Jlighter's Serpent's Skull Group - OOC Discussion


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Shadow Lodge

Undead masquerading as Human

Hello, members of my Serpent's Skull group. That would be John Spalding, Torolf, RaFon, Sir NotAppearingInThisFilm, and Strella (pending response). If you are not one of those people and I have not authorized you to be here, please leave this thread immediately.

As far as the Serpent's Skull Player's Guide. It's a free download here at Paizo, so I'd recommend you download it and get to know the possibilities and beginning information. It includes recommendations about ways to idealize each class (including the APG classes, although not including Magus) for this campaign. It also includes the campaign traits for this campaign, all relating to the Jenivere, the ship you will start on. If you do not want to download it, I can send it to you as a file or I can re-create the necessaries here. Here is also where you can discuss how you'd like the party make-up to go, who's doing what, back-story ideas, etc. I give bonuses for good back-stories.

I won't open up the campaign thread until you all have declared yourself ready here. So, with that in mind, go for it. Put together your party, decide relationships, etc.

Liberty's Edge RPG Superstar 2011 Top 32

I am open to change, but I would like to play an Alchemist. That puts me pretty firmly within the skill monkey role as the class has a bunch of Int, lots of skills points, and a solid list. The only thing it lacks is the ability to disarm magical traps (which RAW, only a Rogue has). Mechanical traps he can do. I plan on covering that and the survival/knowledge nature skills.

I plan on taking the Mwangi scholar train, and probably boarded at Ilizmagorti.


This is great . Glad to be here. Originally I planned to be a scholarly kind of Bard. But with John Spalding taking a scholar's role, would it be cool for me to play a tough-as-nails rogue?

Maybe a wine-sodden Dwarven rogue who got stuck in a barrel in Ilizmagorti- and inadvertently finds himself out at sea?...or something like that?


If it's ok with everyone, I'll play a human sorcerer from the Shackles, following up on years of strange dreams of ancient ruins deep within the jungle. Or if we lack a fighter, fighter or ranger would be my follow-up choice.

Shadow Lodge

Undead masquerading as Human

I think RaFon was intending to play some sort of raw combat type, but it sounds like you have a good start. Keep going.


Now that I seem to have abandoned the path of a cultured scholar...I choose instead to play the misfit.. As long as that's OK with everyone here.
I don't see the character as a skill monkey rogue (although she will have good burglary/sapping skills) I see her more as a ne'er- do-well with classical dwarven gold-lust. Chaotically aligned. I want her to be a tough cookie - as well as an opportunist with her axe blade.

I haven't decided on the character's gender.

Backup option: Fighter

If we take our first choices so far - i'd say we need someone with strong fighting skills and someone to guide us through the wilds.

Shadow Lodge

Undead masquerading as Human

Thing to consider while making your characters. Download the Player's Guide here. Take a look at the descriptions of ways to build various classes to idealize them for this campaign. That might give you ideas for what to end up playing. Still, don't feel restricted. Play what you want to play, and things should be able to shape themselves to you as a party.

Liberty's Edge RPG Superstar 2011 Top 32

Strella wrote:


If we take our first choices so far - i'd say we need someone with strong fighting skills and someone to guide us through the wilds.

I have Survival and Knowledge nature more or less covered. If someone else has knowledge geography the guide part will be covered.

Edit...it seems we really need a healer. If you go as a rogue, I might switch to a cleric. It would help us cover the bases.


Hello. Just got home after working a double. Don't worry this is by far, not the norm. I plan on getting my character up by, hopefully, mid-day tomorrow.

I was planning on playing a fighter or paladin. I will know better after I look at the player's guide.

Look forward to playing with everyone!


John Spalding wrote:
Strella wrote:


If we take our first choices so far - i'd say we need someone with strong fighting skills and someone to guide us through the wilds.

I have Survival and Knowledge nature more or less covered. If someone else has knowledge geography the guide part will be covered.

Edit...it seems we really need a healer. If you go as a rogue, I might switch to a cleric. It would help us cover the bases.

Of course, John. We need a healer. But it seems you would then lose the opportunity to play the Alchemist...and with a party of 5 we cannot afford to overlap too much. We should'nt have 2 skill monkeys.

Since I was the one who changed my mind to create the conundrum...please make the choice for us. If you really wish to play an Alchemist I will be more than happy to play a cleric. (really - I love to play a cleric). If you think we are better served with a rogue rather than an Alchemist , allow me to play the rogue and you play the cleric. How's that?

A diplomatic solution. Maybe I should play a cleric. lol

Edit...I think we can get by without the ability to disable magical traps. We can't do everything after all. I am looking at some domains now. I'll wait to hear what you have to say..

Shadow Lodge

Undead masquerading as Human

Depending on how things go, and on if Torolf joins us here, I may have a lead on somebody willing to play healer. We'll give Torolf a chance to catch up with things before we resort to that, though. Just throwing it out there.

-Edit-

I seem to remember Torolf being interested in playing a Summoner.

Shadow Lodge

Undead masquerading as Human

And for those of you looking at your possible character traits, I have another one to add to the list of Social Traits, courtesy of one of your fellows in the Second Darkness campaign.

Family Heirloom
You received as a gift, whether through an inheritance or a family tradition, an heirloom. This heirloom is a treasured family item that was passed down to you by an elder relative upon the closing of one part of his or her life. This closing can take the form of death, retirement, or even something such as no longer being the youngest member of the family. The family heirloom is a mundane item of no more than 100gp in value, and can take the form of a weapon, a piece of armor, a spell-book or holy symbol, or any other item that bears special family significance to you and/or your family. If it is a weapon or armor, you gain proficiency with that one item and identical items (i.e. bastard swords or chain shirts). If it is a spell-book, you can read it, although being able to utilize it requires being able to utilize spell-books.

Feel free to ask questions about special considerations. The player responsible for my making this addition asked about an heirloom weapon, and justified it with back-story, so I was willing to create a character trait to make it possible. I'm willing to consider other suggestions, provided they are of a level with other character traits and can be justified in such a way that they can apply to multiple people. For those who want to check, the above feat is loosely based on a campaign trait from Kingmaker and one of the existing social traits combined.

I will give bonuses for good back-story, and I'm willing to add additional house-rules depending on justification. Feel free to make suggestions.

Shadow Lodge

Undead masquerading as Human

For Alchemists and Witches, there are a couple of additional resources available. Unfortunately, there are no equivalent resources that I know of for the other classes. Still, there are feats in the two resources that could be valuable to more than one class, excepting those that are dependent on certain class features. These extra resources are:

Advanced Feats: Secrets of the Alchemist
Advanced Feats: The Witch's Brew

If you wish to take a look at these, they are available for purchase on the front page at present, or I can send them to you if you e-mail me at the previously listed e-mail address. There are feats that are interesting, and they contain what seems to be a fair appraisal of their respective class, as well as interesting builds for different arch-types of the classes.


Strella wrote:
John Spalding wrote:
Strella wrote:


If we take our first choices so far - i'd say we need someone with strong fighting skills and someone to guide us through the wilds.

I have Survival and Knowledge nature more or less covered. If someone else has knowledge geography the guide part will be covered.

Edit...it seems we really need a healer. If you go as a rogue, I might switch to a cleric. It would help us cover the bases.

Of course, John. We need a healer. But it seems you would then lose the opportunity to play the Alchemist...and with a party of 5 we cannot afford to overlap too much. We should'nt have 2 skill monkeys.

Since I was the one who changed my mind to create the conundrum...please make the choice for us. If you really wish to play an Alchemist I will be more than happy to play a cleric. (really - I love to play a cleric). If you think we are better served with a rogue rather than an Alchemist , allow me to play the rogue and you play the cleric. How's that?

A diplomatic solution. Maybe I should play a cleric. lol

Edit...I think we can get by without the ability to disable magical traps. We can't do everything after all. I am looking at some domains now. I'll wait to hear what you have to say..

I think if strella does switch to cleric, you should stick to the premise of waking up on shipboard in a barrel - that's an awesome concept. Drunken-cleric-in-a-barrel just as good rogue-in-a-barrel :)


Finally dragged myself out of bed. Getting started on my character. Question..this is only the second time I've used the point buy system and I was wondering if we have an 8 and an 18, and I want to boost the 8 up to 10 does it cost anything? In the PFCRB it says 10 is 0. Just want to make sure I am doing this right.

Thanks

edit: Also, how many traits do we get and are we using any other of the "new rules" from the APG?

I know I ask a lot of questions. I am still new to Pathfinder and haven't quite got all the rules under my belt yet (one of the reasons I wanted to do a PBP). Any help would be great! I promise, once we get going I will do my best.

Shadow Lodge

Undead masquerading as Human

To answer your first question, RaFon, this is a variation on point-buy. You get a free 18, but you have to take an 8 to get the 18. You can't buy the 8 up with the ability points. You do have the option, though, of boosting it with racial ability mods. Example:
Elf Rogue
Str 10+2(2points)=12
Dex 18+2=20
Con 10+2(2points)-2=10
Int 8+2=10
Wis 10+4(5points)=14
Cha 10+1(1points)=11
This is just a quick example. The 8 can go up, but through the racial modifiers. Points are only spent to modify the scores that start as 10s.

Second question. We're only using the Character Traits from the "New Rules" section. You get one trait that has to be a Campaign Trait (from the Serpent's Skull Player's Guide), and one trait that can be of any of the other types (Combat, Faith, Magic, Social, Racial, Regional, Religion). If you take the Additional Traits feat at any point, you gain two more Traits. In addition to the Traits listed in the book, I've created a new Social Trait and added it above: Family Heirloom. I'll do similar things for any of the odd races available should anybody want options as far as game-play (odd races are Goblin, Orc, Kobold, Tengu, or modified Tiefling/Aasimar).

Don't worry about asking questions. This is both the place and time to be doing that. I'm happy to clarify any points that come up.

Side note: I'm very amused by the concept of a Dwarven Cleric floating in a barrel of alcohol. Cayden Cailean worshipper much?


Sir NotAppearingInThisFilm wrote:


I think if strella does switch to cleric, you should stick to the premise of waking up on shipboard in a barrel - that's an awesome concept. Drunken-cleric-in-a-barrel just as good rogue-in-a-barrel :)

I know it would make a fun start to have a pickled dwarf emerge from a barrel....but in the long run I think I might prefer a more charismatic character than the dwarf rogue. I'll see what I can do about the barrel intro - I`m working on that. I would like to see an Alchemist in action too. So right now I am leaning toward a healer. I'll wait for John to weigh in on his feeling about playing the Alchemist.

I am considering a Zenj Medicine Woman(Deity: Gozreh Domains: Plant:Growth and Weather:Seasons).

Edit: Dwarven Alcoholic priest and an Alchemist? They could start a distilling business - if the Dwarf doesn't pickle himself to death first.

RaFon wrote:
I want to boost the 8 up to 10 does it cost anything? In the PFCRB it says 10 is 0. Just want to make sure I am doing this right.

It will cost you to bump up that 8 to 10 in a sense that you will lose the extra two points you get for having the low 8 score.

Go to PFSRD: Ability Score Costs.


Wow, these posts fill up fast! Strella, you don't need to switch to cleric; I'm perfectly happy playing as an oracle or witch, so long as someone is covering combat specialist.

Also, a note on my schedule; I'm a nurse, and work odd and unpredictable hours. I should be able to do the post a day thing, but sometimes we get stuck doing unscheduled doubles and things like that, and I won't have internet access while at work.

Shadow Lodge

Undead masquerading as Human

Strella, the 8 is locked as part of this particular house rule. You can't buy the score back up to a 10 in this case. Taking an 8 in this case grants you an 18. You then have 10 points to spend on the other four ability scores. My apologies if this was confusing before.

Torolf: Being in Theater, I understand odd and unpredictable hours. Do the best you can with your schedule, and we'll make things work.


Male Human Paladin/1

This is the character I am working on. Hope his okay with everyone.
-RaFon

Liberty's Edge RPG Superstar 2011 Top 32

I would really like to play an alchemist and in particular a half-orc one. It looks like the healer angle is getting covered.

My character isn't a terrific mellee fighter due to low AC and and mediocre HD, but I do have a martial weapon and an 18 str. I may grab a level of fighter for the armor proficiency and because it fits the character. I should be a passable back up for RaFon


Okay, half-elven witch it is; Technically yes, I'll have charisma, but it'll be my 8. If I could buy it lower, I would; I'll be that type of witch.

Even if I wouldn't have minded some backup healing, reading the player's guide, I'm just as happy someone in the group will be able to track.

Edit: Jlighter, is there a way to send private messages on this board? I had some questions I wanted to run by you.


I am finding it hard to decide at this point who this dwarf is going to be - who mysteriously emerges from a stinking barrel.

I am going to wait it out and see what you guys come up with.

Shadow Lodge

Undead masquerading as Human

Torolf, I suppose if you want to buy your 8 down to a 7, you can. It will garner you an extra 2 points to play with on your other scores. Part of the reasoning behind it was that to excel in one area, you must be somewhat deficient in another. I guess you can emphasize that if you so choose. Would you like to look at the Witch's Brew book?

As far as I can tell, Paizo does not support any kind of private message system. Any private questions can be asked through e-mail: profusehairboy@gmail.com.


Male Human Paladin/1

Having a hard time deciding where to put the 8, which will be 10 when I add my +2. Any suggestions?


Put your 8 in Wisdom and give your +2 to me, my sweet. *cackles*


Torolf wrote:
Put your 8 in Wisdom and give your +2 to me, my sweet. *cackles*

Lol. Don't know how much that would benefit me. Too hard a decision.


I'd say an int of 10 wouldn't have any drawbacks, except missing out on a skill point or two.


Sir NotAppearingInThisFilm wrote:
I'd say an int of 10 wouldn't have any drawbacks, except missing out on a skill point or two.

That was my thoughts, too. Thanks!


Usually Strength would be my dump stat, but I could see how a warrior might want to avoid that. If you go with an Int of 10, just remember you won't get any bonus languages, which could prove problematic.


True, but not sure what else I could drop.


Well, if I understand your background correctly, you could put a 10 into Dex; with heavy armor penalties, it might not matter so much in the long run anyway.


Torolf wrote:
Well, if I understand your background correctly, you could put a 10 into Dex; with heavy armor penalties, it might not matter so much in the long run anyway.

That's a thought - your ac might not be affected much at all, and there's several non-melee types in the party to cover the ranged attacks.


Torolf wrote:
Well, if I understand your background correctly, you could put a 10 into Dex; with heavy armor penalties, it might not matter so much in the long run anyway.

True..he probably wouldn't be too concerned about dodging anyways...CHARGE!

Thanks...again.


Yeah, I'm a little worried about one of our 'non-melee' types ranged attacks in the jungle. Still, all those bombs flying around will keep things interesting, eh?


Well. I have been thinking of that dwarf and how he got here in this barrel.

If we need a healer I can play him as a cleric of Cayden Caylean. But he will not be a strong combattant if that is the case.

Otherwise I would play him as a Ranger with some healing skill - a strong combattant.

Either way he will have survived hardships before ending up in the barrel. He`ll be tough.

Any thoughts?


Strella, go with your ranger. Between hexes, spells and skills (what do you mean you can't use intimidate for synergy on heal checks?), I think I've got the healing part down. As long as the group keeps me functional, anyway :)

Also, I can't seem to find how many spells the witch starts knowing. I seem to remember that you start knowing two 1st level spells and APG seems to imply that your familiar knows all the cantrips. Other than starting spells and feats, I think I'm done, and a couple questions I'm waiting for answers from, I'm set.

Speaking of questions, the half-elf has a favored class option that allows an additional spell to be known by the familiar with each level, as long as it's one level lower than the highest level to be cast. But if your familiar starts off knowing all the cantrips anyway, it sounds like a waste for the first two levels.


Male Human Sorcerer 2 Arcane Bloodline

Almost done with my sorcerer - just need to double check skills 'n stuff later.

Shadow Lodge

Undead masquerading as Human

Afternoon, all. Sorry I haven't been on in a while. I came up with something that might make things a tad interesting. It sounds like most of you are done, but for what it's worth, I'm adding another race to the mix if people want to change it up. One of my favorite races adapted for Pathfinder:

    Changeling

    Racial Traits

  • +2 to One Ability Score: Changelings get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Shapechanger Subtype: Changelings are humanoids with the Shapechanger subtype.
  • Medium: As medium creatures, Changelings have no special bonuses due to their size.
  • Changeling base land speed is 30 feet.
  • +2 on saving throws against sleep and charm effects. Changelings have slippery minds.
  • +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as dopplegangers can, they can intuitively read body language and attitude with surprising accuracy.
  • Natural Linguist: Changelings add Linguistics to their list of class skills from any class they adopt.
  • Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

And, to answer one of your questions, Torolf, look in the chunk labeled Witch's Familiar under the level table. A Witch's familiar stores all cantrips (0-levels) and 3 1st-level spells, +1 1st-level spell/point of Int bonus.


Male Human Rogue/7

Character is complete. Ready to start whenever. How are you handling character adbancement? Are we on the slow, medium, or fast track?


Male Human Paladin/1

Character is complete. Might want to cheak it over to make sure I did everythign right. Ready to start whenever. How are you handling character advancement? Are we on the slow, medium, or fast track?

Shadow Lodge

Undead masquerading as Human

You might want to take a look at your CMB and CMD scores. You apply your full strength mod on those, not a partial one. And how in the name of Sarenrae are you getting a +10 Initiative mod?

We'll be using the Medium XP track for this.


Male Human Paladin/1
jlighter wrote:

You might want to take a look at your CMB and CMD scores. You apply your full strength mod on those, not a partial one. And how in the name of Sarenrae are you getting a +10 Initiative mod?

We'll be using the Medium XP track for this.

Woops! Lol. Got it fixed.


I thought this had been asked already, but I don't see it in this thread. How are we handling starting gold? (Don't see a listing under Witch)


Half Elven Witch/1
Torolf wrote:
I thought this had been asked already, but I don't see it in this thread. How are we handling starting gold? (Don't see a listing under Witch)

Test Post to see if this alias thingy is working.

Shadow Lodge

Undead masquerading as Human

Mkay. So, to answer the question of starting gold, I think it wasn't actually covered in this thread. It was in the original thread that spawned this one. But, classes by starting gold values:

35 gp : Monk
70 gp : Druid, Sorcerer, Summoner, Wizard
105 gp : Barbarian, Bard, Alchemist, Oracle, Witch
140 gp : Cleric, Rogue, Inquisitor
175 gp : Fighter, Paladin, Ranger, Cavalier

These amounts are in addition to that basic kit that I gave to everybody free of charge: Backpack with 1 days rations, waterskin, sack, flint and steel, dagger.


Here is the profile for our Dwarf Ranger assuming he has equipment.
This is still in the rough....

A backstory and a detailed description will have to wait until tomorrow.
One of his traits is tied into a special item he has....requiring GM approval of course.

Shadow Lodge

Undead masquerading as Human

I like that you've put your character sheet up, even if it is the rough draft. I have to say, though, that there is a bit of an inconsistency with what was decided as far as ability score generation. The method we were using was a 10-point buy, with a guaranteed 18 and 8 (unless you want to drop the 8 lower). That leaves four scores of 10 to spend points on. Yours seems to be based on purely a 20-point buy, if I'm not mistaken. Would it be possible for you to shift things to be in line with the 18/8 method? Also, a couple of things seem to be inconsistent with your modifiers as statted. Your Initiative says you have +2 from Dex, but your Reflex save says +1.

Other than that, it looks good. Would this blessed tankard of yours give you any other abilities, or is it just functioning as holy symbol and powering your Gift of Cayden trait?


Regarding the 18/8 method. Sorry, but I must have missed the post explaining how it works.
18 would be by CON score. 8 would be for CHA.
What do I do with my Racial Bonuses? (20CON? yikes)

As for the blessed tankard. I thought of it as a way to tie-in a trait which grants the character the purify food/drink Orison which helps him to survive.

Other than that it can be used as a container for soup, water, beer, etc. lol.

Should it do more? Something to think about.


I looked back and read your earlier post explaining the 18/8 point buy system, jlighter. I really wanted this guy to be tough above all else. So that gives him a 20CON !

Since his CON is going to be 20....and since he is a desperate slave on the run...that would make him a Barbarian! rather than a Ranger.
I invested a skill point in HEAL. If you allow it, can he have this as a class skill using one of the available traits? ("Wilderness First Aid")

As for the blessed tankard and its associated trait. Can he have this in addition to the two traits he already has? It is not a family heirloom. (He would have lost all of his possessions as a slave.)
If not I will have some decisions to make.

I have him arriving on the scene with nothing but a battered tin tankard, a really smelly loincloth....and his life! Description included in the profile.

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