DM Frogfoot's Skinwalker campaign (Inactive)

Game Master Dalton the Thirsty

Skinwalker Race

Map of Varisia

Battlemap


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Discussion thread!

First topic: pre-campaign PC connections. Which of you knew each other before this moot, and how? I'm focusing especially on the relations between the two Witchwolf b#$*$es we have as well as the two Coldborn, but I'm interested to hear other PC connections as well, even inter-tribal.


Inactive

Throwing a barrage of information in here so that I don't lose / forget it.

Skinwalker Race

Map

Tribe Descriptions:
Bloodmarked tribe: Ruling matriarchal council of 3 sharing joint leadership. Membership of this council changes monthly, at a nocturnal blood-orgy ritual that takes place under a full moon, but decisions made by previous ruling councils may not be changed for 12 cycles.

The secular Bloodmarked are the most intellectual of the tribes, being the only tribe that has officially dedicated itself to learning and understanding more about the world around them. They work closely with the wealthy Seascarred tribe in their pursuit of greater delving into science and magic. The Bloodmarked even have a school system inside the Calphiak mountains, though they regularly must fight off incursions from the more hostile inhabitants of the Darklands.

The Bloodmarked seek open and friendly relations with all other tribes, but their strange fetish rituals and blood orgies cause the other tribes - with the exception of the Nightskulk and the Seascarred - to look askance at them.

They live in the Calphiak mountain ranges and the Mierani Forest.

Coldborn tribe: Generally the coldborn only gather as a tribe for matters of dire importance; most coldborn families are self-sufficient. However, Temmeruk is the oldest and wisest of the coldborn, and speaks for the tribe when it is necessary, having the final say on disputes.

The Coldborn are a peace-loving tribe, and have the highest concentration of druids and rangers of any of the tribes. Coldborn healers are renowned among the tribes for their intimate knowledge of biology. They mainly keep to themselves, but will welcome any member of any tribe into their borders with only gentle warnings about bad behavior. The Coldborn are the oldest tribe, with history dating back beyond record, and so their voice is highly respected by most of the other tribes. The Witchwolves feel that they're too passive and reluctant to use their strength, and the Scaleheart consider them to be ruled by fear of involvement in the outside world.
The Coldborn live on the Storval Plateau.

Ragebred tribe: The Ragebred rule by strength. There are two boars in charge of the clan, the Chief and the Under-Chief. Only the Under-Chief may challenge the Chief for his position, but anyone may challenge the Under-Chief for his position.

The Ragebred are an insular people, mistrusting outsiders - even other skinwalkers, though relations are better with them. If a wereboar-kin is born into a human family elsewhere in the world, 9 times out of 10 they are cast out when their transformations occur. Their porcine features call demons to mind among some religious communities in the world, and so the Ragebred justly feel that their tribe is the sole haven where a wereboarkin can live free of judgment and persecution. This persecution complex has sparked intense pride in the Ragebred. To slight a Ragebred's honor or family is to invite instant death. The one tribe that the Ragebred regularly do dealings with is the Coldborn, whose quiet dignity appeals to the proud wereboars, and the Nightskulk, who, they feel, understand being persecuted.

The Ragebred control the Gnasher mountain range and Lake Skotha, all the way to Lampblack River Falls.

Scaleheart tribe: the Scaleheart tribe is a true democracy - all decisions that affect the entire tribe are voted on by the entire tribe. This means that most decisions take a prohibitively long time to officially decide on, leading most day-to-day governing decisions to be placed in the hands of the shamans of the community, of which there are 9, with one High Shaman. These spiritual leaders claim to have a direct conduit to the Gods and rule with divine authority.

The Scaleheart are a deeply religious community. They don't like to travel often, as they are most comfortable among the waterways of their home, but Scaleheart missionaries have been found preaching all over Varisia and greater Golarion. The Witchwolves embrace the spirituality of the Scaleheart wholeheartedly, as do the Coldborn, but the Bloodmarked are not a very religious people overall. This has led to relationships between the tribes to be very...strained. As a result of the geographical differences between the two tribes, they largely leave each other alone. Some Scalehearts follow the Fanglords on their nomadic journeys when the caravans of the were-tigers pass by their homes.

The scaleheart live primarily in the Mindspin and Wyvern mountains, near the few rivers and lakes of the Cinderlands.

Nightskulk tribe: The Nightskulk tribe has largely integrated into the human culture, and remains a loose organization of enormous family units. Though the Nightskulk are not ashamed of their heritage, most do hide it in the presence of humans to avoid persecutions, and as a result the ratfolk-kin do not have an open "seat of government" like the other tribes do. Most of the skinwalkers spend their days living largely human lives in the towns bordering the wilderness. However, the nightskulk tribe is also one of the wealthiest of the skinwalker tribes, due to their connections to the merchant guilds of the outside world.

The Nightskulk are a pragmatic tribe. Their natural cunning, as well as their knowledge of how people treat were-rats, has led the majority of them to live secret, double lives. Most humans along the southerly port towns of Varisia would be shocked at how many of their neighbors, friends and co-workers are actually nightskulks in disguise. Those few wererat-kin who could not conceal their identities correctly operate out of a small area in the outskirts of Riddleport, but these wererat-kin are not held in high esteem by their more secretive brethren. The Ragebred empathize with the prosecution that Nightskulks face, and surprisingly, get along famously with the wererat-kin, being closest to them as allies. Most other tribes, however, mistrust the Nightskulk just as much as normal humans would, a position that most Nightskulk feel to be unfair.

Still, the Nightskulk are successful at business and trade, both legal and illegal, and your average Nightskulk is wealthier than almost any other member of the other tribes (with the possible exception of the Seascarred). The Nightskulk can be found in nearly every town across Varisia, but inhabit Riddleport primarily.

Seascarred tribe: The Seascarred live on the coast, as one might imagine, and are perhaps the most technologically advanced of the skinwalker tribes. They have a hereditary Chieftain who adoped the reins of leadership from his deceased father. The Seascarred regularly can be found among the crews and even in the captains' quarters of pirate ships roaming the Inner Sea region, and the rumors persist that they do so under explicit protection from the Ruling Chief, who benefits from the raids these privateers commit.

The Seascarred are largely criminals and pirates, going so far as to call their Chieftain the Pirate King of Rimeskull. In the Steaming Sea and the Varisian Bay, traders and merchants are ever on the alert for the Fanged Skull flag, a variant on the traditional Jolly Roger with curved fishbones and sharp teeth. The influence the Pirate King has over the legitimate rulers of Rimeskull is an open secret in Varisia.

The seascarred live primarily in the northlands near the coast, from Rimeskull to Crystilan.

Fanglord tribe: The Fanglords inhabit the widest area of the Riverlands and are largely nomadic. Their tribe's yearly roaming cycle takes them all throughout Varisia together. The Fanglords have an elected council of 5 Fanglords, known as the Tiger's Claw, make all the decisions for them, which is re-nominated every 6 years for new recruits to join.

The Fanglords believe themselves to be members of the master race of Golarion. They claim that no creature alive can match the majesty or strength of a tiger, nor the presence and intelligence of a man, and thus, the combination of the two is the pinnacle of evolution. Due to their haughty natures, the Fanglords don't interact much with the other tribes in general, preferring instead to keep to themselves and roam Varisia on their endless nomadic journey. Despite their arrogance, they are a largely peaceful people, fighting only to defend themselves historically. Most Fanglord males prefer to leave the fighting to the women, and dedicate themselves to poetry and the arts.

The fanglords live a nomadic lifestyle that takes them across all corners of Varisia, but spend the majority of the year in the regions of the Nolands and the Uplands of Velashu.

Witchwolf tribe: The witchwolves have a healthy appreciation for bloodlust, killing, and hunting, and they enjoy all three tremendously. Strength is all that matters for the witchwolf tribe, and they have channeled their innate athleticism into yearly games that the tribe hosts for competition. Skinwalkers from all tribes compete, but there is a secret set of games for witchwolves only that all aspiring leaders of the tribe - who are themselves alphas of their own pack family - must participate in. Whichever witchwolf wins the contest is Alpha Male, Chief, until next year. The current Chief has been victorious for 5 years in a row now.

The Witchwolves respect strength and revere games that showcase athleticism. Their relationship with the Ragebred and the Scaleheart is a tight one, and witchwolf culture embraces the well-known power of their cousins. They feel that the Coldborn are too passive, content to stay in their plateau and, in their eyes, look down on everyone else. This sentiment has been especially felt lately due to Temmeruk calling the council of tribes together. Bloodmarked and Nightskulk are not to be trusted.
The witchwolves live primarily at Wormwood Hall and inhabit the entire forests of Churlwood and Lurkwood.

Player List by Tribe:

Scaleheart (Werecrocodile)
- Harthresh (Barbarian) - Conflicted / Territorial

Witchwolf (Werewolf)
- Kenna Icemane (Fighter) - Undecided Motivations
- Kysira Silvercoat (Monk/Shaman) - War

Coldborn (Werebears)
- Arren Icewalker (Druid) - War (Reluctantly)
- Harsuk (Bard) - Diplomacy

Nightsulk (Wererat)
- Mori (Investigator) - Diplomacy

Fanglord (Weretigers)
- Saipres (Bloodrager) - Diplomacy

Bloodmarked (Werebats)
- Darath (Alchemist) - Diplomacy

Ragebred (Wereboar)
Seascarred (Weresharks)


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

I see Kenna and Kysira getting along just fine. Perhaps a bit of competition between the two and occasionally a disagreement concerning methods, seeing as how one is lawful and the other chaotic, but ultimately their goals don't contradict each other. One is concerned with keeping the tribe safe, the other wants to lead.

That reminds me to get my traits down. EDIT: done, I got reactionary, sworn enemy (human), killer and as a drawback xenophobic.


...


Inactive

The first connection that jumped out to me was Harthresh. I had thrown something into my background that one of the wars Saipres was involved in was against the Lizardfolk, and given that the Scaleheart in general seem less warlike, (and the Fanglords, for all their ego, don't seem to just seek out battle), perhaps it was in their defense? I can definitely see the two tribes getting along better than some of the others, and it would have given us a good reason to have met previously.

I also really like the sound of the Coldborn as a people. I can't find background for Harsuk, but I think Arren is certainly someone that I'd enjoy having a lot of talks with, given his experiences on both sides of the fence. I imagine my caravan coming through once every couple years and we sitting and playing some variant of Chess with bones, hah.

I suspect the Fanglords would look down on the Nightskulk - While the Fanglords pride themselves on having the strength of a tiger combined with the cunning of a human, I think the desire for the Nightsulk to integrate themselves with the humans would be viewed by them as a weakness. I am not sure if Mori and I might know each other by any means, but I think in general things between our peoples might be somewhat strained.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

And my motivation is still war. It seems to have completely been drowned out by the banter in the recruitment thread.


Male Scaleheart Skinwalker Brutal Pugilist Barbarian 3 [ HP: 32/32 (R:38/38) | AC: 18 (R:16) (G/R:15) | T: 12 (R:10) (G/R:9) | FF: 16 (G/R or R:14) | Fort +6 (R:+8) / Ref +4 (R:+4) / Will +3 (R:+5) | Init +2 / Percep: +7 ]

I'd certainly be fine with that, Raijinn. I see Harthresh as a "True Believer" amongst the Scaleheart, utterly and piously devoted to the proclamations of the Shaman council and their divine authority.

If they tell him to go...he's going to go, regardless of his insular territorial tendencies and almost complete lack of empathy, as a speaker for his tribe. He may not like leaving and may have reservations about his suitability for this assigned role, but he will do so because it is asked of him by those who speak for the divine.

Any indecision or vagueness in the words of the Shaman Council sets him on edge and unsettles him, so he is most certainly...unsettled...in terms of what this gathering of the tribes will mean for him and his people.

If there is a previous meeting between us, I'm sure you would have found Harthresh to be sullen yet driven, alternating between cold and aggressive. Despite these swings of mood, he always takes a moment to think of the less direct and more...efficient...route to solving a problem, rather than crashing into it head-on.

If you met him due to a conflict that saw the Fanglords and Scaleheart as allies, then yes, Harthresh definitely would have been among the forefront of those who would fight on behalf of the Scaleheart in times of need.

In terms of being warlike, I built Harthresh to come at you sideways. He's not going to charge into a threat, roaring and swinging. Instead, he's going to be quiet and relatively patient stalking into a position of maximum advantage before he strikes. He will then pull his enemy down into the deep, where their struggles and screams will only fill their lungs with water and hasten their departure from this mortal coil even as he tears them apart.

He's not a warrior of his people per say, but threats to his tribe or those who encroach upon their territory are dealt with by him and others of similiar ilk. He just happens to be very good at what he does and quite possibly enjoys it.

So warlike, probably not...but most definitely a killer. Still, a killer under the full control and sway of divine decrees.


Female Witchwolf Monk 1/Shaman 2 | I: 28/28, S: 24/28 | AC 18 [20], Touch 17 [19], FF 14 [15], CMD 20 [22], CMB +3 | Fort +4, Ref +4, Will +8 [+9] | Init +0 | Bluff +1 | Diplomacy +5 | Intimidate +7 | Sense Motive +8 | Spellcraft +6 | Survival +7 | Perception +11

I'm playing with the avi, and getting my info in the alias. Do I need to update my shaman levels with the changes? It's mostly a spell list change that I need to do.

I see competition between the two of us, Kenna. And yes, it is hard to lead a tribe when that tribe no longer exists, so she'd want it to survive. Kysira wouldn't mind ruling over the humans though, and war is a great time for power changes.

RPG Superstar Season 9 Top 16

I'll post some more thoughts and make an alias in the evening when I get home, but I think the Coldborn interaction will be amusing to say the least.

If I remember correctly (and apologies if I don't), Arren is a sullen fatalist, while Harshuk fancies himself a comedian.

Perhaps they have traveled together already, on Harshuk's messenger rounds, or perhaps a more specific mission for the Coldborn that increased their status.


For your information, Harthresh, since you're a pious character; the Scaleheart worship Apep, the Devourer of the Dawn, the Drowning Dark, the Lurker Below. Worship of other deities is permitted - Apep is a hungry deity, not a jealous one - but the Shaman caste (of which there are 10 members) - are shamans of Apep.

In general, I allow PCs to demonstrate some degree of creative control over the tribes, and they generally worship deities associated with the animals they shift into.


Male Scaleheart Skinwalker Brutal Pugilist Barbarian 3 [ HP: 32/32 (R:38/38) | AC: 18 (R:16) (G/R:15) | T: 12 (R:10) (G/R:9) | FF: 16 (G/R or R:14) | Fort +6 (R:+8) / Ref +4 (R:+4) / Will +3 (R:+5) | Init +2 / Percep: +7 ]

Thanks, DM! Updated to Apep on my profile, just had Hanspur in there as a thematic placeholder until I got some deity/religion information from you, like this...Apep, "The Drowning Dark"...oh yes, that's right up Harthresh's alley...


Male Human (Varisian) Bloodrager 3

Dot dot dot ...
Just following the trend.


Male Coldborn Bard 3 [HP 30/30 | AC: 17 | T: 12 | FF: 15 | Fort: +3 / Reflex: +5 / Will: +3 | Init +2 | Perception +6]

An bare-bones alias for Harshuk son of Verash.

He might also know some of you from the other tribes, as before he struck out on his own as a messenger among his secluded people, he traveled with his father, a trader who made rounds throughout the skinwalker-controlled parts of Varisia.


Male Bloodmarked Alchemist (Chirurgeon) 3 | HP 29/29 | AC 18 | T 12 | FF 16 | CMD 14 | Fort+4 Ref+5 Will+2 | Init +2 | Perc +7 |

Darath is probably one of if not the most likely among the group to have not met anyone else. He performed some showy displays of one-man artillery fire (Alch. fire and bombs) during a past conflict or two, but he's primarily a skilled medic and accomplished alchemist. That doesn't involve a lot of running around.

Unless someone showed up at the Bloodmarked tribe with an injury he attended to, or sustained an injury during a conflict the tribe was a part of, the most you would know of him is the aforementioned exploits. Oh, and if you did show up with an injury, he probably took a sample of your blood. Just saying.

In other news, this is finals week for me so I may or may not be on the ball here till Friday afternoon. Probably won't be a problem, but just a heads-up.


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9

Hey there, Arren here with a dot and a few thoughts.

"Petty Alchemy" is quite right with his assessment of Arren, and I think his opinion of Harsuk would be one of...perhaps pity. He considers anyone with a optimistic opinion of life to be someone who must have had an especially fortunate or sheltered life, or too young and naive to really understand.

He would, of course, enjoy the long and deep talks that the other skinwalkers could offer on their travels, and Arren travels often due to his easy ability to do so.

DM, I'm in the process of equipment-purchasing, and I have a question - would it be feasible to write into his backstory that he and a group of coldborn warriors defeated a young dragon (one of the reasons why the coldborn respect him and he has their ear), so that I could have some dragonscale armor?


I'll have to think about that Arren, it's pretty powerful armor.


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9

Okay!
The difference between having +1 hide and dragonhide breastplate is relatively little to me, I just thought it'd be cool.

So! I've bought equipment and I am ready for the going.


Inactive

I'd been wondering about better armour as well since it's pretty much all the equipment I have/need. But I can wait.

Man, a somber bear person with great armour just keeps making me think of Iorek from His Dark Materials.

RPG Superstar Season 9 Top 16

Alright, I've decided to take a bit more of an archery bent as our front line is already a mile wide! I'll wrap up the sheet soon, but should be good for now.

HP is the better of rolls or half, or is it as the dice fall?

lvl 2 HP: 1d8 ⇒ 8
lvl 3 HP: 1d8 ⇒ 5


Better of rolls or half.


Male Coldborn Bard 3 [HP 30/30 | AC: 17 | T: 12 | FF: 15 | Fort: +3 / Reflex: +5 / Will: +3 | Init +2 | Perception +6]

Alright, thanks. I've copied Yorick's format for displaying vital statistics under the name, and the sheet is essentially done except picking out traits.

Edit: Can't dot the gameplay thread.

Also: Arren, let me know if you want to have any specific history together. Harshuk will tell stories of things that we've done together, which might not necessarily be true (since he loves telling a good story more than he cares if it really happened). Feel free to shake your head with disappointment.


Female Witchwolf Monk 1/Shaman 2 | I: 28/28, S: 24/28 | AC 18 [20], Touch 17 [19], FF 14 [15], CMD 20 [22], CMB +3 | Fort +4, Ref +4, Will +8 [+9] | Init +0 | Bluff +1 | Diplomacy +5 | Intimidate +7 | Sense Motive +8 | Spellcraft +6 | Survival +7 | Perception +11

Kenna, how much do you want the two of us to know each other before this? Have we just heard of each other? Maybe competed a few times against each other?

Also, I believe I have this Alias up to date with not only Kysira's info but the updates to Shaman as well. All that's missing is the last few pieces of equipment.

Edit: Also, who would have competed at the yearly witchwolf hosted games? I might recognize you if you did well.


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9
Harshuk wrote:

Alright, thanks. I've copied Yorick's format for displaying vital statistics under the name, and the sheet is essentially done except picking out traits.

Edit: Can't dot the gameplay thread.

Also: Arren, let me know if you want to have any specific history together. Harshuk will tell stories of things that we've done together, which might not necessarily be true (since he loves telling a good story more than he cares if it really happened). Feel free to shake your head with disappointment.

I was thinking that Arren and Harshuk would have been sent on some mission in the past together, and Arren quickly tired of Harshuk's banter, although would have been impressed with his prowess in combat.

Also, hooray! Yoricks! We're in a game together.


Male Human Mastermind 1 | HP: 7/7 | AC: 12 | T: 12 | FF: 10 | CMD: 11 | Fort/Ref/Will: +0/+4/+2 | Init: +4 | Perception: +7 | Sense Motive: +4

sorry, i'm late to the party. it's also finals week for me, but that's wrapping up. additionally, i'll admit to having been distracted by the new playtest document and discussion.

umm... i don't imagine mori knows any of the other PCs unless they're particularly interested in wealth or shady dealings.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kysira, I think we might know each other quite well already. Have a (usually) friendly rivalry going. How does that sound?


Inactive
Arren Icewalker wrote:
Also, hooray! Yoricks! We're in a game together.

I know! I'm excited by this. :D


Mori and Darath - there's a history of cooperation between the Bloodmarked and the Nightskulk tribes, as the Nightskulk are too pragmatic to care about the strange cultural rituals the werebat-kin participate in, and the Bloodmarked recognize the value of the broader connections that Nightskulk culture affords. How an individual Bloodmarked may react to an individual Nightskulk may vary, but the leaders of each tribe hold each other in fairly high regard. If there's a chance for either of you to connect with any of the other PCs, it's going to be with each other - or with the nomadic Fanglords, or perhaps the Coldborn wanderer.


Male Bloodmarked Alchemist (Chirurgeon) 3 | HP 29/29 | AC 18 | T 12 | FF 16 | CMD 14 | Fort+4 Ref+5 Will+2 | Init +2 | Perc +7 |

Hmmmm... Darath certainly isn't the type to shy away from shady dealings, so long as he has something to gain and it doesn't threaten his position should things go awry. It would still require them to come to him; I'm not trying to be a stick in the mud or anything, I just don't see him moving around much.

Darath isn't the only medic in the Bloodmarked territory by any means, even in the main compound (or whatever noun is appropriate here), but he's certainly one of if not the most respected (or feared, either way). If anyone was visiting on official business and took an injury for some reason... or had 'business' with someone official... he'd be the one they'd likely see.


Indeed, that's consistent with my ideas about your characters. All of you are extremely prominent and important members of whatever tribe you belong to.


Male Bloodmarked Alchemist (Chirurgeon) 3 | HP 29/29 | AC 18 | T 12 | FF 16 | CMD 14 | Fort+4 Ref+5 Will+2 | Init +2 | Perc +7 |

Aye, just clarifying my character for everyone else ;)


Female Witchwolf Monk 1/Shaman 2 | I: 28/28, S: 24/28 | AC 18 [20], Touch 17 [19], FF 14 [15], CMD 20 [22], CMB +3 | Fort +4, Ref +4, Will +8 [+9] | Init +0 | Bluff +1 | Diplomacy +5 | Intimidate +7 | Sense Motive +8 | Spellcraft +6 | Survival +7 | Perception +11
Kenna Icemane wrote:
Kysira, I think we might know each other quite well already. Have a (usually) friendly rivalry going. How does that sound?

That works for me. I can see a mostly friendly rivalry. They could even practice against each other.


Male Coldborn Bard 3 [HP 30/30 | AC: 17 | T: 12 | FF: 15 | Fort: +3 / Reflex: +5 / Will: +3 | Init +2 | Perception +6]

Still unable to dot gameplay. Is anyone else having the same problem?


You can't access the link? You should be able to...

http://paizo.com/campaigns/DMFrogfootsSkinwalkerCampaign/gameplay#11


Male Coldborn Bard 3 [HP 30/30 | AC: 17 | T: 12 | FF: 15 | Fort: +3 / Reflex: +5 / Will: +3 | Init +2 | Perception +6]

I could access link, but it wasn't posting my post of "Dot.". Apparently it was too short and I was confused by the other dots. Worked with something a little longer.


Inactive

Are we doing introductions one at a time? I don't want to just leap in and b@$+!$*s things up.


Out of a desire to get this campaign moving along, I'm going to start up another introduction scene for some other players. Harthresh, I encourage you to use the "reply" function of the forums to quote my posts directly when you respond, if you respond any further, to help us keep the separate stories straight more easily.

We're doing the introductions separately for a few reasons. One is that I like the opportunity for players to see how each other roleplay in isolation. Another is that it serves as a strong introduction to the players as characters, AND to the characters as players.

I know it's slowing the pace of the start of the campaign somewhat, and I ask that you all bear with me as we make our introductions. In my humble opinion it truly strengthens the connection players have to their characters to do it this way, and heightens your enjoyment of the game as a whole, as players.

Next up is Harsuk and Arren, the Coldborn. After I start that writeup, I'll do the Witchwolf scene, followed by the Bloodmarked intro (which will be somewhat shorter, because you wrote a good scene already for the introduction of your beliefs to the leadership). Saving the Fanglords and the Nightskulk for last because you two did really well in your introduction scenes that you wrote for the recruitment thread, so your scene will be somewhat further along the timeline.


Kysira Silvercoat wrote:
Do I need to update my shaman levels with the changes? It's mostly a spell list change that I need to do.

I'm mostly trusting you with Shaman mechanics because I am not overly familiar with the class yet, but please apply any changes made by the playtest as they happen. I'd like your character to represent the recent and truest incarnation of the playtest class.


male human thread person 8
DM Frogfoot wrote:
Out of a desire to get this campaign moving along, I'm going to start up another introduction scene for some other players. Harthresh, I encourage you to use the "reply" function of the forums to quote my posts directly when you respond, if you respond any further, to help us keep the separate stories straight more easily.

Noted and will do!


Female Witchwolf Monk 1/Shaman 2 | I: 28/28, S: 24/28 | AC 18 [20], Touch 17 [19], FF 14 [15], CMD 20 [22], CMB +3 | Fort +4, Ref +4, Will +8 [+9] | Init +0 | Bluff +1 | Diplomacy +5 | Intimidate +7 | Sense Motive +8 | Spellcraft +6 | Survival +7 | Perception +11

I'm fine with this method Frogfoot. I think its something that needs to be set up. I'm just waiting for Kysira having to put up and be (mostly) nice to 'that little whelp' as she calls her (amongst other things).


Inactive
DM Frogfoot wrote:

Out of a desire to get this campaign moving along, I'm going to start up another introduction scene for some other players. Harthresh, I encourage you to use the "reply" function of the forums to quote my posts directly when you respond, if you respond any further, to help us keep the separate stories straight more easily.

We're doing the introductions separately for a few reasons. One is that I like the opportunity for players to see how each other roleplay in isolation. Another is that it serves as a strong introduction to the players as characters, AND to the characters as players.

I know it's slowing the pace of the start of the campaign somewhat, and I ask that you all bear with me as we make our introductions. In my humble opinion it truly strengthens the connection players have to their characters to do it this way, and heightens your enjoyment of the game as a whole, as players.

Next up is Harsuk and Arren, the Coldborn. After I start that writeup, I'll do the Witchwolf scene, followed by the Bloodmarked intro (which will be somewhat shorter, because you wrote a good scene already for the introduction of your beliefs to the leadership). Saving the Fanglords and the Nightskulk for last because you two did really well in your introduction scenes that you wrote for the recruitment thread, so your scene will be somewhat further along the timeline.

I hope I didn't sound like I was complaining, I think this is a super interesting way to go with this, I've never seen it done before. Looking forward to reading everyone else's introductions. :)

DM Frogfoot wrote:
Kysira Silvercoat wrote:
Do I need to update my shaman levels with the changes? It's mostly a spell list change that I need to do.
I'm mostly trusting you with Shaman mechanics because I am not overly familiar with the class yet, but please apply any changes made by the playtest as they happen. I'd like your character to represent the recent and truest incarnation of the playtest class.

I'll follow suit with the Bloodrager.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
DM Frogfoot wrote:
Out of a desire to get this campaign moving along, I'm going to start up another introduction scene for some other players. Harthresh, I encourage you to use the "reply" function of the forums to quote my posts directly when you respond, if you respond any further, to help us keep the separate stories straight more easily.

On another PBP we're using headlines in ooc text to mark separate storylines. That helps minimizing the walls of redundant text.

In our case it could be headlines like
Scaleheart plot

Witchwolves plot
etc.


male human thread person 8

I incorporated your suggestion in my latest Gameplay post, Threeshades, as it makes total sense and is a good idea for not cluttering up the thread with a ton of quote-text blocks.


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9

I'm excited to introduce Arren :) I'm still not entirely sure how I'm going to characterize him. I will, however, be using [ooc] headlines instead of quotes to mark my posts.


Female Witchwolf Monk 1/Shaman 2 | I: 28/28, S: 24/28 | AC 18 [20], Touch 17 [19], FF 14 [15], CMD 20 [22], CMB +3 | Fort +4, Ref +4, Will +8 [+9] | Init +0 | Bluff +1 | Diplomacy +5 | Intimidate +7 | Sense Motive +8 | Spellcraft +6 | Survival +7 | Perception +11
DM Frogfoot wrote:
I'm mostly trusting you with Shaman mechanics because I am not overly familiar with the class yet, but please apply any changes made by the playtest as they happen. I'd like your character to represent the recent and truest incarnation of the playtest class.

I'll keep up with the changes. Shaman has been one of the least changing, and I check in over there. I have her updated already with the changes to spell casting. She now uses the Druid list with a few additions instead of the Cleric list.


That seems to make a bit more sense to me, honestly.


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male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9

I've updated Arren's profile with quite a bit of extraneous information. I'm sure I'll have more to add as the story progresses.

Wait, Shamans use my spell list but with extras? Grr. Competition time for "who's-the-better-druid". I'll let you guess who wins.

..

..

..

Did you guess? The answer is me.


Arren, I'd like you to elaborate on your reincarnation. Was it your first time, or are you a Time Lord from Golarion basically? How much do you remember from your past life? Was reincarnating traumatic? Did you reincarnate at your current age?


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9
DM Frogfoot wrote:
Arren, I'd like you to elaborate on your reincarnation. Was it your first time, or are you a Time Lord from Golarion basically? How much do you remember from your past life? Was reincarnating traumatic? Did you reincarnate at your current age?

Okay!

I believe that it would have been Arren's first reincarnation, but his archetype BASICALLY makes him a Golarion Time Lord, assuming that he's fifth level at least and has access to restoration.
Arren would remember most of the big things from his previous life, but the edges have been softened, so to speak. Details are hard for him to recall but he has the general gist of his entire old life still in his head. Subsequent reincarnations may take even that from him.
Reincarnation was fairly traumatic, as it caused him to actually lose two levels. This is part of what he's forgotten - how to use several of his more powerful spells, to be specific. It was painful and soul-draining, and he returned to life weak, barely able to move or speak. (think about Neo when he first exited the Matrix)
Arren is objectively 39 years old. I'm thinking that he was something like 32 when he died, and he was reincarnated in an adult coldborn body, and he's been living among the coldborn for several years.
In other words, Arren has been alive for 39 years. He's been in a coldborn body for seven years, and his coldborn body is likely something like 25-28 years old.


Understood. That's very cool. I've looked at a few of the archetypes floating around the SRD that revolve around reincarnation...it'll be fun to see it in action. I'm glad I picked you, and I'll try my very best to make full use of your reincarnation class feature...when you least expect. ^_^


male coldborn reincarnated druid 3 | injury hp 0/34, strain hp 34/34 | AC 18, touch 10, FF 18 | Fort +6, Ref +1, Will +6 (+2 vs. fear and death effects, +2 vs. emotion effects) | Init +0, Perception +9

I'm glad you picked me too :3

I hope that if the many lives ability ever activates, my companions know that I'm actually not dead and I can find them again.

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Hello everyone, my name is DM Frogfoot, and I've got the itch to start yet another online campaign. As you can see if you visit my profile, I'm an active member of these boards, currently DMing three games directly and participating in two more as a player. Because I am apparently a masochist and an addict, I want more, so I'm firing up another recruitment thread.

Like my two tiefling campaigns currently active, I intend for all players in this campaign to hail from the same race. Also similarly to the tiefling campaign, that race will be interesting enough to cover a broad spectrum of player ideas - this time, it's Skinwalkers. From the SRD:

"Skinwalkers resemble humans much of the time, but they possess the uncanny ability to transform into bestial humanoids who combine the most fearsome aspects of flesh and fur.

Outwardly human, skinwalkers are virtually indistinguishable from others of the ethnic group into which they are born. Those rare skinwalkers who have bred true for generations tend to have dark eyes, straight dark hair, and richly colored skin. Skinwalkers' features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide. Despite their shapechanging abilities, they are not immune to infection from full lycanthropes."

Here's my idea for the adventure hook. The setting: The Riverlands of Varisia. I'm only using the barest canonical guidelines for the setting, though - primarily just the map and city and general political atmosphere. Beyond that, it's homebrewed.

Each different variety of skinwalker belongs to a tribe, large or small, of other members of the same half-lycanthropic family. You as players will be members in prominent positions within your respective skinwalker tribes.

These tribes are coming together for a great council of the tribes' leaders. The reason? To determine how best to counteract the threat of outsiders. For the past few years, settlements belonging to humans and other races have begun encroaching on lands formerly dominated by the skinwalker tribes. Different tribes have related differently to these invaders depending on their temperaments, but the results have been the same - the humans keep on coming, in their superior numbers. Thus, the convening of all the local tribes of all the different species of skinwalker has been called by Lord Temmeruk, of the werebear clan. You are all now traveling with your tribes to his home in the Sterval Plateau - unless you are a werebear, and you await the arrival of the other clans.

Your characters will have been lifelong members of whichever tribe you belong to, and have accomplished mighty deeds in the name of your tribe that have earned you great respect in the eyes of your peers. (Include whatever it was that you did in your backstory, possibly tying you to another PC, even another PC from another tribe.) Mechanically, this means you begin play at level 3. Thus, what advice you choose to give your chieftain will affect how your tribe will vote to act regarding the human situation. Will you promote a more measured, diplomatic approach, as some of the wererats have been suggesting? Or will you push for war, like some of the wereboars? Perhaps a mixture of the two strategies, or neither? The choice is up to you, and will affect the direction the campaign goes.

Basic mechanical character creation guidelines
Race: Skinwalker. Pick for yourself which animal you can shift into.
Point buy: 25
Disallowed classes: None - but they must make sense within the context of the tribe you belong to, and I reserve veto power on what class you choose. Ninja werebears - as cool as they sound - would not make sense. I'm going for thematic accuracy here, people. :)
Average starting gold for level 3 characters.
Fast track XP progression.
2 traits.
Post at least a sentence once a day. Preferably more. Let us know when you won't be able to for a few days. Don't drop off the face of the planet.

Let's hear your ideas, ladies and gentlemen.


Oh, another one of your campaigns. Dotting for interest and I'll be catching up on our Tielfling game tonight. Long last copy of days.


^_^ Good to hear it, Beleste.


Hmm... I might be able to pull something together. How long do we have to get something down on (e)paper?


I have been dying to participate in a Skinwalker campaign and I can definitely meet your criteria. I'll be posting an idea here in a bit.


Hey there! I'd like to dot for interest because this seems super cool and I like making characters that are higher than 1st-level and this race seems cool.

Can I assume that I can choose any variety of skinwalker that I'd like? Also, are there any disallowed alignments?


gigz wrote:
Hmm... I might be able to pull something together. How long do we have to get something down on (e)paper?

No time limit, just know that my campaigns fill up fast.


leinathan wrote:
Can I assume that I can choose any variety of skinwalker that I'd like? Also, are there any disallowed alignments?

Any variety that you like. No disallowed alignments, as long as you're dedicated to the survival of the skinwalker tribes.

You should know if you want to be evil that I'm not particularly impressed by overly grimdark characters. They read like a 13 year old's power fantasy most of the time, so put extra effort in if you want to be evil.


Alright, I think I have an idea.

A CG witchwolf skinwalker, 3rd-level cavalier (beast rider). Order of the Blue Rose. I'm planning to have him go into Mammoth Rider, if that's alright.

He's ofte at war with himself due to his racial predisposition towards cruelty, and although some small part of him appreciates pain and cruelty, even THAT small part of him just wants to be able to practice in peace and quiet.
The more active version of him, of course, is not so cruel ad wants nothing more than for al peoples to live in harmony.

He will advocate for the skinwalkers to do their best to integrate with the humanoids. Living like hermits in the wilderness has only fostered the distrust and fear that the humans feel for them. He believes that civilization is the next step for the skinwalker tribes.

He has spent much of his life as a hunter and as a protector, guarding his home against vicious beasts and against vicious humanoids as well.

My plan for him brings him to cavalier7/ranger3/mammoth rider10.

If this idea is interesting and acceptable to you, I'll make up a statblock later.


Cool stuff. I'm holding off on my final decision until I've seen all the applicants I'll be seeing, but I like your idea.

RPG Superstar Season 9 Top 32

I'd like to post interest. Thinking of going with Mooncaller archetype for druid (more for the theme of the campaign rather than any real gains). Unless you'd allow a shaman play-test, in which case I'd have to get back to you on which spirit to choose as I don't have my pdf on this computer.

As for animal, I haven't quite decided yet, I'll think more on it and post soon. (Probably a predatory cat or a wolf XD).


Playtest classes are acceptable, though I need to get the PDF uploaded to my google drive for easy reference. Shamanism is a powerful theme in all skinwalker tribes, so it's a strong class choice.

Everyone be sure to read up on common skinwalker behaviors and how they vary based on the animal they're connected to. It will inform you about the general atmosphere of your tribal unit, which I am allowing players to have great creative control over.


OK, I'm looking at a Fanglord sorcerer or a slightly crazed Bloodmarked witch. I'll get them into a profile and post here in a bit.


gigz wrote:
OK, I'm looking at a Fanglord sorcerer or a slightly crazed Bloodmarked witch. I'll get them into a profile and post here in a bit.

Both strong thematic choices.


Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)
Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.


subbmiting

Arvangail the Were Panther Dedicated to protecting his follow brethen

Inquisitor 3 of Gorum

Init +6; Senses Perception +9
==DEFENSE==
AC 22, touch 11, flat-footed 20 (+10 armor, +1 dex, +1 trait)
hp 33 (3d8+6)
Fort +5, Ref +2, Will +6
Armor Full Plate +1, Heavy
==OFFENSE==
Spd 20 ft/x3
Melee Greatsword +5 (2d6+4) 19-20/x2
==STATISTICS==
Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 8
BAB +2, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +5, Diplomacy +5, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +9, Survival +9 [Tracking - 1/2 speed +10, Tracking - Normal Speed +5, Tracking - x2 speed -10
MC Inquisitor Domain: Rage (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Birthmark (Faith) (PFAPG 328), Defender of the Society
Languages Common
==Magic==
Eq'd Magic Hat of Disguise, Sleeves of Many Garments


^ How is it possible to have 33 health with 3d8+6? XD
Even with max rolls that's still only 30.


leinathan wrote:

Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)

Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.

Whenever I see a knightly character come along with low WIS and high CHA, my mind immediately jumps to Don Quixote xD


I can create a character for this soon, if i can find stats for a skinwalker.
Edit- never mind, i found it.


I linked the SRD entry for the race in the first post.

*edit* :)


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leinathan wrote:

Alright, I think I have an idea.

A CG witchwolf skinwalker, 3rd-level cavalier (beast rider). Order of the Blue Rose. I'm planning to have him go into Mammoth Rider, if that's alright.

He's ofte at war with himself due to his racial predisposition towards cruelty, and although some small part of him appreciates pain and cruelty, even THAT small part of him just wants to be able to practice in peace and quiet.
The more active version of him, of course, is not so cruel ad wants nothing more than for al peoples to live in harmony.

He will advocate for the skinwalkers to do their best to integrate with the humanoids. Living like hermits in the wilderness has only fostered the distrust and fear that the humans feel for them. He believes that civilization is the next step for the skinwalker tribes.

He has spent much of his life as a hunter and as a protector, guarding his home against vicious beasts and against vicious humanoids as well.

My plan for him brings him to cavalier7/ranger3/mammoth rider10.

If this idea is interesting and acceptable to you, I'll make up a statblock later.

"WE..WISH..TO..PEACEFULLY INTEGRATE!"


DM Frogfoot wrote:
leinathan wrote:

Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)

Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.

Whenever I see a knightly character come along with low WIS and high CHA, my mind immediately jumps to Don Quixote xD

I'm glad that my character evokes such iconography in you :D

I was thinking about it, and I came up with a few more things. He's spent much of the beginning of his life trying to repress his beastly nature, but as he levels up, he'll embrace it more and more, both as a concession to who he really is and to try and appease his fellow tribesmen.

I was also thinking that he'd be a partial outcast, but his tribespeoples' disdain of him is sort of grudging because of how much he's done to help his tribe over the years. They only hold some disdain for him because of how they feel that he's "pretending to be human".


Thinking of playing a scout. Undecided on what animal type.


Question, are non-human skinwalkers allowed?


No, only human skinwalkers.


Alright then.


I think I'm going to go with a nightskulk, with the adopted trait, hanging been raised by witch wolves.

It fights with a strange blend of barbaric ferocity and fenesse.

I'll get the actual stats up soon.


Here is Aresh the Glib, the fangborn sorcerer with a tainted heritage.


Here is the basic crunch.

I'll get to writing the story down after i finish some work.

crunch:

Female Nightskulk skinwalker (scout 3)
CE medium humanoid (shapechanger, skinwalker)
Init +9 Senses +8 perception
EXP:
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14
hp 24
Fort 3, Ref 6, Will 3
--------------------
OFFENSE
--------------------
Spd 35 ft
Melee dagger +5 1d4+2d6
Ranged throw the dagger.
Special Attacks none
--------------------
STATISTICS
--------------------
STR: 10 DEX: 16 CON: 14 INT: 16 WIS: 14 CHA: 8
Base Atk +2, CMB 2, CMD 15
Feats fleet, weapon finesse, improved initiative, godless healing
Traits reactionary, improvisational equipment
Skill ranks- disable device 3, climb 3, slight of hand 3, stealth 3, use magic device 3, sense motive 3, acrobatics 3, survival 3, knowladge (nature) 1, perception 3, swim 1, knowladge (geography) 1.
Languages Common
SQ targeted strike 2d6, trapfinding, uncanny dodge, trap sense, shapeshifting.
Combat Gear MW studded leather (175gp) MW light wooden shield (153gp) dagger (3 gp)

Items and story coming up soon.


Do skinwalkers have sirnames?


It varies by tribe. You're the first nightskulk - you have the greatest creative control over your tribe's culture and interests. Start from what it says in the SRD and go from there - nightskulks tend to blend in with human societies in general, and prefer cloak and dagger work to outright warfare. They are the skinwalker race most strongly advocating for a peaceful solution with the encroaching other races, currently..though that could change if your PC pushes for it.


DM Frogfoot wrote:
It varies by tribe. You're the first nightskulk - you have the greatest creative control over your tribe's culture and interests. Start from what it says in the SRD and go from there - nightskulks tend to blend in with human societies in general, and prefer cloak and dagger work to outright warfare. They are the skinwalker race most strongly advocating for a peaceful solution with the encroaching other races, currently..though that could change if your PC pushes for it.

She was raised in a witchwolf tribe. At least, that's how I've planned it. She's got this odd blend of brutality and fenesse to her.

Edit-
'Corse, i could change that if it's disruptive.


Made a quick edit to the crunch, changed a trait.

Anyway, I'll put together a story for a more traditional rouge-type.


(Alignment is hard to tell...)

"Heroic" backstory...

Semele is a respected and feared "hero" among her people.

Outside combat, she is friendly and sociable, cheerful to meet people, and help wherever she can. She often wanders around, aiding people who need it.

However, once she begins a fight, things are a different story. Once, a group of three people discovered the tribe, and the ran, panicked, towards the human settlements. Many of her kin hesitated nervously, but she bounded after them, giving chase. She was faster then they were, and one by one, they fell to brutal strikes pressed though thier defenses, as she chased down her victims, rejoicing in the blood. She dragged the three people near town, and snuck them into a human's basement, and then free cleaning herself up, and then slipped a letter to the guard there informing them of a killer in town. When they investigated, they found the bodies, and accused the man. She walked away from it clean, with no witnesses to her clan's location.

Despite this, she pushes for diplomacy, knowing that they have a much better chance at that then war. She claims that her actions were out of desperation, but no-one that was there will deny that she seemed joyful as she ran off to kill her prey.


This sounds awesome. Just one question - How does having a Mental Stat increase that only applies in Beast Form work for calculating Bonus Spells?


and +1 hp for fav class make 33.

i am just filling the blank until the dm tells us what he want's us to do for hp / level

Sovereign Court

leinathan wrote:

^ How is it possible to have 33 health with 3d8+6? XD

Even with max rolls that's still only 30.

Favored Class or Con Maybe?


YoricksRequiem wrote:
This sounds awesome. Just one question - How does having a Mental Stat increase that only applies in Beast Form work for calculating Bonus Spells?

Along these same lines:

SRD wrote:
While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

This makes sense for the skill checks, but wouldn't the flat penalty to Charisma wreck any character with Charisma-based casting?


Ah, forgot about hp/level. You can choose to take half your HD per level after level 1, or roll your HP, whichever is higher. Level 1 is max HP per HD.

Yoricks: I'll rule that you only get those bonus spells if you're in beast form. So if you can cast 11 spells a day as a human, and 12 as a werebat or something, and you've cast 11 spells that day, you can only cast your 12th spell of the day as a werebat. However, as it applies to spells known, you always know the spells - it only affects # of spells you can cast in a day.

Nice writeup, Icehawk. Your tribal leader will value your input, I'm sure.


2d8 ⇒ (5, 2) = 7

No change to hp.


Remove masterwork shield, take shield cloak and deathwatch eyes, get a MW short sword.

175+1000+1000+305

595 gp left.

EDIT

Shield cloak is too inefficient.

Replace it with light masterwork shield again.

175+305+1000+153

1442 left.


I'm thinking about making a Wereboar of some sort. I just wanted to throw the idea out there so you have an idea of what I'm planning and to let you know I am still here. I should have more up for you tonight though.


YoricksRequiem: I'm interpreting that rule to mean you have a -2 on Diplomacy vs non-shifters when in shapeshifted form. You can still be a charisma caster - in fact, Fanglords (weretigers) have a CHA bonus while shifted.

For newcomers to the thread, a summation of potential applicants:

A witchwolf (werewolf) (Gorgio) (cavalier) Pushing for integration

A nightskulk (wererat), raised among witchwolves (icehawk) (scout) pushing for diplomacy

A fanglord (Arvangail, weretiger re-flavored as werepanther) (inquisitor) Unknown motivations

A fanglord (Aresh the Glib) (sorcerer) Unknown motivations

A ragebred (Captain Fremont)

A scaleheart (werecroc) (Lamontius) (barbarian) Undecided motivations


Below is the build for my Scaleheart skinwalker. While looking like a hulking brute, his appearance hides a sharp intellect.

His simmering anger at territorial encroachment and human expansion wars with his understanding of the bigger picture at hand. While his heart is telling him to savagely kill any threats to him and those of his kin, his mind is warning him of the potential futility of such action.

While clearly not educated, his intelligence shows in his combat ability, hunting tactics and the constant war with his anger. He can be patient when he needs to be and often will think before he acts, making him all the more dangerous when he truly sets his rage free.

He has the intelligence as well as the forethought to see the safety and benefit of a peaceful solution to the plight of the tribes...but will that win out over his desire to savagely hunt and kill any threat to him and his Scaleheart kin?

Essentially, I'd play the character as being angrily conflicted about his stance on the issue, being swayed either into horrific outright violence against any encroachment or simmering reason and understanding in knowing that some enemies are not overcome through force, however he may resent such a notion.

Here is the build for my Scaleheart Brutal Pugilist Barbarian
(EDIT - Note, his stats reflect him in his "Change Shape" status, with the +1 to Natural Armor and +2 STR - Rage is not activated, however, in these stats):

Spoiler:

Male Scaleheart Barbarian (Brutal Pugilist) 3
CN Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 natural)
hp 32 (3d12+6)
Fort +6, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +7 (1d4+4/19-20/×2) and
. . dagger +7 (1d4+4/19-20/×2) and
. . masterwork cestus +8 (1d4+4/19-20/×2) and
. . masterwork greataxe +8 (1d12+6/×3) and
. . unarmed strike +7 (1d3+4/×2)
Special Attacks rage, rage powers (animal fury)
Spell-Like Abilities
. . 1/day—scare (DC 10), speak with animals
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Statistics
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Str 19, Dex 14, Con 14, Int 13, Wis 12, Cha 7
Base Atk +3; CMB +7 (+11 grapple); CMD 19 (21 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bruising intellect, crocodile swim
Skills Acrobatics +7 (+11 jump), Climb +7, Handle Animal +2 (-2 vs. non-shapechanger humanoids), Intimidate +7 (+3 vs. non-shapechanger humanoids), Knowledge (nature) +5, Perception +7, Ride +5, Stealth +11 (+13 when moving at half speed or less and mostly or completely underwater), Survival +5, Swim +7 (+9 when moving at half speed or less and mostly or completely underwater); Racial Modifiers +2 Stealth
Languages Common, Varisian
SQ animal-minded, change shape (+1 natural armor), change shape, change shape (bite), change shape (darkvision), change shape (ferocity), change shape (swim 30 ft.), fast movement, pit fighter, savage grapple
Combat Gear Potion of enlarge person (2), Potion of Feather Step, Sunrod (2); Other Gear Masterwork Chain shirt, Masterwork Buckler, Dagger, Dagger, Masterwork Cestus, Masterwork Greataxe, Armbands of the brawler, Cloak of resistance +1, Backpack, masterwork (3 @ 6 lbs), Bandolier (5 @ 2 lbs), Flint and steel, Masterwork tool (Stealth), Reinforced scarf, Silk rope, Snorkel, masterwork, Waterproof bag (3 @ 2 lbs), 185 GP
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Animal-Minded Werecrocodile-kin have a +2 racial bonus on Stealth and wild empathy checks.
Armbands of the brawler +1 to Escape Artist to break a grapple.
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Change Shape (Ferocity) (Su) You can choose to gain the ferocity ability when shifting into bestial form.
Change Shape (Swim 30 ft.) (Su) You can choose to gain a climb speed of 30 feet when shifting into bestial form.
Crocodile Swim +2 Swim and Stealth when moving half speed or less and mostly underwater.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Potion of Feather Step Add this item to create a potion of a chosen spell.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.


Another minor change.

Remove improv equipment trait, replace with adopted (lycanthropic bloodlust)


DM Frogfoot wrote:
YoricksRequiem: I'm interpreting that rule to mean you have a -2 on Diplomacy vs non-shifters when in shapeshifted form. You can still be a charisma caster - in fact, Fanglords (weretigers) have a CHA bonus while shifted.

Aces, thanks so much. I'm going to knock out a background this afternoon.

HP: 2d10 ⇒ (3, 9) = 12


Could a nightskulk use a ratfolk tail blade?


Yes, but you'd have to put it on when shifted and it would fall off when you became human again.


I would suspect that much.


i would probably advocate a mix of diplomacy and war.

Diplomacy to establish a recognize sovereign land for the skinchanger amongst the human nations (where the humans would be welcomed if the follow the rules) and War in order to enforce our rules of our land to the other kingdom that do not want to recognize our sovereignty on our lands.

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