ViaanVis's Serpent's Skull \\\ Recruitment \\\


Recruitment


Hello Paizo messageboards! This is a recruitment thread for a Serpent's Skull campaign, done 'theater of the mind' style. Interested? Then I will present THE RULES.

THE RULES

  • Level, Ability Scores, and HP: You start the campaign at 1st level. Roll 4d6 six times for your ability scores, or use 20 point buy if the dice gods are against you. HP for every level above 1st gained will be 1/2 + 1.

  • Races, Classes, and Traits: Any race will be allowed. Any class except vigilante will be allowed, unchained versions being optional. You choose two traits, or two traits + one drawback. Campaign traits are also optional. If a campaign trait isn't chosen, you must explain why you are traveling to Sargava aboard the Jenivere in your background.

  • Alignment, and Various Other Things: Any alignment will be allowed except CN or CE. If you choose an evil alignment, you must not cause trouble and use alignment as an excuse. Your starting wealth will be the average for your class. The Background Skills system can be used. You must read the Serpent's Skull Player's Guide before submitting a character.

    To join, be able to post at least once a day. The recruitment will end July 11th. Any other questions, feel free to ask.


  • Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

    4d6 ⇒ (2, 1, 2, 2) = 7
    4d6 ⇒ (3, 1, 6, 6) = 16
    4d6 ⇒ (4, 4, 2, 4) = 14
    4d6 ⇒ (4, 1, 3, 5) = 13
    4d6 ⇒ (6, 4, 3, 5) = 18
    4d6 ⇒ (4, 4, 2, 6) = 16

    6,15,12,12,15,14
    I'll be a little better off if I got point buy... and finding a place to put a six would be painful
    I'm going to crack open the guide shortly and start brainstorming.


    4d6 ⇒ (6, 6, 2, 3) = 17
    4d6 ⇒ (4, 3, 5, 5) = 17
    4d6 ⇒ (2, 2, 1, 3) = 8
    4d6 ⇒ (6, 1, 2, 2) = 11
    4d6 ⇒ (4, 5, 2, 2) = 13
    4d6 ⇒ (4, 1, 6, 4) = 15

    15, 14, 7, 10, 11, 14

    Not a bad spread. The player's guide entry for cavalier is giving me ideas. Might try to dust off my old battle herald plan. Thinking about a Mwangi native returning to help free his people.


    4d6 ⇒ (5, 2, 3, 1) = 11 10
    4d6 ⇒ (6, 6, 4, 5) = 21 17
    4d6 ⇒ (3, 2, 3, 5) = 13 11
    4d6 ⇒ (1, 1, 6, 5) = 13 12
    4d6 ⇒ (1, 5, 1, 6) = 13 12
    4d6 ⇒ (1, 4, 6, 2) = 13 12

    Huh. That's actually 20 points exactly. Neat.

    Sczarni

    1 person marked this as a favorite.

    No CN? But aren't we pir--Oh, the other Skull adventure path. I never finished this, but boy oh boy, when the DM cranks up an enemy's HP to be 200+ and you still kill it at level 3, well, it sticks firmly in your mind I'd say.

    Let's roll up some dice though and maybe have a pleasant game.

    4d6 ⇒ (1, 6, 5, 1) = 13
    4d6 ⇒ (3, 3, 3, 4) = 13
    4d6 ⇒ (6, 4, 1, 4) = 15
    4d6 ⇒ (5, 1, 6, 5) = 17
    4d6 ⇒ (6, 6, 2, 2) = 16
    4d6 ⇒ (5, 4, 5, 1) = 15

    Now with our spread, let's see what we will play today.

    martial: 1d100 ⇒ 72
    mid-caster: 1d100 ⇒ 83
    full caster: 1d100 ⇒ 57
    low-caster: 1d100 ⇒ 60

    Mid-caster it is then.

    bard: 1d100 ⇒ 47
    Hunter: 1d100 ⇒ 27
    Occultist: 1d100 ⇒ 93
    Inquisitor: 1d100 ⇒ 44
    Magus: 1d100 ⇒ 1
    Mesmerist: 1d100 ⇒ 21
    Summoner: 1d100 ⇒ 65

    An Occultist? Okay then.

    male: 1d100 ⇒ 16
    female: 1d100 ⇒ 22

    human: 1d100 ⇒ 97
    some other race: 1d100 ⇒ 91


    4d6 ⇒ (5, 3, 6, 3) = 17=14
    4d6 ⇒ (1, 2, 6, 3) = 12=11
    4d6 ⇒ (4, 4, 2, 4) = 14=12
    4d6 ⇒ (6, 5, 1, 3) = 15=14
    4d6 ⇒ (6, 6, 4, 1) = 17=16
    4d6 ⇒ (3, 4, 6, 4) = 17=14

    Not bad, not bad. Let me reread the Player's Guide and look at some concepts.

    Radiant Oath

    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    4d6 ⇒ (3, 3, 5, 1) = 12
    4d6 ⇒ (1, 2, 6, 6) = 15
    4d6 ⇒ (5, 4, 6, 1) = 16
    4d6 ⇒ (5, 6, 6, 2) = 19
    4d6 ⇒ (2, 2, 6, 5) = 15
    4d6 ⇒ (6, 4, 4, 4) = 18

    Oh my! Those are magnificent stats! Do we apply them "in order" or can we slot them in to whichever? I've got a half-elf wizard I built for Serpent's Skull I can rejigger with these stats. She's basically the child of a Mordant Spire elf who's being sent to Sargava to monitor the Azlanti ruins there and possibly make contact with the Ekujae.


    Love to roll them dice!

    4d6 ⇒ (6, 6, 1, 2) = 15 = 14
    4d6 ⇒ (2, 1, 2, 1) = 6 = 5
    4d6 ⇒ (1, 3, 4, 5) = 13 = 12
    4d6 ⇒ (6, 6, 4, 4) = 20 = 16
    4d6 ⇒ (5, 1, 4, 5) = 15 = 14
    4d6 ⇒ (1, 6, 5, 2) = 14 = 13

    Not bad, except for the 5!
    Have to think on this.


    Archpaladin Zousha wrote:
    Oh my! Those are magnificent stats! Do we apply them "in order" or can we slot them in to whichever? I've got a half-elf wizard I built for Serpent's Skull I can rejigger with these stats. She's basically the child of a Mordant Spire elf who's being sent to Sargava to monitor the Azlanti ruins there and possibly make contact with the Ekujae.

    Slot them to whichever. Sounds like a great concept!


    4d6 ⇒ (5, 5, 5, 6) = 21 or 17
    4d6 ⇒ (5, 1, 4, 4) = 14 or 13
    4d6 ⇒ (2, 2, 3, 1) = 8 or 7
    4d6 ⇒ (5, 5, 6, 4) = 20 or 16
    4d6 ⇒ (4, 3, 6, 5) = 18 or 15
    4d6 ⇒ (3, 5, 6, 6) = 20 or 17

    hmm........... I feel like I broke something. , I just noticed you didn't say drop the lowest on the 4d6? so do we? and I got a second question. I always like looking at the dm's history and I'm curious about your background if you don't consider it rude. (I just typically DM so I look at everyone's history.) I've always wanted but never played this adventure path I heard the first book in this AP is rated the #1 adventure made by Pazio by a lot of people.


    Dot here.

    4d6 ⇒ (2, 4, 3, 5) = 14 = 12
    4d6 ⇒ (6, 5, 5, 1) = 17 = 16
    4d6 ⇒ (1, 6, 3, 4) = 14 = 13
    4d6 ⇒ (5, 3, 5, 6) = 19 = 16
    4d6 ⇒ (6, 5, 3, 6) = 20 = 17
    4d6 ⇒ (2, 2, 4, 5) = 13 = 11

    Not bad will get to work


    4d6 ⇒ (3, 5, 2, 3) = 13 = 11
    4d6 ⇒ (5, 1, 1, 3) = 10 = 9
    4d6 ⇒ (5, 4, 6, 1) = 16 = 15
    4d6 ⇒ (5, 1, 4, 3) = 13 = 12
    4d6 ⇒ (5, 6, 6, 3) = 20 = 17
    4d6 ⇒ (3, 1, 1, 5) = 10 = 9

    A decent array. I've got a Elf Alchemist that has a background that would fit into the campaign pretty well. It'd be my first time playing-by-post, but I've been a longtime lurker and very much interested in the more methodical roleplaying that the messageboard presents.


    Can I play a Gnoll? I'm thinking either Ranger or Barbarian.


    4d6 ⇒ (2, 5, 6, 6) = 19 = 17
    4d6 ⇒ (1, 5, 3, 4) = 13 = 12
    4d6 ⇒ (5, 6, 6, 1) = 18 = 17
    4d6 ⇒ (2, 6, 4, 2) = 14 = 12
    4d6 ⇒ (2, 5, 6, 6) = 19 = 17
    4d6 ⇒ (3, 3, 6, 4) = 16 = 13

    This has potential. Quite a lot.
    I will meditate on it but I could imagine a cheliaxian nobles son returning to his families plantation

    Sczarni

    Moisson's background stuff:

    Consuela is essentially a collector of strange items that travels around to the new colonies and investigates if there are any magic items that must be confiscated from dangerous hands. Except on this trip, she was returning home from one of the newest colonies. Recently this week, however, she took an interest in Ieana's conservative nature. She wasn't able to converse with her and the other kept herself in her room too often to have a look around. So Moisson was usually hanging about, just around the corner of Ieana's room.

    Moisson's character sheet:

    Consuela Moisson
    LE Medium humanoid (human)
    1/Occultist (Silksworn)
    Init +2; Senses , Perception +8
    --------------------
    Defense
    --------------------
    AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 shield)
    HP 13
    Fort +4, Ref +2 , Will +3
    --------------------
    Offense
    --------------------
    Cantrips: Mage Hand, Mending, Resistance, Detect Magic
    1st level spells (2/day) Enlarge Person, Grasping Corpse, Alarm, Heightened Awareness
    Implements: Necromancy, Transmutation, Divination, Abjuration
    Focus Powers: Mind Fear, Necromantic Servant, Legacy Weapon, Sudden Insight, Mind Barrier, Sudden Speed
    Mental Focus: 7/day
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14 , Con 14 , Int 18 (+2 from racial), Wis 12, Cha 14
    Base Atk +0; CMB +2; CMD 12
    Feats: Extra Mental Focus, Toughness
    Weapon Group Proficiency: Simple, Martial
    Traits: Colonial (Kintargo), Blood of Dragons (+2 to paralysis and sleep)
    Skills: Knowledge Nobility +8, Perception +5 (1 rank, 3 trained, 2 stat), Knowledge Arcana, Knowledge Religion +8, Sense Motive +6, Knowledge Engineering +8, Spellcraft +8 (1 rank, 3 trained, 4 stat), Use Magic Device +4 , Disable Device +6 (1 rank, 3 trained, 2 dex)
    Languages: Common, Necril, Infernal, Polyglot, Draconic
    Equipment: Noble Outfit (100 gp), 3 weeks of food rations, a cot.
    --------------------
    Specials
    --------------------
    Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.

    Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

    Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

    Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

    Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

    Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

    Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

    Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

    Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

    Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.


    Let's give this a try...

    4d6 ⇒ (6, 4, 2, 4) = 16
    4d6 ⇒ (5, 6, 6, 3) = 20
    4d6 ⇒ (2, 3, 6, 2) = 13
    4d6 ⇒ (6, 6, 5, 5) = 22
    4d6 ⇒ (6, 5, 1, 2) = 14
    4d6 ⇒ (4, 1, 2, 1) = 8


    Dotting and rolling.
    4d6 ⇒ (6, 1, 4, 4) = 15=14
    4d6 ⇒ (4, 6, 2, 1) = 13=12
    4d6 ⇒ (3, 2, 3, 3) = 11=9
    4d6 ⇒ (5, 6, 4, 6) = 21=17
    4d6 ⇒ (1, 2, 5, 3) = 11=10
    4d6 ⇒ (1, 1, 2, 3) = 7=6
    Yeah, going for 20 point buy over the 15.


    chubbs wrote:


    hmm......... I feel like I broke something. , I just noticed you didn't say drop the lowest on the 4d6? so do we?

    Hey ViannVis;

    Just asking the same question. Most of us have rolled 4d6, dropping the lowest, but your original post didn't specifically say that.

    Just looking for clarification, as I'm wondering if I should consider the 20 pt. buy as an alternative.


    Dotting...

    4d6 ⇒ (6, 3, 1, 5) = 15
    4d6 ⇒ (3, 1, 6, 5) = 15
    4d6 ⇒ (1, 4, 1, 2) = 8
    4d6 ⇒ (1, 4, 4, 3) = 12
    4d6 ⇒ (4, 6, 5, 5) = 20
    4d6 ⇒ (1, 1, 1, 3) = 6

    20 point buy it is.... can't really slot both a 7 and a 5 from those rolls... lol


    Love this AP - have started it twice but never gotten very far into it. If that's not a problem, I look forward to submitting after I look over the following rolls...

    4d6 ⇒ (3, 3, 2, 5) = 13 > 11
    4d6 ⇒ (3, 2, 2, 5) = 12 > 10
    4d6 ⇒ (1, 5, 2, 4) = 12 > 11

    4d6 ⇒ (5, 1, 6, 4) = 16 > 15
    4d6 ⇒ (1, 2, 1, 5) = 9 > 8
    4d6 ⇒ (6, 1, 6, 3) = 16 > 15

    Hmm, I'll probably bump that up to a 20 point buy. Looking forward to building a character over the holiday weekend!


    Dotting for interest. I read through the guide once, but it was a while ago so I'll have to reread this. Let's see what we get from the dice gods.

    Roll: 4d6 ⇒ (5, 6, 5, 1) = 17 => 16
    Roll: 4d6 ⇒ (4, 1, 2, 3) = 10 => 9
    Roll: 4d6 ⇒ (3, 3, 5, 6) = 17 => 14
    Roll: 4d6 ⇒ (5, 6, 4, 4) = 19 => 15
    Roll: 4d6 ⇒ (4, 2, 5, 5) = 16 => 14
    Roll: 4d6 ⇒ (4, 5, 4, 2) = 15 =>13

    Can't complain about that array. I'll read through the Player's Guide again and figure out what to play from there.


    I've been itching to play a melee shifter druid in the jungle since forever, but either didn't get picked in the previous S&S/IotS or they flopped early. Time to try again!

    4d6 ⇒ (1, 3, 5, 6) = 15 14
    4d6 ⇒ (6, 2, 3, 5) = 16 14
    4d6 ⇒ (1, 3, 1, 6) = 11 10
    4d6 ⇒ (3, 5, 3, 2) = 13 11
    4d6 ⇒ (4, 4, 3, 6) = 17 14
    4d6 ⇒ (3, 4, 3, 5) = 15 12

    Whelp, point buy it is. Although can't help feeling a little vexed settling for 20 points when there are already rolls amounting to, say, 28 =P


    Dotting for after work


    Phedran's background information:
    Phedran den-Aadesh, LN elf alchemist

    Photo illustration (yes, that's Lance Henriksen as an elf)
    Illustration

    Appearance
    Phedran is a slim middle-aged elf, gaunt of face with sharp features. The fact that he is slightly balding reveals his age, but he is still fit. He keeps a well groomed but bushy pair of sideburns to compensate for his retreating hairline. His narrow eyes and thin lips tend to give him a default expression of scorn or disapproval.

    Character
    He is intelligent above all; logic and reason dictate most of Phedran’s actions. This makes him cold, distant, obtuse to most others. He respects utility and duty, and has little regard for people in his way. He is a strong believer in there being a place for everything, with everything in it’s right place. Routine is his foundation. He is fascinated by cephalopods. He understands that he lives in a world with demonstrable divine intervention, however he believes the Gods to be fickle and tempestuous in their behaviour, and would prefer to be left out of their charades. He believes (and can likely prove statistically) that he is probably-definitely-and-very-likely the smartest person in the room.

    Motivation
    A physician by trade, Phedran was the personal doctor to a minor lord. His charge, the lord's young sickly son grew gravely ill, and died despite Phedran's attempts to stave off the illness. Scorned by his employer, the chirurgeon drove off on an expedition to work through the guilt and expand his knowledge of the field of healing salves and tinctures. A grand sabbatical in a distant land.

    Phedran has sought passage on the Jenivere seeking a fresh start, hoping to rekindle his studies in faroff Sargava.


    I have bad news - I won't be able to do this. My niece was in a car accident and is in serious condition right now. I'm very sorry, but thank you for the interest.


    Completely understandable. Sorry to hear about the accident, here's hoping she pulls through. :[


    Sorry to hear. I hope she pulls through. Best wishes to you and yours.


    So sorry to hear, my thoughts are with you and your family.

    Sczarni

    Oh man! F$*@ rolling dice then, you gotta be there for her!


    Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

    Sorry to hear, hope she gets well soon.

    Radiant Oath

    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    My gosh, I'm so sorry! If there's anything I can do, let me know. :(


    Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

    Damn, yes, go take care of them. Peace be with you!

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