SdF's Serpent's Skull Recruitment! (For real)


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RPG Superstar 2011 Top 4

Again with the threads being eaten...

As many of you know I'm going to start a PBP game for the first book of Serpent's Skull. This recruitment will last until Friday Aug. 6th. I'm looking for 8 people to form two separate groups of 4 character. Very similar to how I am currently running Master of the Fallen Fortress. I am looking for full character submissions with good backstories (not necessarily long) that will lead to fun group dynamics. The Serpent's Skull Player Guide is available to help with making a character.

I'm also looking for people who I know will be able to post regularly and frequently at least a little something each day. People without any posting history will probably be passed over for those I know will stick around.

For examples of how I run my game refer to my Kingmaker Game, Master of Fallen Fortress, and Master of Fallen Fortress. If you don't like that style don't apply, I'm not going to change how I run combat (got my groove set already).

Character Building
-20 Point Buy
-1st Party Pathfinder content only (no 3.5 or 3rd party stuff)
-Core Races, Core Classes, APG Classes and options available. Bestiary races may be considered carefully
-Going to try the new Hero Point rules listed in the APG, including it's feats and traits
-2 traits (one from the player's guide, no Rich Parents or Heirloom weapon)
-Max HP
-Average starting gold (listed in the d20pfsrd.com class section)
-Limited use of spoilers in your alias
-Example Alias


Quick Q: Is the "Boarded in Cheliax" trait acceptable (Adds +200 GP for mundane equipment only. Nowhere near as extreme as Rich Parents or Heirloom Weapon but it's gotten to the point where a lot of people seem wary any time a trait that adds cash pops up.)


Mad MuGuph is in work... Gnome Alchemist (with pyro and master tinker racial options)

20pt buy

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Chris Kenney wrote:
Quick Q: Is the "Boarded in Cheliax" trait acceptable (Adds +200 GP for mundane equipment only. Nowhere near as extreme as Rich Parents or Heirloom Weapon but it's gotten to the point where a lot of people seem wary any time a trait that adds cash pops up.)

Sure thing. I've already checked over all the ones from the Player's Guide. I'm OK with an extra 200g or 300g, but Rich Parents is overkill.

RPG Superstar 2011 Top 4

Madrahn 'Mad' Muguph wrote:

Mad MuGuph is in work... Gnome Alchemist (with pyro and master tinker racial options)

20pt buy

Yeah, your character cheat thoroughly confuses me. Also no firearms again. Something similar to my example alias, please.


Throw me in the mix,(in the mix of a thousand before this is over) ;), Scipion. Thinking of an elf ranger or fighter at the moment.(tending towards ranger) Will work on it and have something over the next few days.


Hey SP. After having a look over the player guide, I had a thought for a character that I really want to play. I am thinking of a Human Druid from the Mwangi Expanse, Need to ready up on that area a bit before I can fully flesh him out but I'll get a fleshed concept to you as soon as possible.


A couple of questions:

Given the Mwangi focus of this AP, would an Inquisitor of Angazhan be a suitable character concept, or would it be better to simply go for something like a 'Mwangi Witchdoctor' (aka a Summoner)?

Either option has a certain appeal :-)


Putting forth a taciturn Varisian rogue using the Stowaway campaign trait. She emerged from hiding a few days out to sea, once she was sure the ship wouldn't turn back, and offered to help in the ship galley, where it became clear that she had some skill as a cook. Avoiding all eye contact and speaking only when absolutely necessary, the stoic young woman obviously has a mysterious past that she seems determined to keep secret, but the heavy bruises she bore when she boarded, while now mostly faded, told a tale of past trauma that she could not conceal....

EDIT for more information: The only name she will give is Zo, and her byword is competence, as if she believes that by following orders without question and performing to a strict standard she will avoid notice -- or as if questioning orders and failing at her tasks will bring down swift punishment. Her high stats are DEX and INT, and her alignment is True Neutral.


What's the hero point rules? Since I can't get the APG until the 5th.


The Hero Points are very similar to the Action Points I have listed in this profile. There's several differences but basically they just let you be able to pull off one or two really cool or life saving things per level.

There's a couple traits, feats, and spells which affect them. The full details should be on the SRD in a week or so, if not I'll put them in the profile I'll be GMing the game with. We've been using the Action Point rules in my Kingmaker game but they seem to really favor high CHA characters...

An inquisitor of Angazhan would be an interesting character, I'd have to see what kind of story you had backing him.

Like the Player's guide shows this ship is sailing for Sargava the very heart of the Mwangi Expanse and has picked up passengers bound for there.

I like the Stowaway trait myself, it was one that made me say, "I want to make a character with this!"


I have a summoner idea i worked up during the playtest that i could convert to the final version. However I dont know much about the golarion world(I usualy play in homebrews) Is that ok?


I've got a old sailor/Bard (he must be in his 30's!) idea; a thousand songs and stories, lends a hand with the ship, but a fish out of water on land.


I've been itching to play a rouge in a pathfinder game. Rouges have always been one of my favorite classes. I'll write up a quick back story to try to perk your interest.


Scipion del Ferro wrote:
Madrahn 'Mad' Muguph wrote:

Mad MuGuph is in work... Gnome Alchemist (with pyro and master tinker racial options)

20pt buy

Yeah, your character cheat thoroughly confuses me. Also no firearms again. Something similar to my example alias, please.

I know, I pulled this from another gnome character I'm using that does have firearms, he's not done yet.

I never use any of the boxes, it upsets my brain when the skills are out of line like your example.


Ok will work on something tonight. As many of us do not have the AGP yet, alot of use may be using core only for are workups. When our you closing recruitment? As some of use may want to try the new stuff out but will not have access to it for another week or so.


I'll read through the players guide as soon as I can and get a character up for you. I'm thinking wizard.

It will be a week or two before I am able to get APG. Do you know if there are any alterative spell book options?

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seekerofshadowlight wrote:
Ok will work on something tonight. As many of us do not have the AGP yet, alot of use may be using core only for are workups. When our you closing recruitment? As some of use may want to try the new stuff out but will not have access to it for another week or so.

Probably finish general recruitment on Friday, Aug 6th. I have the APG as well so if there are any specifics you're curious about I don't mind offering them.

Wizard's got 4 Elemental (earth, wind, water, fire) school specializations as well as specific school specializations. I don't see any alternates to spellbooks though.

However Bard has several class alternatives to make them into a deeper casting class such as "Magician."

Liberty's Edge

Pathfinder Rulebook Subscriber

I'll throw in on this with a Mwangi druid, will have an alias up this weekend.

RPG Superstar 2011 Top 4

Just to clarify this isn't a first come first serve. I'll be picking from people who are interested. You don't have to make a complete alias before you are picked but if you don't a good character bio will take the place of that (and I'll help you build it once selected).

I don't want anyone to be frustrated if they spend a few hours making a character and not be selected. However I also know that there are people like me who really enjoy statting up characters but writing backstory takes a couple hours :P

As the players guide says, most of this adventure will take place in Mwangi under the role of explorers. I'd like to know why you are on the ship heading to the capital city of the Mwangi colonial expanse.


I would like a bit of info on the Barbarian subtypes if Ya do not mind.

RPG Superstar 2011 Top 4

Barbarian Brief Review:
Well there's about 30 new rage powers that cover a ton of bases. In addition to that there are class options which replace existing features with new ones.
Breaker: A sunder specialist, adds damage to sunder attacks instead of Fast Movement, at 3d gains bonuses with improvised weapons and proficiency with them.
Complimentary rage powers; ground breaker, smasher, strength surge.
Brutal Pugilist: A grapple and CMB specialist
Complimentary rage powers; animal fury, brawler, knockback, knockdown, overbearing advance, overbearing onslaught, and strength surge
Drunken Brute: Can drink potions and liqour as move actions without AoO. Liqour makes the rage last longer, but causes nausea afterwards
Complimentary rage powers; boasting taunt, good for what ails you, internal fortitude, liquid courage, moment of clarity, roaring drunk, and staggerinh drunk
Elemental Kin: Energy damage causes longer rage
Complimentary rage powers; elemental rage, energy absorption, energy eruption, energy resistance
Hurler: A throwing specialist
Complimentary rage powers; hurling, hurling charge
Invulnerable Rager: Hard as hell to kill extra DR during rage
Complimentary rage powers; come and get me, guarded life, increased DR, inspire ferocity, reckless abandon, renewed vigor
Mounted Fury: Name says it all, you also get a mount at 5th level like the cavalier
Complimentary rage powers; ferocios mount, ferocious trample, spirit steed
Savage Barbarian: An armorless fighter, akin to the painted Scots
Complimentary rage powers; flesh wound, guarded stance, increased DR, rollign dodge, terrifying howl
Superstitious: anti magic barbarian kinda meh
Complimentary rage powers;
Totem warrior: May select totem rage powers (though this doesn't rule out other ones or other class abilities??) Must be part of a totem worshiping tribe.
Complimentary rage powers; lesser totem, totem, greater totem

There's also like I said a billion feats which would be useful for different things. If you're thinking of a two-handed weapon brute the two-handed weapon fighter gets stuff to add double strength damage to their swings. Like the Beta feats.


Ok a few things. This is a basic reworking of my 2nd pbp pc, one I played for over a year in a slow game, very slow really. . His background is reworked,cleaned up and expanded. I did not do anything with mechanics pure background. Also it's maybe a bit long.

Spoiler:

When the Earthfall struck Golarion and darkness descended upon the lands ,the great elven Nation fled to the realm of Sovyrian . Some few settlements however stayed behind, some of these fell to madness and death while others fled to the dark depths of the world to become things of nightmares. In the Mierani forest however some thrived and to this day stand guard over that land. But the forest is not home to one nation of elves, rather it is home to several. Many elves of the forest hold onto the history and culture of the long lost elven nations ,it may not be just the same as what came before but it is recognizable.

Some elves of the Mierani forest took a different path. Though hardship and shear will to survival these elves long ago cast off the Civilization that breed them. They became hard savage creatures, being of instinct and determination. Hard, savage survivors with little in common with the civilized elves who they see a soft and weak. Several of theses feral tribes live within the lands of Mierani forest, each claiming a small area normally deep within the border. As a whole they have no desire to change and only wish to be left along. Civilized elves are asked to leave, all others are normally found in a manor that says loud an clear who the true masters of the forest are.

The elven child that would one day be known as Blackleaf was born 125 summers ago to one of theses
small tribes of feral elves. This child grew tall and strong among the trees of the great forest and learned the hard lessons of living off the land, his people taught him to hunt, to fight and how to survive with what the forest gave him. As the child grew so did the savage fury with in him. The elder knew this was nothing to fear, the savage fury after all had kept them strong and alive since the age of darkness. He was soon taken aside by the tribes warriors to train to harness his fury, to control and focus the savage fury that dwelled within.

Then came his day of naming, the day he would take his place among the adults of the tribe, his warrior trial. He and nine others went forth to slay a best of the great wood to prove they were master of the forest and fit to be called warriors.

They traveled deep into the forest , seeking the prey that would make them warriors. What found them was death, The first clue the young warriors had of there coming doom was its bull like bellow. Two warriors died before they knew anything as the mighty charge of the minotaur impaled them upon its horns, with a imposing, flick of its bull like head bodies flew into the forest. Entrails and blood covering the ground, the boy that would be Blackleaf charged this godlike avatar of death only to be backhanded as his foe cleaved though a warrior with his ax. With a yell three of the young warriors charged the monster, the spears struck deep within the Minotaur . But with a monstrous roar the minotaur head butted the first warrior, snapping is neck as it's ax cleaved though the second and third with one mighty blow. The rest of the party feel back in horror ."Flee little rabbits" It yelled in broken elvish . And flee the young warriors did, into the forest they ran as it bellowed ”Run little rabbits! Run ! I will find you!' with a savage laugh.

As they fled the minotaurs powerful legs drove it's horns into a fleeing youngsters back, as he went down the monster finished him with his ax. This gave the overwhelmed survives a chance to flee into the forest. The rest of the day and long into the night they played a deadly game of cat and mouse. The creature claimed two more of the young elves in the night leaving just one, who tired to loose the beast by hiding a river bed . The young warriors covered himself in the rich black mud and leaves and waited for the beast he knew would come, if he was to die he would die like a warrior he vowed . As the beast came to the rivers edge sniffing the air for his prey the young warrior sprung his ambush, driving his spears deep into the monsters flesh. His spear was snapped and with a bellow the minotaur brought
its ax down upon the young warrior laying open the boys cheat. But the beast's hit was not a solid one, and the youngster fell to the ground rolling toward the river. The young warrior got to his feet determined to die fighting, he screamed with fury and set his broken spear into the earth as the bleeding minotaur charged.

When he awoke the beast was dead laying atop him impaled by its own power. With his dagger he sawed off the beasts head and slowly limped his way back to the village. when he arrived covered in black mud and leaves carrying the head of an monstrous beast it caused a bit of shock. Hie told his tell and warriors search the forest for the bodies of the fallen. On the next moon bruised and still healing the warrior stood with the elders as he was handed the monster great ax as he trophy and a reminder of the savagery one must call upon to survive . Then there, before all the tribe was granted the name Blackleaf .

Sometime after becoming a full member of the tribe, Blackleaf started upon the path to becoming one with his inner self. While most Civilized elves know this path as the brightness, those of the savage tribes who embark upon this path know it by another name, the Ruija.

Ruija is a ritual that these tribes feel amplifies the path. It is a long and sacred rite, few began and even fewer complete. It is a time of deep soul searching, traveling the deep forest alone, fasting and ritual tattooing. Though visions, and foretelling by the elders , the sacred Ruija make is designed. Some are small, other are large, some like Blackleaf's cover much or all of the body and can take months or years of painful marking rite to complete. Once complete the bearing is then ready to embark upon his path.

After his mark was complete, Blackleaf found he was spending more time away from the village. Drawn by his own wanderlust and soul searching,each trip he would go father and farther from the village. Driven by stories and legends of the great world beyond his home, he was soon spending days then weeks away the forest. With in a few years he was traveling to the uplands outside the forest and a few after that left his home land to explore the world, driven by his Ruija.

He traveled as far as he could all the way to the Valashu river. From there the traveled down river, in time he made it to Riddleport. There he made a few friends among the sailors and trades folks even if he did stand out .He made money by hunting game and some times a little muscle at the docks. Always wonder lust drove him even to the sea , wile not a great sailor, he was strong and fierce .He spent three years among the crews running up and down the seas ,never really getting very good but always there to lend muscle, climb the mast or to put his fists or ax to use in a fight.

After a while his lust to see things got the best of him and something about the lands south called to him. So with his Ruija itching Blackleaf signed onto a ship called the Jenivere Headed for the city of Sargava at the edge of the Mwangi Expanse. While he does not know what awaits him within that savage land, Blackleaf's Ruija is afire with need to feel it, with need to walk it, smell it ,taste it and grasp it in his hands.

Also if I have how you do combat right, you roll the Init, arrange it, then the pc's post attacks and you change things {attacks,actions and such} if needed correct?

Dark Archive

All right, here's a Cleric for the game. I'll be at GenCon this coming week, so I may not be available until Sunday evening.

RPG Superstar 2011 Top 4

seekerofshadowlight wrote:
Also if I have how you do combat right, you roll the Init, arrange it, then the pc's post attacks and you change things {attacks,actions and such} if needed correct?

That's right. In an effort to speed the game up, which has been working pretty good so far. I'll try to match the original actions as close as possible (if not just copy and pasting them). Some people like to give good descriptions, others just post their attack and damage rolls and have me work the description.


Just checking, I do it the same way. So I have no issue with it :)


I'm in SdF's Kingmaker campaign, and his process works pretty well. It is very helpful in another regard; if you are lower in the initiative, you can post a couple of options depending on how things change in the round, and he selects the appropriate one (or makes it up based on your intentions as extrapolated from your post) and moves forward with it. It really helps keep the combat moving.


I do combat very close and yes it does keep it moving fast. It keeps the stalling down,which as ya know stalling in a pbp is death


Hey SdF what's up, loving your MotFF game. Here is my alias application - Fi'Vannali is a rogue build initially, but is really more of a big game jungle hunter than thief. She will eventually go shadowdancer if she lives, and if you are allowing material from the "Pathfinder Chronicles Campaign Setting" I plan on taking the Focused Shot and Sniper Shot feats at later levels. If not, no big deal just been itchin' to use those feats with this particular build. Anyway good luck choosing, I'm sure you'll have plenty of submissions to scrutinize.

Thanx,
Keenword


Hey Keenword, there is a feat called Focused Shot in the APG.

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Feat: Focused Shot (Combat):
Your anatomical insight adds deadliness to your shots. Prerequisites: Int 13, Point Blank Shot, Precise Shot. Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.

Rogue Talent: Sniper’s Eye (Ex):
A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.

Rogue Talent: Survivalist:
A rogue with this talent adds Heal and Survival to her list of class skills..

Class Options, Sniper might help. Here's their first level ability.

Accuracy (Ex):
At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.


Here's a start on Zo's character sheet. As you can see from her Recent Posts tab, a different version of her ran in another PbP for while before the DM disappeared. It was disappointing, because she was a character with secrets, and I didn't even have time to figure out what they were exactly. :)

RPG Superstar 2011 Top 4

I notice you're missing traits and a feat. Everything else looks fine for application.

Class Option, Cutpurse might interest you, here's the first level ability.

Measure the Mark (Ex):
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

New Steal combat manuever:
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.
If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.

I'm having fun exploring new class options in the APG if you can't tell....


are we suppose to also do char sheets or just background for now?

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seekerofshadowlight wrote:
are we suppose to also do char sheets or just background for now?

If you want to, but it's not required. I provided the character building information because I know some people like to make their character in addition to background. I would end up answering all those questions anyways.

I don't want anybody to be annoyed at having spent an hour or two working on a character only to be turned down. Some people can create an in-depth background that tells me everything I need to know about the character (such as yourself) easier than building an alias (something I can do in like half an hour).

Dark Archive

And then there's people like me - if I don't do both things start getting...strange.


I am not much of a crunch person. I always want background first and as I do not have the AGP yet so I thought I would just do background for now


Since I was repurposing a character from a defunct PbP, I just thought it would be less confusing to go ahead and level her back down to 1. If I'd had to make up a new alias, I wouldn't have bothered until I knew whether I'd been selected or not. :)


I (unfortunately) am the opposite of Seeker. I am a mechanics person and have the worst time with backgrounds. The way people on here can just vomit out a background just amazes me. You people have a gift.

I'm going with a Mwangi elf ranger of the Ekujae people. I'm using Hero Labs to fix him up (what I can anyway) so when I get him done I'll get him pasted over in a profile. Hopefully in the next couple of days.


Typically:

I begin with a mechanical concept, as I work with my character, I begin thinking of background, as the background develops I tweak the character back and forth to match my mechanical and background concept.


Barrdyn Klymeth is a Chelish mercenary who has decided to leave his home city of Egorian in a bid to discover fame and fortune for himself, leaving his family far behind.

Alignment: Lawful Neutral

Personality:
Barrdyn is a taciturn human who prefers intellectual tactics towards sheer brute force. He has a preference for opera and wine, moving against the mercenary archetype of a boorish lout with little thought for anyone but himself.

Description:
When striding into battle, Barrdyn is a sight to behold. Adorned in gleaming armour, the item which stands out the most is his barbazu beard helm. When in a more social setting, he'll wear well-fitting clothes in the current fashion and his facial hair is always well kept.

Background:
Barrdyn's family are one of minor nobility, albeit with a home estate within Thorntown rather than Hell Hound Hill. Barrdyn's own ambition is to garner enough fame and fortune as a mercenary to return to Egorian a triumphant man, gain the eye of House Thrune and elevate his house up into the aforementioned Hell Hound Hill. Perhaps understandably, Barrdyn is a wary man when it comes to both magic and contracts, and shall study both intensively in order to ensure he isn't being moved into a position that is a detriment to himself.

Barrdyn isn't easy with trust, but when he finally feels he can trust someone implicitly then he'll defend them, even to his own cost. At the moment, he only trusts a few of his closest family in such a manner.

The Exchange

Aye Aye! Yuuwa Majid is interested in joining your crew. I've seen plenty of water in my short life time, I figure I should find out what you landlubbers cry for in your sleep when the waves and winds get frisky.


I've got a concept for a Chelish Wizard (Diviner) fresh from the academy who wants to search the jungle for lost ruins and artifacts. I'll post something up in a little bit.


If only Ojibwe could figure out how to pay for passage on the ship...


Here's the basics for markofbane's offering. Tragershen is an elven wizard, and his backstory is in his profile. I will finish statting him up a little later.

EDIT: Would you allow two traits from the Serpent Skull Player's Guide? For this character, Mwangi Scholar is a must, but I was thinking of taking a second: Boarded In Cheliax. During his decades of fascination and research into the Mwangi Expanse he would have developed a map pieced together from various sources and saving up for some extra mundane gear to face the Expanse with.


Tragershen wrote:
EDIT: Would you allow two traits from the Serpent Skull Player's Guide? For this character, Mwangi Scholar is a must, but I was thinking of taking a second: Boarded In Cheliax. During his decades of fascination and research into the Mwangi Expanse he would have developed a map pieced together from various sources and saving up for some extra mundane gear to face the Expanse with.

That's funny, I was thinking of using those two myself, but decided to see if Marik could purchase a masterwork map that might bestow the same bonus to Geography. The extra gold would be nice but not necessary.

Still a work in progress
Marik Whiterose

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Tragershen wrote:

Here's the basics for markofbane's offering. Tragershen is an elven wizard, and his backstory is in his profile. I will finish statting him up a little later.

EDIT: Would you allow two traits from the Serpent Skull Player's Guide? For this character, Mwangi Scholar is a must, but I was thinking of taking a second: Boarded In Cheliax. During his decades of fascination and research into the Mwangi Expanse he would have developed a map pieced together from various sources and saving up for some extra mundane gear to face the Expanse with.

I think under the circumstances Mwangi Scholar serves well as a general background trait so those two are fine together.


Alias created.


Still needs work but this is what I got right now.

Tar'kanas


Corso from Kingmaker here.

I changed a few things about the proposal I made some time ago (20 pt buy, traits, gender!). I tied the background a little better with the colonists interests.

Might change a few things after I get the *sigh* APG.

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