Arie IJzer's Serpent Skull.

Game Master Arie IJzer

AP: Serpent's Skull
Current module: Souls for Smuggler's Shiv


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Greetings! I'm an experienced player and DM who's wanting to try his hand at running a PbP game. I've selected Serpent's Skull, because I've ran this AP before with a RL group of mine.

What am I looking for?
Most Paizo APs ooze 'pulp', but Serpent's Skull oozes pulp more than any other AP. Characters should reflect this. Dashing gentlemen explorers, reckless archaeologists, cultists, conspiracy theorists, Chelish who have gone native, Mwangi natives and those who are in it for the gold and glory are all concepts that rock for this AP.

I'll select five to six players. Five means that we can play on when one is missing or something happens and if the applications are so good that I have troubles picking five, I'll go with six! ;)

What are the rules of the game?
-Level 1.
-20 point buy.
-Classes that AREN'T allowed: gunslingers, anything eastern and anything that simply doesn't 'fit in'. Examples of that: a frost witch, a hell knight or a Druman oracle of the Prophecies of the Kalistrade. I'll judge ACG classes like the Slayer on a case by case basis. I have no experience playing or DMing those classes.
-Core races and anything that 'makes sense'. A Wayang does not, an Undine is plausible.
-Any non-evil aligned. Morally dubious is fine by me. Necro'ing it up ain't ;)
-2 traits, one being a Serpent Skull trait from the player's guide.
-Maximum starting wealth as per your class.
-Max HP at level one, PFS average after (fighter = 1d10 = 6, cleric = 1d8 = 5, wizard = 1d6 = 4).
-All Paizo material is allowed. I do not encourage players to min-max, I do not mind players optimizing their characters and the reason I allow all material is because it lets a player make the character exactly the way they want him/her to be.

What do I expect from you?
A character with a solid background and a stat line that makes sense. Your character should be fun to play, fun to play with and fun to gamemaster for. Other than that, try to post regularly and when you can't, tell us or PM me. RL always goes first. Be nice, don't be rude and if there are rule disputes, I'm sure we can work it out.

What is Serpent's Skull?
Serpent's Skull is a pulp action adventure that alternates between being a sandbox and a railroaded adventure. The players will have to form a solid unit and eventually allign themselves with one or more factions. While the players start on an island, it is NOT a nautical campaign. Exploration lies at the heart of SK: Indiana Jones movies, Tintin comics and Wilbur Smith books must have formed a great deal of inspiration for the writers.

I repeat, it is NOT a nautical campaign and it mixes traveling & exploring, dungeon-crawling, doing research and using diplomacy.

How do I run the game?
-I use the monster's average initiative so that the game doesn't suffer from staggered posting.
-Maps will be posted whenever possible using Google Docs, but I might skip a map when the encounter doesn't need one.
-I'll use the suggested leveling rate of the AP itself: this means you won't get XP, but will hear me shouting "DING!" whenever you level up.

Here you can find the players guide.

You can post any and all questions here. If you're not sure whether I'll like or approve of a character setup, do ask. I'd hate for you to spend an hour or more writing something up only having to shoot it down! Not that I'm such a harsh DM. Right? Hehe ;)


submitting this character


I'm very interested in this AP. I will probably create a witch or a wizard who is interested in documenting new species in the Mwangi


Arie IJzer wrote:
I'll judge ACG classes like the Slayer on a case by case basis. I have no experience playing or DMing those classes.

Can you check out the Investigator and let me know if it makes the cut? If not, I can go with an Archaeologist Bard. The character I have in mind wouldn't use magic at all, so I'd prefer the Investigator, but I could make it work either way.


Samsaran hail from Tian Xia and as a result are not an accepted race. Sorry!

@ Quill, both work. A witch might've gotten a heirloom from an ancestor or mentor that is tied to the Mwangi :)

@ Yorick, an archaeologist bard would have a field day in this AP. I'll also accept an investigator.


You can get further with a knife and smirk than just a smirk alone

Think I will submit a fairly standard elven knife rogue. He should also fulfill the mouthy smart-ass quotient needed in any proper pulp adventure.

Probably need to add some additional coin for equipment, but nothing big will change.

Antorin Glimmerkin:
Antorin is a heavily scarred elf whose hair has several abnormal streaks of silver in it. His leathers are criss-crossed with more than a dozen sheathed blades. He always has a smile on his face, like he knows something that no one else does.

Antorin always felt unlucky in life, who knew that the worst decision he could have made would change that. He was born in Cheliax as a slave to a vicious master. Beaten and mistreated, even forced to fight others for his food, he thought fleeing was his only choice. With no knowledge of the world, he fled the coast, he was "rescued" by a crew of the lowest of pirates you can imagine. That is until they tried to take down a trade vessel carrying a statue dedicated to Desna to Magnimar. The guardians of the holy statue dealt with them easily.

He spent some years growing more worldly and learning of this wonderful goddess that has blessed him with his life and his freedom. He has heard the call of adventure and tales of vast riches hidded in the mwangi jungles.

What do i offer the crew? All the things the rest of these clanking anvils can't. Subtlety, swagger and skill. Oh, and did I mention that Desna loves me?

Antorin Glimmerkin
Male Elf Rogue (Knife Master) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee: Dagger +2 (1d4+2/19-20) and Dagger +2 (1d4+1/19-20)
Ranged: Dagger +2 (1d4+2/19-20)
Special Attacks sneak attack +1d8(d4)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages , detect magic , detect poison , read magic
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats: Two-Weapon Fighting
Traits Boarded in Mediogalti, indomitable faith
Skills Acrobatics +6, Appraise +5, Bluff +4, Diplomacy +4, Disable Device +8, Knowledge (local) +5, Perception +7, Sense Motive +5, Sleight of Hand +6 (+6 to conceal a light blade), Stealth +6; Racial Modifiers: +2 Perception
Languages Common, Draconic, Elven
SQ weapon familiarity, hidden blade
Combat Gear acid; Other Gear: Studded leather, alch. silver dagger x2 , cold iron dagger x4 , dagger x8 , quarterstaff, sap x2, loaded dice, pathfinder's kit, thieves' tools, masterwork, 5 gp
--------------------
Special Abilities
--------------------
Boarded in Mediogalti: +2 to saves vs Poison and immune to Spider Vine Poison.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light,distinguishing color and detail.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack +1d8/+1d4: +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Silver Crusade

Would the ARG Gnoll be an acceptable player race?


I am interested in making a halfling oracle will have more info soon


Arie IJzer, my first is this: how do you feel about an Oni-Spawned Tiefling? I have a character already made for a different game, though he was not picked.

This the character, Malthu, an Oni-Spawned tiefling Inquisitor. I made him for a recent attempt at a Serpent's Skull game. I desire to use him again. After looking at the other game, the only thing I would need to do is change the starting gold from average to maximum.

I look forward to your feedback Arie IJzer.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting for interest. Undecided on character so far, but leaning toward magus (possibly an Indiana Jones-style whip expert).


Arie IJzer wrote:
@ Yorick, an archaeologist bard would have a field day in this AP. I'll also accept an investigator.

Horrah! Here's my application - slightly re-stated from a dead Reign of Winter game.


@ Vixen: Ai, I hate having to say it, but no. I myself do not dislike eastern stuff, but the setting is all about 'Europeans and North-Africans venturing down into sub-saharan Africa'. I want to stay true to that sentiment. Tieflings are fine, so are Damphirs.

@ Rysky: gnolls simply aren't compatible with Golarion society. Besides, I think they'd come with racial HD?

@ Morphling: I'm looking forward to it! I rarely see a magus at my table.


Arie IJzer wrote:
@ Vixen: Ai, I hate having to say it, but no. I myself do not dislike eastern stuff, but the setting is all about 'Europeans and North-Africans venturing down into sub-saharan Africa'. I want to stay true to that sentiment. Tieflings are fine, so are Damphirs.

Ok, I shall remove the alternate heritage. I can still work with it. Shouldn't be much to alter. Barring that, anything else I should consider as I make the changes?


Thinking about doing a Human Fighter mercenary/bodyguard type of character. Will have a backstory/stats in a bit.

Silver Crusade

Ah gotcha, and the one from the Bestiary has HD I believe but the one from the Advanced Race Guide does not.


I'd like to put forward Vazio, a void-touched halfling sorcerer. Details in his profile.


I'm thinking about submitting a Taldoran Rondelero Duelist worshipper of Adabar. He has come to bring civilization to the savages and in return take all the wealth of the land. Your typical late 19th century, early 20th century British colonial. I'll work on some fluff and crunch.


Dotting with one of my PFS characters clones (Darius and Delphine). Either a scarred witch or bloodrager depending on the party.

Do you hand out PFS credit? Even with your own set of rules it is possible. Just a matter of filling in the paperwork.


Hello,

I'm a complete PbP rookie, but I'm intrigued by this, and I'm wondering if I could scratch together a half-orc saurian shaman for consideration.

Thanks,
Ghorrin Redblade


I can hand out PFS credit playing a Paizo AP? Eh, I guess I could! :)

.. and for what it's worth, here's some information on the land of Sargava: http://pathfinderwiki.com/wiki/Sargava

Silver Crusade

Serpent's Skull has not been sanctioned yet, so no PFS credit. Serpent's Skull and Kingmaker and the ones they are working on sanctioning right now, actually.


Dot.


Throwing my hat in the ring. An elven fighter with the Lightbringer alternate racial trait who uses a halfling sling staff and a bastard sword as his main weapons.


Introducing Rozzo Capria, human Huntmaster Cavalier

Description/Background:

Rozzo is a human male of Cheliaxian descent, his sharp features and black hair offset by a deep tan indicative of having spent an extended period of time in the sun of the M'neri Plains. Rozzo typically wears a well-patched set of scale mail, with several throwing axes slung across it, and carries a halberd. He is accompanied at all times by a heavily scarred, large red dog. Rozzo treats this dog, named Kondi, as if he were a person and often outfits him in a custom-made set of leather armor when hunting.

Born and raised in Freehold, Rozzo is a distant relative of it's founder Olgran Macini. Spending his early years herding cattle, he found hunting the predators of the plains with his family's herding dogs to be more rewarding and began hiring his services out as protection from the various threats that fill the area. Recently, Rozzo took on a job working security for a shipment of cattle intended as tribute to the pirates of the Shackles and, having successfully made delivery, he and Kondi have begun the long trek home.


Rozzo's Stats:

Rozzo Capria
Human (Chelaxian) Cavalier (Huntmaster) 1 (Pathfinder Player Companion: Animal Archive 0; Pathfinder RPG Advanced Player's Guide 32)
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0; +1 trait bonus vs. disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee halberd +4 (1d10+4/×3)
Ranged throwing axe +3 (1d6+3)
Special Attacks challenge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4 (+6 trip); CMD 16 (18 vs. trip)
Feats Combat Expertise, Improved Trip, Tandem Trip[UC]
Traits beast bond, colonial
Skills Bluff +5, Handle Animal +6, Intimidate +5, Knowledge (nature) +5, Ride -1, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather, +6 to avoid becoming lost when using this), Swim +3; Racial Modifiers ride mount, dragon's skills
Languages Common, Polyglot
SQ bestial challenge, hunting pack, orders (order of the dragon), tactician
Combat Gear healer's kit, oil (4); Other Gear scale mail, halberd, throwing axe (6), backpack, masterwork, bedroll, blanket, compass, flint and steel, hooded lantern, waterproof, trail rations (5), 15 gp, 2 sp, 5 cp
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TRACKED RESOURCES
--------------------
Dragon's Challenge +1 (1/day) (Ex) - 0/1
Healer's kit - 0/10
Tactician (Tandem Trip, 3 rds, 1/day) (Ex) - 0/1
Throwing axe - 0/6
Trail rations - 0/5
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Special Abilities
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+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bestial Challenge (Ex) Hunting pack also gets challenge bonuses and penalties.
Colonial +1 Knowledge (local) relating to Sargavan settlements, +1 save vs. disease.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Hunting Pack +0 (Ex) Animal companions gain listed bonus to Survival to track.
Improved Trip You don't provoke attacks of opportunity when tripping.
Tactician (Tandem Trip, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result

Kondi, Animal Companion:

Kondi
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
--------------------
AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 size, +2 natural)
hp 14 (+4)
Fort +5, Ref +6, Will +1
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Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 when jumping), Heal +1 (+4 to treat common animals, but +1 to treat other creatures), Perception +6, Survival +1 (+1 to track.); Racial Modifiers +4 Acrobatics when jumping, +4 to survival when tracking by scent
SQ combat riding
Other Gear leather armor, carnivore feed (per day) (5), pack saddle, veterinarian's kit
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TRACKED RESOURCES
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Carnivore feed (per day) - 0/5
Veterinarian's kit (10 uses) - 0/10
--------------------
Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Here is the submission for Trawets71.


submitting for consideration


Dotting. This character was in S&S game that made it almost to the end of the first book before the DM disappeared. I just pulled out of another S&S game that died from lack of participation after a few weeks.


For consideration, Siri Quinray. Made her for another Serpent's Skull campaign that didn't get very far (never leveled up from 1st), so I'm hoping for better luck in this one. Will adjust her stats to preside with your guidelines for character creation.


Expressing interest with Chimalsi Kybwa'ka, a Chaotic Neutral Human Warpriest of Shimye-Magalla (a Mwangi amalgamation of Desna and Gozreh) :-)


This campaign looks fantastic! I'd like to submit Roark Zemmer, a crass but reliable Ranger who's out to make a name for himself and appreciates the irony of beating people senseless with his shield. If you have any questions or suggestions on the submission, please let me know!

Crunch:
Roark Zemmer
Male Human Ranger (Skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 0)
CN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 10 (1d10)
Fort +3, Ref +3, Will +2; +1 trait bonus vs illusion effects.
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +5 (1d6+10) and
. . dagger +5 (1d4+7/19-20) and
. . dagger +5 (1d4+7/19-20) and
. . gauntlet (from armor) +5 (1d3+7) and
. . unarmed strike +5 (1d3+7 nonlethal)
Ranged longbow +2 (1d8/×3)
Special Attacks favored enemy (monstrous humanoids +2)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 10, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats Improved Shield Bash, Power Attack
Traits boarded in the shackles, hardly a fool
Skills Climb +9, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Sense Motive +3, Stealth +5, Survival +6, Swim +9
Languages Common
SQ track +1, wild empathy -1
Combat Gear caltrops (2); Other Gear chainmail, spiked heavy wooden shield, arrows (20), dagger, dagger, longbow, ranger's kit, shaving kit, spring loaded wrist sheath (adventurer's armory) (worth 5 gp, 1 lb), whetstone, 40 gp, 4 sp, 8 cp
--------------------
Special Abilities
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Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Personality and Appearance:
Roark stands at 6'3" and weights approximately 210 pounds, almost all of it well-trained muscle. His clothes are practical, and mesh well with his protective chainmail to create an almost carelessly-dignified look. Roark wears his bow on his back and his spiked shield on his arm when in the field, ready to engage in combat at any time. He also keeps two daggers for emergencies, one on his belt and the other concealed in a spring-loaded wrist-sheath along his forearm.

A past full of mistakes behind him, Roark's ready to foray into the world and make a name for himself in a new land. Roark's main drawbacks are with how he interacts other people. His inappropriate swears and contractions seem to alienate him from those better educated than he, and he has a knack for saying the exact wrong thing at the worst of times. His sheer physical might is often how he himself and others define him, but he sports a handy array of skills and keen senses to boot.

Background:
“The best offense is a good defense.”



Roark Zemmer heard that phrase long ago, and once remembered, thought: “Well, I guess I’ll try that.” 



Born a bastard son to a single mother in the Shackles, Roark grew up in as rough-and-tumble way as they come. At thirteen, Roark started work at the docks, struggling at first to keep pace with the older, more experienced longshoremen, but by the age of fifteen his strength exceeded theirs. His language exceeded theirs too. By the time his mother passed away when he was eighteen, Roark was known as one of the strongest stevedores in Port Peril, and also the most unruly. Night after night, he’d get far too drunk and start fights with whomever his sloshed brain could justify, and morning after morning he’d wake up with a hangover and a few bruises. He never lost a fight, due to his immense strength, but because he wasn’t the fastest on his feet Roark had a marked tendency to let his opponent get a few hits in first. 



That all changed when Roark challenged the wrong man. An elderly gentleman with a wispy beard sat at Roark’s favorite tavern one faithful night. As the young deckhand was sloppily finishing his third flagon of ale, he saw the old man smirking in his direction. 

“What’s so funny, geezer? Come to laugh at the young?”

“No, only the idiot lushes,” the man replied, “And say, boy, do you always get so drunk from so little? I’ve seen schoolgirls with better tolerance than you. You’re less of a lush and more of a delicate little lady!”

Roark threw the flagon hard in the man’s direction, missing by a wide margin but leaving a serious dent in the tavern wall. The man had not so much as flinched. Roark advanced on the man’s table: “What’s your name, old timer? I’d like to know ‘zactly who I’ll be wiping the floor with tonight.”



“My name…” the man smiled from ear to ear, the points of his well-waxed mustache pointing inwards, “Is Fiero Dalens McKinnon. But you’d know me best as the Drow of the Sea.”



A dull sensation traveled up from Roark’s well-muscled thigh to his brain. He didn’t realize what was happening at first, and was quite confused as the dull discomfort began to feel wet and throb with an hot… pain. Through the alcoholic stupor, Roark realized this matter probably needed his attention, and looked down at his left leg. Where there had been none before, there was now a very obvious crossbow bolt protruding from just above the knee.

“Hey boy,” Fiero mocked, “You dropped this.” With his free hand, Fiero struck the dumbstruck teenager across the face with the very flagon Roark had just thrown. The world went dark for Roark. Very dark.



When Roark opened his eyes next there was a lot of green. He picked himself up, head spinning, and then he remembered his leg. He grabbed the area where he was stabbed, only to find absolutely nothing there.



“You’ll find I’m as good at mending you as I am at wounding you, boy.” 

Fiero McKinnon was sitting a few feet away, greatly enjoying the company of his pipe atop a steadily rotting log. The two were in a forest. Roark stumbled to his feet, unsure of how to handle a situation so far removed from his daily routine. Anger came first and he began to advance menacingly towards Fiero.



“Ah, no no no. None of that, now.” the pirate chastised, and pulled a hand-crossbow lazily from behind the log, his left hand still gingerly holding his pipe. “Now I brought you here for a reason, son. You’ve got some muscle and a good pair of eyes, but you’re at a loss in pretty much every other department. If you want to fight, you should at least learn how. Fisticuffs is a loser’s game, son. If you bring knuckles to a knife-fight, you’ll not have knuckles much longer.”

Roark wanted to ask any of a thousand questions, chief of which was “What in the hells is going on?!” but a crossbow aimed at his vital organs encouraged his silence.



“So I’m going to train you. You’re going to hate it. You’re going to hate me. You’re going to wonder why the hell I’m doing this more often than you remember to breathe. The answer to all of these things is ‘F#++ you and get a move-on.’ Now pick up that staff,” Fiero gestured to one of several weapons strewn about in the grass, “we have a long road ahead of us.”

Months passed. Years flew by. Roark grew to hate the old man less and less. Roark cultivated his skills more and more. They trained in more than weapons: Fiero schooled Roark in the finer points of surviving at sea, on land, and places more dire. They studied the weak points of the human physique, mind, and spirit (“If you’re going to be good at fighting something with your brawn, you may as well use your brain too!”) and while he didn’t excel in everything Fiero taught him, Roark certainly learned the basics well.



“Fiero,” he asked one day, “All this was to round me out, wasn’t it?”



“Of course it was to round you out, you thick-headed lout! As you were, you were a sledgehammer: powerful, dangerous, but also slow and unwieldy. Now you’re a…” the old man trailed off.



“Now I’m a… what?”

“A slightly less-ridiculous sledgehammer.”



On Roark’s twenty-first birthday, he was greeted in the morning by a kick to the face. “Good morning to you too, Fiero.”

“Get up you asinine ninnywhippet. Pick a weapon.”


“What?”


“Pick a weapon. If you can land a blow on me before I can hit you, I have nothing left to teach you.”

“Nothing?”

“Yes. Nothing.”

“You mean that you’ve seriously trained me to the point where I know everything that you know?”

“No, you fool! I’ve trained you to the point where you’ve learned everything I can teach you. The rest can’t come from me! It has to come from experience. You think I just learned everything I know from practicing with the same person every day? Of course not! Now pick up a gods-damned weapon!”



Roark stopped to consider his options in the formidable pile Fiero had constructed. He knew that the old man was deadly at all ranges with his crossbows (and that he seemed to be able to hide them anywhere), so a weapon with greater reach would be of no help. A weapon of better heft such as a great sword would be of no help either: Roark wanted to hit him, not kill him.

Then, as he was looking at the pile of weapons, his eye caught a simple wooden shield near the pile of armor. Fiero had always advocated attacking with a sword and shield in tandem, but Roark didn’t have the finesse. What if he…



Roark picked up the shield. Fiero stood, puzzled. “That’s it?” he bellowed, almost laughing at his apprentice’s choice, “That’s what you want? No weapon, just a shield? Why Roark, have I turned you into an honest-to-gods’ pacifi-“

Before Fiero could finish the phrase, Roark had charged. His heavy shield faced Fiero, anticipating the bolt to come. Indeed, Fiero produced a hand-crossbow from behind his back, loaded it in an instant, and fired. The missile glanced off of Roark’s impending shape, and before Fiero had time to load a second bolt, the splintering wood of the shield collided with the pirate’s jaw.

After taking a moment to consider the blood flowing from his chin, Fiero simply replied: “Not bad.”

By the next day, the two had returned to Port Peril. Fiero began recruiting a new ship and new crew to replace the old ones he had sold and dismissed respectively three years prior. When Roark offered to join, Fiero nearly spat in his face: “Don’t you listen to a single thing I say? Find your own path, take your own voyages. Besides, each of these men is worth three of you! You’re not worth the sweat of their brow much less their positions and shares!”



So, Roark reluctantly took leave of his mentor and began to look for a voyage to set out on. Since his mother died he had no reason to stay in or ever return to The Shackles. Now that you think of it, he thought, he had seen a promising looking ship heading to Sargava at the other end of the docks…


Thanks for all the submissions people. I'll leave recruitment open till monday, when I'll decide on the group of people that get to embark on the Jenivere for an unforgettable journey!

And for what it's worth: it is more important to have a reason for your character to embark on a dangerous and deadly adventure into the unknown wilds for gold and/or glory then it is for him or her to be going to Eleder. Debts, plain ol' greed, dreams of an illustrious career, divine providence - the possibilities are endless :)


I would like to throw my hat into the fold.
Thinking of a cleric or Druid probably human, Dwarf or vanilla Aasimar.
Deitys Desna or Phantasmara or if druid Gozreh.


I was inspired by your pulp action adventure description.

Here is my Heiress by day and masked vigilante by night heavily plagiarized from a certain pulp character.

Xeno

Please let me know if there is anything minor you would like altered or if you have questions.


May I present Elektra Stardancer, Follower of the Lady of Dreams. Elektra has boarded the Jenivere in Varisia, in the hopes to be reunited withher paramour, a minor chelish noble named Pierro Jeggare, who returned to his fathers plantation after his studies in Magnimars were finished. Enjoying the beautiful journey she learned more and more about the situation of the plantations, the horrible fate and despair of the slaves and she began to question her love to Pierro, her love of freedom and the horrors of his slaves.
Usually quite cheerful, her mood darkened, but many a sailor still enjoys her presence.
She is the typical hero sidekick, who provideds support and healing.


Modified the back story. Should be a little more interesting now.


Joll wrote:
Dotting. This character was in S&S game that made it almost to the end of the first book before the DM disappeared. I just pulled out of another S&S game that died from lack of participation after a few weeks.

same here, the game might still go on, but I doubt it, so I'm dotting this. I probably won't use the same here.

Also, you say conspiracy theorists are appropriate for this game. Hell, yes, I'm a proud conspiracy theorist in real life, so I will be able to roleplay that well.

moon conspiracy:

Do you know that man, never made it to the moon? It's true, just do a quick google research and you will know that it seems impossible. I wasn't born back then, but I did my research.

Liberty's Edge

OOC Conspiracy Theory Discussion:

I too am a conspiracy theorist. One of the things that brings me to that way of looking at things is the sheer quantity and quality of the disinformation out there. It is my not so humble opinion that the "We never made it to the moon" conspiracy theory is an example of that disinformation. Fully explaining why that is so would be well beyond the scope of anything the poor defenseless GM could tolerate in his recruitment thread. Those who are seriously interested are welcome to PM me if they so desire. As far as everybody else goes, hopefully my minor thread hijack will not be too disconcerting. :-)


Cyrioul Fasar requests to board the Jenivere for Eleder and beyond, seeking the wisdom of the Magaambya school of magic!

Character Background:

Cyrioul is a longtime scholar of the Mwangi Expanse, spending his time in Corentyn collecting information about the continent of Garund from sailors and scholars that have been traveling back and forth from Sargava. He hopes to one day find and learn from the Magaambya, the magic school of Old-Mage Jatembe and his Ten Magic Warriors. Having exhausted the extent of the information that he feels he can gather from study and speaking with travelers and fellow scholars, Cyrioul sets sail on the Jenivere to find out the deepest secrets of the Expanse for himself.

Character Personality:

Despite his reliance upon them for information, Cyrioul doesn't really "get" other people. He understands he concepts of empathy and sympathy from an academic standpoint, but does not see any reason that he should have to employ them when a solution might present itself. There is little malice to this mindset, only a clockwork application of logic and insight.

Character Appearance:

Cyrioul is a slight elf, with few muscles to speak of to support his lanky frame. When in conversation, he tends to stare intently, his blue eyes wide and blond hair hanging loosley about his head.
He wears a rather plain explorer's outfit, colored green and brown in an approximation of jungle colors to prepare for his trip. He walks with a stout walking stick in one hand, a light crossbow slung at his hip, and a book-filled backpack hanging from his shoulders.

Statblock/Sheet:

Elf Wizard (Diviner) 1
NG male humanoid (elf)
Init +8; Senses low-light vision, Perception +3

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 DEX)
hp 9 (1d6+1)
Fort +2, Ref +3, Will +3

OFFENSE
Speed 30 ft.
Melee club -1 (1d6-1 / x2)
Ranged light crossbow +3 (1d8 / 19-20 / x2)

STATISTICS
Str 8, Dex 16, Con 12, Int 19, Wis 13, Cha 7
Base Atk +0; CMB +4; CMD 16
Feats (2) Scribe Scroll, Improved Initiative
Skills (7) Knowledge (Arcana, History, Geography, Local, Nature, Religion) +8, Spellcraft +8
Traits (2) Mwangi Scholar, Forlorn
Languages Common, Celestial, Draconic, Elven, Gnome, Polyglot, and Sylvan
SQ Arcane School (Divination), Opposition Schools (Enchantment, Necromancy), Arcane Bond (Amulet)
Gear and Spellbook
Gear Traveler's Outfit, Club, Light Crossbow, Crossbow Bolts x30, Backpack, Ink, Inkpen, Waterproof Bag, Scroll Box, Scroll of Sleep (Crafted) x2, Journal, Spell Component Pouch, Spellbook, Belt Pouch
Favored Class: Wizard
L1) Skill

Cyrioul's Elf Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

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

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


Dotting for interest with this Ekujae half-elf witch. Still finalizing the crunch and then will work on the background and the like.

Grand Lodge

I would like to put forth This character, A Calistrian Hunter who is looking for a Place to test his skills and searching for a missing Calistrian faithful.

Character Personality:

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Dendrik Mulari
Human (Taldan) Fighter (Calistrian Hunter) 1 ( Pathfinder Campaign Setting: Inner Sea Combat 0 )
CN Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4 (+2 trait bonus vs. poison), Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) and
dagger +3 (1d4+2/19-20) and
halberd +3 (1d10+3/×3) and
shortsword +3 (1d6+2/19-20) and
whip +3 (1d3+2 nonlethal)
Ranged throwing axe +2 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 13, Wis 11, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Combat Expertise, Dodge, Mobility
Traits boarded in mediogalti, prehensile whip
Skills Diplomacy +6, Knowledge (local) +5, Perception +4, Survival +4, Swim +3
Languages Common, Halfling
Other Gear lamellar (leather) armor, dagger, dagger, halberd, shortsword, throwing axe (2), whip,
backpack, bedroll, canteen, chalk, flask, flint and steel, folding pole, pot, hemp rope (50 ft.), shovel, 49 gp,
8 sp, 6 cp
--------------------
Special Abilities
--------------------
Boarded In Mediogalti (Small Centipede Poison) +2 Save vs. Poison, immune to the selected poison.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.


how do you feel about a gillmen sorceror? They came from the water, it could also make a good cultist and among other things.


This is Quill the Owl's witch submission, Fahari Human Witch with Familiar Busara. Crunch is on profile page. Please let me know if there are any questions, comments, or anything that I have left out.

Back story:

Growing up, Fahari was an odd child. She would rather study insects and plants over playing mock battles with children her own age. Sometime when she dreamed, she would feel that there was something out there, calling to her. However, whenever she explained her dreams to her grandmother, Fahari found herself whisked away to speak with the village elders. After several vists to the elders that always made her uncomfortable, she stopped talking about her dreams. She grew up in Nantambu, where her parents operated a small tavern that catered to the strange visitors that frequented Sharrowsmith's Exports.

Once in a while, Fahari was able to convince one of the customers to tell a tale of their adventures. She would listen with rapt enthusiasm, almost able to picture the daring battles with the Aspis consortium and relics of long faded civilizations. These tales filled Fahari with a sense of wanderlust and adventure that carried from childhood into her adult life.

When she came of age, her grandmother presented her with a strange necklace crafted of different colored pieces of smooth glass that Namtambu was famous for, as well as a strange stone carved to resemble an owl's head. The stone was cool to the touch, and no manner of heating would warm it and it also seemed to absorbed all light.

Shortly after coming of age, Fahari left Nantambu to calm her wanderlust, while also catalog some of the local flora and fauna, a hobby she started after one of the men from Sharrowsmith's Exports suggested it to her. During her travels she stumbled upon an old ruined city. Wandering into the old city, she found an area of worship that was made of the same strange material as her necklace. Upon closer inspection of the site, she found a groove that looked like it would fit her owl.

As she slide the carving into place, the ruins started to pulse. The owl shook and the stones all released a multitude of light. As Fahari stood stuck in place with a mixture of wonder and terror, the light began to form an enormous owl. The light owl gave a large screech before passing through her and flying out of the ruins.

The next thing that Fahari recalls was waking up in the middle of a field with a tiny owl pecking at her head, with her necklace in one of its talons. In her hand, Fahari found a piece of paper that read "Jenivere", not written in her own hand. Reclaiming her necklace and welcoming her new traveling companion, whom she calls Busara, Fahari found her way to Senghor where she boarded the Jenivere, in hopes to discover more about herself, her new owl friend, and the mysterious note.

Appearance:
Fahari is a slight woman barley reaching 5'2, with dark skin, brown eyes, wiry black hair and possesses an intelligence that few other humans can match. Unlike her mother and grandmother, Fahari prefers to wear her hair naturally in an Afro, even when it would be easier to have it cornrowed or in dreadlocks. She dresses in darker colors, and wears mostly blacks and purples.

Personality:
Fahari has a kindness in her that few can quell. When she was younger her parents would often find small birds with splinted wings in her care. However, Fahari's kindness does have a point, and when someone crosses her, misfortune tends to follow them. The fastest way to gain her ire is to torture or maim an animal in front of her. Those that earn her friendship find good fortune tends to befall them.

The Exchange

@GM: How do you feel about Ekujae elves? Do you mind if a character takes a drawback? Rolling up a noble savage Staff Magus elf.


I'll submit a female Dervish Dancer bard with an emphasis on face skills. I have it all statted up, just need to finish working on the complete backstory. As a fellow worshiper of Calistria, I'm loving the possible interactions she might have with Raltus


I'd like to submit Melanie, a tiefling sorceress with the wildblooded fey bloodline who I played through book one previously, before the campaign dissolved :(

Please let me know how you feel about her concept and backstory for your campaign. I know some tweaking will be in order from the previous campaign, so her character sheet isn't finalized yet, but can be once I have your feedback. As for her role, think of the "savage princess" type--with a boa constrictor companion. I may even see about eventually getting said boa a size category or two larger than normal.

Funny you mention eastern things and wayangs, as those happened to be a part of her backstory, but it's just fluff and doesn't need to be tied to the campaign itself in any way. If you still strongly oppose after reading her backstory, I can see about making adjustments.


@Max: I do oppose ;) sorry! You can always rewrite it to her being a Shoanti, a person from the Sodden Lands near the Eye of Abadengo or Bloodcove: http://pathfinder.wikia.com/wiki/Bloodcove.

@Ginga: go for it.

@Taco: I'm fine with it. Bloodcove is a good 'pick up point' for an Ekujae elf since their lands are 'only' some 200 miles away from that city. You'd need areason to go onboard a ship to head over to Sargava tho and to then subsequently become an adventurer, but I'm sure that won't be a problem ;)

@DoubleGold: Gillmen are perfectly acceptable. They're commonly found around Absalom, but I can see more than one Gillmen living in and around the Sodden Lands. I can help you set up a 'conspiracy' that is tied to the AP.


ginganinja here submitting Carmen. I don't mind tweaking the backstory, as I felt I had a number of routes I could have gone with it, so let me know if it fits in (or even if a Bard is suitable within the campaign, and I can make changes/additions as required.


Looks good to me :) and bards will get to use all of their class abilities in this AP.


I was just accepted into another PbP, so I will bow out. Good gaming, everyone.


Hello,

This is the backstory for the druid I mentioned earlier. I can provide his statblock later; pretty standard level 1 druid stuff. :)

Kherov Blacktail:

Kherov was a foundling, discovered as a small child by scouts of the Blacktail Following in the Realm of the Mammoth Lords. The elders were not inclined to take in someone else's half-breed, and he would have been left to his fate but for the intervention of Zilana, a shaman of the following.

"He will come with me."

Under Zilana's tutelage, Kherov learned to understand the earth, to hear the land and speak to it and all of its inhabitants. As he grew to manhood, the Blacktails came to appreciate and accept him. He likely would have lived his whole life in the Realm, but then he started having the dreams.

Rushing through a teeming jungle. Sometimes pursued, sometimes in pursuit of something unseen. Feeling the ground shake with the strides of creatures matching anything from the Realm, and through the trees, glimpses of bright scales, and gleaming yellow eyes...

They parted at Hillcross. "I send you away, not because I do not love you," said Zilana, "But rather because I do. Your dreams, they are the land's way of telling you where you need to be. There is a mighty jungle to the south, and I believe you will find your destiny there. Stay true, my child of two bloods."

And with that, Kherov Blacktail began a long journey from his home, the first leg of which draws ever closer to its end...

Thanks,
Ghorrin Redblade

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