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Those are fine times for me.


Those times work for me.


Sounds good.


See everyone in a little while.


I'm heading out shortly but I won't be able to make it by 6. I will arrive before 7PM.

Osirion

Players Guide to the new RotR here.

The old one, which, IMO, is far more useful for getting a feel for the area and its themes and flavor, is here.

Both are free, natch, 'cause Paizo rocks that way.

Right now, I'm bouncing between clerics of Abadar, Erastil or Shelyn. I'm not in a 'Desna' sort of mood, and Gozreh and Sarenrae aren't doing it for me.


Me and Doodlebug talked about maybe a pair of miscreant siblings, one fighter with rogue dip, one a rogue with fighter dip.

I'm also cool with a magus or a bard.

Osirion

Neat way to tie things together, with one brother (or adoptive brother, or just childhood best friend) going for the soldier-y / guard training, and the other being the troublemaker who learned what he did on the streets, and then the two coming to appreciate their respective talents, and begin to adopt some of each others skills.

Teamwork feats might be a good thing to look at, if you can find a feat to spare. Precise Strike (+1d6 precision damage when you attack a foe that yourself and someone else with this feat are flanking) and Outflank (+4 flank bonus to hit someone that you flank with an ally who also has this feat and you get an AoO against a target that a flanking ally with this feat hits critically) are kinda neat, for instance.


Set wrote:

Neat way to tie things together, with one brother (or adoptive brother, or just childhood best friend) going for the soldier-y / guard training, and the other being the troublemaker who learned what he did on the streets, and then the two coming to appreciate their respective talents, and begin to adopt some of each others skills.

That's exactly what I said but it turns out neither of us wanted to play the "good cop".


Yeah, playing law-enforcement types might be a stretch for me.

I was also thinking that we should be identical twins, that we could show up and swap character sheets and nobody would know the difference!

As per Set's recommendation about Teamwork Feats: Grimmy, take a look at Feint Partner in Ultimate Combat. Sounds badass for a pair of fighter/rogues, methinks.

---

Also, I don't recall where the second Mike or Dragon_r live, but the majority of us seem to be Nashua-ites.

If we could relocate to Nashua (The Comic Store?) it might be less of a drive for Grimmy.


I live in the Macnhester area, but work in Husdon. So relocating is not a problem for me.
Also I was thinking about either Inquisitor or a Barbarian. Leaning more toward the Inquisitor.


Flipped through the Rise of the Runelords Player's Guide, followed the traits back to the APG and decided that I've got Black Sheep and am connected with local bitter nobleman with organized crime connections, Titus Scarnetti.

Youse guys better not mess with me!


Dragon_r wrote:

I live in the Macnhester area, but work in Husdon. So relocating is not a problem for me.

Also I was thinking about either Inquisitor or a Barbarian. Leaning more toward the Inquisitor.

Not telling you what to do or nothing, but a Shoanti barbarian would be wikkid ossom!!


Set wrote:

Players Guide to the new RotR here.

The old one, which, IMO, is far more useful for getting a feel for the area and its themes and flavor, is here.

Both are free, natch, 'cause Paizo rocks that way.

Right now, I'm bouncing between clerics of Abadar, Erastil or Shelyn. I'm not in a 'Desna' sort of mood, and Gozreh and Sarenrae aren't doing it for me.

I know the feminists aren't big on Erastil, but I think he's pretty alright.

A priest of Abadar and a couple of Mafia-connected fighter-rogues would make some pretty interesting drama, though...

I don't really have a good feel for Shelyn or Desna or Gozreh. Sarenrae is pretty awesome.


Doodlebug Anklebiter wrote:
Dragon_r wrote:

I live in the Macnhester area, but work in Husdon. So relocating is not a problem for me.

Also I was thinking about either Inquisitor or a Barbarian. Leaning more toward the Inquisitor.
Not telling you what to do or nothing, but a Shoanti barbarian would be wikkid ossom!!

IIRC, the other Mike was thinking of a barbarian--

I picture the party now: two hoodlums, two barbarians and a priest of civilization! It's like a sitcom in the making!

Osirion

1 person marked this as a favorite.
Grimmy wrote:
Set wrote:
Neat way to tie things together, with one brother (or adoptive brother, or just childhood best friend) going for the soldier-y / guard training, and the other being the troublemaker who learned what he did on the streets, and then the two coming to appreciate their respective talents, and begin to adopt some of each others skills.
That's exactly what I said but it turns out neither of us wanted to play the "good cop".

Random tweaks;

Ah, but what if it wasn't 'good cop, bad cop,' it was 'bad cop, worse cop...'

Perhaps the guard brother got into that profession mostly by accident (knocking out a rabble-rouser during a barfight and unintentionally preventing a smallish riot, being touted by the barkeep as 'the hero of the day' who saved his livlihood), and ended up using his position and unearned reputation for being all law-abiding and reputable and stuff to give his sneaky brother tips on what places were being patrolled tonight, and which local merchants hadn't paid a corrupt faction of Magnimarian city guards their protection money and were 'open season' to rob this week.

The guard could be, ironically, the more corrupt of the two, having abused his (oh so limited) authority, while the thiefly brother was more about stealing to survive and has a 'heart of gold.' (or, at least, slightly tarnished silver...)

They left Magnimar when the (relatively small) corrupt guard faction was caught up in a sting operation, and the rogue ended up showing the guard a smuggling route out of the city, just as the hammer dropped on his fellow corrupt guards. It's been a year or two and 'the heat has died down' (and the ex-guard brother changed his appearance significantly enough that he's unlikely to be recognized if we end up passing through Magnimar again).

Alternately, the corrupt guard brother was the one who ratted out his fellow corrupt guards, sensing that their little scam was already being investigated, and 'cut a deal' to save his own skin. But, snitches get stitches, as they say, and he found himself both unloved and unwelcome among the loyal hard-working honest guardsmen, and having made a few enemies among the friends and family of the corrupt guardsmen who ended up getting incarcerated in the raid...

Lots of way this could go.

Perhaps the guard ended up warning the rogue that the hideout of his little pack of hoodlums was about to be raided by the authorities, and they left together, abandoning both guards and rogues to a messy fight they wanted no part of.

Change Magnimar to Riddleport (both members of rival gangs, that, when they went to war, both abandoned their 'loyalties' rather than fight each other, or participate in a fight that could get one or both of them hurt or killed) or Korvosa, and the flavor changes, but the essentials are still usable.

Osirion

Doodlebug Anklebiter wrote:

IIRC, the other Mike was thinking of a barbarian--

I picture the party now: two hoodlums, two barbarians and a priest of civilization! It's like a sitcom in the making!

The priest would then be were he can do the most good! Bringing enlightnment to the savages!


Good stuff about bad cop/worse cop, Set, but I see myself more like Marlon Brando in On the Waterfront--I was a promising rapier up-and-comer ("I coulda been a contendah!") who has since found himself on hard time, working odd jobs for the local Mafia boss. (Titus Scarnetti--what an awesome name!)

I think I'm also going to have a pregnant wife and, let's say, 5-yr-old twins.

You can use and abuse them as much as you like, DM Astraldoh.


Dragon_r wrote:

I live in the Macnhester area, but work in Husdon. So relocating is not a problem for me.

Also I was thinking about either Inquisitor or a Barbarian. Leaning more toward the Inquisitor.

You think your inquisitor would have the same deity as set's cleric?

Osirion

Set still hasn't picked a diety, so that might slow him down.

On the topic of backstories, my own suggestions for the 'brothers' sort of lost the thread of us going for 'heroic' not 'greater hive of scum and villainy.'

Whatever reason we've got for ending up in Sandpoint (on the lam (falsely accused, one hopes!), fleeing creditors, seeking a new life, just passing through, general Varisian wanderlust, etc.) we should have individual motivations (maybe not alignment based, but based on some of the townsfolk reminding us of people we care about, or whatnot) for helping these people, and not looting the place in the confusion and running the first time something adventurous happens to distract them. :)


Don't worry, if I end up playing a scoundrel/wrong side of the tracks kind of guy he will only be like that because those were the cards he was dealt. Maybe made some bad choices, maybe dislikes authority but most of the trouble he was in would have been due to circumstances that were thrust upon him. First chance to do something heroic he would be all about it, no looking back. Like you said, heart of gold or at least tarnished silver.

I'm a bit of a softie as a player, can't even stomach coup de graces.

Anyway I'm just as likely to play a magus who's fascinated in thasilonian ruins, when I DL'd the players guide that's what jumped out at me.


I'm planning on being from Sandpoint. Even if Grimmy doesn't want to be my brother...:(


1 person marked this as a favorite.

You know what, f!#! it, my character name is Terry Malloy. My wife's name is Stella and I've got three boys: Sonny, Fredo and Michael.

Spoiler:
My parents were stolidly upper middle class. Probably well-to-do merchants, specializing in lumber imports. I got the best education and culture that a parvenu bourgeois could afford, but what I really liked was Chelaxian fencing.

I quickly took to the rapier and mastered the rudiments of all of its varied forms: rapier and main gauche, rapier and dagger, rapier and cloak! etc., etc. (Don't worry! I don't know anything about swordfighting irl!) I even began to make a name for myself in the local tourneys and prizefights.

Meanwhile, unbeknownst to me, my parents' successful business was beginning to attract the attention of Don Scarnetti, who you probably know more about than I do. For some reason or another, my parents pissed him off royally. I, however, in the flush of youth and success, was blissfully unaware.

I married young, to Estella du Bois, a beautiful but penniless young Korvosan debutante. I won the prestigious Manticore's Moon prize held biannually by the World Chelaxian Fencing Federation (WCFF) at Kaer Maga and quickly got started on a family.

My parents tried to interest me in a solid, reliable career in lumber goods, but I wanted nothing of that soulless life, counting coppers and tallying columns.

But, alas, disaster struck when my parents disappeared with a caravan of expensive cherry woods on the usually quite safe road to Maginmar. I was terribly stricken, of course, not only by the loss of dear parents, but also at the enormity of the task of running Malloy Lumbers and Papers. It was, oddly enough, around this time that Don Scarnetti began to take an interest in my fighting. We came to become friends and he even helped me out once or twice in business matters.

When the fire that burned down the family lumberyard happened, around the same time as the birth of my third, favorite son, Michael, Don Scarnetti was there to help me out. It was only with his generous material assistance and emotional support that I was able to battle my way through the first two rounds of the WCFF's Golden Gorgon of Galduria Bout, but, to my surprise, that day he had some unexpected words of advice.

Crestfallen, I went back to Sandpoint and took to the bottle and yelled at my wife and kids a lot. I started to put on some weight, and spent a lot of time in my underwear, drinking and scratching under my arms. Frankly, I was a real mess. Luckily, Don Scarnetti was merciful and gave me a job as a night watchman and sometimes has me attend to the occasional small matter.

---

To be continued. Maybe.

Osirion

Having no luck making up my wishy-washy mind as to whether to go Cleric of Erastil or Shelyn. Abadar didn't resonate quite so much, so I whittled that one out of the running.

Sample character stats, with options for both;

Milosh Shandor
Male Varisian human Cleric (of Erastil or Shelyn) 1

Spoiler:

NG Medium humanoid
Init +5; Senses Perception +2

DEFENSE
AC 15, touch 11, flat-footed 14 (+4 hide armor, +1 Dex)
hp 10 (1d8+2)
Saves Fort +3, Ref +1, Will +5

OFFENSE
Spd 20 ft.
Melee club +1 (1d6 B/x2) or glaive +1 (1d10 S/x3, reach)
Ranged comp. longbow +1 (1d8p/x3, 110 ft.) or lt. crossbow +1 (1d8p/19-20, 60 ft.)
Special Attacks
Spells CL 1st (-/2+1)
Spells Prepared
1st- command x2, XXXD
0- detect magic, guidance, stabilize
Erastil Domains Animal (Fur), Community (Home)
–D magic fang or alarm
Shelyn Domains Luck, Protection (Defense)
–D shield or true strike

STATISTICS
Str 12, Dex 12, Con 12, Int 10, Wis 15, Cha 12
[2 + 2 + 2 + 0 + 7 + 2 = 15, +2 Cha]

Base Atk +0; CMB +1; CMD 12

Traits
TBA
considering;
Charming (+1 save DC to language-dependent spells cast on those who might be attracted to you, +1 to Bluff & Diplomacy checks on those who might be attracted to you) [Shelyn]
Student of Faith – +1 DC to channel energy, +1 CL when casting cure spells (Desna, Sarenrae)
Scholar of the Ancients – +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks and speak and read Thassilonian. (Erastil?)
Merchant Family – increase gp. limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp. you’d normally get from selling off treasure. (Abadar)
Eager Performer – +1 trait checks for one Perform skill, +1 DC to one enchantment spell. (Shelyn))

Feats Toughness (B), Improved Initiative

Skills (2 +1 (human), +1 (FC))
Appraise (Int) 0 (+1),
Craft (alchemy, Int) 0 (-),
Diplomacy (Cha) 1 (+5),
Heal (Wis) 1 (+6),
Knowledge (arcana, Int) 0 (-),
Knowledge (history, Int) 0 (-),
Knowledge (nobility, Int) 0 (-),
Knowledge (planes, Int) 0 (-),
Knowledge (religion, Int) 1 (+4),
Linguistics (Int) 0 (+1),
Perception (Wis, CC) 0 (+2),
Profession (merchant, Wis) 0 (-),
Sense Motive (Wis) 0 (+2),
Spellcraft (Int) 0 (+0),
armor check penalty -0
Languages Common (Taldan), Varisian

SQ aura of good, channel positive energy 1d6 (Will DC 11) 4/day, orisons, domain stuff

Load 0 lbs; Lt 0-43 lbs., Med 44-86 lbs, Hvy 87-130 lbs.

Combat Gear
Gear Carried or Worn Traveler’s Outfit (- gp, 5 lbs), Backpack (2 gp, 2 lbs), Bedroll (1 sp, 5 lbs), Chalk, 5 pieces (5 cp), Flint & Steel (1 gp), Hooded Lantern (7 gp, 2 lbs), Belt Pouch (1 gp, .5 lbs), 5 days Trail Rations (2.5 gp, 5 lbs), Waterskin (1 gp, 4 lbs), Whetstone (2 cp, 1 lb), Wooden Holy Symbol (1 gp)
15 gp, 6 sp, 7 cp, 24.5 lbs

+ one of;
Shelyn package – Glaive (8 gp, 10 lbs, 1d10s/x3), Lt. Crossbow (35 gp, 4 lbs, 1d8p/19-20, 80 ft.) w/20 bolts (2 gp, 2 lbs), cold iron dagger (4 gp, 1 lb, 1d4p or s/19-20), Hide Armor (15 gp, 25 lbs, +4 AB, +4 MDB, -3 ACP)
64 gp, 42 lbs
Or;
Erastil package – Club (- gp, 3 lbs, 1d6b), Comp Longbow (100 gp, 3 lbs, 1d8p/x3, 110 ft.) w/20 arrows (1 gp, 3 lbs), cold iron dagger (4 gp, 1 lb, 1d4p or s/19-20), Hide Armor (15 gp, 25 lbs, +4 AB, +4 MDB, -3 ACP)
120 gp, 35 lbs

140 gp. total

Backstory for Erastili-version;

Spoiler:
Taller than the average Varisian, Milosh has a lean build, but the broad shoulders of a young man who grew up on a farm. While his parents had given up the nomadic life of their kumpanye, Varisian caravans would stop at their farm, sometimes for weeks at a time, as they repaired their wagons, or bartered for the strong workhorses that were raised at the Shandor farmstead, and Milosh never lacked for the company of his nomadic people, although he grew accustomed to seeing them leave again, when their business was done.

Erastil – It was in his fourteenth year that he rebelled against the stay-at-home life of his parents, weary of seeing his Varisian kin always leaving to go on yet another grand adventure, while he remained behind to tend the horses, and so he left with his parents original kumpanye, his ‘uncle’ Tamas promising his parents that he would keep the boy safe. It was a promise that Tamas could not keep, through no fault of his own, and his ‘uncle’ died at the hands of bandits, while Milosh cowered beneath a wagon and waited for them to finish pillaging the wreckage before attempting to sneak off into the night. Discovered by the bandits during his attempted escape, he was rescued by an elven woman, a hunter and tracker, whose arrows silently struck down the drunken brigands with brutal efficiency from the darkness beyond the campfire, leaving him untouched. She led him to her home town of Sandpoint, only a days’ journey from the farm where he had grown up, and gifted him the fine composite longbow that the bandit leader had carried, so that he could, as she said, ‘earn his keep,’ instructing him to take down small game to provide meals for them both as they travelled. Despite the short distance from Sandpoint to the farm that had been his home, he is too ashamed of his actions and unwilling to confront his parents with the knowledge that their kumpanye has been destroyed, as he blames himself for his cowardice during the bandit attack. Instead, he has embraced the town of Sandpoint as his new home, spending hours alone on the hunt outside of town, seeking to gain the courage that he lacked when it mattered, and develop the fiery sort of independence that he sees in Shalelu, his elven rescuer, for whom he carries more than a small torch. It is in Sandpoint that he first learned of the horned god, Old Deadeye, who is also called Erastil, and found in his faith a new source of strength. It was in abandoning home and family that he found his greatest moment of shame and weakness, and so he attempts to forge a new home here in Sandpoint, tying himself to the people and their ways, rather than return to the birth-family he feels that he has failed.

The backstory for the Shelynite is on my computer somewhere, but I'm having no luck finding it, 'cause I lose things really, really well...


Great to see everyone posting some character ideas and even stats. I'm sorry I haven't posted up until now.

I went ahead and made a quick website where we can post our info, journals, keep track of things, etc. Here's the link:

https://sites.google.com/site/riseoftherunelordsnh/

I made a quick poster (very cheesy) for the upcoming Swallowtail Festival. I'll send out an email with the information as well, I believe some people are not using the paizo site.


I've also added a few more campaign specific traits that I think do a better job of placing you in Sandpoint/the adventure. They are in the Announcements section of that site.


Here is one of the character that I am looking at.

Zane Thistlebark
Male Human (Varisian) Inquisitor of Pharasma 1

Spoiler:

NG Medium Humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +3, Ref +2, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Heavy mace +2 (1d8+2/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Lore Keeper (At will)
Inquisitor Spells Known (CL 1, +2 melee touch, +1 ranged touch):
1 (2/day) True Strike, Bless
0 (at will) Acid Splash, Light, Detect Magic, Disrupt Undead
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats City Born - Magnimar, Favored Judgment (Undead)
Traits Scholar of the Ancients, Undead Slayer
Skills Acrobatics -2 (-6 jump), Climb -1, Diplomacy +2, Escape Artist -2, Fly -2, Heal +6, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +5, Knowledge (religion) +5, Ride -2, Sense Motive +7, Spellcraft +5, Stealth -2, Survival +2 (+3 to track), Swim -1 Modifiers Monster Lore
Languages Common, Shoanti, Thassilonian, Varisian
SQ Inquisitor Domain: Knowledge, Judgement (1/day)
Combat Gear Armored coat, Buckler, Crossbow bolts (20), Dagger, Heavy mace, Light crossbow; Other Gear Backpack (12 @ 24 lbs), Bedroll, Belt pouch (2 @ 0 lbs), Blanket, winter, Explorer's outfit, Flint and steel, Holy symbol, wooden (Pharasma), Mug/tankard, Spell component pouch, Sunrod (2), Trail rations (5), Traveler's outfit, Waterskin
--------------------
Special Abilities
--------------------
Favored Judgment (Undead) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Inquisitor Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 () (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Undead Slayer +1 weapon damage vs. undead.
--------------------
Zane Thistlebark is the son of Camlo of Varian decent and Aula of Chelinix decent. His parents raised him in the city of Magnimar in the Capital district. His father worked as a travelling merchant for Father-in-laws Company, this allowed him the wanderlust that he need and allowed in a place to come back to. Zane travelled many times with his father on his trips out of the city. Both his parents raised him until the tender age of 13 until a Necromancer and group of zombies attacked the merchant caravan that his family was travelling. Growing up near the Irespan has given him a deep desire to learn about the Thassilon ruins that dot the lands. Zane mother remarried some years after his father death; he has a three year old little sister for his mother second husband Gellius. Zane respect his stepfather but does not see him as a father to him. After his father death, Zane spent allot of time wandering the city and exploring the many monuments that dot the city of Magnimar. During these trips he start to take interest in the priest that guard the Cenotaph in the Capital District, they help him figure out what the creature were that attacked his family and killed his father. He spent any free time that he had during the few years after his father death and the birth of his little sister, under the unofficial tutorage from the priest of Pharasma. With the birth of his sister (Rulla), Zane request from his mother and stepfather as he felt a calling to the Lady of the Graves. During the next year as he was training in the clergy, the priest of the temple realized that he was not cutout for the clergy. However, there was another area the Pharasma could use a man of his talents and curiosity for knowledge. Thus, his training began, he help guard the Cenotapth with the clergy. This passion of learning about the ancient Thassilons ruins and what secrets they might hold, along with his hatred of the undead is why he searches out ancient ruins. Moreover, the closest ruin that is near a town other than what is in Magnimar is in the town of Sandpoint (The Old Light). This is the reason that he is in the town.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Osirion

Astralplaydoh wrote:

I went ahead and made a quick website where we can post our info, journals, keep track of things, etc. Here's the link:

https://sites.google.com/site/riseoftherunelordsnh/

That's a pretty snazzy site!

Feiya is looking hot, as always. :)


Whenever I see her, I always think she's giving me the middle finger.


Site looks great Playdoh!


"Sin"
Elf Magus
Big fan of Callistria
Highly distractible student of Thasilonian Ruins

Spoiler:
He's an elf, probably from the village of Crying Leaf in the Mierani Forest. He was an apprentice to a pacifistic mage. On a quest to research Thasillonian Ruins he fell for a run-of-the-mill harlot in Magnimar who reminds him of a sacred prostitute of Callistria he had seen when he visited a temple in his youth. She rejected him because of the way he puts her on a pedestal. He sees how she turns to men that treat her badly, but he thinks she likes them because they're good at fighting, so now he wants to live by the sword. He doesn't really understand what it means to be a magus, since he thinks magic and swordplay are at odds. That's why he is running around with an elven curve blade that is too big to use with his spell combat ability.

My backstory ideas so far can't hold a candle to the stuff Doodlebug and Set come up with but here's the stat-block for safe-keeping.

Spoiler:
Sin CR 1/2
Male Elf Magus 1
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 13 (1d8+4)
Fort +3, Ref +1, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Curve Blade, Elven +3 (1d10+4/18-20/x2)
Ranged Sling +1 (1d4+3/20/x2)
Magus Spells Prepared (CL 1, 3 melee touch, 1 ranged touch):
1 (2/day) Color Spray (DC 14), Grease (DC 14)
0 (at will) Read Magic (DC 13), Daze (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 12, Int 16, Wis 9, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Elven Weapon Proficiencies, Toughness +3
Traits Gifted Adept, Warrior of Old
Skills Acrobatics +0, Climb +2, Escape Artist +0, Fly +0, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Perception +2, Ride +0, Spellcraft +7, Stealth +0, Swim +2
Languages Celestial, Common, Draconic, Elven, Goblin
SQ Arcane Pool (+1) (4/day) (Su), Elven Magic, Spell Combat (Ex)
Combat Gear Curve Blade, Elven, Sling, Studded Leather; Other Gear Acid Flask, Backpack (13 @ 11 lbs), Bread, per loaf, Cheese, hunk of, Flint and steel, Iron Spike (4), Meat, chunk of, Pouch, belt (5 @ 2.5 lbs), Powder (2), Rations, trail (per day) (2), Soap, Bar (50 uses), Spell component pouch, Torch (3), Travelling Spellbook, Waterskin, Weapon Blanch, Silver
--------------------
SPECIAL ABILITIES
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Gifted Adept: Shocking Grasp A chosen spell gets +1 CL.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

I don't know much about Golarion so you guys feel free to let me know if the locations I picked don't make sense geographically or thematically.

Osirion

So, logistics stuff;

Any chance of carpooling? (And, by 'carpooling,' I mean 'I give someone gas money and they chauffeur me around, so that I don't have to fight the kids for access to the car.')

What sort of snacks, if any, would we want? It took me a week to finish off those chips and wheat thins that nobody ate. :)

Dice. I always forget dice. This is just a reminder for me.


Carpooling: I usually won't know where I'll be coming from and going to before and after the session until last minute and in which vehicle so I can't commit but if it's in the cards on any given tuesday you are more then welcome if you don't mind a car that might be full of antiques. No gas money required.

Snacks: I like the pizza and mountain dew cliche a lot.

Lately I've been on a weird kick for brie and crackers, hummus and baba ganoush and pita, grapes and mango slices and yogurt with honey in it, olives and artichoke hearts and other anti-pasti. But I won't show up to a gaming store with any of that lest I get lynched.

Dice: I have millions, and not just the random pound-o-dice from chessex, matching sets. I like to roll multiple attacks and damage at once with the colors used to indicate which monster rolled what or which damage goes with which attack. I also like red dice for fireballs and green for summon natures ally and blue or white for healing, stuff like that. I'm very wird about dice. But I'm not weird about sharing them.


So, let's see--

The site looks awesome, DM Doh!

Carpooling--I believe I am right down the street from you, Set, and I'd be happy to give you a ride.

Speaking of which, I know I didn't take the initiative and call The Comic Store, so I'm guessing none of you did, either. Maybe we should form a committee?

I like pizza and potato chips and long walks on the beach and...woah...yeah, whatever is good with me. Under regular gaming conditions, I would've eaten you brought, Set, and then HUNGERED FOR MORE!


Comic Store? So we are contemplating a move to Nashua?

The Comic Store would want to collect a fee to stay open late on Tues nights. Thurs nights would be better for them as they already have someone scheduled to keep the store open late that night.

I say let's not rock the boat and start changing things around so soon, at least not on my account. I've waited awhile to find a group and I don't want this to fall through for any reason. I don't mind the extra driving to get to Double Midnight since everyone likes it and they have the right hours and enough space.

That said if you guys want to move to Nashua I'll definitely be on-board, it shaves 20 minutes off my travel time. just don't feel you have to do it on my account.

Grand Lodge

Pathfinder Adventure Path Subscriber

Would you guys be interested in a Pathfinder Society gameday at Double Midnight in Oct or Nov on a Sunday (or Saturday) perhaps? I could try to get up there to run a few PFS games one day. Is anyone running PFS up there already?

Osirion

Grimmy wrote:
Lately I've been on a weird kick for brie and crackers, hummus and baba ganoush and pita, grapes and mango slices and yogurt with honey in it, olives and artichoke hearts and other anti-pasti. But I won't show up to a gaming store with any of that lest I get lynched.

Mmmm. Artichoke hearts...

I normally have hummus with my wheat thins, but chose to bring normal dips instead, because you just don't show up to a first date with hummus. :)

Pizza's always good. Anyone have special dietary restrictions / preferences? (No meat, no veggies, no carbs, no pork, no shellfish?) I like everything but anchovies, which are of teh debbil.

Grimmy wrote:
Dice: [SNIP]

I'm only 'weird' about punishing dice that fail me, and, the way my luck runs, I have a pretty high turnover rate. :)

.

The Comic Store closes at 8 on Tuesdays, so it's really not a great choice, I suspect. The Relentless Dragon stays open much later, depending on if anyone's there. (I regularly pass it on the way to Subway at 11 or later and it's still open.)

Doodlebug Anklebiter wrote:
Carpooling--I believe I am right down the street from you, Set, and I'd be happy to give you a ride.

That would rock. We've got multiple cars, but also multiple teenagers with social lives and college courses at weird hours and evening jobs and undefinable teenager very important things to do, so the cars are often in hot demand.


My little brothers group that I DM for has one lactose intolerant and one gluten intolerant. Ordering pizza when we play is a joke.


I hope everyone is excited for Tuesday! Keep working on your characters if you still need to.

But if your character is not 100% complete by Tuesday, don't worry. We'll be running a little one night prequel for the campaign and you'll be playing as some of Sandpoint's NPCs for the first night. I'm hoping this will give everyone a deeper connection to the town and its inhabitants and history. It should be exciting.

Osirion

Think I'm sticking with the Erastilian cleric, over the Shelynite. My main motivation for the Shelynite was that I hadn't done that yet (I'm already playing a Cleric of Erastil in another game, but these two are vastly different characters).

I might go for the Harrowed feat and eventual Harrower Prestige Class, just to further mix things up. (I generally avoid Archetypes and Prestige Classes like the plague, being such a fan of vanilla...)

The Shelynite's backstory just never gelled past 'horny teenager snuck up behind the Shelynite shrine to watch the clergy doing their naked morning ritual prayers / dance-like exercises, and ended up getting spotted and invited to participate.' Kinda meh. The glaive-as-favored-weapon (a cleric with reach?) thing was about all it had going for it, mechanically.

This 15 point buy is brutal! I was thinking 'okay, Combat Reflexes for the Shelynite to take advantage of that Reach' and then, bam, 12 Dex. Not really an option. 'Selective Channeling, obviously.' 12 Charisma. Also, not yet an option. Something had to give, but I hate dumping a stat below 10 (and Int is just too handy for skills, which the cleric is already starved for...). So he's not gonna have Selective Channeling until he can bump his Cha to 13 at 4th level, which may necessitate some fancy footwork to avoid catching enemies in 'friendly fire' healing accidents!


An Alternate character if we need more muscle.

Spoiler:
O'zak
Male Human (Shoanti) Barbarian (Beast Totem) 1
CN Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1; +1 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
. . Earth breaker +4 (2d6+3/x3)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats Totem Spirit - Shriikirri-Quah (Hawk Clan), Weapon Focus (Earth breaker)
Traits Giant Slayer, Shoanti Tattoo
Skills Acrobatics +3, Climb +3, Escape Artist -1, Fly -1, Knowledge (nature) +4, Perception +5, Ride +1, Sense Motive +2, Stealth -1, Survival +5, Swim -1
Languages Common, Shoanti
SQ Fast Movement +10, Rage (6 rounds/day)
Combat Gear Dagger, Earth breaker, Hide armor; Other Gear Backpack (6 @ 13 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Flint and steel, Mug/tankard, Trail rations (3), Waterskin
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shoanti Tattoo +1 trait bonus on saving throws against fear effects.
--------------------
O'zak is a member of the Shriikirri-Quah (Hawk Clan). He is a tall man; his hair would be a deep black, if he had any hair, and brown eyes. He bears claw marks from his brow to his cheekbone on the left side of his face. He has the follow tattoos on his head Ingir (Beast Heart) and Rotomo (Headwind). O'zak totem is the hippogriff. He got the marks during his coming of age trial. His coming of age trail at age 16 was a major point in his life; it was during this trail that he gained focus into his life.
The trail is a hunt were the young men of a certain age head into the wilderness with one experience warrior to act as a guide and mentor to the boys, the boys must live off the land and provide for themselves. Each boy had a dagger, spear with some basic gear for the hunt. There were six boys in this trip. The hunt started of fine, the weather was nice, cool but comfortable. The sky was clear and the sun shining bright in the sky. As the boys travel, they searched for food. So of the boys did well, O'zak was among the group, others did not. Nevertheless, by the time they reached camp there was enough for everybody. The boys started to set up camp, when the weather turned freakish, rain started, then hail, the snow. Even the warrior was surprise by the change. The warrior knew there were cave only a few miles from camp. They headed to the caves for shelter; two boys(Che-zar & K'nak) went in to explore the cave while two other (Lernak & Jur-kar) stayed with the warrior (Calaba), while O'zak and another boy (Maltar) went back to the camp to collect as much firewood as they could before the weather got worse. O'zak and the other boy return to find the group missing, and they could hear fighting in the cave. There were a couple of lit torches around the cave; K'nak was laying on the ground-bleeding throw his ears. Che-zar was holding his chest and moaning in pain. Jur-kar was helping Che-zar. O'zak could see the Calaba in the cave fighting a large grizzly bear and the Lernak was helping him. O'zak grabbed his spear and charged into the folly. O'zak got a fair hit on the bear, but the bear smashed his spear, and got in the right shoulder, knocking him back and stunning him. While O'zak was stunned both of the bear's claws grabbed Lernak and the bear crushed the life from Lernak. Lernak was O'zak best friend and companion. While O'zak was stunned and watching his friend get crushed; the spirit of the Hippogriff, one the tribal spirits of the Shriikirri-Quah, appeared before him and told him to unleash the inner beast that is inside him. While he was unleashing the inner beast, Calaba was being atacked by the bear, the bear got both claws on him just as it did on Lernak before it killed him, focing him to drop his EarthBreaker. This angered Q'zak even more; he released the inner beast, and ran to the beat grapping the drop Earthbreaker as he went. He struck a great blow to the creature make him loosen his hold on Calaba, but the bear swings ar O'zak, striking in the face, creating the scars that he has on his cheek. However, with the grip on him loosened Calaba, draws a dagger and with a might blow give is the finishing blow. With this encounter, O'zak earned his tribal tattoos and the bear claw necklace that he wears.
O'zak received training to harness this inner beast. He also learned to use the Earthbreak from his mentor Calaba. Calaba trains him away from the village; it was during one of these training trips that giants attacked the village. Lucky most of the villagers got away from the village before the attack and the warriors of the village killed the giants. Realizing the power of the giants has and what a village of true warriors can do to them. The weak civilized people of Sandpoint do not stand a change if they attack the town. O'zak travels to the town of Sanpoint to help protect the time in case that happens, since the town of Sandpoint has always been friendly to the members of his clan.

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Yeah the 15 pt buy is rough. I had to dump cha for non RP reasons which made me feel dirty. I get why we're doing it though. It's the recommended point buy for the AP, if we did 20 points Playdoh might have extra work toughening up the encounters.


Yes, 15 pt. buy sucks. It's not so much the way that you can't make awesome stats so much as the way the values of the stats don't really add up too many ways. I am totally stat-dumping my Wisdom.

But, as I read it, we're playing pregens the first night. Is that right, DM Doh? Because if it is, then I've got two more weeks to work on Terry, so I'm stopping for now.

Grand Lodge

Don Walker wrote:
Would you guys be interested in a Pathfinder Society gameday at Double Midnight in Oct or Nov on a Sunday (or Saturday) perhaps? I could try to get up there to run a few PFS games one day. Is anyone running PFS up there already?

I don't know of anyone running PFS there.

I might be able to play on a Sunday afternoon. It'd be fun.


That is correct! We are playing some pregenerated characters I just created. They are some of the important and lesser important NPCs of Sandpoint. We are rolling the campaign back 5 years to the Recent Unpleasantness for a quick prologue session to get everyone connected to the adventure.

This will give everyone a little bit of playtime in Sandpoint and familiarize themselves with some of the players in town. This will help everyone come up with intertwined backstories.

I'll see everyone tonight. I'll likely show up close to 6pm. Feel free to show up a little before or just a little after.

How many total players do we have? I made 5 pregens (which the 15 point buy worked fine, heh). I'm hoping I have enough characters. I might make one more just to be safe.


So 6pm @ Double Midnight, right?

Osirion

Astralplaydoh wrote:

I'll see everyone tonight. I'll likely show up close to 6pm. Feel free to show up a little before or just a little after.

How many total players do we have? I made 5 pregens (which the 15 point buy worked fine, heh). I'm hoping I have enough characters. I might make one more just to be safe.

Should be Doodlebug, Grimmy, dragon_r, Messageboard-Less Mike and myself, so five is right on.

I tied my characters backstory to Shalelu, who I think is a Sandpoint NPC in this era (I'm vaguely familiar with Ameiko, Shalelu, Koya and Sandru from another PBP, and know Ilsoari by name, if little else).


I found out today that I will have to pay $1,000+ to take care of years of wear and tear on my car, so I am/will be in a terrible mood and will delight tremendously in slaying monsters, humanoids, villagers, whatever...

I guess what I'm saying is, I want to play in something's blood.


Oh, btw, Set and I have plans that might make us a little late, but we'll arrive with pizza.

Osirion

Doodlebug Anklebiter wrote:
Oh, btw, Set and I have plans that might make us a little late, but we'll arrive with pizza.

Pizza for all, but no plans for chips, dips, chains or whips, so BYOSnacks and BYOSoda.

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