under her worn tricorne hat, but her most striking feature are her ice blue eyes. Her slender figure is clad in a form fitting pirate outfit when not wearing her armor. Friendly and adventurous, she smiles easily, especially when getting into trouble.
(Ability Scores generated using 20-point buy)
AC: 15 (10 + 2 Dex + 3 armor)
Martial Weapon Proficiency (Rapier): Yuki is proficient with a rapier. (1st level Feat)
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons, elven curve blade, rapier, whip, or spiked chain. (Human Bonus Feat)
Charming: Yuki is blessed with good looks and uses that to her social advantage. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. [Basic (Social) Trait]
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Bonus Curse Spells:
1-Level Spells Known (3/Day):
Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier.
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
150 gp – 93.1 gp = 56.9 gp left
Total Weight carried: 33 lbs (Light)