DM Feral's Fortress of the Serpentfolk (Inactive)

Game Master Feral

A Pathfinder adapted version of the 3.5 D&D adventure The Fortress of the Yaun-Ti.


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Liberty's Edge

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I'm looking for 3-4 dedicated people interested in playing through a PFRPG adaptation of Fortress of the Yuan-ti set in Golarion.

Quote:
Evil serpentfolk conspire to destroy a kingdom using dark rituals and the bones of a long-dead king. To win the day, heroes must storm the ancient serpentfolk fortress and wrest the bones from the cultists' clutches before they complete their rituals and unleash an even greater menace upon the world.

Character Specifics:

Starting at level 6. Characters will level once or twice throughout the adventure.
17 point buy
Core Races
Core Classes + Classes from APG, UC, and UM
Core Content + Content from APG, UC, UM, and most other PFS legal sources.
2 Traits from Core Content + most other PFS legal sources.

Don't ask me about 3rd party stuff. The answer is no.

Characters will be chosen based on how interesting their characters are to me, how cohesive I feel they are within the world, and how strong their character concept is. I am not interested on party balance or covering all the traditional roles (so don't bother asking what classes the party already has).

What I want to see from applicants:

A character name, race, stat array, class(s), general combat/out of combat gimmick, a short physical description, a short personality description, and a paragraph describing his/her history.

I don't expect a novel but the more you give me the more I have to work with when judging you.

What is expected from players:

You need to be able to post once a day. Everyday. Without fail.
I honestly expect more, but once a day is the minimum I find acceptable. If you have the sort of lifestyle that makes commiting 5-10 minutes a day to a social gaming experience difficult or uncertain do not apply. If you are a good regular poster I will probably be willing to look the other way if you miss a day occasionally. If you are putting in the minimum effort you will be culled the moment you miss a day.

You must have or be willing to get a gmail account. I use gmail chat and google docs a lot for PbP games. The abilty to quickly ask someone via google chat, "Hey, what's your AC right now?" as opposed to posting my question and waiting 8 hours is invaluable for moving a game along at a good pace.

Hints:

I am an avid anti-optimizer (Yes, yes stormwind fallacy etc) as such I will instantly mark down on any character that appears shamelessly optimized. If your character has 18 feats focusing on being the master of the Falcata there had better be a really good explanation in his history as to why he's devoted his entire being into wielding that one weapon.

Stay away from building save-or-die/lose experts. This will get you scored down. Period.

I really really do not like the magus. I think it's horrifically designed. Quicken Spell is spell level +4 for a reason. If you insist on applying with a magus you will have a very hard time getting in. I'm not going to outright ban the class because I want to give people a chance to impress me.

Build something into your character's history connecting him/her to the adventure. I know there isn't much in the adventure blurb to go off of but keep this in mind. I will likely be using the Pathfinder Society as the general hook.

The Exchange

This intrigues me.

I should have something upon Wednesday for review.

-Pain


Do you have a particular area in mind for the placement of the fortress?

Liberty's Edge

I am thinking somewhere in the Mwangi.

Liberty's Edge

Dotting. Will submit something tonight.


Puckml the Blue Kobold (Alternately, Human with some Blue Kobold Heritage, if Kobolds do not count as core):

Kobold Stat Array:

STR: 6 (Not even a dump, but the racial modifier is THAT bad)
DEX: 12
CON: 12
INT: 8
WIS: 18
CHA: 14

Human Stat Array:

STR: 8
DEX: 12
CON: 12
INT: 8
WIS: 20
CHA: 12

Class: Cleric

Gimmick: While not particularly strong or smart herself, she relies on her two crocodile friends as protection. These two particular crocodiles are named Butterscotch and Caramel, after the foods that they first ate in her process to gain their trust (and in return, they become her animal companions).

As such, she spends most of her time buffing her companions and her crocodile friends, while they do the heavy fighting. Outside of combat, she frequently preaches and gives solid advice, while slowly attempting to convert everyone to her cause.

Physical Description:

(Kobold) Shorter and bluer than most of her kobold compatriots, her form is quite stout. What she lacks in physical strength, she makes up in comparatively tougher constitution and adept mental senses.

(Human) Shorter than most of her human compatriots, her form is quite stout. In certain lights, her skin is tinged slightly blue, but her most striking feature are her deep yellow eyes, a relic from her kobold ancestry. What she lacks in physical strength, she makes up in comparatively tougher constitution and adept mental senses.

Personality:

Her personality is mostly helpful, but primarily driven by the quest to unite all of dragonkind. Sometimes she may act somewhat condescending as if "SHE WAS THE MESSIAH", but normally she is kind and will listen to anyone's troubles, if it does not interfere with her question. She is extremely goal oriented, and will continue to fight stubbornly until the bitter end.

History:

(Human edits in parenthesis)

For as long as she could remember, her life was filled only by the long and seemingly futile quest to unite dragonkind. Her parents, inconsequential. Her friends, inconsequential. It was only her quest that mattered. But few would listen to kobolds (the poor). Her life as a kobold (beggar) was already difficult, but it would become even more difficult when people heard about what she was trying to do. She was rather unintelligent and weak for a kobold (human), but she had succeeded on countless occasions against the odds, something that she credits to her inner dragon, fuelling her faith and giving her strength to accomplish even greater deeds. Other members of her clan thought the ancient connection with dragons was dead, but she knew better. (Other people in her village thought she was crazy to even approach a dragon, the destroyers of countless villages). And now the evil serpent folk were corrupting the kingdom and giving a bad name to those with scales everywhere? Now she continues to walk, grinding her feet against the hard dirt, looking for aid to continue her noble quest, defeat the evil serpent folk, and unite all of dragonkind. One step at a time, of course.


Oh cool, a game that isn't starting at 1st level. A great chance to try out some of the new material.

Rashesh of Katapesh:
Rashesh
Human (Vudrani) Gunslinger 6
Str 13, Dex 18 (racial and level bonus), Con 10, Int 12, Wis 14, Cha 10

Gimmick: Combat - ranged attacks and alchemical utility tools. Out of Combat – agile explorer

Appearance: A taller Vudrani man with a close trimmed beard and his hair in a long braid. His garb tends towards the practical, eschewing bright colors for durability. A closer inspection will note small trophies and ornamentation from a variety of sources, souvenirs from his past travels.

History: Rashesh was born in Katapesh to a Vudrani family of the caste of spell weavers and magic workers. However, for the first time in nine generations and against every sign of his birth, he showed absolutely none of his family's aptitude for the arcane arts. It was something of a scandal among the more conservative Vudrani families of the area, and he was quietly shuffled out of sight through a series of minor positions. Cast aside, Rashesh sought for other non-magical skills to better himself with. He first devoted his time to the study of alchemy, and from that field learned of the strange weapons coming north from the Mana Wastes. Some experimentation and a number of minor injuries later he decided these guns were very much to his liking. When he considered his skills sufficient he bid his family a chilly farewell and signed on with the next mercenary band leaving the city. Since then he has blown from one group to another as the winds of chance take him, always seeking a new and greater challenge.

Personality: Rashesh seeks to prove himself and his skills. Partly to his family, partly to the world, and partly to himself. A great and glorious deed would do well, but simple riches work too. He can be sensitive around the magically gifted. Though he does not to begrudge them their power, he tries to manage without their aid when his own skills are sufficient.

Liberty's Edge

Retech wrote:
** spoiler omitted **...

This looks okay. I have a few pointers and suggestions.

A) It sounds like your character is a native to the Mwangi. Consider connecting her to one of the native tribes in the area.

B) Do you intend to actually use the crocodiles to fight are are they just there for flavor? If so, what mechanic are you using for them? Are they just pets?

C) I'd rather you stick to being a human with a draconic lineage over actually being a kobold. You might want to even consider the Eldritch Heritage chain of feats.

Liberty's Edge

Groth wrote:

Oh cool, a game that isn't starting at 1st level. A great chance to try out some of the new material.

** spoiler omitted **...

I like this.

Now that Rahesh has discovered the wonder that is firearms how does he view magical disciplines? Does he consider magic a crutch? The pathway to madness? A coward's weapon?

It sounds Rahesh grew up with a bit of a silver spoon in his mouth. How does he feel about going on an adventure in the sweltering, diseased, and demon-infested Mwangi jungle?


It's not that Rahesh hates or fears magic, like the superstitious barbarian archtype. It's not even like he'll turn down the use of magical items or healing. That's just suicidal in the adventuring business. It's more that he's trying to prove he can be just as good while doing things his own way. He grew up in a family with a lot of casual spell use, where people would use Prestidigitation instead of opening a window or reaching for the salt. So he got a lot of pitying looks for being "handicapped" and a lot of scolding for failing to meet the duties of the caste he was born to.

How to put it. He wouldn't have a problem standing with a comrade casting Magic Missile at the same enemies. He would have a problem if that comrade implied that casting a simple and reliable Magic Missile was better than using a complex, expensive, and unstable alchemical device to throw bits of metal around.

As for the second, it's certainly not his favorite thing in the world to go tromping through a hellish jungle full of biting insects and stinking mud. But he's used to a certain amount of suffering in the pursuit of glory by now, and gets a bit of perverse pride from enduring hard conditions without complaint.


Alright, I have something for you Mr. Feral.

Obo the Zenj.

Liberty's Edge

That all looks good Tangaroa. Obo's story actually works out perfectly.

We're going to use the PFS method for calculating HP - that is maxed at level 1 and average rounding up after that. Buy whatever gear you want using the standard wealthy-by-level chart for a 6th level character.

No custom magic items or permanent spell effects please.


Feral wrote:
Buy whatever gear you want using the standard wealthy-by-level chart for a 6th level character.

How do I price items I can craft? As I mentioned I want Rahesh to have a decent arsenal of alchemical item tricks. I plan to have the Craft (Alchemy) skill to go along with that. Do I mark that gear off at full cost, do I use the 1/3 cost for self-crafted items, or do I use the 1/3 price for items I could make while Taking 10 and full for the rest? I've played in games using all three of those before, so I felt I should ask.

Liberty's Edge

Let's just make crafting a non-factor. If you want to take the feat for crafting your bullets you're free to make ammo at the discount. For any other items (magical and non-magical) pay full price.


Very intriguing. Had to work to making this character as I only ever had the idea worked up for another campaign where the DM only wanted a idea, not a build.

Balo Crispin:

BALO CRISPIN CR 5
Male Human (Mwangi) Fighter 6
CN Medium Humanoid (Human)
Init +4; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+6 armor, +1 shield, +3 Dex)
hp 61 (6d10+18)
Fort +7, Ref +6, Will +6
Defensive Abilities Bravery +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Warhammer +9/+4 (two-handed) (1d8+4/20/x3) or +1 Warhammer +7/+2 (1d8+3/20/x3) and Masterwork light Mace +9/+4 (1d6+2/20/x2) or Masterwork Two-Bladed Sword (double) +10/+10/+5/+5 (1d8+5/1d8+5/19-20/x2) or Masterwork Two-Bladed Sword (two-handed) +12/+7 (1d8+6/19-20/x2)
Ranged Masterwork Composite Longbow (Str +2) +11/+6 (1d8+2/20/x3)
Special Attacks Weapon Training: Double
--------------------
STATISTICS
--------------------
Str 14, Dex 17/19, Con 14, Int 8, Wis 14, Cha 9
Base Atk +6; CMB +8 (+10 with two-bladed sword); CMD 21 (23 with two-bladed sword)
Feats Double Slice, Improved Two-weapon Fighting, Iron Will, Toughness +6, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Two-Bladed Sword, Weapon Specialization: Two-Bladed Sword
Traits Heirloom Weapon: Sword, Two-Bladed, Masterwork Sword, Two-Bladed, Sargavan Guard
Skills Acrobatics +1, Climb -1, Escape Artist +1, Fly +1, Intimidate +8, Ride +1, Stealth +1, Survival +11, Swim -1
Languages Common, Polyglot
SQ Antitoxin (vial), Armor Training 1 (Ex), Sextant
Combat Gear +1 Warhammer, Arrows (20), Masterwork Composite Longbow (Str +2), Masterwork Light Mace, Masterwork Two-Bladed Sword, Mithral Breastplate; Other Gear Alchemist's fire (flask) (5), Antiplague (vial) (2), Antitoxin (vial) (5), Backpack, Masterwork (17 @ 57 lbs), Bedroll, Belt of Incredible Dexterity, +2, Blanket, winter, Crowbar, Everburning torch, Mwangi necklace, Potion of Cure Moderate Wounds (3), Potion of Cure Serious Wounds (2), Money (659 gp, 3 sp, 8 cp), Mwangi necklace (simple string with fangs of rare beasts. Worth 50 gp), Sextant, Tanglefoot bag (5), Tent, Small, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Potion of Cure Moderate Wounds - 0/3
Potion of Cure Serious Wounds - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Sargavan Guard -1 Armor check penalty.
Sextant +4 Circumstance to navigate while above ground.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training: Double +1 (Ex) +1 Attack, Damage, CMB, CMD with Double weapons
--------------------
Backstory
Fighting off many hostile Mwangi, Balo had great training with odd weapons. His favoured weapon was the two-bladed sword and he has taken off many Mwangi heads off, even though ironically he himself is half-mwangi and half-chelish. His mother was one of the Mwangi who lived in Sargava and like him defended Fort Bandu with the same weapon and his father was a colonist who was a medic for the people here and cleric of Shelyn.

At first they didn't get off to a good start with her used to her own people's ways and him trying to bandage her whilst she was trying to get ready and rejoin the battle. The argument heated and in the end the two of them ended up together.

Balo was born in battle, quite literilly as she was determined to fight no matter what condition she was in or how far along in a pregnancy she was. Luckily her screams of both pain and anger scared many mwangi warriors, especially as they witnessed her breaking water. No one is sure if this was respect of her being such a powerful warrior or if it was in fact mercy for not wanting to fight or kill a woman who was in labor. To this day, people are unsure.

Balo followed in his mother's footsteps, training insensly and ready to fight by her side in his early teens, smiting and cutting down hostile Mwangi left and right. Since then he has trained hard, but with the death of his mother and his father growing distant from him, he left and met up with a group in hopes that his training will go to use.

He carries with him his mother's necklace around his neck as a eternal memory to her and has inherited her fighting style with the two-bladed sword, also his mothers and so he focuses all of his skill and abilities into this single weapon as his mother was a master of it and he hopes to one day master it as well as she did.

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.

You didn't say, but I guessed you wanted us to buy equipment with the balanced rule from the core book:

Pathfinder Core Rule Book, 400 pg wrote:


For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.

Anyway, for your consideration.

Liberty's Edge

Most of this looks good Aron.

Your attack bonus looks wrong for the double-bladed sword. Are you using the old version of Heirloom Weapon?

The plan currently is to start early next week (Monday likely).

Retech, you never got back to me.


I believe I've completed a draft of my full character sheet. Since I haven't done a PbP on these forums before, tell me if there's some private channel I should use to send it to you or if I should simply clean it up and post it to this thread.

Liberty's Edge

Most people create an alias account and post their character sheets in the alias's profile page. In addition, once we're settled on who is playing I'll give everyone my email address and you can email me your character sheet.


For your approval, Sir Feral. It is all in the profile.


Feral wrote:

Most of this looks good Aron.

Your attack bonus looks wrong for the double-bladed sword. Are you using the old version of Heirloom Weapon?

The plan currently is to start early next week (Monday likely).

Retech, you never got back to me.

No, I think Herolab is up to date. Let me check with my own maths.

Seems okey for me, though I should've changed the order to +10/+5/+10/+5

+6 BAB
+1 Masterwork
+1 Trait
+2 Strength
+1 Weapon Focus
+1 Weapon training: double
-2 TWF

+10/+5

Will make a alias if you wish, for your consideration.

The trait does add +1 but I am only proficiant in that one two-bladed sword and no other.


Would you consider allowing a Lizardfolk Cavalier or Paladin? I have an idea for one who was raised by a human adventurer after the lizardfolk's tribe/clan was wiped out by other creatures the adventurer was chasing.

Liberty's Edge

DM Aron Marczylo wrote:
Math

Ah, that's what I meant. Heirloom Weapon was nerfed a couple weeks back.

Now it does this:

Replace the Heirloom Weapon entry with the following text: “Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.”

I'm okay with you paying the difference to get your heirloom weapon 'tuned up' to make it masterwork and therefore enchantable but you no longer get a +1 to attack rolls.

Edit: Oops, Heirloom Weapon doesn't work with exotic weapons at all. I suggest you change weapons or look for another trait.

Liberty's Edge

Arknight wrote:
Would you consider allowing a Lizardfolk Cavalier or Paladin? I have an idea for one who was raised by a human adventurer after the lizardfolk's tribe/clan was wiped out by other creatures the adventurer was chasing.

Sorry, I'm going to ask that everyone sticks to core races.

If you're going to apply do it soon. I'm going to close applications and start the OOC thread this Friday or Saturday.


Feral wrote:
DM Aron Marczylo wrote:
Math

Ah, that's what I meant. Heirloom Weapon was nerfed a couple weeks back.

Now it does this:

Replace the Heirloom Weapon entry with the following text: “Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.”

I'm okay with you paying the difference to get your heirloom weapon 'tuned up' to make it masterwork and therefore enchantable but you no longer get a +1 to attack rolls.

Edit: Oops, Heirloom Weapon doesn't work with exotic weapons at all. I suggest you change weapons or look for another trait.

I knew it had been nerfed somewhat, but didn't realise it was nurfed so much. Will make corrections.


DM Aron Marczylo wrote:
Feral wrote:
DM Aron Marczylo wrote:
Math

Ah, that's what I meant. Heirloom Weapon was nerfed a couple weeks back.

Now it does this:

Replace the Heirloom Weapon entry with the following text: “Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.”

I'm okay with you paying the difference to get your heirloom weapon 'tuned up' to make it masterwork and therefore enchantable but you no longer get a +1 to attack rolls.

Edit: Oops, Heirloom Weapon doesn't work with exotic weapons at all. I suggest you change weapons or look for another trait.

I knew it had been nerfed somewhat, but didn't realise it was nurfed so much. Will make corrections.

Here he is, Balo Crispin


Okay, I think I've done this right. I'll finish adding the character material later. Let me know if you want me to show my math of any of it. I have it all, I just didn't want to clutter the version I'll be using for the game.


Hey Feral, if you have time, this is my concept.

Concept:

Jindariel, Elven Inquisitor 5 Rogue 1

Gimmick: Combat - melee and ranged skirmisher, scout, flanker
Out of combat: Trap disabler, tracker, connoisseur of monster lore

Appearance: He is 5'8", with long jet black hair and green eyes, who walks very meticulously and nimbly. The left side of his face bears a severe burn scar, a reminder of his past life. At his side, dangles a beautiful scimitar engraved with elven runes depicting lightning. On his back is slung a longbow and quiver. He is garbed in an exquisite set of elven made chain mail and wears a sturdy cloak.

History: Jin, as he has been known his entire life, was born in the deserts of Osirion, his parents the victims of a gnoll ambush. As an orphan, he became an accomplished rogue, stealing for a living out of necessity to survive. His acts caught the attention of a local thieves' guild, who taught the young elf how to steal and more importantly, how to kill. He enjoyed it, a lot, and it came natural for him to kill, especially from afar with a bow. On what would be his last mission, he was ordered to infiltrate the local temple of Sarenrae and kill one of its priests. Not caring about human religion, Jin did as he was told and killed the priest, with an arrow to his back. After killing him, Jin took not only the priest's treasures but proceeded to steal from the temple's coffers. Unfortunately, he failed to notice the fire trap and it exploded in his face, burning him and scarring him for life. He fled in pain back to the guild, but they abandoned him, feeling now that he was scarred so prominently, he was of no further use to them. He was kicked out penniless. The fire on his face continued to burn him, revealing itself as a curse. After exhausting all of his saved funds and without relief, ironically, he turned to the Temple of Sarenrae for help and confessed his deeds. He was incarcerated for his act but his life spared. After 5 years of serving time, the clergy of Sarenrae obtained his release and in exchange for the freedom he now enjoyed, they would train him as their enforcer and their hired gun for good. Jin agreed immediately, feeling this was an opportunity for him to redeem myself. He learned the dervish dance with the scimitar, studied all monster lore, and pledged his life to Sarenrae. He traveled the world and killed gnolls, orcs, undead...all in the name of his goddess. He has received ample rewards, such as the armor and the blade he wields. He will fight evil wherever he encounters it.

Stats:

JINDARIEL CR 5
Male Elf Inquisitor 5 Rogue 1
CG Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +4 Dex, +1 dodge)
hp 44 (6d8+6); Judgement of Sacred Healing 2
Fort +6, Ref +8, Will +7
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +2, Judgement of Sacred Resistance 4 (-Choose-)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Shock Scimitar +8 (1d6+5/18-20/x2) and
Gauntlet (from Armor) +7 (1d3+1/20/x2) and
Morningstar +4 (1d8+1/20/x2) and
Unarmed Strike +7 (1d3+1/20/x2)
Ranged Longbow, Comp. (Str +1) +7 (1d8+1/20/x3)
Special Attacks Bane (+2 / 2d6) (5 rounds/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Sneak Attack +1d6
Spell-Like Abilities Detect Alignment (At will), Discern Lies (5 rounds/day), Fire Bolt (5/day)
Inquisitor Spells Known (CL 5, +4 melee touch, +7 ranged touch):
2 (3/day) Resist Energy (DC 14), Invisibility (DC 14), Weapon of Awe (DC 14)
1 (5/day) Protection from Evil (DC 13), True Strike (DC 13), Cure Light Wounds (DC 13), Expeditious Retreat (DC 13)
0 (at will) Daze (DC 12), Detect Magic, Disrupt Undead, Guidance (DC 12), Sift, Stabilize
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +4; CMD 19
Feats Dervish Dance, Dodge, Elven Weapon Proficiencies, Precise Strike, Rogue Weapon Proficiencies, Weapon Finesse
Traits Flame of the Dawnflower, Killer
Skills Acrobatics +11, Climb +4, Disable Device +14, Escape Artist +9, Fly +2, Intimidate +1, Knowledge: Arcana +6, Knowledge: Dungeoneering +6, Knowledge: Nature +6, Knowledge: Religion +6, Knowledge: The Planes +6, Perception +13, Perform: Dance +4, Ride +2, Sense Motive +4, Stealth +11, Survival +7, Swim -1 Modifiers Monster Lore, Silent Hunter
Languages Common, Draconic, Elven
SQ Inquisitor Domain: Fire, Ioun Torch, Judgement (2/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +2, Trapfinding +1
Combat Gear +1 Shock Scimitar, Arrows (40), Arrows, Blunt (40), Elven Chain, Longbow, Comp. (Str +1), Morningstar; Other Gear Bladeguard, Blanket, Chalk, 1 piece, Cloak of Resistance, +1, Grappling hook, Handy Haversack (52 @ 30.82 lbs), Ioun Torch, Potion of Cure Light Wounds, Potion of Mage Armor (2), Rope, silk (50 ft.), Thieves' tools, masterwork, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Fire Bolt (1d6+2) (5/day) (Sp) 30' Ranged touch attack deals 1d6+2 Fire damage.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Inquisitor Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.

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Liberty's Edge

Jin looks good.

I'll get an OOC thread started tomorrow.

If you want in, you have until end of day today to apply.

Liberty's Edge

Here is Xandrel. In combat he is an arcane force. Most of his spells are combat oriented. If he feels he doesn't need spells, he will resort to using his crossbow. Out of combat, he uses his personality to charm, and bluff if needed.

I have finished all except purchasing equipment. The character was done with HeroLab, so numbers should all work out.

Xandrel:

XANDREL CR 5
Male Half-Elf Sorcerer 6
CG Medium Humanoid (Elf, Human)
Init +8; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 32 (6d6+6)
Fort +3, Ref +5, Will +5
Immune sleep; Resist cold 5, fire 5, Elven Immunities, Voidwalker
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
Special Attacks Minute Meteors (6/day) (DC 16)
Sorcerer Spells Known (CL 6, +4 melee touch, +5 ranged touch):
3 (4/day) Lightning Bolt (DC 16)
2 (6/day) Web (DC 15), Glitterdust (DC 15), Acid Arrow
1 (7/day) Color Spray (DC 14), Shocking Grasp, Identify, Unseen Servant, Mage Armor (DC 14)
0 (at will) Acid Splash, Open/Close (DC 13), Read Magic (DC 13), Ghost Sound (DC 13), Detect Magic, Jolt, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 17
Base Atk +3; CMB +4; CMD 16
Feats Arcane Strike, Eschew Materials, Improved Initiative, Skill Focus: Bluff (Adaptability), Spell Penetration
Traits Deft Dodger, Elven Reflexes
Skills Bluff +11, Fly +11, Knowledge: Arcana +9, Perception +2, Spellcraft +10, Use Magic Device +11
Languages Auran, Common, Elven
SQ Elf Blood, Starsoul

--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Minute Meteors (6/day) (DC 16) (Sp) 5'w x 30'h column inflicts 1d4+3 fire damage (Ref negates).
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Starsoul Those who fail a save vs. your Evocation spells are also dazzled for 1r.
Voidwalker (Ex) You gain Low-Light vision, resist cold 5 and resist fire 5.
--------------------
Appearance
Xandrel is an half-elf of average hight and somewhat thin. He has long black hair which flows freely about halfway down his back. His eyes are bright red with barely visible whites which turn black with white specks when angered or working magic, as if the void of space existed inside him.

Personality
Xandrel is very contemplative in nature. He is well mannered and treats others with respect. However, he can't stand bullies and treats them harshly.

History
Xandrel was born to a human woman in Oparra. He is the child of tryst when a visiting elf laid eyes on his stunningly beautiful mother. Their affair was brief. She was the daughter of a well to do merchant and married to a Taldan noble. His birth was a surprise to the father, and he was thrown away to hide the shame. He was taken in secret by one of his mother's servants who promptly left town.
She moved to Cassomir and obtained work for another wealthy merchant and raised him as her own. His childhood was dificult due to his elven heritage. He was often thought off of devil spawn due to his red eyes and slightly pointed ears, and spent years avoiding the town bullies.
One day, he decided to fight back. During the fight, he felt a surge of energy, and small meteors appeared above his attackers head, injuring him severely. Frightened, Xandrel ran home. His mother told him the story of his origin. He then set off to find his father. He only had a description and a first name, Xandoriel. All he has discovered so far is that his father is Wizard of some power and has traveled the stars extensively.

Liberty's Edge

What led Xandrel from searching for his mysterious father to adventuring? Is he building wealth to fund his search? Is he hoping that danger will somehow help him find his father's trail?

How does Xandrel feel about his new-found magical superpowers? Has this changed him in anyway (either consciously or unconsciously)? When Xandrel ran home to ask his mother how was their reunion? Heartfelt? Cold and distant? Full of regret?

Liberty's Edge

Feral wrote:

What led Xandrel from searching for his mysterious father to adventuring? Is he building wealth to fund his search? Is he hoping that danger will somehow help him find his father's trail?

How does Xandrel feel about his new-found magical superpowers? Has this changed him in anyway (either consciously or unconsciously)? When Xandrel ran home to ask his mother how was their reunion? Heartfelt? Cold and distant? Full of regret?

When Xandrel's powers first manifested, he felt scared as he thought it was confirmation of demonic heritage. Once he discovered the nature of his father he began to understand. As his powers have grown he has become more confidant, and has channeled that confidence into strength.

Xandrel went to his real mother to obtain information regarding his father. She thought he had died, and didn't appear at all happy that he was alive. She told him his father's name, and said the last she heard he was heading towards Kyonin. When saying his name a flash of regret crossed her face.

Xandrel hooked up with a group of adventurers because he could not afford the trip to Kyonin on his own. Kyonin is where he discovered his father's penchant for space travel. However, his father had not been seen in over a decade. On his quest he discovered a love of adventuring. He feels he is advancing the goals of Desna as well as his own knowledge of the world at large. He also hopes for some hint as to his father's whereabouts but knows the chances are thin.

Liberty's Edge

I honestly liked all the applicants. It was a really tough call but I've chosen the following characters:

Obo the Zenj
Rashesh
Balo Crispin
Jindariel
Demitri Severin

OOC Thread

If you're one of the above characters please check in as soon as you can.

If you weren't chosen feel free to shoot me an email anyway and you'll be the first replacement character if I need to cut someone (Shaundakul I'm looking at you).

Thanks and good luck!


We've lost a couple people since this started and I'm looking to up our numbers again.

The party is currently level 6 still and has just entered a giant chamber deep within the Darklands.

Good possible character hooks include:

You're a native Mwangi that's been enslaved by the serpentfolk.
You're a Pathfinder here to find the secrets of the Fortress before the agents of the Aspis do.
You're somehow connected to the other denizens of the Darklands and you want to make sure the Serpentfolk don't grow too powerful.

The same character creation rules apply.


I am interested in applying. Will see if I can get a character together tonight. My thought is a cleric/mage --> will go mystic theurge at the next level.

Wizard 3, Cleric 3 - either elf or human, will figure out the background


I may have missed it, but what is the rule on purchasing equipment? Standard WBL? Also, if we have item creation feats, can we buy equip at 1/2 cost?


Standard WBL. No more than half of that on a single item.

If you're going to take a creation feat you can buy stuff associated with that feat at 75% cost starting out. This will represent the fact that you wouldn't have stockpiled all your wealth waiting to take that feat.


Thanks, still working on what exactly I want, looks like a half-elf cleric/wizard - should be able to get it together tomorrow, I don't have as much time on the weekend


This is a character I originally created for a Serpents Skull game that lost it's GM. The background has an obvious reason for him to be in the Mwangi and I can easily level him up to sixth level. There are a good number of posts which shows my playing style. Some of his character quirks is that he sings in polyglot as he rages and he is ashamed of raging because it represents a loss of control that is not easily accepted in his tribe. Let me know if you like him and I will get him leveled up.
Oh, and he uses the old version of the heirloom weapon trait, but I am more than willing to change that. I want to keep it as a reason he left the jungle, but can just have a magical elven sword that would fit the story.


The elven-Mwangi angle could actually work quite nicely if you're cool with working your character's story into our current druid's Kunsua.

Level to 6th, change your stats to our point buy, and swap out heirloom weapon (since he never left the jungle).


Can I keep the story that he left the jungle, but lose the trait? I like that he has some experience outside the jungle, but he is back now. I'm not home right now, but will be able to update the character this evening.


I think the story works better if he's a long time native like the other Mwangi-elf but it's your call.


I have my idea put together, just trying to type it up. Have to take care of my children today, but I will get it together by tonight - US Central time. The background is human mother priest of Desna, father a Mwangi elven mage. Principally raised traveling the north and now returning to find his father and his elvish heritage.


This is Tirion's submission. May I present Zyngeth Fleetfoot (name may change), Half-elven cleric/wizard -- will take Mystic Theurge next level.

The background is done, need to do a ton of work on the character sheet, although the stats are finished. Will get the feats, traits, equip put together tonight. Skills are finished.


Here are the HP rolls for this character - assuming max hp for level 1, started as cleric.

HP Cleric: 2d8 ⇒ (1, 8) = 9
HP Wizard: 3d6 ⇒ (6, 2, 5) = 13

If you allow rerolls on 1s
1d8 ⇒ 4


The character is all updated except the background. I will get to the background tomorrow.

HP rolls:
5d12 ⇒ (4, 9, 9, 3, 8) = 33


Character fully updated except for spells - have money to spend on spells/scrolls and maybe some potions and/or wands


We're using the average rounded up method for HP.

d6 = 4 hp per level
d8 = 5 hp per level

Scarab Sages

Just seen this, I had a 1st barbarian/5th level cleric of Desna in a previous game, which I wouldn't mind getting out of the cupboard and dusting off again. I would see him as a missionary gone out to convert the elves from their ancient old gods to those of the new religions. He has committed to a local tribe of elves to show his gods might by going into the temple of their enemies and returning evidence of how his gods have smitten the their serpentfolks old god.

I haven't done anything to this character for a while, it will take me the rest of the day to get him properly ready, he'll move from having Osirian focus to Mwangii focus. Let me know what you think..


I recommend Zyngeth Fleetfoot. Great roleplayer and very good player too :)


DM Aron Marczylo wrote:
I recommend Zyngeth Fleetfoot. Great roleplayer and very good player too :)

So DM Aron you don't like me anymore....says a small female halfling summoner...

...who just happens to be related to Dar'erthan a cleric of Desna .... LOL

:)

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