Rhea's Serpent Skull (Inactive)

Game Master MayDay


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Before the rise of Azlant, before the coming of the starstone and the salvation of man from the children of the cold- hearted, shifting lord of coiling poison, before the continents we know had taken shape, when the mountains and waters had names long forgotten, the masters ruled empires outside the wildest imaginings of humble, frail humanity. In the dark below the earth, they sleep in dreamless holds. Waiting. They were once the undisputed masters of Golarion...and in the coming of unknown epochs, they will rule again. —from the unexpurgated journals of darklands explorer Krimaldi Blake

Hi everyone! Me (the GM) and my friend The Emerald Duke (PC numero uno) would like to present Serpent Skull AP.

Required Posting habits:
Min 1-2 posts per day, but we intend to do some Friday/Saturday evening sessions: basically loose meetup times online where we can fly through a dungeon or something after about 9pm pacific standard time. These sessions will be pre-scheduled, and are intended to help with that Friday/Saturday night pathfinder craving...you know, when you check your campaigns 30 times but no one is posting because they are all out partying!

Application Deadline: Saturday Night 11/15. You don't need a full crunch done, just your idea and a bit about yer-self.

Characters:
-lvl 1.
-20pt buy
-300 staring gold
-Core races. Serpentfolk are the BAD guys in this adventure so you can't BE one. Unless you want to kill PCs with me.
-Gunslingers are okay, but no technology characters please. Old school baby!
-Although we start out on a deserted island in the shackles the AP warns that this will NOT be a pirate themed game.
-I would like a mix of new players and veterans, which I think makes for kick@ss fun. So tell us how long you've been playing and what you like in your games, okay?

Check out my past games and posts to get an idea who I am and my style:)

Duke, introduce yourself!

Talk to ya'all this week...


Why hello maties... I am playing the pirate on this non-pirate themed adventure.

I am the Emerald Duke. I have been posting on the realms for about a year or so now. I enjoy the game and I hope you do too. Remember, if you aren't having fun while playing then there is something wrong.

Anyway, my alias for this adventure is the elven swashbuckler, Julian "Knives" Veartoll. I will need to be tuning him to the intro stats but he should be ready soon to give an intro.


Hey there. Tried out for Serpent's Skull before and so will try again with a Half-Orc thug who likes to sneak around and hit people with his club. I'll tinker with the stats.


I am interested. I have not been playing long, a month at most, but I have been very active. I do not have an idea yet.

Silver Crusade

Dotting for interest.

My first instinct is a Magaambyan Arcanist, but I'll have to think on it.


Interest!


Here are the stats for Groot; half-orc strongman.

Stats:

Full Name : Groot

Race: 1/2 orc

Classes/Levels Rogue 1 (hp favored)

Gender M

Size M

Age 18

Special Abilities : Darkvision 60 feet,Orc blood,+2 intimidate,Orc Ferocity 1/dayProficiant with falchions and greataxes

Alignment: CN

Deity

Location

Languages Common.Orc

Occupation : Leg-Breaker

Strength 16 (14+2 Racial)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10
Wisdom 13(+1)
Charisma 14 (+2)
Height: 6'4" Weight: Hair:Black Eyes: Grey
Favored Class: Rogue(hp)
EXP: 0
Hit Points: 11
Spd: 30
Init: +5
AC: 14( 3 armor shield)/Touch 11/FF 13)
BAB: +0
CMB: +3
CMD: 14
Saves: Fort +2 Ref +3 Will +1

Weapons:
Greataxe +3 1d12+3/x3
Dagger +3 1d4+3/19-20 10 feet
Sap +3 1d6+3 nonlethel

Skills: Survival (1+1)2,Intimidate (1+2+2+3)8,Stealth (1+1+3)5,Swim (1+3+3)7,Perception(1+1+3)5,Climb(1+3+3)7,Acrobatics,(1+1+3)5,Escape artist(1+1+3)5

Feats: Improved Init
Special Abilities:Sneak attack(+1d6),Trapfinding
Talents:
Gear:
Fighter's Kit (9 gp)
backpack,
a bedroll
belt pouch,
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Studded Leather25 gp -1 ACP
Greataxe (20)
Dagger (2)
Sap (1)
2 Potions CLW (100)
43 gold

I have been on the Paizo boards on a few years and am a regular poster who checks in mostly in the evenings and early morning. I have played clerics in the past and am looking into doing the martial classes more with some spins on the traditional sword and board stuff.


Dotting for interest, will work a concept up in a couple of days.


how many Traits will we have ?


Here is my candidate...


dot dot dot

A pleasure Rhea Stardust, hey "The Emerald Duke" I've been itching to play a straight up fighter, two come to mind: either a northern named

Ivar:
Race Human
Classes/Levels fighter (corsair) 1|HP 12 |AC 19/21 T 13/FF 16/18| F+2/R+3/W+1 | init +3 | Perc +1
Gender male
Size medium, 6'4", 250
Age 19
Special Abilities
Alignment Neutral
Deity agnostic polytheist
Languages common
Strength 17
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 11

Defense

Armor Class 19/21 (+ 5 armor, +2 shield, +3 dexterity, +1 trait)
touch armor class 13
Flat-tooted 16/18
HP 12
Fort +2, Ref +3, Will + 1

Offense
Base Atk +1; CMB +4; CMD 17
Initiative +3
Speed 20 ft.
Melee
war axe +5 [1d10+3, x3]
dagger +4 [1d4+3, 19-20]

Ranged
dagger +4 [1d4+3, 19-20, 10 ft.]

abilities
Traits:
defender of society: +1 trait bonus to Armor Class when wearing medium or heavy armor
Auspicious Tattoo: You gain a +1 trait bonus on Will saving throws.

Feats:
exotic weapon: war axe, dearven double
weapons focus: war axe, dwarven double
weapons versatility: war ave, dwarven double

racial abilities : Human
an extra skill each level
an extra feat at first level

class abilities: corsair
A corsair is a pirate who focuses on shipboard combat relying on his strength of arms over his agility. He specializes in traditional pirate weapons, but often wears heavier armor than is normally seen on a ship. A corsair moves and fights easily in his armor, however, even in the water. Captains value corsairs because of the skill they exhibit in defending the ship and in boarding actions
The corsair is an archetype of the fighter class.
Pirate Weapons (Ex)
A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for his Weapon Training ability, he can select Pirate Weapons as a group.
The Pirate Weapons group consists of the crossbow, cutlass, dagger, hook hand, rapier, and short sword.
Deck Fighting (Ex)
A corsair is used to fighting on crowded decks, and isn’t fazed by fighting multiple opponents at once. At 2nd level, he gains Cleave as a bonus feat. He may use this feat even if he does not meet the prerequisites. A corsair does not take the normal –2 penalty to his AC when using the Cleave feat.
This ability replaces the fighter’s 2nd-level bonus feat.
Armored Pirate (Ex)
A corsair wears heavier armor than is common aboard a ship. At 3rd level, the corsair reduces the armor check penalty of any light armor he wears to 0 for purposes of Acrobatics and Swim checks. At 7th level, this becomes true of medium armor as well. At 11th level, it includes heavy armor.
This ability replaces armor training.
Improved Deck Fighting (Su)
At 6th level, the corsair gains Great Cleave as a bonus feat. He may use this feat even if he does not meet the prerequisites. A corsair does not take the normal –2 penalty to his AC when using the Great Cleave feat.
This ability replaces the fighter’s 6th level bonus feat

Skills
Skills: climb +3, swim +3, profession +4;

gear
Combat Gear: armored coat and kilt; heavy wooden shield; waraxe, warven double; axe, throwing; three daggers; gladius; 60 lbs.
Other gear: explorer's outfit, fighters kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 37 lbs.

Background

Ivar was born on the Ironbound islands, the second son of a second son. When White Estrid King of the Ironbound Islands sailed to raid the Nidalese port of Nisroch Ivar's father and brother sailed with the fleet. When she returned from Absolam they did not. Theodin "the red", like many of the Ulfen raiders who would not inherit, could not resist the draw of the easy gold that the "soft southerners" would offer a man with his skill set. With his booty Theodin, and his oldest son Ingvar, purchased farmland near port, and other like minded Ulfens, so they could continue farming and raiding like their fore fathers. Shortly thereafter, Theodin sent for his wife and children and Ivar experienced his first sea voyage, but certainly not his last.

Ivar loved the sea and hated farm work, he determined he would part with tradition and live a life of adventure. When Ivar came of an age he sailed with his father on the longship 'The Linnorm's Claw' under captain Tavar "the Lame" While on a raid, during fierce fighting, he anchored the right flank of the shield wall and surviving; earned a name. When the battle was over and the captain was congratulating his victorious crew, he saw Ivar; bloodied and bruised, having lost his helmet during the fight, his long blond curly hair hanging about his face like a lions mane and the captain blurted out with a laugh "well Goldilocks I see your none worse for wear!" Ivar became a named man, "Goldilocks", It was a name, that's all that matter, there were worse names to be had and he'd have words with anyone who said otherwise. When 'The Linnorms Claw' returned to port He asked father to kiss mother and sisters for him and he took a job on the first ship he could find leaving port.

Apearance

Ivar Is average height for an Ulfen, just under six and a half feet tall, and light on his feet. He wears his long blond hair in braids now, apparently, despite best intentions, your helmet may come off in a fight and your hair can get in your eyes. His beard is still sparse while his light skin is tanned and weathered from exposure. His eyes are as blue as the cold waters of the Ironbound islands. He wears the traditional doeskin leather breaches, ankle wraps and boots of his people under his war kilt; but prefers the southerners armored coat to scale or chain armor. His coat, like his kilt is black with silver buttons, belted with multiple daggers, a throwing ax and shortsword tucked there-in. He wears his sea-bag high on both shoulders with his round wooden shield and helm tied to it. His carries his hefty waraxe, (you may not want to call it a dwarven waraxe to his face) with its bearded blades spanning forward and back from its head like a deadly butterfly, close in to his body so as to not injure anyone unintentionally.

Personality

Ivar is a competent seaman, he enjoys being on ship whether it is a merchant vessel or a corsair, though he prefers to not work with slavers. If he signs on to a ship he is loyal to the captain and his crewmates, though he expects everyone to pull their own weight. He is not intimidated by woman leadership and he idolizes White Estrid and her cousin Runewulf the Unbeliever. He has a great sense of humor, but its not wise to laugh too long or too loud about his earned name, the history of axes or the "ignorance of northern barbarians". He does enjoy discussing: weather, weapons, religion, politics and ships and may well give you his opinion about those topics or many others free of charge, usually in a good natured fashion...usually. He is a man of his word and gives it sparingly.


He has a thing for dwarven double waraxe's and shields, he is also a "sailor".

If Julian "Knives" Veartoll doesn't want any salty company the second fighter is Valashmian named

Salt:
Race human
Classes/levels Fighter 1(weapon's master)|AC 21 |HP 13 | T 13/FF 18| F+4/R+4/W+0 | init + 3 | Perc +5 |
Gender male
Size 5' 3", 190 lbs.
age 19
Special Abilities n/a
Alignment Neutral good
Deity spirit worship
Languages common, Valashmia
Strength 17
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8
About Salt

Specs

"Salt"
Male human (weapon's master) fighter 1
CG Medium Humanoid (human)
Init +3; Perception +5

Defense

AC 20
Armor Class 20 (+6 armor, +3 dexterity, +1 trait, +1 Feat)
touch armor class 13
Flat-tooted 18
hp 13
Fort +4, Ref +4, Will +0

Offense

Speed 20 ft.
Melee
Taiaha, two handed +4 [1d10+4,B or 1d6+4/x3,P]
Taiaha, two weapon +2 [1d10+3,B and 1d6+1/x3,P]
kurkri +4 [1d4+3/18-20,S]
Ranged
atlat +4 (1d6+3,P, 50ft.)

Statistics

Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 17
Feat: exotic weapon proficience: Taiahas; two weapon fighting; two weapon defense
Traits: defender of society, veteran jungle guide (reginal trait: Valashmia)
Skills: Climb +3, Preception +5, Survival +4, +5 in jungle; Traits +1 preception, +! Survival (in Jungle)
Languages: Valashmia, Common,
Combat Gear: Lammelar horn armor, armored kilt, Taiaha, kukri and atlat with five darts. Weight 62lbs.
Other gear: warm weather outfit, backpack, bedroll, belt pouch, flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin and 10 SP. Weight 33lbs

Background

Salt or "Usawoti" came from the hills near the eastern coast of the Valashmia Jungle expanse. His full name in the language of the 'Dawn People' is "usawoti indodana nokuduma isivunguvungu ophumelele kwabathakathi age imikhonto" which is a loose translation of "salt, son of thunder-and-lightning-storm who won hunts-with-spears" . Salt's village had been visited by a pathfinder named Shivkah and her retinue, she had traveled from the coast through the Jungle and into the hill country intent on going to a lost city in the interior, she was looking for a guide. There she was befriended by Salt's mother who was Shaman and wise woman of their tribe, and Salt's father who was the Shaman's bodyguard and consort.
Salt's parents had heard of the pathfinders and of their accomplishments and befriended Shivhah with the hope that Salt could go with her into the interior and then to civilization. They new that if Salt stayed with the 'dawn people' he would have limited opportunities. Even though Salt was an albino, which is considered good luck his, other "deformities" would keep him being accepted as a full member of their society. So when Shivhah asked for a guide into the interior, Salt's mom agreed. Salt would take her to the ruins, as long as Shivhah took Salt with her to learn to be a pathfinder when she returned to civilization.

Appearance

When Salt was born his mother laughed and declared "what is life without a little salt?" for he was born white as fine salt, he is an albino. He has grown up short for one of the 'dawn people' instead of tall and lean he is barrel chested, bowlegged and long armed, he is what they consider undesirable, both in form and face. He has a sloping forehead, a heavily ridged brow, a weak chin with a dimple, and a broad nose. his ears are large and round and each is pierced with a cats claw. The white hair on his body blends in well with the color of his skin, and he mix's red berry dyes in his long twisted dreadlocks. His eyes are of course white,blue and pink.
Salt is constantly moving. His eyes shifting, his head turning , his hands fidgeting, his feet shuffling, his entire body wiggling even in his sleep he is tossing and turning. he will approach, touch , smell even taste almost anything. When he stops moving it is due to perceived imminent danger. Contrasted by the fact he speaks rarely and quietly, but when in physical altercation he will roar both intelligibly and unintelligibly, sometimes a mixture of both at the cause of the danger.
Salt's armor was copied after armor recovered from the warrior sailors their people skirmish with when they go to the sea, he knows the style is called lammelar, though his is made from the horn of antelopes instead of metal like the dead sailors. The armored kilt and his necklace of teeth and claws were made from his first lion kill. His backpack, kukri and boots were a gift from Shivkak when one of her team met with an unfortunate end.
His pride and joy is the five foot tall Taiaha that he carries, made for him by his father out of a hardwood called acajou . His mother insisted that he also bring an atlat and five darts, for anything that you "can't run right up to and whack with your stick" (a running joke between her and his father).

Personality

Salt is very much a product of his society, He is used to woman being in leadership roles and deferring to them in the decision making process. He expects men to obey, protect, and serve females. Those men in leadership roles are expected to demonstrate great humility and piousness, which he will strive to do as a direct reflection on his tribe and more importantly his mother, the leader of his tribe. However, he was reminded by her that not all woman are to be trusted, and to place great value on those with wisdom and to remember that truth, loyalty and courage should be valued by all peoples.
Also salt is very introspective: he likes to watch, listen and think carefully about how he feels and what he wants to communicate in response, it is not uncommon for the 'Dawn People' to communicate with gentle touching, holding hands, grooming for parasites or mutual washing. When communicating with language he will carefully select the right words and enjoy using them properly. However, he is very firm in his beliefs and if communicating with language does not suffice, or if the situation demands some other form of communication he will demonstrate those feelings with proper 'dawn people' social behavior: verbal non-linguistic demonstrations of concern, visual physical demonstrations of displeasure, aggressive proximity demonstrations of frustration or overt touch prompts demonstrating his disapproval. Or, a solid combination of all four. In other words; If pressed he may growl loudly, swing his arms wildly, run up on you quickly and beat you about the head and shoulders profusely with whatever object is at hand.


He has a thing for the Taiaha, both as a double-weapons and a two-handed weapon.

Both have been put together with a lot of consideration to personalities and I've been thinking about entering one of them in a
game. I would love to play either and whichever one we select I will tweak a little (gear, etc.) before actually creating an icon.

Uh, I've been playing 4 months, started with a bird named ting tang, have started three other characters since then. Before that...I Played AD&D in collage in the early 80's.

Fri & Sat nights would be great especially if I am at work. I work third shift EST and have plenty of time to post.


We'll thanks for checking in already everyone! Navarro I like the Archeologist/Bard idea. THAT will certainly help me get the story out.

Robert I like your timezone/job situation, baby!!

Thanks for dotting everyone. Looking forward to a great week of recruitment. Don't be afraid to bring anything up you want to talk about so we can get to know you...


Eibon, two traits would be fine. If you want them.


<-------------
Dam I luv this avatar icon.


Can i take a half elf but take the traits to make him a drow?

I have been playing PF for almost 2 years, have my first star as a GM

Have lots of characters, alias and PFS

Never played this AP so wish to try it now

If allowed, will be making a half-elf drow cavern sniper, going onto arcane archer


Out of curiosity, how many players do you think you are looking for?

Also, both Salt and Ivar were built using 150 gp. assumed they might be pathfinders, so, I would use the 150 gp extra to bulk up the armor for which ever fighter we selected.

both have pretty detailed description, I apologize that I placed them at the bottoms of their respective descriptions.

any opinions or observations on either of them?

Edit: sorry I keep thinking about questions. Do you want one of the traits to be from the adventure path, or is any two (from the PFSRD) OK?


I'd rather like to resurrect an old character of mine, Irra Shattertongue. I've been playing Pathfinder for nearly four years now, never played any RPGs before that.

GM, quick question. I'd like to take the Sound Striker archetype. It's widely perceived as shockingly written, requiring a potential 10 attack rolls and 10 damage dice rolls and 10 saving throws per use. Would you be willing to let me use these rules I worked out with a GM awhile ago?

Name: Irra Shattertongue
Race: Female Gnome
Alignment: CN
Class: Bard (Sound Striker)
Party Role: Support, Secondary Caster (Illusion Specialist)
Character Sheet
Backstory: Irra was born to a gnome caravan, travelling throughout Varisia and the world. Her parents- Enara and Tain- sang and entertained, others taught or did accounts, others bought or sold, others stole or cheated. Having reached the age of adulthood, Irra has decided to go out into the world for a year or two, away from the caravan for the first time, and learn and experience what she can on her own. Naturally, it is not quite that simple. No gnome caravan hoping to survive more than a year gets by without some means to protect itself. Irra is an initiate in her family's art of sound manipulation, able to create fantastic illusions or blast apart rock with a single syllable; other members of the caravan have skills of similar devastating effect. Irra is not on holiday, she is out to hone her skills in the dangerous world of adventuring and learn anything she can that will protect her family and her caravan. Though this practical purpose does not diminish her otherwise awfully pleasant demeanor.
Personality: Pleasant, quick to laugh, makes and supports her friends easily and steadily. Able to weigh her loyalties quite cooly; if her family or caravan is in danger, the ends can justify the means. Due to how her caravan is run, she doesn't much respect or like men, feeling them a little emotional and untrustworthy. Greatly dislikes goblins. Intrigued by elves and their haunting songs.


Would like to PLay Io Ren a Stone lord Paladin who fills a tank role nicley

Link
Io Ren Link

Character build:
Io Ren
Male Paladin 1 (Stone Lord)
LG Medium Dwarf / Humanoid (Dwarf)
Init +0; Senses Dark vision 60ft.
Aura Good

==DEFENSE==
AC 18, touch 10, flat-footed 18 (+6 armor, +2 Shield)(+4 Vs. Giants)
HP 14 (1d0+4)
Fort +6 Ref +0 Will +3
Spell Resistance 6
Armor Chain Mail, Heavy Wooden Shield

==OFFENSE==
Spd 20ft; 4 Squares
Melee Warhammer + 4 (1d8+2) x3
Special Attacks
Stonestrike - 1/Day +1 to Attack and Damage rolls, +1 to CMB and CMD, Weapon counts as Magic & Adamantine for DR, Ignore 1 point of hardness
Spell-Like Abilities CL 1st
At-Will – Detect Evil

==STATISTICS==
Str 14, Dex 10, Con 18, Int 13, Wis 12, Cha 10
BAB +1, CMB +3, CMD 12 (+4 Vs. Trip and Bullrush)
Feats Armor Proficiency (Light,Medium,Heavy), Weapon Focus (Warhammer)
Skills Diplomacy +8, Heal +5 "+7 with Healers Kit, Knowledge (Nobility) +5, Knowledge (Religion) +5
SQ Aura (Good), code of conduct
Traits Boarded in the Mwangi (Campain), Nature’s Magic
Gear Warhammer, Chain Mail, Heavy Wooden Shield, Healers kit (10), Paladins Kit (backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), Back Pack (Masterwork)
Carry Weight Strength Score (15*) Light load - 66 lbs. or less, Medium Load - 67–133 lbs., Heavy Load - 134–200 lbs.
Wealth 18 GP, 9 SP, 10 CP
Languages Common, Dwarven, Terran, Polyglot


Dwarf Racial traits:

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified
by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters
of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine
the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid
creatures of the orc and goblinoid subtypes because of their special training
against these hated foes.

Magic Resistant: Some of the older dwarven clans are
particularly resistant to magic. Dwarves with this racial
trait gain spell resistance equal to 5 + their character level.
This resistance can be lowered for 1 round as a standard
action. Dwarves with this racial trait take a –2 penalty on
all concentration checks made in relation to arcane spells.
This racial trait replaces hardy.

Stability: Dwarves gain a +4 racial bonus to their Combat
Maneuver Defense when resisting a bull rush or trip
attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on
Perception checks to notice unusual stonework,
such as traps and hidden doors located in stone
walls or floors. They receive a check to notice
such features whenever they pass within 10 feet
of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with
battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a
martial weapon.

Languages: Dwarves begin play speaking Common and
Dwarven. Dwarves with high Intelligence scores can choose from
the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

– Took a few racial substitutions

Description:
This brawny dwarf. Has and aged face, with brown eyes and hair. Will stand by those
he calls his friends and comrades. Thou a man with few words his actions always speak
for themselves.

Character Concept:
Io Ren Will be going full Paladin with the stone lord Archetype

Backstory:
Io Ren has always felt a strong connection to the earth. Every morning when he prays
to Erastil he can hear the beating of the world’s heart. It was because of this
connection that he felt like he had to protect it from those that would cause harm to
nature and the earth. His faith seemed to give him a gut instinct in a way that he always
seemed to be in the right place at the right time to stop evil in its tracks. It was because
of this gut instinct and made him want to board a ship of all places and see where the
earth needs him to go next.


This is Hrothdane.

Got the background done (it's under this posting profile) and figured out class (melee inquisitor). The background should hopefully have a couple good plothooks for the GM ;)

I'll probably add description and such tomorrow.


just for fun

skill monkey
The Emerald duke: Julian "Knives" Veartoll; elven swashbuckler (rogue)
MannyGoblin: Groot; Half-orc strongman (rogue)
Camris: Navarro Nedraid; human archaeologist (bard)
Arkwright: Irra Shattertongue; Gnome sound striker (bard)

combat
Robert Henry: Ivar or Salt; human corsair or weapons master (fighters)
Typhina Blightsworn: Io Ren; Dwarf stonelord (Paladin)

divine
Hrothdane: Dembe of Lost Tears; Half-Orc (rainkin) infiltrator (Inquisitor)

arcane
Seth86: half-elf drow cavern sniper on to arcane archer

undecided
Nohwear
Mokshai
Eibon Allister


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I'm thinking of putting forth some kind of boisterous swashbuckler or perhaps some kind of stoic hunter.

Scarab Sages

Hey, checking in here! Probably going to draw up a caster of some kind. Maybe an arcanist or a cleric.


Well I've got TONs of great encounters coming together for this AP. I think we will have a good time.

@Irra, I don't see any problems with this class. I usually just make sure the other players are fine with a request like this before we actually kick off gameplay.

Robert THANK you for the summary. That just saved me some work:) 2points for you, haha!


Yep, Knives is a skill monkey, but traps/locks are not his strong suit (the archtype gives more leaning to combat vice traps). Expect a post from him soon, still tuning him. Love the expresions of interest so far, looking forward to working with y'all.

Grand Lodge

Male Dwarven Arcanist - Jinda Copperflask

I've been playing Pathfinder for 2.5 years
PBP I had one that went for a week about a year ago, but I've really been doing it for about 4 months.

I am Pacific Time, and I can make speed post nights on a Friday or Saturday when it's not a home game night! Home game is 1 or 2 Saturday nights a month, that are scheduled in advanced.

One warning, I had started prep for book 1. Last year but we decided to do something else. I'm pretty good at keeping my knowledge from my characters.

Background:

A bit of an outcast, his magic doesn't conform to the normal methods of arcane power, he must study but is able to cast spontaneously as a sorcerer. He has been thrown out of every magical acadamae he's been in. Usually after only several weeks. His spell book and its unparalleled accuracy and orderliness impresses the headmasters. He is able to pass the interview with careful wizard like spell casting. After a few weeks however, he forgets to hide the fact that he can cast spells like a sorcerer, he also has no real aptitude for arcane knowledge or spellcraft. Jinda is however a fabulous calligrapher, the most renowned in Varisia. (Sadly Varisians for the most part are too busy with the frontier aspects of the area to really know or care about well done calligraphy.)
Most dwarfs confronted with so many failures, would turn to ale and bitterness, instead Jinda opted for a life of wandering and adventure, since he couldn't find any formal school that would accept him. Through his travels he's met many folks who helped him shed his natural dour state, leaving Jinda a jovial and good spirited person.

As a younger dwarf and a regular traveler to many of the wizard schools on Avistan, Jinda is well experienced with the caravan life. Lately he has been feeling the desire to wander again, maybe a boat trip?

Stat Block:

Jinda Copperflask
Male dwarf arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven waraxe +0 (1d10/×3)
Special Attacks arcane reservoir (1/4), arcanist exploit (dimensional slide), consume spells, hatred
Arcanist Spells Prepared (CL 1st; concentration +4)
1st—mage armor, magic missile
0 (at will)—arcane mark, prestidigitation, ray of frost, read magic
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Toughness
Traits boarded in varisia - mind-affecting spells, pragmatic activator
Skills Acrobatics +1 (-3 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Craft (calligraphy) +5, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +0 (+2 to notice unusual stonework), Use Magic Device +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran, Undercommon
Other Gear dwarven waraxe, 270 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Boarded In Varisia - Mind-Affecting Spells +1 CL for [Mind-Affecting] spells vs. natives of the Mwangi jungle.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Need to do a bit more shopping...


I think I'll put together a Druid of some kind. Will probably take the trait that says I'm a prisoner on the ship. Does anyone want to play the role of captor?


A question about the Friday/Saturday sessions...is that just going to be where people are expected to make multiple posts on the Paizo forums during that time frame to expedite certain things, or using an actual software like Roll20?

The reason I ask is this...I have a lot of 5 minute segments of my day, but not many 3 hour segments. So if I can just tune in every half-hour to hour to see what's going on, no problem.

That being said, if that is the case, then I will express my interest! Don't know the concept I would go with yet...


Goldmyr wrote:
I think I'll put together a Druid of some kind. Will probably take the trait that says I'm a prisoner on the ship. Does anyone want to play the role of captor?

dunno if gm will allow such a thing. But if (s)he does, i wont wind having a servant. We can work on the history if this is allowed


@Silvertongue
Just pre-scheduled "speedpost" (IE check in every 5-10 min or so after about 9pm PST) here on the forums, no special roll20 or anything.

I have a dream. I get off work Friday night. I put the big kids to bed about 8pm. I put the twins to bed about 9pm. Then pop open my laptop and a corona. I'm sittin' on the couch, and I just...you know...kill PCs with Serpent Mages for a while. Offline about 11pm or so. Doesn't that sound like a kick?


Quote:
dunno if gm will allow such a thing.

I have no problem with this. If you guys want to set up some kinky prisoner backstory it's fine with me:) Keep it PG13!


Ok, that's doable. Thanks for the clarification.


Ahoy mates... Knives here... your resident stowaway on the merry olde Jenivere... still need to get a few more items, but I believe I am ready apart from that now.


I am interested. I've been playing Pathfinder for a bit over a year, but this would be my first PBP. I am also in PST and should be able to make the friday/saturday sessions.

My character would be big cat riding sylvan sorcerer gnome who claims to be a captain of the 8th Gnomish Panther Calvary Brigade.


I'll post an application later.


The_Lake wrote:
claims to be a captain of the 8th Gnomish Panther Calvary Brigade.

Ya, das est goot idea!


I just checked time zone differences and i am good to go, as 9PM PST is 4PM AEDT the next day. I would like to submit Tak Longleaf, the Halfling lightning sorcerer. I noticed you are at a lack of full arcane casters so i thought i would fill that particular niche. If another roll is required more i can fill that instead, as i have a plethora of characters built.


I will be submitting an aasimar Angel kin sorcerer. Dragon( either gold or silver) bloodline going into dragon disciple. He will be focused on buffing and secondary melee.

I'm on the east coast, depending on work schedules I may or may not make the meet time, if its a 'check during this time period often' I can check more then 20 times a day ;p,while posting may be a tad more limited. Haha.


more fun

skill monkey
The Emerald duke: Julian "Knives" Veartoll; elven swashbuckler (rogue)
MannyGoblin: Groot; Half-orc strongman (rogue)
Camris: Navarro Nedraid; human archaeologist (bard)
Arkwright: Irra Shattertongue; Gnome sound striker (bard)

combat
Robert Henry: Ivar or Salt; human corsair or weapons master (fighters)
Typhina Blightsworn: Io Ren; Dwarf stonelord (Paladin)

divine
Hrothdane: Dembe of Lost Tears; Half-Orc (rainkin) infiltrator (Inquisitor)
Goldmyr: Druid

arcane
Seth86: half-elf drow cavern sniper on to arcane archer
Viskous:Jinda Copperflask; Dwarven Arcanist
The_Lake: gnome sylvan sorcerer
yazo:Tak Longleaf; Halfling lightning sorcerer
Lord Inventor Reldic Emerson: aasimar (Angel kin)sorcerer (dragon)

undecided
Nohwear:
Mokshai:
Eibon Allister:
Joshua Hirts: swashbuckler or hunter
Silvertounge: arsonist or cleric
Lufien “silvertongue” Loamin
Paladin of Baha-who?

A question: does one of the traits need to be from the adventure path or can both be from other sources IE.the pfsrd.


Holy cow thank you Robert!


Okay, so if anyone wants to score points like Robert here is a good way: post a link to a favorite encounter map or two! Ancient ruins? Lunar Apocolyse landscape? Steamy jungles? Succubus Harem encounter maps? I have some great ones but I'm getting the collection of maps together for dis here game:)


Robert, you do not need to pick a trait from the players guide. Just let your heart guide you!


I have one because it helps my concept for me... but if it is more hurtful then helpful grab another one. :)


I would like to take the Boarded in Mediogalti trait as it fits my backstory the best, but I dont want to have actually boarded in Mediogalti


No maps available here unfortunately.


Oh. DM. Are the only rraces allowed the ones from the core book? If so then I can easily change Ryuu's race.


thinking of cleric or warpriest. I would like to give the warpriest try, but a lot of people are scared of the new classes. :(\


If possible i would like to change my entry, i would like to play Anton Forzare, a Human bounty hunter, skilled with his expertise with a Bow.


@ Reldic, Mokshai, Yazo : Addressing you all together because I think this applies to all of your questions. I can't speak for Rhea as such (and given she is GM she has perfect right to override what I am about to say) but speaking for myself... I would rather be playing with people playing the characters they want to play, not the ones they think that will get accepted and do. Non-core races are cool in my book at least (I have a few running in other campaigns), the warpriest is an interesting take on healing (and the new classes will only really get accepted as mainstream by people getting the chance to play them), and we are not at the final cut off yet... submit who you really want to play, ;)


Exactly!

The Exchange

Thought I'd write a paragraph for a backstory and now I regret not stopping there. I've been Pathfinding for about four years now and I have pretty good system knowledge. Anyways here's Mobutu Sese Seko Kuku Ngbendu Wa Za Banga.

Background:

He was supposed to be a warrior. He was a noble’s son who learned to commune with the spirits like the shamans, run as fast and silently as the panther, wield a staff with the grace and power of Ekujae who had practiced for centuries before he walked this world. He was beloved, feared, and respected among his peers and they knew — they all knew — that he would be the one to lead them. He was Mobutu Sese Seko Kuku Ngbendu Wa Za Banga — the all-powerful warrior who, because of his endurance and inflexible will to win, goes from conquest to conquest leaving fire in his wake. These names, these accolades, all prepared him for greatness. When his tribe named him, those words meant everything to them. But those same words meant s##* to his would be captors.

He was captured during a raid and taken as a slave to Eledar. Barely twenty years old, Seko — as his captors took to calling him, found himself being auctioned off to potential buyers. Though he protested, and would often try to escape his confinement, his rebellious streak was eventually beaten out of him. He only spent a few short years in Eledar, just long enough to become proficient in the common tongue and learn who his new masters were. Due to his elven heritage and the fact that he would stay relatively “cute” for many decades to come, he was bought by a wealthy Kintargoan trader and shipped off to Cheliax.

For the next century Seko lived as a house elf, an occupation that took him all over infernal Cheliax. He cleaned cisterns in Kintargo, tucked noble brats in to sleep in Westcrown, polished organ pipes in Egorian, and even wiped the sweat from the queen’s head while she sat on the crimson throne. In his life he read the Asmodean Disciplines twice over, and memorized enough Chelish by-laws that he could engage barristers and attorneys in idle chat on legal minutiae and their interpretations. By all means, he was well liked, and maintained his relative popularity with the nobles even after the old nobility was pushed out and the devil worshippers moved in to fill the void they left. They sometimes romanticized his primitivism, saying he was such a loyal slave because he was not corrupted by their Cherish ideals. They however, were too proud a people to ever be in such a sorry state as he. Many thanked their infernal masters for such a meek “friend” to wait on them hand and foot. The young elf entertained their prejudices for the most part. For when he didn’t, he would find himself regretting it. Whether it was by being tied down and poked under the fingernails by malicious imps or locked in a box for a few weeks, his captors would always find creative ways to punish his insolence. So rather than test the limits of their creativity, he learned to play his role. Though he had his outlets.

There is no culture without counter culture, and within each city there is always a second city, sometimes a third or fourth. When Seko first arrived in Kintargo, slaves who lived there already showed him their city within the city: a place where he could laugh, gamble, drink, and make love away from the oppressive eyes of his captors. Whenever he found himself sold to a family in a new city, he would seek out that city’s second city, and there he would release himself and forget, if only for a few hours a night, that he was not once destined to be a great warrior. But it was also there that he practiced, holding onto the few tricks he was taught as a young elf. Whenever he found an old mop or broom and a moment alone, he would practice his old katas. He would cast spells from his book, which now was little more than a few sheets of tattered paper that he kept tucked away in his shirt. He’d imagine the day they would free him, and the day he would return to his tribe and be welcomed back with open arms by his people. For nearly one century, entertained these fantasies. Then one day he was free.

The elf had found himself back in Kintargo after an extended stay in Korvosa. His owner, a moderately wealthy man who bought Seko for company, had stipulated Seko’s freedom in his will. Though at first glance, this looked like an act of benevolence, it turns out the old man only freed his slaves to spite his son, who Seko recalled was a failure and disgrace in the old man’s eyes. Now free, the reality of Seko’s situation began to set in. He was a stranger in a strange land. Every elf he met in Cheliax looked down on him twice over; once for being a wild elf and once again for being a slave. He had no relatives nearby and the second cities expelled him in good will as the one who made it, the one who could go back to living his life before enslavement. Lost and feeling unwelcome in infernal Cheliax, the elf scraped together the gold that he had kept with him over the years and bought passage back to the Mwangi expanse.

With his dreams of being welcomed back now nightmares of being rejected as forlorn, Seko boards the Jenivere. He heads toward a homeland that is alien to him, and who’s people are little more than near forgotten memories.

Description:

Standing at 5'9, Seko is pretty short for an elf. He looks just as he did the day he was captured, as if a life in servitude seems to have stunted his slow trek into adulthood. His hair is in long brown dreadlocks that fall down his back and shoulders, many of which end in charms or nicknacks. He tends to be aloof, having been burdened with the deep melancholy that overtakes many Forlorn. This often takes the form of mercurialness and detachment. He can be a real screamer to be around.

Tentative Crunch:

Sese Seko
Male elf magus (hexcrafter, staff magus) 1 (Pathfinder RPG Ultimate Magic 9, 48, 49)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Hexcrafter, Staff Magus) Spells Prepared (CL 1st; concentration +4)
. . 0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 16, Wis 7, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Quarterstaff Master[UM], Rime Spell[UM]
Traits bruising intellect, jenivere crew, magical lineage
Skills Acrobatics +3, Intimidate +7, Perception +1, Spellcraft +7, Survival -1; Racial Modifiers +2 Perception, silent hunter
Languages Common, Draconic, Elven, Orc, Sylvan
SQ arcane focus, hex arcana, mark of slavery
Other Gear 300 gp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hex Arcana You can substitute Hexes for Magus Arcana.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Quarterstaff Master Use a quarterstaff one-handed
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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