Fort save with all the penalties: 1d20 + 1 ⇒ (15) + 1 = 16
Hey, I didn't die!
With a fury that is more desperate than anything else, Torch continues to lay into the Blue Warrior, hoping to fell him before he can inflict any further harm to Torch or Aerys.
Still full attacking with both weapons. Scimitar with flank, ranger's focus and negative level: 1d20 + 8 ⇒ (15) + 8 = 23, damage 1d6 + 6 ⇒ (2) + 6 = 8 plus 1d6 ⇒ 1 sneak Cestus with flank, ranger's focus and negative level: 1d20 + 8 ⇒ (2) + 8 = 10, damage 1d4 + 5 ⇒ (3) + 5 = 8 plus 1d6 ⇒ 2 sneak
Well, at least I got another shot in before the end...
Finally! Gelik remarks, watching the undead drop. Seeing the odds moving in their favor, the little gnome works up his bravery to stab the last wight standing.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Aerys turns her anger in the remaining undead. "You'll join your mate in the halls of hell!" she curses. She skips round to place the creature between Torch and herself.
Aerys sends the woman to her eternal rest and there is a moment of silence.
Thanks for the update on Kamal. I'm going to let him fade into the background for now, and I'm not giving him any xp for this battle. That means that you get 450 xp each.
Aside from his heavy pick that detects as magical, the blue warrior is wearing a tarnished silver locket. The woman wears a key around her neck.
As long as we've been playing these characters together, you should've realized how incredibly bad Torch is at admitting he is in over his head... ;)
Torch sags with relief when the woman falls, almost staggering back to lean against the mineshaft wall. "That..." he says, shaking his head, "...was not fun." He is shaken enough by the experience that it takes him several full seconds before the intrigue of the locket and the key catch his attention and distract him from his wounds.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Aerys helps Torch up as he staggers backwards. She returns to the blue orb from which they came, "We should destroy this." she says with a grime determination. Looking back at the pick, she continues, "That should be a useful tool to try and get rid of this evil."
Who'd have thought such a sweet looking child would grow up to be a violent thug? Gelik shrugs, and leans over the corpse of the "woman".
He gingerly removes the key from around the creature's neck. He tests it in the lock of the old rusted strongbox that Torch opened earlier.
If it fits the lock, he'll just leave the key there. If it doesn't fit, he'll look around for anything that might be locked. (another chest, coffer, secret door, etc.)
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
With sweat running down from her brow, Aerys sees Gelik fiddling with the key in the lock of the strongbox. "Just open it then!" she calls across impatiently, as she continues to go to work on the orb. Shouting, "its done!!......No more evil from this thing then..." she breaks the last of the orb, a smile beaming on her face.
The key fits and you already opened the strongbox, as Gelik noted. Since there is nothing much here for you to find, I guess you move on.
Soon after the drift opens into a large cavern filled with immense piles of rock salt chunks. Shovels, picks, and other mining tools lie scattered
about the chamber. At the opposite end of the shaft, a neatly excavated wall supports a pair of double iron doors.
Behind the doors, a short passage leads out into the open air, and you eagerly breathe the fresh air again after the cramped and acrid mine. Outside, an anxious Athyra is awaiting you, a faint smile on her lips.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Aerys stops when she sees the woman again, wary in case she is still in the mood for fighting. She speaks to the girl. "Selvisimme undead maa, sen pitäisi olla turvallinen kerran. Teidän Isänne henki on nyt levossa enää pidettäisi unliving paha luola. Paha on tuhottu, ystäväni on piristynyt medaljonki, se voi olla yksi etsit. Olemme ystäviä nyt?" She turns to Gelik, "Show the girl the locket you found please Gelik."
Polyglot:
We have survived the land of the undead, it should be safe once more. Your father's spirit is now at rest, no longer kept unliving by the evils in the cavern. The evil is destroyed, my friend has picked up a locket, it may be the one you seek. Are we friends now?
The girl is dumbstruck and springs forward to grab the locket, and examines it carefully. Choking with emotion, she nods.
Polyglot:
You are truly heroes. Whatever can I do to pay you back. I promise that I will use my knowledge of the local terrain to help your caravan pass safely. I know a few shortcuts and you will be my kin forever.
Athyra's guidance cuts 1 day off your travel time. Also you get 400 xp each for helping her.
Nkechi can cure your desiccation (Con damage), but you'll need to make your saves to shrug of your negative levels yourselves.
Just don't kill me and feed me to your pet monster and we'll call it even. Gelik smiles sweetly at the savage lady.
He turns to Aerys. See, the joke is, that she doesn't understand what I'm saying. You know, because she's an ignorant savage. It's lazy really, because I use the same joke based on Ralf's debilitating deafness. But it's funny enough that I think it still works.
Gelik gives the scary woman a wide berth, but is otherwise ready to continue trekking.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
"As a general rule, even 'savages' don't send their new best friends to be eaten by their pet." laughs Aerys. "But whether her pet thinks the same I don't know Gelik. Hahaha.... She will help the caravan through and show us some short cuts through the jungle here, I think we are as safe as we can be at the moment."
Aerys then turns back to the girl and asks about her history, to share some food with them and generally show herself to be a friend of Athyra. She invites her to go with them until they make camp for the night. Even tries to teach her a bit of 'Common'.
BT, just let us know when you want a fort save to regain our temp level loss.
Fort save with neg level penalty. I'm going to spend all three of my hero points to add a +6 to the roll in hopes of beating my dice luck: 1d20 + 9 ⇒ (9) + 9 = 18
It is clear that the fight took a lot out of Torch - more, perhaps, than he can readily recover. He seems uncharacteristically subdued and quiet for the rest of the day, merely nodding in acknowledgement of Athyra's words and Nkechi's healing when he receives it.
The DC is 16, so points well spent. Aerys can go ahead and roll. I was under the misconception that there was some way to get a bonus but I don't think so. Except hero points of course.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Down 9 points or 15 if we don't get back the points when we get the level back. I assume we do get the points back on getting the level back. As she gets 4 points back from sleeping, I guess so no real need of healing if she gets back points from sleep and from getting the level back.
You get the points back, I suppose. Anyway, Nkechi has enough channelings to get you back to full health.
As you resume your travels, helped not a little by Athyra's knowledge of the terrain, you go back to scouting.
In the morning the next day you spot a giant scorpion - a huge specimen measuring almost twenty feet - sunning itself on a rock. It's still 80 feet ahead of you, but you realize that you'll have to eliminate the threat if the caravan shall be able to pass.
Make your preparations and then roll for initiative.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Quietly Aerys say to the group, "Let Torch and myself take some antitoxin vials to protect us from the poison. Then we can fight it up close, leaving you both to keep out of melee and do distant damage with your spells and stuff. What do you think?"
We bought 6 vials of antitoxin for the party before we came away. Have we any spells to increase the damage or hit rate of weapons? Anything like that?
What does Nkechi know about this type of scorpion? (as we l've lost our druid temporarily).
"Your invisibility spell would also come in handy," Torch whispers to Gelik. "We'll need to get inside that stinger's range without it noticing if possible."
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Aerys passes Torch a vial of Anti-toxin from the party supplies and drinks it, before Torch becomes invisible.
Antitoxin: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Unless anyone has a better idea, Aerys will charge the scorpion in the surprise round, once Torch has got into position, such that in the following combat rounds Torch and Aerys flank the thing. Aerys will know Torch is in position, because Torch starts the attack in the surprise round. We have to sneak into a position such that Aerys is in chargable range for the surprise round.
There isn't a lot of cover, so the scorpion spots Aerys as she's trying to get closer. Torch can take an action in the surprise round before we go to regular initiatives.
Seeing the scorpion suddenly jerk and react to Aerys' approach, Torch realizes the time for stealth is over. "HEY UGLY!" he shouts, gripping his scimitar in both hands and slashing at one of the thing's vicious-looking pincers.
Swift action for ranger's focus, then scimitar attack: 1d20 + 9 ⇒ (17) + 9 = 26, damage 1d6 + 7 ⇒ (2) + 7 = 9 plus 1d6 ⇒ 6 sneak.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Init 1d20 + 2 ⇒ (18) + 2 = 20
As the creature starts its charge towards Aerys, she takes up the challenge and charges straight right back at it. Sword held high she issues her own challenge, "Die vermin!"
The scorpion is taken aback by Torch's sudden assault and collapses, but not before lashing out with a last vindictive sting at him, for 11 points of damage and a Fort 19 save vs. poison.
You get 300 xp each and the road is cleared.
After exiting the mines, you find yourselves on the M'neri plains, a broad swath of savanna that stretches to the horizon. At this point Athyra bids you goodbye, not wanting to leave her home. She will help see you caravan through the mines safely, but she's happy to stay where she is and thanks you yet again for finding her locket.
An entire day of travel on the endless plains passes uneventfully after that, but then you come across some sort of merchant's camp ahead, a number of tents with people milling about.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
"OK, but remember there are tongues that wag and we have competition who want to get to the site before or with us. Let's at least be on our guard." says the suspicious Aerys. "But supplies are always welcome, perhaps even a drink of fine ale won't go amiss. I'll follow your lead on this then Torch.", though her hand stays close to the hilt of her sword.
You approach gingerly, but the merchants seem friendly enough. There are a number of merchants here of various provenance, and you can buy and sell any normal equipment you should like.
They have set up an arena for cockfighting, and soon enough you are invited to take part and place bets if you should like.
Well, finally we've come across actual people. They don't even look like the walking dead. Also, they haven't tried to murder us. Yet. That's a good sign.
Gelik claps his hands together once, all smiles. He calls out, I don't mind saying that I'm looking forward to some hot cock on cock action. So which is the best cock then? He asks the closest merchant, How familiar are you with these cocks? Do you have a favorite cock?
Gelik will mingle with the crowd, making small talk and generally palling around. diplomacy 1d20 + 3 ⇒ (14) + 3 = 17 He's hoping to make a few friends.
Torch's expression is hard to read through his scars, but he refuses the chance to participate in the cockfights or bet on them very quickly and firmly. Instead, he wanders the tents for awhile rather aimlessly before deciding to look more specifically for items that seem useful going forward.
Is it possible we might be able to sell any loot here? Do we, in fact, have any loot worth selling at this point? And other than the antitoxin (which I just realized I didn't apply to my Fort save above :P ), have we used any mundane items that would be worth replacing?
There is a cockfight coming up, and you are invited to take part. The two contestants are a speckled pea-comb named Cornugon and a brown single comb named Muddy Lyza. The betting odds are 2:1 for Cornugon, who's the underdog in this contest.
Male Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))
Easing his way past the others, Kamal remains silent as he studies the group of caravanners and guardsman that are clustered around the roadside. As a student of the wilds, the guide knows something of animals, intently he studies the two roosters, noting their species and apparent strength and speed.
__________________________
BT, I am going to use Knowledge (nature) to try to discern any difference between the two roosters and determine if there is any reason why the pea-comb named Corngon would have 2:1 odds as a underdog.
Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:
Aerys takes out 5gp and places it on the underdog, (or the underchicken), "Come on Cornugon" she says excitedly as she is drawn into the atmosphere of the fight.
Gelik saunters over to the fighting pit. Using his Speak with Animals ability, he strikes up a conversation with the birds, trying to figure out which one is tougher through chatting with them.
So, Muddy Lyza, you've got a bit of a reputation around here. Are you as much of a badass as they say you are?
Since it is hard to replace characters in this AP once it’s started I’m going to be clear from the start about what is expected. I’m a pretty old-school DM, and not a great role-player (although you are welcome to contribute with that). I can’t give you flowery prose or deep immerstion. But I do try to keep the pace up and to be civil, and it’s worked for the games I’m running.
I’m bad with maps but they work and I have my own way of handling initiative. Basically the round breaks on the monster’s turn, and after that you can all act irrespective of initiative. That means that initiative will only matter in the first round (that’s why it’s called that). I find that speeds up play more than having to post in order. I try not to make that work to your disadvantage, so you are free to retcon your actions to profit from buffs and so on. Not every player is comfortable with that though.
As for posting rates, I expect a post every 24 hours on weekdays, more of course being welcome. That is also what I commit to. I’m in European Standard Time (GMT+1) and I may post at odd hours, but I do try to post sometime every 24 hours on weekdays. Sometimes I fail to do that and I’ll have to ask for your patience but I do run two games that have run over a year, so I’m fairly reliable.
I’m also a great Freeport fan so I’d like to import some Freeport flavour into the AP, which I think suits it great, although SS is not a naval campaign. Because I’d like to try a gritty campaign, I’ll go with 15 point buy. Books allowed will be Core, APG, UM and the Freeport Companion (but please check with me if you make any odd choices – the Azhar are out). Two traits, one of which should be a campaign trait, roll for gold or take the average. The campaign world will be Golarion for simplicity’s sake.
I’m looking for five players. Three slots will be given to the first characters presented and two I’ll pick arbitrarily. I prefer players who have gamed with me and liked it (I’ve gamed with some pretty amazing people here and I have likewise had some great players drop out on me – it’s just a matter of preference), and I appreciate if anyone wants to try out some of the classes from the Freeport Companion. The Player’s Guide to the AP is a free download and that should give you an idea of what sort of character you should create.
Right...so my character idea is for a gnome master summoner, something of an eccentric (though in a friendly way), who's traveling to the expanse basically for the adventure. I'll fill in the details as they come, but I figured I'd get an initial sketch up.
Let's roll with the Words of Power. It will be a learning experience. The Freeport stuff is strictly optional, so just ignore it if you don't have the book. Don't know if any of it is included in the PFSRD.
I should be able to get some good work in on my character later on this afternoon (I'm GMT -6), and hopefully will have things more or less wrapped up by tomorrow.
Been at work all day and I have some fireworks to set off tonight, but I should be able to get some work done on a character tomorrow morning. Currently leaning toard a human or half-elf ranger, rogue or ranger/rogue. Out of curiosity (though this is way down the line regardless), BT, how do you feel about the Pathfinder delver? It's basically "I'm Indiana Jones" as a prestige class, and I've always wanted to play one...
Ralf is an old gaffer who has spent most of his life as a helmsman or assistant navigator on all manner of small ships, although he seems to spend most of his time woolgathering and staring at the stars. Over the years, he's picked up some knowledge of queer old magic and odd bits of forgotten lore, but by this time of life he's almost stone deaf and rather unsteady on his feet. Right now he's working as a night steersman on the Jenivere.
Sounds like we've got us three fun characters. Just wondering: what source is Fangwood Diplomat from? I'm happy to allow the Pathfinder Delver. It would be really cool if we could get the Indiana Jones vibe. And will Ralf's deafness be an issue in play when it comes to intra-party communications? Haven't seen an oracle in play yet.
Still hoping for two more players but you look like a well-rounded party as it is.
Orisons: Purify Food & Drink/Light/Guidance/Resistance
Lvl 1 spells: Protection from evil/Shield of Faith/Magic Stone (domain)
Background: Hrakar was born in Port Peril by two dwarven refugees from the doomed nation of Lirgen. Hrakar grew up in the pirate city, sorrounded by chaos and anarchy and he felt the only way he could survive was by a strong personal code of etichs. That was the reason why he left his parents goldsmith's activity and joined the small temple of Torag near the city (much to their dismay).
After 10 years of apprenticeship Hrakar feels he's forged a strong code for himself and knows that Torag will shield him as long as he will be strong and uphold the faith's way.
With the end of his apprenticeship Hrakar's superiors saw fit to send him in Eleder to check things out with the dwarven mining companies there.
Hrakar's a pretty resolute dwarf, intending to make a name for himself in Eleder while defending the interests of the cult.
Think Torch's profile is done for now. I've got his background in my head, but I think I'll pass on writing it up - if it comes up in play, it'll show up then, otherwise... (shrug) So looks like I'm ready to rock and roll!
Also, though it doesn't quite match the trait I took, I think Sam boarded the Jenivere in Corentyn, in Cheliax.
Welcome aboard Surkoff. I'm closing recruitment now and opening the discussion thread.
Please put all your info in your profile.
You all start with one hero point. You can read in my profile what they can be used for. They are generally less powerful than the ones from the APG, but you'll probably get more of them.
Quij, Surkoff, what kind of cargo do you have in mind?
Thanks, Shisumo - I'm still trying to figure out if I'd prefer the skill point or the extra eidolon HP. Any input would be welcome.
As for cargo - I'm open to things. Given the nature of the character (a quirky arcanist), I think some sort of magical cargo would be suitable. Maybe an amulet or something of that sort would be suitable. He wouldn't use it of course. It could even be cursed (i.e. of no usable benefit).
Not sure if anyone is watching this thread, but we're going to need two replacements for the campaign. I'd prefer them to be taken from the established NPCs (in order to keep it believable) but if you have a concept that I really like we might be able to make an arrangement.
Two spots are open, and you are welcome to remake the NPCs to fit you.
BT, it would be an honour to die in your game once more....what are the NPCs you have waiting to spring into life....
However I am playing this AP in another game as a witch, but if you're happy to have me I'd be fine with joining in as either an NPC or taking over the existing 'missing' character.
If you have plenty of applicants, then I'm also happy to step aside and wait for an opportunity in another of your games.
If you're playing this AP you should know the NPCs (Aerys Mavato, Gelik Aberwhinge,Ishirou, Jask Derindi and Sasha Nevin are all still alive). Their short description is in the first post in the gameplay thread.
Then again, knowing your appreciation for the odd, we also have the half-crazed tengu Pezock, although I'm not sure how popular he'd be among the PCs. ;-)
Either of these would be my firsthand choice, if you would play them.
I had a fighter called Gorax that was in a Kingmaker campaign that died, if he changed sex and became Aerys, it might work... he was very much against alcohol, which given a recovering alcoholic like Aerys it could also work. His race was human, as opposed to half-elf, if I could morph Gorax and Aerys together it would work for me. He is a mobile fighter, archetype..
If you have time would you like to take a look at Gorax and see if you think the two characters would morph together into a new Aerys? What do you think?
Deevor, if you think you can morph Gorax and Aerys into something, you are more than welcome to join. Mobile fighter will be nice.
Raal Saikhan isn't quite what I am looking for, sorry. If we can't morph another NPC, what the party is lacking at the moment is an arcanist.
BT, I've morphed Aerys slightly...biggest change is to change her race to Human, the stats are essentially the same, though a couple have changed...mostly the same feats, but took dodge instead of weapon focus. Added a longsword and buckler to use as weapons. Happy to use Aerys backstory, so it fits with what's gone before, even giving her elven blood sometime in the past, so she looks slightly half-elven, without taking the half-elf abilities. Tell me if this is acceptable or not?
Aerys Mavato, as human:
AERYS MAVATO CR 1
Female Human Fighter (Mobile Fighter) 2
NG Medium Humanoid (Human)
Init +2; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 23 (2d10+5)
Fort +4, Ref +3, Will -1
Defensive Abilities Agility
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +4 (1d8+2/19-20/x2) and
Unarmed Strike +4 (1d3+2/20/x2)
Ranged Shortbow, Composite (Str +0) +4 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Improved Unarmed Strike, Power Attack -1/+2, Toughness +3
Traits Boarded in the Shackles: Reflex Save, Courageous
Skills Climb +6, Craft (Poetry) +5, Linguistics +3, Profession (Sailor) +3, Survival +3, Swim +7
Languages Aklo, Common, Infernal, Polyglot
Combat Gear Arrows (20), Buckler, Longsword, Masterwork Studded Leather, Shortbow, Composite (Str +0); Other Gear Artisan's tools: Craft (Other)
--------------------
SPECIAL ABILITIES
--------------------
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Courageous +2 save vs. fear.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Gelik works fine for me. You can keep him as is or redo him as a sorcerer. Welcome aboard!
Also I've made some calculations and I'm going to have to ask you both to peel them back to level 1 to be on equal footing with the others. You'll start at the same xp as they do (about 1500) so you should hit level 2 soon enough.
We'll get you into the game Monday if you're ready, or in your own time.
AERYS MAVATO CR 1/2
Male Female Fighter (Mobile Fighter) 1
NG Medium Humanoid (Human)
Init +2; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (1d10+4)
Fort +3, Ref +3, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2) and
Unarmed Strike +3 (1d3+2/20/x2)
Ranged Shortbow, Composite (Str +0) +3 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Improved Unarmed Strike, Power Attack -1/+2, Toughness +3
Traits Boarded in the Shackles: Reflex Save, Courageous
Skills Craft (Poetry) +5, Linguistics +2, Profession (Sailor) +3, Swim +6
Languages Common, Infernal, Polyglot
Combat Gear Arrows (20), Buckler, Longsword, Masterwork Studded Leather, Shortbow, Composite (Str +0); Other Gear Artisan's tools: Craft (Other)
--------------------
SPECIAL ABILITIES
--------------------
Courageous +2 save vs. fear.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Black Tom, I've decided to go sorcerer, with the maestro bloodline. That should cover the arcane needs well, and the bloodline is performance based. Should I build Gelik from scratch, or do you have ability scores, etc, already determined? Also, is there any info Gelik knows that would be useful / interesting? Any background I should consider? I've read the game log up to date, so I think I have a handle on what he knows in-game.
You can basically build Gelik from scratch. The Maestro bloodline was a nice touch. Here is the background from the module, which you can use or ignore as you see fit:
Spoiler:
Gelik boarded the Jenivere at Magnimar in something of a rush—when a local
merchant discovered that Gelik had sold him a fake Thassilonian relic (a
practice that has resulted in his poor standing in the Pathfinder Society), things quickly got out of hand and the Magnimar city guard became involved. After losing his pursuers in a market, Gelik found himself at the docks and, knowing that his welcome in Magnimar was over, secured passage on the first ship out of town he could—the Jenivere.
We're good to go as soon as you are ready. By the way, love both your avatars and glad that you are willing to take on the NPCs. You both start with one hero point (more about those later).
In case anyone is following our intrepid adventures it seems our cleric is going to leave. We're just about embarking on the second book in the AP and a cleric (or anyone with healing capabilities) would be a welcome addition. Since the party is pretty well-rounded I'm open to other suggestions too, but a cleric would be especially nice.
I have an Oracle of life currently level 1, who's story is pretty unpolished, but he's a healer and could (hopefully) fill in the Cleric shoes easily. Thanks!
I've had a CLeric concept I've wanted to play for a long while. I'll have to check to see if it would mesh well with the crew.
Any tips on who'd fit in and who wouldn't?
The character I've been hoping to play in a S&S campaign is a Linnorm King Summoner. I'm posting this as his Alias, just for easy access. His alignment is easily maleable, based on how much control Myrkr has.
You've room just for the one PC, correct?
Edited to add: It looks, so far at least, like an archer cleric of Erastil would work quite well. He'd be focused heavily on the kind of community you can build on a ship.
I'd certainly prefer to bring in Skaldi, but I can also stat out the cleric if you think he's a better fit.
ETA2: Man, it's funny how your brainn plays tricks on you sometimes... SS =/= S&S...
Ah, I'll admit to browsing almost any PbP with a 2500+ post count from time to time.
Seeing the party has an Oracle and a Bard already...
I've long had an itch to play an Inquisitor of Nethys, with an Indiana Jones vibe ("that belongs in a museum!"), long searching for the lost city of Saventh-Yhi. This can provide yet more healing, but also add some more skills, knowledge and a buddy for Torch and Gelik to bond with.
I'll see if HeroLab distracts me at lunchtime and perhaps stat something up.
I saw you have opened recruitment for your Serpent Skull AP. I still have the original "Death in Freeport" trilogy sitting on my shelf at home. Freeport is a great setting and in hindsight, is a great backdrop for Serpent's Skull. I also want you to know that in real life I am DM'ing a smuggler's shiv adventure, and I have read the AP.
That said, if you're willing to take me on, I would be interested in applying for your open spot and I feel I can separate my in game knowledge from out of game knowledge. If your alright with it rather than making a cleric I would like to submit a Ekujae half-elf druid with the jungle druid archetype. I see my character being very spiritual, combining a mix of shamanism and ancestor worship with a dash of druidic reverence to Gozreh. My role would still be healing and support, but I think it would fit the theme well. Conceptually I was thinking that the character could be a part of whatever faction the group most favored on the island, hired as a guide.
Please let me know if you're interested and I will put together an character after work.
Druid, especially jungle druid, would fit very well, thank you. I'm not too bothered about you having read the AP, as that has never been a problem before.
Ok, sounds good. I'll have a level 3 jungle druid, with character sheet and profile done up after work for your review. Oh, how do you want to work traits? I see two as the standard, but do you want me to re-skin one of the campaign traits, or just pick something that could easily be tied to the campaign?
Oh, and I tend to start new characters at half the xp of the most experienced character to give those who have stuck with the game an advantage (which eventually evens out). That would put the new character at level 2, starting with 2 hero points. I hope anyone is still interested.
As for traits, just pick any two that seem appropriate.