Age of Worms: Dawn of a New Age in Golarion

Game Master Luis Loza


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None of you are safe from the doom, from the Age of Worms. The end is in sight and none of you shall be spared.

Hello, everyone! This is but my second attempt at being a PbP GM. My other PbP is homebrew Golarion spacefaring adventure. As much as I love that one, I've also had the itch to run Age of Worms for some time now. I figured I'd share it with my favorite RPG messageboard.

For those not in the know, Age of Worms is the second of Paizo's adventure paths, originally published in Dungeon Magazine. It is filled with memorable allies, great villains, and dangerous locales. Also, it is tough as adamantine! Be prepared for dangerous traps and even more dangerous enemies. There is a large amount of dunegon crawling, but there will also be a good amount of urban adventure, outdoor exploration, and even some social intrigue. There's something here for everyone. The only catch is that you have to survive to see it!

Age of Worms was originally set in the Greyhawk campaign setting, but I'm transplanting it over to Golarion for this run, specifically in Varisia. This means some names will change and some locations will be added or revised to fit the needs of the campaign. In order to accomadate this, I will be starting the campaign in 4735 A.R. which is about 20 years from modern day. The campaign has some assumption as to how time has progressed which you'll learn and experience first-hand.

What I'm expecting is an experience leaning a bit more in favor of role-play. It's hopefully three parts roll-play to five parts role-play. Combat and exploration will have to be very matter-of-fact from my end, due to the dangerous nature of the adventure. I will be doing my best to post at least once a day and would expect the same of you.

Now, the part that you're most wondering about, the character creation guidelines.

Character Requirements

  • Level 1 Character

  • 20 Point-Buy

  • All Core Races as well aasimar and tiefling

  • All Core and Base Classes Available (Core, APG, UC, UM) except Summoner

  • Two traits (I will provide campaign traits that you may choose from)

  • Max health every level

  • No limit on dump or maxed stats at character creation

  • No starting gold or starting gear except an artisan's outfit, peasant's outfit, soldier's uniform, or traveler's outfit

The recruitment starts now! Recruitment is open until Wednesday, February 6th at 7 PM US Central Time, with players decided on Friday, February 4th at 7PM. I will be taken in five players of my chossing based on arbritary qualifications. However, I will do my best to complete a well-rounded adventuring party. Best of luck to all! Hop to it!

Contributor

And here are the campaign traits you may choose from.

Campaign Traits:
Ex-Convict: Five years ago you found yourself tried and incarcerated. Thanks to some good behavior, you’ve managed to be released early. However, without any savings, the only work that you could find was in Diamond Lake. You gain a +1 trait bonus to Intimidate checks and Intimidate is always considered a class skill for you.

Heretic: You’ve spent years amongst the church, studying the ways of your god and living a pleasant life. One day while rummaging through the archives, you found an old scroll making mention of atrocities of the past and the ancient cult which committed them. Questioning the high priest only earned you exile in Diamond Lake, in hopes of keeping your discovery a secret. You gain a +1 trait bonus to Knowledge (religion) or Knowledge (planes) and that skill is always considered a class skill for you.

Dream-Called: Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is a small town named Diamond Lake. Panicked, you woke in the night and made way for Diamond Lake, leaving your life behind. You gain a +1 trait bonus to Will saves and a +1 trait bonus against fear effects.

Miner: You’ve worked in Diamond Lake for years in the mines. Exposure to dust, dirt, and dangerous working environments have made you hardier, but not any richer. A recent pay cut from your boss has left you with no form of income whatsoever, leaving you to question your employer. You gain a +1 trait bonus to Fortitude saves and a +1 trait bonus to Knowledge (dungeoneering).

Vagabond: You’ve been down and out on your luck for some time. Rummaging through garbage and living in a box are not uncommon nowadays. With nowhere left to go, you’ve come to Diamond Lake to join others in the same boat as you. You gain a +1 trait bonus Survival checks and Survival is always a class skill for you. You also gain a +1 trait bonus to resist disease.

Magnimar Noble: Life was good amongst the high life in the Free City. However, some bad investments and shady dealings left you without a livelihood. Ridiculed and run out of nobility and having burned some bridges on your way to the top have left you with no one to turn to in Magnimar. Your only option is to attempt a new beginning in Diamond Lake. You gain a +1 trait bonus to Diplomacy and Knowledge (nobility) and Diplomacy is always considered a class skill for you.

Riddleport Runaway: The way the dice clatter, the roulette spins, and the chips pile up have always filled you with an ecstasy you’ve never replicated. Thanks to your vice, you’re in debt to some pretty bad folk. Luckily, your quick reflexes helped you get away and you’ve taken to hiding in Diamond Lake. You gain a +1 trait bonus to Reflex saves and a +1 trait bonus to Sense Motive checks.

Korvosan Emigrate: You grew up in Old Korvosa, running across rooftops and through alleyways, doing your best to make a living, even if it wasn’t always a lawful way. A close call with the law had you consider your lifestyle. You’ve decided to try your luck somewhere that wasn’t a big city and found yourself at Diamond Lake. You gain a +1 trait bonus to Acrobatics and Acrobatics is always a class skill for you.

Magepoint Scholar: With newfound ruins and artifacts, Magepoint attracted many intellectuals and arcanists. You made your way over as well, but quickly found yourself short of funding. Not able to fund your studies in Magepoint, you’ve moved on to Diamond Lakes in hopes of studying the local cairns. You gain a +1 trait bonus to Knowledge (Arcana) or Knowledge (History) and that skill is always a class skill for you.


How heavy is the writing? (For me, the heavier the better. I'm all right going a few months at a time without combat.) What are your expectations regarding writing quality? (This is the Kingmaker campaign I run. I hope to see similar dedication from all the players as I get in that game.)

It seems that the most basic plot of Age of Worms is "end times prophecy cult makes a run for it." Is that right? I don't know if it is my imagination, but I sense a Lovecraftian feel to the whole thing.

No starting gear at all - including weapons?

Contributor

My writing is normally rather light. Here is my narrative postings from my other campaign for comparison. However, if there is enough of a request, I will definitely add to my writing to match everyone else.

Age of Worms is more "an ancient prophecy has been discovered and is already in motion" kind of AP.

Yes, there is no starting gear at all. If you read the campaign traits, all of them imply being broke and having no other options.


This sounds interesting. I have never played on these forums, but I am familiar with PbP. I know nothing about Age of Worms, but I have been itching to play a sunder specialist pole-arm fighter. Will see about working up a character.


Very interesting... I've heard some neat things about this, and I'd love to give it a shot. I'll probably go rogue, or another skill-monkey type, since I love doing those.


I have played a bit of the Whispering Cairn before but unless you mind donato, I can keep player and character knowledge separate.

Anyway here is Ulfak the druid. He will be going full spellcaster, although he should be handy in a fight, especially if you allow us to use the ARG. If not, no worries I can change that around some.

Also Ulfak has a goblin trait but it fits him perfectly, let me know what you think.

Cheers

EDIT: As for the start, looking forward to seeing how you handle our poverty.


I'm in, and I like that you have set in Varisia.

Hmmm, decisions, decisions.

The Exchange

I don't know anything about Golarion or Age of Worms, but I can post often and love making new characters.
Firearm level? Magic level? Will the PCs get resources eventually? Like, standard level?

Contributor

D-Kal wrote:

I don't know anything about Golarion or Age of Worms, but I can post often and love making new characters.

Firearm level? Magic level? Will the PCs get resources eventually? Like, standard level?

Firearms are at default for Golarion, which is emerging guns. Magic is default for Golarion, which is standard to high magic. Yes, you will eventually get resources. Don't worry.


Very cool! I've wanted to play this for a long time. I remember it coming out in Dungeon magazine. All I know about the campaign is what you said here + that it involved undead/Kyuss (I think).

Me as a player: I'm in my early 30s, playing D&D since way back when it was 1st edition but happily moved on to 3.5 and PF (don't like 4 at all). I am committed to the games I play in. I was in a weekly real-life RotRL campaign every week for 1 year (then we moved). Prior to this I played an email RPG for 2 years until one day the DM disappeared (I kid you not). Currently I am playing in a PBP campaign of Rappan Athuk here . Unless I am on vacation or out-of-town for work (and I will give ample notice) there is a 100% chance I can post everyday and about a 95% chance I can post 2-3x/day. As far as my play style, I personally like to get along with others and design my characters the same way. That's not to say that they are all LG push-overs, but we are engaging in collaborative story-telling. It makes sense for our players to have common goals and trust one another since we are literally putting our lives in other people's hands.

Couple questions I had about the game - are you allowing 3.5 classes (thinking of Warlock, Dragonfire Adept, Swordsage or Binder) or is it just PF? Any psionics? For character creation purposes, what would be the purpose we are in Varisia (and where would we be)? Finally is there any stuff from Advanced Race Guide that is allowable? I just really want to play a dwarf with different (or no) stat adjustments that moves 30'/round! (Have a great concept for a dwarf monk/ninja).

Anyways, sorry for all the questions and thanks for putting together this game!

Contributor

TheRedMage wrote:
Anyways, sorry for all the questions and thanks for putting together this game!

I'm going with PF only for this game. The reason you are in Varisia is your own. However, I ask that you have your character in a bad spot and now residing in the small mining village of Diamond Lake. Take a look at the sample traits for some inspiration. As for your dwarf, feel free to use the ARG alternate traits and archetypes.


Hm, I am definitely interested. I am leaning towards an idea for a staff magus at this point, filling in the scholarly warrior kind of archetype. Campaign trait aside, how much of a backstory would you like submitted?


Dotting for a gnome of some kind... just need to ride the muse and see where I end up with it.

Contributor

Mahorfeus wrote:
Hm, I am definitely interested. I am leaning towards an idea for a staff magus at this point, filling in the scholarly warrior kind of archetype. Campaign trait aside, how much of a backstory would you like submitted?

As much as you like. Once the players are picked, I'm going to be working on tying people together a bit more, so a basic back story is fine.


Thanks for the quick response. I will likely submit two characters - that way you can see what works best for party balance.


Interested. Want to play an aasimar. Probably something on the front lines. Cleric or paladin. Working on it today I'll update tonight.


Doomed Hero here.

Vedic is a character from a another game that ended before it got off the ground. I don't know much about the module, but I know it starts with a puzzle-licious dungeon crawl.

I think he'd fit right in with the campaign.

He's an Admixture Evoker specializing in Fire and Ice. His background contains a lot of story hooks that could be woven into any plot and give him a very good reason for going anywhere the story leads.

Please let me know what you think.


Hmm - current thoughts run to the following:

Gnomish Paladin of Shelyn with the Sacred Shield and Warrior of the Holy Light archetypes.

Will chuck up some crunch and fluff later on to support said concept.


Some preliminary crunch and a short background for my submission, one Derrick Tramsen, a thief and blade for your pleasure entertainment.

Derrick Tramsen:

Male human rogue (burglar) 1
N medium humanoid (human)
Init +10; Senses Perception +4

DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8/8 (1d8)
Fort +0; Ref +6; Will +0

OFFENSE

Speed 30 ft.

Melee Unarmed +4 (1d3+1)

Ranged Improvised +0 (1d4+1)

Combat Options Sneak Attack +1d6

STATISTICS

Str 13, Dex 18, Con 10, Int 14, Wis 10, Cha 12

Base Attack +0; CMB +1; CMD 15

Feats Improved Initiative, Weapon Finesse

Traits Korvosan Emigrate, Reactionary

Trained Skills
Acrobatics +9
Appraise +6
Bluff +5
Climb +5
Disable Device +8
Escape Artist +8
Knowledge (local) +6
Perception +4
Sleight of Hand +8
Stealth +8
Swim +5

Languages Common, Halfling, Varisian

Brief Backstory:

The streets of Old Korvosa are mean. They're dirty and dangerous, full of the poorest, most desperate people the city has to offer. These people are willing to do anything to make enough to survive... which itself attracts some of the richer citizens of the city. Derrick Tramsen was one young man who didn't care where the money came from; he just did what was asked of him, in return for reasonable payment (plus whatever extra he picked from his employer's pocket). Running messages across the Shingles? No problem. Providing a little enforcement? Not exactly his style, but it'd do in a pinch. Breaking into buildings, though, stealing property, whisking in and out like a breath of air; that's what Derrick lived for. Still, it was only a matter of time before he got caught in one such escapade, and when that happened, Derrick new better than to stick around. Once more, he disappeared like a breeze in the night, this time leaving the city--probably for good--and heading for Diamond Lake, a community he'd heard of from his family.


I've got the seeds of a backstory and the crunch for sorcerer that I was planning on using to go to Eldricht Knight. The stats are in this alias. I realize that it's a little on the cheesy side, but I promise that I will try and deliver the Role-Play to make it an interesting character.

Contributor

Just an FYI, the campaign traits are optional. If you'd rather choose something else, feel free to do so, but make sure to refer to the traits as an inspiritaion for a proper hook to the campaign.


Working up Luca.

i realize you mentioned no starting gear and we'd soon have resources

but any chance i can still have my starting broken pistol, just no resources for bullet buying/making?

if not, will I be able to acquire a broken pistol soon?


Ok, this looks interesting.... I've always heard about this AP,but never seen it....

So far,looks like the interest is:

Talliree - Sorcerer (moving toward Eldritch Knight)
Loup Blanc - Rogue (Burglar)
Mark Sweetman - Gnome Paladin
Doomed Hero - Wizard (Admixture Evoker)
True Repentance - Aasimar Cleric or Paladin
Red Mage - unknown
French Wolf - Human Druid
Skail - Pole Arm fighter

I'm thinking of a Fighter (Unarmed) with the Miner trait.

Contributor

Luca Shaw wrote:

Working up Luca.

i realize you mentioned no starting gear and we'd soon have resources

but any chance i can still have my starting broken pistol, just no resources for bullet buying/making?

if not, will I be able to acquire a broken pistol soon?

Based on what classes end up in the game, I'll make sure to accomodate you appropriately. (Spell component pouches, spellbooks, broken gun, mounts, etc.)


donato wrote:
Luca Shaw wrote:

Working up Luca.

i realize you mentioned no starting gear and we'd soon have resources

but any chance i can still have my starting broken pistol, just no resources for bullet buying/making?

if not, will I be able to acquire a broken pistol soon?

Based on what classes end up in the game, I'll make sure to accomodate you appropriately. (Spell component pouches, spellbooks, broken gun, mounts, etc.)

gotcha, crunch is mostly done

Dark Archive

Pathfinder Adventure Path Subscriber

Interesting take on Age of Worms. Very interested to do the path, and I'm currently thinking about playing a bard with the Vagabond trait. Literally singing for his supper. Race? Not sure yet. Half-elf seems appropriate.


True Repentance her with an Aasimar Paladin. Basic stats up.
Going with Angel-Blooded (+2strength and charisma) if you will allow.
They seem to fit well with Varisia and being a paladin.

Backstory basic idea is that he has lost his parents while young and this caused him to want to be a paladin. After becoming a paladin he found the one/group that killed his parents and breaks his paladin code in some way (need to find an appropriate reason, perhaps he killed them, suggestions?). So for the last while he has been stripped of his paladinhood and serving his atonement out in diamond lake. He could have just reattained to paladin or be about to at the beginning of this game. Let me know what you think?


Luck wasn't always in the cards. Though Joao was pretty convinced that it was in her. When she reasoned it out, it all made sense to her, at least. Growing up in Riddleport as she did, she venerated Lady Luck like most, but she was pretty sure the eyes of the Lady were on her more often than not. If she had been inclined towards the clergy, she was pretty sure that serving would have been her calling, but the spin of the wheel, the sound of the cards, the rattle of the bones... They called much louder than the hymns of the church and the sermons of the street preachers ever since she was tall enough to see over the table or hold the dice.

Home became the gambling dens. Sure, you could be riding high and a bad hand puts you low before you realize it, but there was always a way back up if you were clever-- or lucky. She was both. One night of dancing could get her starting stakes back, and after that.. The tables knew her name, and she knew their song. So she grew.

Even Lady Luck has to look elsewhere from time to time, however, and one could get so used to winning that they forget to listen to the cards. "What goes up must come down", gravity saw to that. A spot of bad luck, a debt bigger than a week of dancing could cover, and an impatient bookie with a chip on his shoulder forced a vacation on her terms before he could make her work on his. A small trip, a short vacation, and she would be back with the money (plus interest, of course). After all, with a name like "Diamond Lake", the Lady had to be smiling down at her!

May I present:
Joao Marcos - Monk(Maneuver Master)
Traits: Fast-Talker, Riddleport Runaway
Feats: Defiant Luck, Inexplicable Luck


Deatur walked the long path to Diamond Lake with a common branch he found in the woods to serve as his walking stick. How had he fallen so far? And now he was walking, walking to a place he had only heard in rumors. He had nothing but what he carried in his head, the training of his body and what he had left of his guts, which were strongly complaining due to want of proper food.

He had never been a pretty man, nor a talented man, but through discipline of mind and body he was able to become more than other more gifted individuals with less perseverance. And just as he made it through his grueling childhood and recent troubles, he would regain his lost status. Even if doing so would require more years of toil and struggle. But he would not be deterred. For him there were no other way.

Here is a Staff Magus for your Perusal I think I will go with the travelers outfit and a quarterstaff (because they are free). I've always wanted to make one of these, and it has been pretty fun.

Dark Archive

Pathfinder Adventure Path Subscriber

"Got a copper t' spare, friend? Times is hard, they is, and I just wants to get enough to buy some hot soup before I 'eads off. Sorry if the smell offends, but I 'aven't quite been able to affords a bath in awhile. There's a pool near the river I sometimes bathes in, but it's been proper cold to do that of late.

"Oh, bless ye, friend, that should be just enough for some soup. If'n I tells you a story, would you spare enough for some bread to goes with it? Alright, 'ows about a tale of forbidden romance, between an elven diplomat and a 'uman bandit? There was this elf, see, from Kyonin o' course, and 'e 'ad several wagons o' silk travelling through contested lands. They was jumped by brigands, an' they was the proper sort o' ruffian - fought to subdue rather than kill, but made off with the choice goods as quick as you like.

"Well, this made the elf madder than a chicken trying to squeeze out a square egg, so's he wents back to Kyonin, found hisself some elfin warriors, and went back to that forest with a fury. Went to go find him these brigands what stole his stuff, he did, and as skillful as the bandits were in the woods, elfs is always better. Found 'em right quick, an' demands that the leader return his goods an' remit hisself to elf justice. The bandit leader approaches, an' removes 'er 'elm, and 'er long, flaxen locks flow out. She refuses to return the goods, sayin' 'er people needs it more than the elfs do.

"Well, somethin' 'appens to the elf, it does. 'E says 'e doesn't need the goods no more, but instead wants the bandit queen to return something else. And that be 'is 'eart, which she just stole. Well, she rolls 'er eyes at this foolishness, but the elfs go ahead and leave. The diplomat continues sending 'is wagons through the area, and the bandits keep stealing from 'im, recognizing an easy mark when they sees it. But the elf, now 'e's a crafty one. 'E's been getting to find out about the bandit queen, and he's been leaving items that would attract her attention in his caravan. Eventually, 'e goes back to 'er, and professes 'is love for 'er.

"One thing leads to another, an' soon the bandit queen's got an elf bastard in 'er. Well, time passes, an 'er elf lover moves on - elfs an' their flights of fancy, don't you know. The child gets born, an' she raises 'im best she can. Then some lawmen get tired of the bandits, an' drive them all off. The lad's mother dies. Just the way o' the world, it is.

"So 'e wanders. Travels wherever 'e can, not spending much time in one place or another. Begs for what scraps honest folk can give 'im. All 'e's got is 'is gift for story-tellin', an' what bits of copper that can get 'im. It's an 'ard life 'e's got, but it's the life 'e was dealt.

"Thanks for the coppers, friend! Might even have enough for a mug o' cider with my bread and soup now. Blessings to you an' yours!"

Devris, Half-elf Bard
Traits: Vagabond, Cheap to Feed

I'll build him more fully if selected.

Grand Lodge

May I present Clacent of the Forest.

He was found by a group of wandering elves, abandoned near their campsite. Fearing that the child won't survive on his own, they took care of him and trained him on the ways of the forest, eventually he became a proficient hunter. Later on during their journey, they faced off against a monstrous fiend which is more than they could handle. Clacent was defeated and thrown off the waterfall by his mentor as a last ditch effort to at least have one of their group survive. He found his way to a small mining village near diamond lake, in which he currently is resides.

If chosen, would it be much if I can ask what type of creatures will we encounter in most of the adventure path?

Dark Archive

Are campaign traits required or just suggested?

Dream-Called Doesn't the +1 to fear checks not do anything? I'm guessing it's a further +1 or something along those lines.

I'm looking at a Human (archer) Cleric of Erastil that's focused on the home and it's meaning to people. I'll work on a sheet as time goes by.


Dotting this for interest, Age of Worms sounds pretty cool, and this might be my only chance to ever get to see it.

I still have a bit of work to do on a character, for now I'm leaning towards an inquisitor, or possibly a cleric.


I jumped into an Age of Worms pbp, which shortly after the GM jumped ship and so did everyone else! So I'd like to see this campaign from the beginning and see how it plays out.

I present to you Frulamin Milhner, a Gnome Druid. Basic backstory is that he grew up with both parents, among druids and has learned to love the natural world and a good prank from the time he was a child. He's prone to wander and finds his home with anything natural, beautiful, and mischievous! He wants more, however. More adventure, more experience, and even a little more danger. He's willing to go anywhere and do anything. His love for the natural world spurs him on to see more of it, to go to distant lands that he may have only heard of in stories. He serves no god but nature and himself, and he'll follow anyone that will help him to see the more that he's looking for.

preliminary crunch:
Frulamin Milhner
Gnome Druid 1
CN Small Humanoid (gnome)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Spell-Like Abilities Acid Dart (6/day)
Druid Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Entangle (DC 14), Magic Stone
0 (at will) Light, Purify Food and Drink (DC 13), Stabilize
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 15, Int 10, Wis 17, Cha 9
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting
Traits Devotee of the Green (Knowledge [nature]), Reactionary
Skills Acrobatics +2 (-2 jump), Fly +4, Heal +7, Knowledge (nature) +7, Perception +9, Stealth +6, Survival +9
Languages Common, Druidic, Gnome, Sylvan
SQ illusion resistance, nature bond abilities (earth), spontaneous casting, wild empathy
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Druid Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Obviously I'd like to make a few changes based on what we are starting with, but this is what I've got for now.

Dark Archive

Interested as well. Thinking Wolfnar half-orc fighter with the ex-convict.Already have 90% of back story made. If he isnt chosen I can always use him in another game.


Have a bit of an internet problem at the moment so the alias is forthcoming, but here is the crunch and fluff for my tiefling alchemist, Visago.

Visago, Tiefling Alchemist:

Male tiefling alchemist 1
LN Medium outsider (native)
Init +3; Senses Perception +4, darkvision 60 ft.
--------------------
DEFENSE
--------------------

AC 13, touch 13, flat-footed 10 (Dex +3)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee unarmed strike +0 (1d3)
Ranged throw splash weapon +4
Special Attacks bomb 1d6+4 (5/day, DC 14)
Spell-Like Abilities (CL 1)
1/day-darkness
Extracts Prepared (CL 1)
Formulae Book (Gone)
1st (2/day)-
--------------------
STATISTICS
--------------------

Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Throw Anything, Point Blank Shot
Skills Craft (alchemy) +8, Disable Device +7, Fly +7, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (nature) +8, Perception +4, Spellcraft +8
Traits Magepoint Scholar (Knowledge [history]), Mathematical Prodigy
Languages Common, Infernal, Draconic, Dwarven, Elven, Goblin
SQ prehensile tail (replaces fiendish sorcery), vestigial wings (replaces skilled)
Combat Gear N/A
Other Gear traveler’s outfit
Assets N/A
--------------------
SPECIAL ABILITIES
--------------------

Favored Class Bonus - Tiefling +1/2 to bomb damage
Mutagen (Su) As a standard action, drink a mutagen that grants a +2 natural armor bonus and a +4 alchemical bonus to Strength, Dexterity, or Constitution. Also gives a -2 penalty to a corresponding mental ability score; Intelligence for Strength; Wisdom for Dexterity; and Charisma for Constitution. Mutagen takes one hour to brew, and lasts 10 minutes per alchemist level.
Backstory:

Visago was a gruesome sight to behold to his father Servi, a lesser Magnimarian noble. Disgusted by his son’s appearance and embittered by the fatal toll his birth had on the mother, he locked the child behind closed doors, never again to lay eyes on him. Lingering sentiment alone held him back from simply having child killed. Alas, the young tiefling was raised by his family’s servants. His very existence was a closely guarded secret, for his father feared the impact the fiendish child might have on his reputation. Living a sheltered life, Visago was rather smart and well-behaved for his age, being consistently (yet reluctantly) praised by his terrified tutors. For several years his father was content with ignoring him completely; however, when the time came for him to remarry, the teenage Visago became a definite problem.

Servi found an opportunity to exploit his son’s intelligence, using his connections to apply him to the Theumanexus College in Korvosa. Aware of Visago’s infernal heritage, the college was all too happy to accept him, if only out of curiosity. While definitely thrown out of his comfort zone, it did not take Visago long to settle down in the intellectual environment, where he finally had a degree of freedom. The guiding principles of arcane magic proved to be of little interest to him; however, he developed a fascination for the complexities involved in alchemy. Reading into the science involved in mutagenics, Visago theorized that he could somehow purge himself of his devilish taint. Intent on pursuing this line of research, he put all of his time and resources into the project. One day, Visago received a tip from the College, regarding strange, old magic found in Magepoint.

Growing increasingly desperate, he promptly acquired leave for independent research, and began his journey to Magepoint. Unfortunately, Visago was no socialite, and had no experience with travel or trade. His status as a tiefling did him no favors on the road. By the time he came even close to Magepoint, he had little more than the clothes on his back left, having lost or sold all of his expensive equipment along the way. Dismayed yet still hopeful, Visago made his way to Diamond Lakes, counting his losses.

I have extracts picked out for future reference, since he does not have his formulae book.


Color me interested. Working on a Barbarian or Oracle that will dip into the other class before Rage Prophet.

Dark Archive

Drugnar wrote:

Interested as well. Thinking Wolfnar half-orc fighter with the ex-convict.Already have 90% of back story made. If he isnt chosen I can always use him in another game.

wolfnar:

Wolfnar
Male Half-Orc Barbarian 1
CE Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will -1
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 16, Int 12, Wis 8, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Alertness
Traits Killer, Suspicious
Skills Acrobatics +6 (+10 jump), Appraise +2, Intimidate +5, Perception +5, Sense Motive +2, Survival +3
Languages Common, Draconic, Orc
SQ fast movement +10
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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Contributor

Clacent wrote:
If chosen, would it be much if I can ask what type of creatures will we encounter in most of the adventure path?

There will be plenty of undead, plus aberrations, dragons, monstrous humanoids, and humanoids.

Contributor

twilsemail wrote:

Are campaign traits required or just suggested?

Dream-Called Doesn't the +1 to fear checks not do anything? I'm guessing it's a further +1 or something along those lines.

Traits are suggested.

As for the bonus against fear, I meant for it be to be something akin to the fighter's bravery.

+1 bonus on Will saves against fear


But the trait already includes a +1 bonus to Will saves, and trait bonuses don't stack. So the only way the second part of the trait would ever come into play is if you're making a Fort or Ref save vs. fear, which I don't think exists. I think that's what twilsemail is pointing out.

The Exchange

I'm working on a Tengu Fighter (Brawler). I'll start with natural attacks, but I might eventually go sword & board with a scizore. We'll have to see how that goes.

And trait bonuses don't stack, sure, but you can write it however you like in your head. You have the RAI right there. It's +1 Will +1 additional vs Fear.

I might just take it too. A fighter with extra will save AND extra bravery sounds nice.

Silver Crusade

Greetings I have been a GM for the past 5 years and looking for some good ‘ole role-playing as a player. I have started learning the Pathfinder Universe about a year ago. I have not used any of the pre-generated campaigns yet so I wouldn’t have much insight into campaign. I am new to PbP, though I have had online courses which are similar. As a teacher you know what my hours are, thus my nights are pretty open.

I would like to introduce Saronis, a Wood Elf (if you would allow, or just a High Elf).

“Greetings, I am a master crafter of Elven blades. Though, my pride has gotten me into this indecent predicament.” As he slumps to the ground during his break at Diamond Lake mining village he continues, “I can craft nearly anything, though without my father’s grandiose crafting hammer it becomes a monotonous process to create the tools for the miners. I would be preferring to make weapons and armor, though that can only be done in secret. No, no, no! I did not steal product nor did I truly commit any crime, though that nobleman heard me boasting of my skills and instead of paying me he sent me here, for that exquisite blade. Though it was not Elvencraft it still sang well for me, with three necks slit the other four guards knocked me out. How unfair of them, I hope to repay them one day. Perhaps you can help me with that? Hmmmmm…”

Saronis is a Fighter, hoping to become a Grandmaster with the Elven Courtblade, with some exotic weapon master levels if possible. With his father’s plans and secrets he plans to recreate the Elvencraft Courtblade (1d10, x2, 18-20 threat). (See Dwarvencraft in Races of Stone)

His father always spun tales about how he was a great hero and saved his home town, though he was a fighter in his own right it was the story of another. His father was a great craftsman and more expert levels than fighter. Many would argue that he was a bard with that musical voice and great story telling.

Saronis is Chaotic Good and charges into battle without abandon with true friends at his back. On his own, he knows to take it slowly and see all he can before exposing himself. He loves the company of others and would prefer to spend a night laughing, telling stories, or in bed with one of his few loves. Not for sure which trait would be good for him, perhaps I will leave that to you. :)

If nothing else, perhaps I can be another GM to through ideas at, I know I miss that, and get around the ropes of PbP.

The Exchange

Alright, here's Tekket, wild Tengu brawler. As it turns out, I doubt I'll end up doing much with any real weapons. I've found some really great options for expanding his natural attacks for levels to come. There's not much more than meets the eye, just a wildborn, half-civilized, close-quarters mauler with a keen eye, a sharp claw, and a penchant for survival. I may dip some Monk (Martial Artist) or even Barbarian later.
Background & crunch in the profile.


It bothers me a bit that the Tengu has become the go-to for Natural Attack builds. I kinda wish that the "savage animalistic warrior" concept wasn't dominated by the guy who flaps around scratching things with their feet. It just seems undignified somehow.

I'm not knocking your concept D-Kal. I'm just rambling, no offense meant.


Loup again, posting in with an alternate entry compared to Derrick Tramsen. Here I give you Lysariel Dawnleaf, an elven alchemist with the vivisectionist and chirurgeon archetypes. While Derrick will eventually become the consummate sneak, adept at hiding his presence, picking pockets, and disarming traps, Lysariel combines some stealth and trapfinding with a touch of magic, and starting at 2nd level, he has an essentially unlimited supply of cure infusions to help with healing. Lysariel's also probably the more flavorful of the characters, although I'll be fleshing either out if one gets picked.

Also, if multiple submissions is a no-go, I'll withdraw one or the other.

Lysariel Dawnleaf:

Male elf alchemist (chirurgeon, vivisectionist) 1
CG medium humanoid (elf)
Init +4; Senses Perception +6, low-light vision

DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9/9 (1d8+1)
Fort +2, Ref +6, Will +0

OFFENSE

Speed 30 ft.

Melee Unarmed +4 (1d3)

Ranged Improvised +0 (1d4)

Combat Options Sneak Attack +1d6

STATISTICS

Str 10, Dex 18, Con 10, Int 18, Wis 10, Cha 8

Base Attack +0; CMB 10; CMD 14

Feats Weapon Finesse

Traits Anatomist, Iron Liver

Trained Skills
Craft (alchemy) +9
Disable Device +8
Heal +4
Knowledge (arcana) +8
Knowledge (nature) +8
Perception +6
Sleight of Hand +8
Stealth +5

Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan

Rough simple backstory:

Lysariel Dawnleaf grew up the son of an elven family living in a small settlement in the Sanos Forest. He didn't show the aptitude for magic or combat that most elves did, but was nonetheless bright and quick, and enjoyed his lessons in academia and fencing. However, all good things must come to an end, and Lysariel's happiness took a turn for the worse when his village began to contract a terrible disease. Sure he would soon be infected as well and wanting to save his kin, Lysariel began to research alchemy, hoping to use the secrets of plants and his own touches of magic to save his family and friends. As he realized he was immune to the plague, Lysariel began to experiment on himself as well, imbibing draught after draught to understand how his body coped with illnesses and poisons, drawing his own blood and other essences to examine the difference they had compared to the bodies of others. In the end, though, Lysariel was not quick enough. The other elves began to succumb to the illness, and as his own parents lay on their deathbed, their final wish was for their son to leave the village and live in the wider world. Honoring their word, Lysariel left the Forest, making his way to the first settlement he heard of: a place called Diamond Lake...


Background:
Talliree never knew her parents, the ones that gave birth to her. The parents she did know were a kindly gnomish couple that took the girl in as an infant. In just a few short years, the girl was rapidly outgrowing the small little village and the Yndercooks were left with no choice but to take her to be raised properly by some of the tall-folk. While they were good people, and their influence kept Talliree on the right path during her childhood, the Yndercooks were rather naive about some of the machinations that went on in Korvosa. Assured that the girl would find a good home, they left the young girl behind and wished her luck. They waited for a few years for the girl to write, but then assumed that she had forgotten about them.

She hadn't. Her time with the Yndercooks, who named her and raised her for the first five years of her life, was the only thing that kept her from going mad some days. The matron of the orphanage used her charges as slaves, having them work in the sweatshops that dotted the lower class districts of the city. Talliree was almost as tall as a gnome when she came here, but after a year, she was shorter than most her age. He hair and skin were always clean, and she managed to keep out of trouble for the most part. Naturally, the other orphans made her the target of their anger and cruelty. She was harassed and beaten almost every week. The cruel treatment must have triggered something within the young girl, for by the time she was ten, she had managed to learn a few tricks to escape from the torment. This only made it worse, and she eventually cast a spell that left the arm of one of the orphans shredded by ice. Her fellow orphans stopped tormenting her, but the act only raised the ire, and gained the attention, of the matron in charge of raisin these orphans. Most of the orphans were turned out to the streets as they reached the ages of twelve and thirteen. Not poor Talliree though.

The matron was always on the lookout for ways to squeeze more coppers from the raw hands and scrawny bodies of those whom she was supposed to care for. In Talliree, she saw the chance to gain a small fortune. Even as young as she was when the gnomes first dropped her off, the matron saw that the girl was going to be something special. As Talliree grew, her suspicions were confirmed, and the matron began to nurture contacts with the brothels and pleasure houses throughout Korvosa, Magnimar, and even some cities in Cheliax. When Talliree's spell harmed one of the boys that had been tormenting her almost since the day she had arrived, the matron beat Talliree, but not hard enough to scar the girl. She was impressed and knew that if she could be taught spells that could enhance the experience, she would be worth her weight in gold.

The matron found her buyer in one of the finer pleasure houses. The Scarlet Maiden, as she was known, had taken an interest in the tales that the matron told and paid a small fortune in gems and gold for the chance to condition what was promising to be a truly rare beauty. She was not disappointed when Talliree proved to her that she could indeed uses some magic. Unfortunately for the Scarlet Maiden, the matron had not quite broken Talliree's will, and the young girl proved to be far more dangerous than her small frame would suggest. After blinding a couple of guards and breaking the madame's nose, she fled Korvosa and ran until she collapsed in a heap by the side of the road.

That was the night the nightmares started. She found sleep difficult and day after day was spent trying to earn enough for supper and a place to sleep by singing as she made her way through Varisia. Luckily, Talliree's unknown heritage gave her a beautiful voice and a keen ear. Despite having no money and little more than the clothes on her back, she was happier than she had been in a long time. She looked forward to the next day and seeing where the road would take her.

Except on the nights when her nightmares returned. Blood and death swirled around her in a macabre dance, and a name echoed through hellish landscape, Diamond Lake. They had grown more frequent over the course of a year. Slowly going mad from the grisly dreams, she made her way to the mining town and hoped that these maddening visions are harmless.

Appearance:
Hints of toned muscle show underneath Talliree's fair skin. Fine silver hair falls about her round face and in front of sapphire colored eyes. Her simple clothes are won and frayed from hard traveling. She looks about as though expecting something terrible to happen at any moment.

Liberty's Edge

To the Tengu applicant... not to speak for the GM, but they specified core races plus Aasimar and Tiefling only.

Working on a Tiefling White Necromancer right now. From what I know about Age of Worms, it should be quite interesting.

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