Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

Loot list


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Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Chephren moves to the side of Malik and looks around the new room.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18 Additional +1 to detect haunts/incorporeal


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Damn! Looks like we're stuck in here for now. I guess we just keep moving and hope to find another way out. Malik! What's in that room over there?" Brennan moved to the eastern doorway to peer through.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

"Malik sees a tiled pool, with a gently sloped rise to floor level. There are many murals upon the wall, showing various stages of life along the river. There is a spigot to the northeast, presumably from whence the water for the pool came. There is a doorway to the east, and an arch leading north."

The wizard looks at Brennan. "Malik would prefer not turning on the spigot. There might be snakes or something in the pipes, at this point."


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

"Maybe that door leads back outside? The building did not look that wide," Chephren says, as he points to the eastern door.

"I am not sensing any additional haunts within this room, but let me see if there is any residue magic in the area before we move to the door."

Cast detect magic from the archway. If nothing is detect, move to the eastern door and examine it for traps and/or magic.

Kn Arcana, if there is magic: 1d20 + 5 ⇒ (2) + 5 = 7
SpellCraft, if there is magic: 1d20 + 5 ⇒ (16) + 5 = 21

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Almost as if Malik willed it into being, the spigot does indeed radiate a faint aura of magic.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan moved slowly towards the pool area to the east, following Chephren's directions towards the magical spigot. He moved cautiously, trying hard not to get ambushed as he went. His eyes scanned the area, and a dagger was held ready in both hands.

perception: 1d20 + 6 ⇒ (11) + 6 = 17


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Malik cautiously follows many paces behind Brennan, whispering, "Be careful, Master Brennan. Malik would not be surprised to find arcane surprises from this abandoned place. Perhaps we should go the other way..."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Chephren recognizes the spigot's magic as one that conures a deluge of water, most likely for filling the pool over which it rests. Neither the pool room, nor the eastern door appear to have any sort dangerous effect as far as Brennan and Chephren can tell.

Chephren:
Just a reminder, Arcana is for spells in place and Spellcraft is for magic items. To use spellcraft, you must be able to thoroughly examine the object for 3 rounds.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Being careful after recent experience Gabriel activates his ability to see evil things. He checks the spigot first.

"We should proceed with caution in this old house..."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Scanning the room with the spigot, Gabriel does not discover any evil auras present.

Gabriel and any Detect Magic casters, please see the discussion thread, in regards to Detect Magic/Evil.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

"Let us go to the door, and leave this magical faucet behind. It is a fortunate finding, yes, but one we can investigate on the way out. Malik suggests we go to the eastern door, there." The wizard points to the door almost directly across the room from himself, smiling in what he hopes is an encouraging way.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Gabriel waits patiently for the group to decide which way to go.

He scans the surroundings slowly using his ability to detect evil.

Facing NWW at the moment - indicated on the map


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gabriel does indeed determine that there is the presence of evil in that direction of the manor house.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Gabriel concentrates to find out more.

"I can sense something evil that way" he says and waves in that general direction.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Malik will hold still and allow Gabriel to find out more about this evil aura he has found.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Oh good. Amazing how all these 'hallowed vaults of family honor' seem to be rife with evil. Of course, it's hard to grab all the wealth you can, and damn the rest, without sliding that particular downward slope, isn't it? After you."

Brennan moved back to the others and moved at a deliberate pace, scanning for traps and other interesting tidbits.

perc: 1d20 + 6 ⇒ (19) + 6 = 25


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Chephren goes over to the door on the eastern wall and attempts to open it, trying to verify if it is a means of egress from the house.

He lets the others determine which way they will continue thier investigation of the house.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

From their angles in the pool room, both Chephren and Brennan can see the adjoining room to the north. Brennan can see just a stone table with a basin, and broken glass and dead scarab beetles litter the floor. Chephren, from his position by the door, can see two privies, one of which is occupied by a headless corpse sitting upright.

He can see down a row of openings that look to be lit off the center skylight, at least very dimly, but contain nothing signifigant. The last room bears a stone oven resting in the middle of the north wall.

Opening the door to the west, Chephren confirms that it leads out of the structure. A spacious yard fills the compound east of the house. Along the eastern side, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. Two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.

Gabriel:
With maintained focus, you are able to determine that there is a moderate aura of evil coming from the statue in the sunlit inner courtyard.

Also, roll a perception check.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Perception: 1d20 + 8 ⇒ (18) + 8 = 26 


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gabriel:
There is a second moderate aura coming from the room to the west, but you can't seem to tell what it's originating from.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

"There are two evil auras I can sense. Both auras are about the same strength, not faint and not too strong, but the creatures or objects are definitely stronger then any one of us. One is to the north - the statue in the courtyard. It is either quite a strong evil object or a creature disguised as a statue. The second one is to the west, but I am unable to pinpoit it's location. That might mean I can not see it from here. How do you want to proceed?" Gabriel states calmly and relatively quitely, hoping that it can not be heard by the creatures (if they are in fact creatures).

I hope I got it right from the description of detect evil...


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

"Perhaps we should check out the double doors to the northwest? And leave the statue well alone, I'm thinking."


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

"Question is, if it will let us alone. And do not forget the second aura to the west. We have to go either close to the statue or close to that one." Gabriel responds calmly.

He readies his shield and morningstar and slowly moves toward the west room (unless somebody tries to stop him) detecting evil all the time and trying to find the other source.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19 in case it is needed

I moved Gabriel 10 ft, unless somebody stops him, he will move another 5 ft next round. That should be enough to scan the room.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

"I found a way out over here, as the front doors are locked. Also there is a dead body over here, so we are not the first ones here." Chephren says to the group.

As he begins moving, "I am going to check out this body, as we figure out which way to go."

Moving north to the corpse, going to try to figure out which other team of adventures the corpse belongs to and then what may have cut off his/her head. Obviously they were not assigned this location in the Lottery.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Heal: 1d20 + 7 ⇒ (20) + 7 = 27


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

After she finally gives up on unlocking the door the group came in, Surubi pulls out her bow. "Make sure to ready yourselves for more of what came before. If there is one group of skeletons in a tomb, there will likely be more." She moves lithely in Malik's direction, but watches--bow aimed the same way--the area where Gabriel indicated evil was coming from.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

To the west, Gabriel takes in the room. Through the archway a large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter. Gabriel can discern that the evil prescence is coming from within the western room itself, but can't see the source. He knows it's coming from somewhere just south of the stairs.

With a quick examination of the body, Chephren is able to determine that the body is neither as ancient as the ruins of the Necropolis itself, nor is it as recent as any of the teams. The body is roughly three years old.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

"This is weird, I can sense the evil coming from south of the stairs, but cannot see the source. It might be something hidden by the garbage on the floor. So it might be either a very small creature or a small object. But I am not sure." Gabriel describes what he senses.

After a moment, he adds "How do you wish to proceed? Search the room or move forward?"


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Ceph, anything useful on that body? Maybe he got a little carried away with all the loot he picked up, and lost his head." Brennan moved closer to Cephren, though he wasn't about to put himself in the position of being decapitated by a scythe trap or anything similar if he could help it.

perception: 1d20 + 6 ⇒ (15) + 6 = 21


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

"I don't see anything of use, and my head is still attached to me. So no loot to loose my head over," Chephren says with a smirk.

Chephren then moves over to the Gabriel and Surubi listening to thier observations before replying.

"Can you senses narrow down the location of this evil? Maybe it is another haunt, we have encountered two so far today. If it is a haunt, I can call on the power of Anubis once more to cover the area with his energy, but if they continue to be more powerful than the last, it may not be enough."

"Also there is a decapited body in the other room. It looks to have died three years ago."


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

"I just know the general location. It is somewhere south of the stairs." he points in that direction. "It could be a haunt, I am not familiar with them."

"And about the decapitated body - as long as it stays dead, it is not really our problem..."

After a while, he adds "Unless we meet the source of the decapitation."


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

"If Chephren's holy powers are waning, perhaps we should proceed north, where there is no source of evil? Let us take a look around and see what is worth seeing, then decide."

If no one objects, Malik starts to head north, looking around as well as he can.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Both Chephren and Brennan can tell that the head doesn't look like it was severed, as much as it looks like it was torn off. Brennan can find nothing else of interest in the room.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Is anyone doing/saying/waiting on anything?


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

I was kinda waiting for the other players ;-)

Gabriel moves into the west room and scans the north west for evil.

Map updated. I do hope that is the direction Malik wants to go as I am a bit confused if north means north west or north east - as true north has an evil statue...


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Chephren moves into the room to see if he can see the source of the Evil that Gabriel is sensing, hoping that his actions will get the lead out of everyone feet.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I was previously incorrect, there are small window holes high on the walls, allowing daylight into the house and lighting the place.

Taking a quick glance around the room, nothing among the rubble stands out to Chephren as worthy of producing an aura of evil. He can see what lies at the top of the stairs, as it opens up to a ledge around the edge of them.

Looking northward through the hallway, Gabriel can sense the presence of more evil up that direction. He can see a small stone table and old pieces of debris lying about.

Malik, Gabriel did say there was evil in the statue in the courtyard.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Gabriel concentrates to find the new source.

"Another aura." he says.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Not hearing any immediate exclamation of treasure from Gabriel or Cephren, Brennan observed, "Better finish exploring this level before we take on any stairs. I imagine going to the north here would be best for now."


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Malik nods at Brennan's assessment. "Malik agrees. Let us go north and see what is in store." He heads north cautiously, staying behind at least one other.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

"Right then, north it is."


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi continues to quietly cover the rear of the group, staying just behind Malik as they move around this floor.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gabriel can tell from where he is, that there are six auras to the north and the most powerful one is faint, but much like the room with the stairs his line of sight to them is blocked to the point where he can't get much more detail out of it.

Malik, I went ahead and moved you closer to the furthest member back (Gabriel) as Suru is staying at the rear.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Alrighty.

Malik moves up with Chephren and Brennan, inspecting the area. "It seems as though evil abounds in this cursed place. Avoiding the auras might be nigh impossible. Let us proceed, companions."

Perception: 1d20 + 1 ⇒ (10) + 1 = 11


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Brennan nodded at Malikn's words and motioned for the others to hang back as he moved up the hallway. Quietly he hugged the walls, and moved to get a look around the corner.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Gabriel moves next to Chephren.

"There is something over there, the aura's are weak. But I cannot discern exact location. They are hidden. I would have to move closer." he whispers.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

His gaze following Gabriel's direction, Chephren casts his own detect magic to see what he can see.
Will use the same cone area as Gabriel's.

"Let us give Brennan a moment to do what he does best."


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

"I hope that does not mean "get his butt kicked"..." Gabriel whispers back keeping his face straight.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

perc: 1d20 + 6 ⇒ (15) + 6 = 21

Gabriel's whisper carried a little farther than the man had intended and Brennan turned back to give him a rude gesture with both knives, then back to continue his scouting.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Peeking around the corner, Brennan sees an enormous stone table. The marble top is polished and smooth, and runs parallel to the west wall of this large room. Half a dozen human skulls have been set upon the western table in some strange decorative manner. Each skull is polished clean and balances atop a tarnished silver goblet standing on a tarnished silver dinner plate. A much smaller stone table stands in the east side of the room. Splintered piles of dust and wood lie in the corners and along the walls—the only remains of chairs after untold years. A strong, fetid stench pervades the room.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan took stock of the situation, then went back to the others. "Coupla tables with some silver goblets. Might be valuable. There's also some kind of ritualistic pattern of human skulls, so I'm not taking any chances. I'm not going in there without some kind of magical support."

Once the others agree to go in with him, Brennan follows Gabriel into the room.

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I will be starting a Mummy's Mask campaign, and have a few players already from a previous campaign. So I will be looking for anywhere from 2-4 more players depending on how many I need to fill out the group (6 total PC's).

I'm sorry, but this recruitment is only open to those given the invite to apply to the game. I realize there is a wall of text to pore over, but I like to be up front about the games I run and the expectations. I will not put a hard set 1/day or 1/every other day posting expectation, but I am looking for active players to help keep the game going. If you know you may not have time to post, at least offer as much in the discussion thread. Nothing worse than silence when trying to see if someone will be posting or not.

Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.

That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.

No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.

CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played. Given the location and society of the AP, of the non-core I am more inclined to allow Catfolk, Gnoll, Ifrit, Oread, and Sylph.

No Gunslingers, or Asian-themed classes (Ninja, Samurai, or Monk). None of the classes from the Advanced Class Guide, my unfamiliarity with them will make it hard for me to adjudicate them accordingly.

I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.

Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.

Starting wealth will actually be rolled, but since the AP assumes the PC’s are already a team for some reason or another, I will be giving a lump sum of extra gold to the group, as spoils from their last job, to divide as they see fit.

Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at 1st level in either a craft, perform, or profession.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items does not require a feat, only the appropriate level to attain the feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent

Cursed/Intelligent Magic Item Rules:
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.

Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed

Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed

All others (including consumables):
96-00% means it is cursed

When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.

For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.

About me as a GM:
I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity. I use every rule in the book that I am aware of, and those I don't use will be adressed as houserules. I expect the players to be cognizant of, at the very least, the rules that apply to their character. If you have a ranged weapon, regardless of being an archer, you should take into account the firing into melee and firing past cover rules.

When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.

If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

*:
I see Perception as two facets, Searching and Noticing. Noticing is to catch something happening (birds stop singing, wind got suddenly colder, a shout down the hall, though I include those using Stealth because sneaking is an action). Searching is an action that needs to be taken, as the environment stays the same, but now you are using patterns of finding things that cause it to require a move action to perform. Again, Stealth is the exception, as you can always choose to actively try and spot something using stealth if you think it is there.

Grand Lodge

Are your previous players bringing their old characters over? If so, could you let us know what they are for party composition?

Also, what are your requirements for traits?

4d6 ⇒ (5, 6, 5, 6) = 22 5,6,6 = 17
4d6 ⇒ (5, 6, 6, 6) = 23 6,6,6, = 18
4d6 ⇒ (1, 5, 6, 3) = 15 5,6,3 = 14
4d6 ⇒ (3, 1, 3, 4) = 11 3,3,4 = 10
4d6 ⇒ (1, 4, 3, 2) = 10 4,3,2 = 9
4d6 ⇒ (1, 5, 2, 2) = 10 5,2,2 = 9
4d6 ⇒ (2, 5, 4, 5) = 16 5,4,5 = 14

drop a 9 to get 18, 17, 14, 14, 10, 9. Sum of modifiers = +10, so I think I'm good. I've been itching to play a paladin, so I think I'll go with a human undead scourge paladin of pharisma.

I do not like starting with over an 18 in any score, so I'll put the +2 into a lower ability.

STR 18 DEX 14 CON 16 INT 9 WIS 10 CHA 17


Good call, thank you.

No character carry over. We are starting all new PC's built for this AP.

You get 2 traits, one of which should be a Mummy's Mask Campaign trait.


Noted. I got to haul my ass over to an archaeological depot right now (ha, how fitting!) so I'll be back in a couple of hours with a post .. ;)

The Exchange

OK, I'd like in, if I may.

Where do I find the Player's Guide for this?


Aubrey, here is the Player's Guide Link


*Hands the GM his invite...*

4d6 ⇒ (4, 2, 1, 4) = 11 =10 X
4d6 ⇒ (6, 6, 1, 6) = 19 =18 +4 17 pt
4d6 ⇒ (5, 1, 1, 6) = 13 =12 +1 2 pt
4d6 ⇒ (5, 6, 5, 3) = 19 =16 +3 10 pt
4d6 ⇒ (5, 6, 6, 6) = 23 =18 +4 17 pt
4d6 ⇒ (2, 3, 5, 3) = 13 =11 +0 1 pt
4d6 ⇒ (5, 1, 5, 2) = 13 =12 +1 2 pt
+13 and 49 pt buy.
Too high! Do it again!

4d6 ⇒ (2, 6, 1, 4) = 13 =12 +1 2 pt
4d6 ⇒ (6, 3, 6, 3) = 18 =15 +2 7 pt
4d6 ⇒ (2, 1, 2, 5) = 10 =9 X
4d6 ⇒ (1, 5, 5, 4) = 15 =14 +2 5 pt
4d6 ⇒ (3, 2, 4, 3) = 12 =10 +0 0 pt
4d6 ⇒ (6, 5, 4, 5) = 20 =16 +3 10 pt
4d6 ⇒ (3, 2, 1, 6) = 12 =11 +0 1 pt
+8 and 25 pt buy.
Right then...


Looks like I might play here after all...putting down some rolls, just initially.

4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (5, 2, 1, 4) = 12
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (6, 6, 4, 6) = 22
4d6 ⇒ (3, 5, 5, 6) = 19

Dropping that super-low roll ends up with...
15, 11, 15, 16, 18, 16

that seems a little bit OP, but I suppose I'll take it if I can. Total modifier, +11, so it isn't even over the limit... Wow.


Heya thanks for the invite!

I counted 14 Lein. 2+0+2+3+4+3=14

I'd really like to play Mummies Mask however I'm not sure if I want to start another game currently, however others have died down so I prolly can. I'll see what the dice suggest.

4d6 ⇒ (4, 3, 2, 3) = 12 10
4d6 ⇒ (6, 2, 1, 2) = 11 10
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (5, 2, 1, 2) = 10 9
4d6 ⇒ (4, 3, 6, 1) = 14 13
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (1, 1, 6, 4) = 12 11

A total of +5 and 17 PB so no reroll allowed. What crud...


Actually, Lein, that's a +14 total.


So you are right. It is late and I cannot math. Re-roll time.

4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (4, 5, 2, 5) = 16 = 14
4d6 ⇒ (6, 3, 2, 6) = 17 = 15
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (4, 1, 4, 4) = 13 = 12
4d6 ⇒ (1, 3, 3, 2) = 9 = 8 (drop!)
4d6 ⇒ (4, 3, 2, 3) = 12 = 10
_____________________
TOTAL = +8 modifier

Much less exciting, but still very doable. 25pt buy equivalent.

The Exchange

OK, I'm thinking a cloistered cleric of Pharasma, probably a dwarf.

4d6 ⇒ (6, 6, 2, 1) = 15 = 14
4d6 ⇒ (2, 5, 4, 3) = 14 = 12
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
4d6 ⇒ (1, 3, 4, 5) = 13 = 12
4d6 ⇒ (4, 6, 6, 4) = 20 = 16
4d6 ⇒ (2, 1, 6, 3) = 12 = 11
4d6 ⇒ (1, 1, 2, 4) = 8 = 7 (dropped)

Total bonus = +10

Dark Archive

I'm up for it if you'll have me ;)


I figured the wall of text would be daunting, but I wanted to present my house rules up front, so that people knew coming into it that that's what they will be.

Also, as this is a recruitment thread, I'm actually worried now that I may have to run two (and I really don't want to run two). This is just for all the people showing up that I didn't expect would take me up on the offer, but that I would like to have in a game.

All in all, it is a recruitment thread, so all the games I'm in I put the offer out to as everyone from them is invited to offer a submission. I hate to say, but I will still have to go through and turn the majority away when it's all said and done.

Now I remember why my last game was persoanl invite only. I think I really feel bad about the recruitment process.

P.S. Leinathan is one of the originals, so he is already has a reserved spot.
.
.
.

Grr, really warring with myself over running two games. If I did, purely hypothetical, but if I actually decided to, it would have to be a different AP. No! Bad Aardvark, no two games, get that out of your head!


Red Ramage here

We're all adults and understand that slots at a game are limited, be it virtual or in meatspace. Given how long these games take and the staggering failure rate, I wouldn't want to play under a GM who resented running the game. So run one game, and enjoy it!


I feel so special unique snowflake! :D

Character concept brainstorming complete. Forlorn elf trying to stave off depression by exploring and seeing as much of the world as he can - he thinks that if he gets a lot of ancient relics into his head, it can help him forget that everyone he loves will die hundreds of years before he does.
A little fatalist, but a nice soul.

Trait's gonna be Trap Finder.
Abilities are gonna be:
Str 15, Dex 18, Con 12, Int 12, Wis 11, Cha 12

16, 15, 14, 12, 11, 10

Starting class is going to be ranger (guide), moving into bard (archaeologist) and reaching for the Dark Delver prestige class.

I'll follow the lead of the others and start working on a detailed background when they do, and finish up my crunch when the others are. Just putting this here. Likely going to be a switch hitter, but mostly ranged damage and support at the beginning. Will try to be a skill monkey as well.


Hey Aardvark, it's Shabbezz. Thanks for the invitation.

4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (6, 3, 2, 2) = 13
4d6 ⇒ (1, 3, 2, 5) = 11
4d6 ⇒ (6, 4, 4, 4) = 18
4d6 ⇒ (1, 4, 2, 4) = 11
4d6 ⇒ (1, 4, 4, 1) = 10 (dropped)

+5 modifier with a 24 point buy equivalent. Huh. I can't reroll again because it's exactly at a +5 modifier, not lower than a +5 modifier (though I did score an 18, so at least it's not all bad).

Still, any chance I can go double or nothing on another roll? If not I'll do my level best to turn this into something survivable.

(Btw, I'm cool with being turned away if you're only running one game. I just figured I'd throw my hat in since the invite was extended. Don't overextend yourself on my account.)

The Exchange

I already hate leinathan.

By the way, I'm not an adult. If I don't get a space, I will scream and sulk.


Aww :(


Actually, ignore that reroll request. I've just thought of a few concepts that will work with what I have.


4d6 ⇒ (2, 3, 5, 1) = 11...Drop
4d6 ⇒ (4, 6, 5, 3) = 18-3=15
4d6 ⇒ (4, 6, 2, 3) = 15-2=13
4d6 ⇒ (2, 5, 3, 6) = 16-2=14
4d6 ⇒ (6, 1, 1, 4) = 12-1=11
4d6 ⇒ (1, 6, 6, 6) = 19-1=18
4d6 ⇒ (3, 2, 2, 5) = 12-2=10

bonus total=+9

Looking at playing a Gnome Sorcerer Djinni Bloodline.


As indicated I will be at leat keeping my eye on this as it develops and will be chatting with Aardvark as things progress. Looking forward to seeing how things shape up.


1: 4d6 ⇒ (3, 4, 5, 6) = 18 > 15
2: 4d6 ⇒ (1, 5, 3, 3) = 12 > 11
3: 4d6 ⇒ (6, 1, 5, 4) = 16 > 15
4: 4d6 ⇒ (6, 1, 3, 4) = 14 > 13
5: 4d6 ⇒ (2, 4, 5, 1) = 12 > 11
6: 4d6 ⇒ (1, 3, 3, 1) = 8 > 7
7: 4d6 ⇒ (4, 3, 6, 5) = 18 > 15

15/15/15/13/11/11 .. fantastic. I was thinking of a human or half-elven cleric (inquisitor isn't allowed, right?) of Calistria. In the style of Lawrence of Arabia, he'll be a Taldorian who's going native in Osirion. A man who's wrestling with himself, his emotions and that which his goddess expects from; climbing the highest highs, drowning in the lowest of lows.

And, of course, he uses a whip.


I've thought it over, and realized I've got enough games on deck right now that it would be better to let someone else have a spot on this one. No need to get greedy. Good luck to the rest of you.

Dark Archive

Aubrey the Malformed wrote:

I already hate leinathan.

By the way, I'm not an adult. If I don't get a space, I will scream and sulk.

Just so long as you don't kill Arakan you can sulk all you like!

The Exchange

I think Inquisitor is allowed - it's stuff from the Advanced Classes Guide (not the Advanced Players' Guide) if I read Aadvaak's intentions correctly.


I'd like to run an archeologist bard. Let me put something together when I get to my computer. On my phone right now.

The Exchange

Actually, I'm thinking standard cleric. I like the idea of a cloistered cleric, but the execution (especially the reduced access to spells) makes it a it of a no-no. However, I'm looking to create someone scholarly (Knowledge domain - tick!) and also good at healing (Healing domain - tick!) so a Pharasmid cleric gives me what I'm looking for. I'm thinking of concentrating primarily on buffing/support rather than being a monster in combat himself.

Str 12
Dex 11
Con 16+2 = 18
Int 14
Wis 16+2 = 18
Cha 12-2 = 10


4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (4, 5, 2, 2) = 13
4d6 ⇒ (3, 3, 3, 4) = 13
4d6 ⇒ (6, 5, 6, 6) = 23
4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (2, 6, 4, 3) = 15
4d6 ⇒ (6, 3, 5, 2) = 16


To be honest, you best be playing a human and invest in some INT and perhaps take a look at the 'Fast Learner' feat so you can always get that extra skill point from the favored class bonus. With +2 int, that would bring you up to 6 skills a level as a human.

I love clerics, but their skill handicap drives me bonkers. I'm leaning on a few ideas right now, waiting to find out what ideas falter under the pressure and hoping that one of them does not. A half-Osirion half-Taldorian devotee of Nethys, a Taldorian scoundrel priest of Calistria and a happy-go-lucky sellsword (preferably using a heavy duty crossbow, like an arbalest) are the three ideas I'm juggling in the recesses of my mind at the moment ^^


From the Player's Guide: wrote:

The competition in Wati is fierce, and dozens of other adventuring groups have made their journeys to the Half-Dead city to try their luck and skill in the necropolis, as have scores of merchants and others looking to capitalize on the inf lux of people. Each of the other adventuring groups have f lavorful names

to help them stand out among the competition. Your group should talk among yourselves and come up with a suitable name for an adventuring party. Adventuring party names should be evocative and play to the
strengths of the party’s makeup. Sometimes a party has a clear leader and the adventuring party incorporates his or her name into the group’s name. Table 4–8 on page 99 of Pathfinder RPG GameMastery Guide provides
a generator to help create adventuring party names. Alternatively, a few other suggestions are provided in the sidebar above. Choose one of those names to serve as a good adventuring party name.

Might be handy to keep that in mind during character creation ;)

The Exchange

The thing which bugs me somewhat is the penalty to CHA - I'm not massively worried about skills as I'm primarily going to be taking Heal and Knowledge skills, which are useful but not of incredible applicability compared to (say) a rogue, but the CHA penalty means my number of channelings (and the DC, although again I'd be hoping to use it mainly for healing) is reduced. But it is all trade-offs. I quite like my dwarven priest.


I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?

STR 13
DEX 15
CON 16
INT 18+2 20
WIS 13
CHA:16

Looks like my rolls would give me the following stats
13, 13, 18, 18, 15, 16

I will take the undead crusader campaign trait and seeker of brightness


It is 4d6 minus the lowest: 8, 11, 10, 18, 18, 13, 14 .. which is still fantastic. 18/18/14/13/11/10 once you drop the 8.


Here is my character so far.

Gold 4d6 ⇒ (4, 1, 6, 6) = 17 x 10 = 170gp


dotting


@GM
I did make a method of random stat generation that keeps the point-buy value from deviating too far from a set point buy.
Though it requires a set point-buy reference, and range of allowance

method:

array the point-buy into stats i.e. (20PB) 14,14,13, 13,12,12
Next (you run a pass) for each stat you roll two Opposing dice (+1d6-1d6) and the result is what is used to shift the stat up or down (invalids get re-rolled, ie stat 14, rolled +1, need a +/-2 to shift, coin flip to decide up/down, or remainder held to shift it later to correct point value)
after each stat is rolled check point-buy value
(Held remainders now nudge their stats to PB reference)
if over or under allowed PB range by 4 PB do another pass
if under or equal to a diff of 4 roller manually adjusts up to 3 stats which can not be shifted by more than the PB difference.

!Note: I've tested it, even a balance array like above can become very stacked in areas, though it mostly keeps near it's original state


GOLDS: 5d6 ⇒ (6, 1, 3, 1, 2) = 13 * 10 = 130! Could've definitely been worse. Could've definitely been better *laughs*

Google documents version of my character .. work in progress! My guy is a Taldorian fighter, a 'mercenary for hire'. By giving up some of the fighter's stronger points, namely medium armor, heavy armor and shield proficiency and armor mastery, he makes up for some of its weaknesses by being quite the skill monkey. I took inspiration from Wilbur Smith novels, the French Foreign legion and the tv-series Strike Back and filled him with my character concept in mind.

The background will be my next point of priority, together with rounding out his gear, but seeing as that the party must have a theme / common background, I'll leave room for that in whatever I brew up.

* and this is Krass, for what it's worth.


Shalafi2412 wrote:

I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?

STR 13
DEX 15
CON 16
INT 18+2 20
WIS 13
CHA:16

Looks like my rolls would give me the following stats
13, 13, 18, 18, 15, 16

I will take the undead crusader campaign trait and seeker of brightness

Shalafi, those rolls are too high, which means you have to reroll.

1+1+4+4+2+3 = +15, and the cap is +12.


I already corrected his stats in an earlier post, Lein =D

Quoting myself wrote:
It is 4d6 minus the lowest: 8, 11, 10, 18, 18, 13, 14 .. which is still fantastic. 18/18/14/13/11/10 once you drop the 8.


Ya, I am probably going to take it in the pooper this time.

4d6 ⇒ (1, 5, 2, 3) = 11
4d6 ⇒ (4, 2, 2, 4) = 12
4d6 ⇒ (3, 5, 3, 1) = 12
4d6 ⇒ (5, 1, 5, 3) = 14
4d6 ⇒ (5, 1, 1, 1) = 8
4d6 ⇒ (2, 6, 5, 1) = 14

Yup I was right.

Is my modifier low enought that I can re-roll>?


Shalalfi, it is 4d6, drop the lowest. Read my other posts, there are your adjusted stats and those are just fine and fall well in Aardvark's guidelines.


Ok, so them my stats would be 11, 10, 18, 18, 13, 14 for a total of 11?


Krass Kargoth wrote:
(inquisitor isn't allowed, right?)

Krass--The advanced class guide is the "new" thing in playtest (arcanist? sorcbarian, swashbuckler? whatever the heck all those were.) They're both unfamiliar to a lot of people and still in flux 'cause -playtest- so leaving them out is understandable. The Advanced Players Guide is on the SRD (paizo.com/pathfinderRPG/prd) and probably is allowed--thus Inquisitor is probably okay. (Obviously with the GM's discretion).

Aaaaaand... I'll toss out some rolls while I'm here, just 'cause. (Thanks Angelica! Harbug loves you! No really! =p)

1: 4d6 ⇒ (3, 6, 2, 4) = 15 > 13
2: 4d6 ⇒ (3, 6, 4, 4) = 17 > 14
3: 4d6 ⇒ (5, 3, 1, 1) = 10 > 9
4: 4d6 ⇒ (1, 5, 3, 3) = 12 > 11
5: 4d6 ⇒ (6, 5, 6, 2) = 19 > 17
6: 4d6 ⇒ (2, 2, 6, 3) = 13 > 11
7: 4d6 ⇒ (4, 5, 2, 2) = 13 > 11
+1 +2 (N/A) +0 +3 +0 +0 --> Total +6 (not quite a reroll =p) I'll think on it for a bit and see if I come up with an interesting concept before I officially "apply."


Yes sir. Those are fantastic stats ;p


Looks like there has been quite a response already; however, I've enjoyed your expertise in my game, so I think I might enjoy one of your games as well, since I actually think strict but fair is one of the better GMing styles. And so, I should give application a shot.

Details forthcoming when I get another minute.


I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?

STR 10
DEX 13
CON 18
INT 18+2 20
WIS114
CHA: 11

Looks like my rolls would give me the following stats
11, 10, 18, 18, 13, 14


4d6 ⇒ (3, 4, 6, 1) = 14 = 13 +1
4d6 ⇒ (6, 6, 2, 2) = 16 = 14 +2
4d6 ⇒ (6, 4, 2, 3) = 15 = 13 +1
4d6 ⇒ (1, 6, 1, 4) = 12 = 11
4d6 ⇒ (3, 1, 6, 4) = 14 = 13 +1
4d6 ⇒ (6, 1, 5, 5) = 17 = 16 +3
4d6 ⇒ (6, 4, 6, 6) = 22 = 18 +4

Bonuses: 1 + 2 + 1 + 1 + 3 + 4 = 12

After looking over my rolls, and thinking for a bit, I am thinking towards an Alchemist intellectual type, though I haven't settled on race yet. Alchemists make good blaster support, as well as secondary healers, skill monkeys, etc... I like the versatility. And with that in mind, UI might have to go human.


I'm re-thinking my concept - I'm considering going Summoner. I couldn't make myself get excited about the ranger concept, so I'm brainstorming. I'll surely be back.


Crunch:
Morana
Female half-elf summoner (synthesist) 1
CN Medium humanoid (human, elf)
Init +2; Senses Perception +2, low-light vision

--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +4 (+2 vs. death effects)
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee
Ranged
Spell-Like Abilities
7/day – summon monster I
Spells Known
1st (2/day) – mage armor, lesser rejuvenate eidolon
0 (at will) – acid splash, detect magic, light, open/close
--------------------
STATISTICS
--------------------
Str 11, Dex 15, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse, Eschew Materials
Traits Resurrected
Skills Craft (pottery) +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Spellcraft +6, Use Magic Device +8
Languages Ancient Osiriani, Common, Elven, Necril
SQ cantrips, fused eidolon, fused link, dual-minded, multitalented, keen senses
Combat Gear ; Other Gear

Eidolon Statistics

Bipedal Eidolon 1
CN Medium outsider (extraplanar)
Senses darkvision 60ft.
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14, (+4 natural, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2

--------------------
OFFENSE
--------------------
Spd 30ft.
Melee 2 claws +4 (1d4+3)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 15
Base Atk +1; CMB +4' CMD 15
Evolutions Improved Natural Armor, Ability Score Increase (Con) (pool 3 1/4)

Idea:
Okay, here she is. The idea:

Morana is a small girl, but not a juvenile one, perhaps 22 years of age (which is still young, for a half-elf). She used to live in a small, desert town with her family. They were potters by trade, and the village they lived in was small, and so they relied primarily on passing traders and the regular caravans that passed through for their income and for anything they wanted that wasn't available where they lived.

One day, tragedy struck - a band of gnoll raiders invaded her town, sweeping across the fields and into the houses, killing everybody and brooking no resistance.

Morana's father knew that he had little time to make his family safe, and so he packed her away into a little storage cubby that her family had in the underside of her house, but only had time to hide her before the gnolls entered the house. Morana had to look away as her family was killed, but she couldn't get the sound of the splattering blood out of her ears, nor avoid the dripping of it from the floor above her.

She waited for more than a day under there, waiting and listening as the gnolls looted and burned her home. When she finally emerged, everyone that she had loved was dead, and everything of value had been stripped from the village. Hungrily, she stuffed a few foodstuffs into her face and into a bag that she managed to scavenge, and, knowing that the next caravan was weeks away, she took off into the desert. The chances were slim that she would survive and make it to Wati, the nearest large city, but she was determined to make it.

Unfortunately, she wasn't destined to survive...on her own. After several days of wandering through the sands, she collapsed, exhausted and starving and thirsty. She saw The Great Beyond, then, traveled out of her body, and wandered the stars. She saw Pharasma's Spire, and traveled to it, but as she tried to enter the Boneyard, she was blocked by an immense steel man. He told her that she wasn't dead, that she didn't belong here, and that she ought to go. She insisted that no, she really was dead, and to let her past, but all the steel man did was pick her up in one massive palm and begin striding right back to the Material Plane. Protests were met with silence, and when she awoke, she no longer felt the heat of the sun on her back or the scour of the sand on her chest. When she looked at her hand, it was plated in some kind of steel and much larger than she remembered. The armor she wore was weightless and full of a power she had trouble comprehending, but it allowed her to rise, and allowed her to continue walking.

Eventually, with the armor's help, she made it to Wati. She lived peaceably in the town for a number of months, but then decided that she ought to do something. She had this wonderful, arcane gift (for the armor did not desert her when she was safe, and she could call upon it when she wished) and she ought to use it! Her near-death experience had impressed upon her a strong desire to see the world, to experience as much as she could, and so she joined an adventuring party in order to get out there and experience.

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