DM Frogfoot's Skinwalker campaign (Inactive)

Game Master Dalton the Thirsty

Skinwalker Race

Map of Varisia

Battlemap


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I'll have to work on the story tonight, but to expand on my idea from earlier, I'm looking an an Ragebred (Wereboar) Bloodrager with the Abyssal Bloodline. He'll be just one big embodiment of rage so I doubt it will be hard to guess what his advice will be to his chieftan.


Health for Gorgio: 2d10 ⇒ (10, 10) = 20

Well then. I suppose Gorgio gets max health.

That's totally 42 health for a level 3 character.
What.

Hi there, Yoricks! I hope we both get into this :D

By the way, I'm noticing a very limited amount of divine magic! What up with that?


Aresh will advocate whatever the prominant Fanglord leadership desires. Though deep down, he would prefer a solution that avoids conflict he'll easily agree with whatever those in power prefer.


Going to be adding information about the various skinwalker tribes of the Varisian region as I think of them. Each skinwalker species listed in the SRD is represented in the area, though the size and cohesiveness of the tribes varies.

Entry 1: Governing styles by tribe

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.

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.

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.

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.

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.

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.

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.

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.

All these tribes convene at the Skinwalker's Moot whenever a Chieftain or Chieftains Council calls for one, which is usually done only in times of great need. All skinwalker tribes have respect and trade with one another currently and consider each other allies, though the true warmth of this relationship does vary by species somewhat.


Scaleheart HDs: 2d12 ⇒ (12, 2) = 14

Hah, so the exact same total as taking 7/7.


i'm interested. need to read up some more on skinwalkers. how much longer are you recruiting? also, regarding the two hoof attacks the ragebred get in beastial form, are those with arms or legs? i would assume legs so they could still manipulate weapons, but it also just seems odd...

edit: actually, disregard the question about the ragebred unless you think anyone else will find it relevant. as it seems tempers will already be running a bit high, i'm thinking about playing a LE nightskulk invesigator if you still have room.


HP for Aresh: 2d6 ⇒ (2, 5) = 7

Better than halves, so in it goes. :D


leinathan wrote:
Hi there, Yoricks! I hope we both get into this :D

Hey! I hope so, too. Would certainly be a change from our usuals. :P

Okay, I've finished the first draft of my character. And go figure I did something different with the background - I wrote a short scene that helped me get a handle on him, while also meeting the "What does the character plan to advise?" angle. Just messing around, so obviously ignore anything that doesn't fit "canon". I wanted to go with a slightly different take on the "Wildly Rageful Barbarian", which I think I've achieved.

Crunch:

Saipres (Pronounced like "Cypress")
Fanglord Bloodrager 3

Attributes
STR 16
DEX 12
CON 16
INT 10
WIS 10
CHA 13 (15 when Shifted)

Attacks
BAB: +3

Claws (Each)
Attack: 1d20 + 6 (3 BAB + 3 STR)
Damage: 1d6 + 3 Str

Defense
HD: 34

AC: 18 (10 Base + 7 Armour + 1 Dex)
FF: 18 / Touch: 11

Saves
Fort +6 (+3 Base +3 Con)
Refl +2 (+1 Base +1 Dex)
Will +2 (+1 Base +0 Wis +1 Trait)

Skills (4 Base +0 Int)
Acrobatics +5 (+1 Rank +3 Class Skill +2 Racial +1 Dex -2 Armor Check)
Climb +5 (+1 Rank +3 Class Skill +3 Str -2 Armor Check)
Intimidate +7 (+3 Ranks +3 Class Skill +1 Cha)
Knowledge Arcana +4 (+1 Ranks +3 Class Skill +0 Int)
Perception +8 (+3 Ranks +3 Class Skill +2 Racial +0 Wis)
Spellcraft +4 (+1 Rank +3 Class Skill +0 Int)
Survival +4 (+1 Rank +3 Class Skill +0 Wis)
Swim +5 (+1 Rank +3 Class Skill +3 Str -2 Armor Check)

Special Abilities
Proficiencies: Simple, martial weapons. Light, medium armor. Shields, but not tower shields.

Bloodrage: 11 Rounds (4 Base + 3 Con + 2 Per Additional Level). Fatigue lasts for 2x the rounds spend raging. Cannot enter bloodrage while fatigued. Being in Bloodrage gives +4 Str and Con, +2 Will Saving Throws, -2 AC. The Con boost gives 2 Hit points per Hit Dice (6 HP).

Fast Movement: Land speed is faster than the norm by 10 feet, so 40 instead of 30. Only applies in light/medium armour and not carrying a heavy load.

Uncanny Dodge: Cannot be caught flat-footed.

Bloodline Powers (Abyssal)
Claws: Gain two claws that do 1d6 + Str damage.

Traits / Feats
Armour Expert - Reduce Armor Check Penalty by 1.
Indomitable Faith - +1 Will Saves

Power Attack (Level 1) - Trade -1 attack for +2 damage
Raging Vitality (Level 3) - +2 more Con when Raging. Rage does not end if you go unconscious.

Equipment
1250 Gold

Masterwork Breastplate +1 (1350gp)
+7 Armor
+3 Max Dex
-2 Armor Check

Racial Abilities (Fanglord)
Ability Score Racial Traits: +2 Dex, -2 Wis
Size: Medium
Speed: 30
Type: Humanoid (Skinwalker, Shapechanger)
Senses: Low-Light Vision

Skills: +2 Acrobatics, +2 Perception
Change Shape
Changing into Bestial Form is a Standard Action. Changing back is a Swift Action. The Skinwalker can change into Bestial Form a number of times per day equal to 3 + ½ character level.

Bestial Form Abilities:
+2 Charisma (Grants additional spells per day)
-2 Diplomacy Skill-Checks against non-shifters

Choose one of the following each time you shift:
- Bite attack that deals 1d6 damage
- +10 foot racial bonus to base speed
- See in Darkness

Background:
“You requested an audience?” a voice boomed from inside the darkness. Saipres crouched as he stepped inside the large tent. The five leaders sat cross-legged in a semi-circle, and Saipres walked to the center of them, getting on his knees and bowing. “Yes. Brother Fanglords.” He began, sitting upright. “I am told that we have almost arrived at the Plateau, and I wanted to address you before the meeting.”

“Speak your mind.” The response could have come from any of them. Saipres took in a deep breath, wondering where he’d begin. He decided to start at the beginning. “As you know, through the past few years, our rituals of passage have been disrupted by the growing human communities.” He frowned. “Many of our own people, and those of our brethren, have left their tribes to join these cities. All of the Were-Folk now come together, for the first time in decades, to decide what must be done.”

“We have managed, for so many years, to keep a step ahead of any conflict, adjusting our routes as needed, and letting the humans pass us by as they grow. However, it has come to my attention,” he continued, “that some of you have been considering outright war with the humans.”

One of the voices spoke out, “Has the great Saipres grown weary of battle? Are you no longer the Saipres who defeated the Undead Scourge in the Red Mountains, who slaughtered the Lizardfolk of the Mushfens?” and a light laughter spread through the group, including Saipres.

“Fear not,” he chuckled. “I intend to see far more battle campaigns in my time.” His face grew grave. “The humans are not like those animals, though. They are more lik-”

“Yes, yes, we know about the humans. They are cunning and strong, yet they are no match for our power.”

Saipres stiffened. “Of course they aren’t.” He sighed. “Brothers, I will go to war for you, and gladly, over and over for as long as I have breath in my lungs and power in my blood. I will drive the humans from every place of wood and stone that they have built, until they lay crying as younglings in the darkness of desert, if that is your wish. But there is something you must consider, something that I have seen in my journeys, and know in my bones.”

He took a breath before continuing. “Those that have left our people, who have joined the humans, they’ve risen in the ranks. Our children are nobles in their cities, are generals in their armies, are whispers in the ears of kings and despots. If we go to war with them, we will be going to war with ourselves.”


cuatroespada wrote:

i'm interested. need to read up some more on skinwalkers. how much longer are you recruiting? also, regarding the two hoof attacks the ragebred get in beastial form, are those with arms or legs? i would assume legs so they could still manipulate weapons, but it also just seems odd...

edit: actually, disregard the question about the ragebred unless you think anyone else will find it relevant. as it seems tempers will already be running a bit high, i'm thinking about playing a LE nightskulk invesigator if you still have room.

Hmm.

If this goes through, i Amy want to rethink what I'm playing.


cuatroespada wrote:

i'm interested. need to read up some more on skinwalkers. how much longer are you recruiting? also, regarding the two hoof attacks the ragebred get in beastial form, are those with arms or legs? i would assume legs so they could still manipulate weapons, but it also just seems odd...

edit: actually, disregard the question about the ragebred unless you think anyone else will find it relevant. as it seems tempers will already be running a bit high, i'm thinking about playing a LE nightskulk invesigator if you still have room.

Going to keep recruitment open until I'm happy with my party composition. Sooner you get your app ready, more likely you'll get accepted; it's just the way of things. Spots tend to fill up fast.

As for the hooves...definitely on the feet. Ragebred combat styles involve a fair amount of foot slashes and dropkicks, and many of them walk around barefoot even in human form just so they aren't inconvenienced by sudden hooves.


Established GM. Good, maybe this game won't die out in a week twice because the GMs drop off the face of the earth >.<.

Going to roll a Bloodmarked Alchemist. No stat block yet (don't feel like crunching numbers tonight), but here's the background.

Background:
Darath began wrapping the gauze around his patient's arm with practiced efficiency, sealing the cleaned and sanitized gash away from the elements to heal. His patient, for her part, stayed still with her arm straight out and no fuss. While the nature of their society made such injuries more common than for others, it didn't do anyone any good to leave them untreated.

After all, the body makes no more blood when it stops working.

He was half-way through when the expected question came. "Have you heard that the Moot has been called?"

"Yes. From everyone who's come through my door in the past week." Darath continued wrapping as he talked. "Yes, that includes the Matriarchs, and yes, I will tell you what I told them. Drink." He tied off the gauze and handed her a potion from nearby. He waited for her to finish before continuing.

"Have you considered what's in that potion? Blood, of course, as all good potions do, but what else? Would you believe... belladonna? Nightshade?" He grinned slightly as the patient almost dropped the vial as she looked at it in shock. "Oh, don't worry. The ingredients for the Blood Renewal are all quite safe on their own. But others... others you and your relatives have drunk, no doubt, DO include them."

Darath walked back over to his desk as he continued. "Obviously, the fact that you and your kin are still alive speak to the fact that these potions are not dangerous. This is because, carefully measured, even what is at first glance dangerous can in fact be quite helpful. Thus is the council I provided: our response is best suited to strike a balance. Too passive, and we let the humans run over us. Too aggressive, and they march for war. But strike the balance: let them see our strength, let them know that they are here with our... permission... and keep them in check. Then, we all benefit."

"Think: the humans eat meat, but have no natural hunting abilities. Might the Coldborn and Witchwolves be able to trade for meat? the humans can swim, but not as well as the Scaleheart and Seascarred do. And as for us, well... what bloodprice might their law pay to hunt their scum in the night?" He looked over his shoulder for a moment at his patient, who was now grinning herself as she came to the same conclusion he had when asked for his opinion that first time.

"Besides," he pulled a vial of a yellowish substance out of a drawer, and couldn't help but smirk a bit as he heard the slightest sound as his patient shifted ever so slightly more away at the sight of it, "if they do try to mount an attack, we can take care of them like we did the goblin and undead incursions. I'm sure our cousins would be more than willing to join in again."


Aldra wrote:

Established GM. Good, maybe this game won't die out in a week twice because the GMs drop off the face of the earth >.<.

Going to roll a Bloodmarked Alchemist. No stat block yet (don't feel like crunching numbers tonight), but here's the background.

** spoiler omitted **...

Very well-written background. I'm excited to see more.


HP for Mori lvls 2 & 3: 2d8 ⇒ (8, 2) = 10

8 and 2 would be 12 right? i get to take half for level 3?


Yep.

RPG Superstar Season 9 Top 16

Haven't played in a PbP in a while. So here's my pitch.

Harshuk, Coldborn Bard, Perform (Comedy). It seems the Coldborn are generally independent and isolated, my character would be a messenger between these smaller family units, bringing letters, news, and whatever else he can carry. He loves the sound of his own deep, melodic voice almost as much as he loves making others laugh, though he always laughs the loudest.

Harshuk would be glad that Temmeruk has called this council, as it seems most of the other bears would rather try to sleep through the incursion.
His Plan: Subversion. Walk with the humans, and either find sympathetic leaders, or gain influence with them, form trade dependencies, etc.

"The tide of men has no end, and would only be slowed by dams. We must redirect their flow or drown.

I might use default skinchanger stats, but with 25 PB I could just bite the Cha penalty. I could also build him as a Bloodrager if that would better suit the party.


Name: Kallak
Clan: Ragebred
Class: Bloodrager
Background: In the tribe of the Ragebred, one learns to fight young or dies trying. This is not only a method that has been used throughout the generations to weed out the weak, but to push the young into finding the ability to shift for the first time. Under dire circumstances, with blood and adrenaline pumping, a young Ragebred often shifts out of dire need as opposed to a simple force of will. However, Kallak had shown the ability to shift at an abnormally young age and by the time his turn to face the trials of his tribe has come, he was shifting with more skill than many obtained in a lifetime. From that day on, his tribe expected great things of him and pushed him towards challenging the Under-Chief for his position. However, Kallak is not a foolish man and has been pushing himself to further his strength through challenges of his own. Challenges that have garnered the attention of his chief.

I'm recycling an old Alias so the information in it is currently not accurate.

Hit Dice: 2d10 ⇒ (7, 10) = 17


is my app competed dm?

( as for my play style and posting frequency i think you know...)


let me know if i've gotten ahead of myself or if you want to know more. i would have liked more information about the tribes before i did this background scene, but here's what i've got. also, still need to make a new alias.

Background:
Excellent... Mori thought. The head of his guild had just informed him about a summit being called by the acting leader of the Coldborn tribe. The other tribes are concerned about the growing populations of outsiders. If I can urge them to war, we should easily be able to exploit both sides for a significant profit. In the long term I have no doubt our race shall prove superior, and, if we can break the will of the humans, they should make for fine slaves. How, though, to go about igniting, and subsequently uniting, the tribes...

"So tell me, Mori, what do you think? How ought the Nightskulk tribe proceed?"

A familiar smile crossed Mori's lips. He liked the old man, but he was just that... old. And everyone knew it. He couldn't lead the guild forever, and it was only logical that Mori would succeed him. In fact, Mory had essentially already done so in all but name. They always seemed to be on the same page though. "I'm quite certain you can already guess what I would suggest to the other guilds," Mori replied.

The Witchwolf and Ragebred tribes should be simple enough to urge to war. The former are always looking for something to kill, and one of the latter would likely drown himself fighting a pebble at the bottom of a lake if you told him it spoke ill of his mother...

"Yes, but I would prefer to hear it from you. The other guilds will want to know what I think before we attend this summit—if we attend this summit, and I would like to know what you think."

"Well we should obviously claim neutrality as long as possible. While can maintain the secret of our heritage, the outsiders are profitable to us. Overt conflict with them would only hurt our tribe. However, we can't very well afford to seem unsympathetic to the other tribes." The Seascarred, fortuntely, have a monarchy. A single, unquestioned figurehead, is easy to manipulate... neither should the Bloodmarked be too difficult to control if I time things properly. I'll have to make arrangements to have the right matriarchs in power at the right time, but once they are in place their communal culture and tribe loyalty dictate that the rest of the tribe should follow suit.

"And should the other tribes insist we cease trade with the outsiders?"

"They would even know to stop us?" That remark caused a dark and knowing smile from the old man.

The Fanglord tribe should be similarly manipulable though on a different timetable... The Scaleheart have a true democracy, but masses simply require a different kind of manipulation. They likely want to be rid of the outsiders anyway, but a bit of propaganda couldn't hurt...

The Coldborn, however, may pose a problem...

"I have a question for you, though..."

"Yes, you've already asked it," chuckled the old man.

Mori rolled his eyes. "You know I was being rhetorical. Please, be serious for a moment."

"Fine. Go on," he sighed.

"How influential is this Temmeruk?"

"Ah! I see..."

"Some."

The old man smirked. "Well... Temmeruk is old, wise, highly respected among the Coldborn, and very likely to advocate a peaceful resolution. The Coldborn are generally fiercely independent, but they tend to be rather peaceful... unless something they care about is threatened."

The smile that crossed Mori's face then was identical to the smile he always wears, but in his eyes was a hint of something dark very few people could notice. The old man laughed.

"Well," Mori sighed, "I must be going. Much to do, you know." And with that, he left the room supremely confident about the future.

Character Info:
MORI Rendazi Tolár
Skinwalker (Nightskulk) Investigator 3
LE Medium humanoid (shapechanger, skinwalker)
Init +9; Senses low-light vision; Perception +6

DEFENSE
-------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 23 (3d8+3)
Fort +1 (+2 vs. poisons), Ref +6, Will +3

OFFENSE
-------------
Speed 30 ft.
Melee +1 dagger +2 (1d4/19-20)
Ranged +1 dagger +6 (1d4/19-20)

Investigator Extracts Prepared (CL 1st; concentration +5)
- 1stcure light wounds, enlarge person, expeditious retreat

STATISTICS
-------------
Str 8, Dex 16 (+2 in bestial form), Con 10, Int 18, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 14
Traits Rat Sqeeze, Reactionary
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Disable Device +10, Escape Artist +9, Knowledge (local) +10, Linguistics +10, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +9 (+2 in urban environments), Use Magic Device +8
Languages Common
SQ alchemy, animal minded, keen recollection, poison resistance +2, poison use, trap sense +1, trapfinding
Combat Gear ; Other Gear +1 dagger, dagger, leather armor, trail rations (4), waterproof bag, waterskin [25.5 lbs.]
Wealth 664 gp, 5 sp

SPECIAL ABILITIES
-------------
Inspiration (Ex)
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
-Expanded Inspiration (Ex): Mori can use his inspiration on Diplomacy, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.


I'd love to do a Witchwolf character. Are ACG playtest classes also allowed? because then I would probably make it a Slayer. Not with a 100% certainty on the class yet.


With all of the applications for rouge-acg classes, i may want to think of something else...


I didnt notice that, i might go with something else myself then.

A lot of ACG classes already applying. So thatquestion answered itself.

In that case let me ask another, can we be non-human skinwalkers as well?


Arwen: Application's fine, though you haven't posted a backstory or motivations for him yet. To everyone:I'm not all that concerned with crunch. Spend more time on fluff please. I love me some combat but roleplaying's going to be the primary focus here.

One-dimensional characters who only plan on interacting with the story via combat or skill check rolls need not apply.

Threeshades: This is basically turning into an unofficial ACG playtest with all the applicants I've seen who want to try those classes. Go ahead with your Slayer if you want. Only human skinwalkers - non-human skinwalkers are EXTREMELY rare. None of you has ever met one.

Icehawk: I'm more interested in the party's inter-personal dynamics than their ability to react to every single situation. The only reason I still push for a balanced party composition at all, is because I don't want any one player to feel overshadowed. If I wind up choosing 4 rogues, I will modify the campaign to make it fun regardless. I'm running an RPG, not a World of Warcraft dungeon crawl. :)

Mori: deliciously evil. I like it - just beware. People even in the skinwalker community mistrust nightskulks. They'll probably have their eyes on you and be expecting duplicity.

I have a few more avenues to explore today for my writeups for the tribes. Which area of information in particular would you find most helpful for your backstory first?

Kallak: I like the character concept but it needs to be fleshed out a little more. Give me reason to believe your character is more than meets the eye.

Harshuk: I'm glad the Coldborn will be represented here.

Saipres: I'm also glad the Fanglords will have an advocate for peace in their camp. Will it be enough to sway the Tiger's Claw?


Oh yeah, his story is not done yet. I just wanted to make sure to get up the general concept last night as a bare minimum. I'm working on crunch now, but I tend to pull inspiration from such so you can expect to see more of his story today/tonight.


Aye, but with 4 rouges, one is going to be inferior.

I focus on roleplay the best i can, but i also try to avoid playing a similar class to others to avoid this feeling in me or another player.

Feeling like "the redundant charecter" isn't really fun.


I think you might be a little overly concerned with being the best, but that's totally your prerogative, sir. I understand your desire to stand out. Let me know what concept you finally decide on - and I will note that of the applicants we've received so far, we have a dearth of divine representatives and ranged combatants. As well, we have only 1 "pure" arcanist - though there are plenty of bloodragers who will have sorcerous bloodlines.


I'm not overly surprised to see a lack of arcane power amongst the ranks, considering this feels like a game where arcane magic could be rather distrusted. However, I am taken aback by the fact there are not an abundance of shamans.


Really? Wow.

Most people just tell me "power isn't important"

Witch i understand to a degree, but being overshadowed by another of the same type of skill/class just seems.... Hard.


With the amount of bloodragers being posted, I'd certainly be happy to bring in a Scaleheart with more magical or shamanistic inclinations, rather than my initial Brutal Pugilist concept.

After reading the overall outlook of the Scaleheart folk from DM's earlier post, it may be more fitting given their proposed structure and leadership.


DM Frogfoot wrote:
Saipres: I'm also glad the Fanglords will have an advocate for peace in their camp. Will it be enough to sway the Tiger's Claw?

I like to think so. Obviously it depends on how things go at the actual meeting, but it could happen.

My interpretation of the Fanglords has been that they're more like to use some form of subterfuge, just sort of in general. I don't think they're usually much for direct combat. The two examples that I used where Saipres has led attacks have been against creatures that were lacking in intelligence (Undead and Lizardfolk), because I think circumstances there were such that there was nothing to be gained, no ranks to be infiltrated, and so on. They were simply a menace that had to be eradicated.

With that said, the Tiger's Claw are incredibly confident in regards to a battle with the humans, possibly because of how easily they did win their last several wars, but they're also smart enough to know that the humans are a) not that stupid, and b) have value in being kept alive. I really like that Saipres focuses himself on the fact that several of their people have already infiltrated the ranks of the humans, though they did not necessarily do it for the Tribe. (Though who knows, maybe that's what has prevented the humans themselves from taking a more aggressive stance against the Were-Kin). I also like the notion that Saipres is advocating for Peace, not necessarily because he believes it's possibly, but because it's the "right" thing to do.


Kallak wrote:
I'm not overly surprised to see a lack of arcane power amongst the ranks, considering this feels like a game where arcane magic could be rather distrusted. However, I am taken aback by the fact there are not an abundance of shamans.

Good instincts, Kallak. You're right - the overall level of "civilization" for the skinwalker tribes is less than, say, an elf city. Wizards are rare - the level of patience and studiousness necessary to learn the arcane arts academically is not common among skinwalkers, but it does exist.

Sorcerers like Aresh the Glib are more common than in most species, however, due to the high level of natural magic already in the blood of every skinwalker, allowing them to transform into animals at will.


icehawk333 wrote:

Really? Wow.

Most people just tell me "power isn't important"

Witch i understand to a degree, but being overshadowed by another of the same type of skill/class just seems.... Hard.

It's all up to you. I know that for me personally, one of the most fun games I've ever participated in had me as the "inferior" barbarian in a party of mostly martial classes. We weren't balanced. We couldn't handle every single threat that came our way. We weren't as flexible as many other party compositions in terms of our magic or knowledge.

But damn, was it dramatic when we all enraged at once.


Lamontius wrote:

With the amount of bloodragers being posted, I'd certainly be happy to bring in a Scaleheart with more magical or shamanistic inclinations, rather than my initial Brutal Pugilist concept.

After reading the overall outlook of the Scaleheart folk from DM's earlier post, it may be more fitting given their proposed structure and leadership.

Indeed, if you want to be a divine class and be from a tribe that has a heavy emphasis on the divine, Scaleheart would be the tribe to pick. Coldborn, Witchwolves and Fanglords are also highly spiritual, but it doesn't dictate the structure of their society like it does with the crocodiles.


I'll probobly play the scout, because i don't think i have enough time to make a new charecter anyway.
If i do have the time, i may make a lunar oracle.


YoricksRequiem wrote:
DM Frogfoot wrote:
Saipres: I'm also glad the Fanglords will have an advocate for peace in their camp. Will it be enough to sway the Tiger's Claw?

I like to think so. Obviously it depends on how things go at the actual meeting, but it could happen.

My interpretation of the Fanglords has been that they're more like to use some form of subterfuge, just sort of in general. I don't think they're usually much for direct combat. The two examples that I used where Saipres has led attacks have been against creatures that were lacking in intelligence (Undead and Lizardfolk), because I think circumstances there were such that there was nothing to be gained, no ranks to be infiltrated, and so on. They were simply a menace that had to be eradicated.

With that said, the Tiger's Claw are incredibly confident in regards to a battle with the humans, possibly because of how easily they did win their last several wars, but they're also smart enough to know that the humans are a) not that stupid, and b) have value in being kept alive. I really like that Saipres focuses himself on the fact that several of their people have already infiltrated the ranks of the humans, though they did not necessarily do it for the Tribe. (Though who knows, maybe that's what has prevented the humans themselves from taking a more aggressive stance against the Were-Kin). I also like the notion that Saipres is advocating for Peace, not necessarily because he believes it's possibly, but because it's the "right" thing to do.

It's a solid plan. Of all the tribes, the Fanglords, Nightskulks and Seascarred are the most "pragmatic" in their leadership, and most likely to listen to a well-reasoned argument that appeals to logic over emotion. What you'll be struggling against is your tribe's pride. Fanglords are called such because every weretiger-kin believes himself a Lord and most expect to be treated as such. Every time elections are brought up again, almost the entire tribe jockeys for position on the Tiger's Claw. They are a tribe convinced of their innate superiority and there is a sect of your tribe pushing for a Manifest Destiny "foreign policy."


icehawk333 wrote:

I'll probobly play the scout, because i don't think i have enough time to make a new charecter anyway.

If i do have the time, i may make a lunar oracle.

Write up whatever character you like best. With the other campaigns I'm running, I have enough to keep me plenty occupied until I've seen all the applicants for this campaign that I want to see.


DM Frogfoot wrote:
To everyone:I'm not all that concerned with crunch. Spend more time on fluff please. I love me some combat but roleplaying's going to be the primary focus here.

This being the case, is it alright if I forgo anything more than the basic crunch (race/class) until/unless I am accepted? I find it a little irritating to work on that stuff if I'm not sure it's going to get used.

Conversely, was this

DM Frogfoot wrote:
Very well-written background. I'm excited to see more.

an invitation to write more? 'Cause I'm totally up for that ;)


I will decide on a class once i've looked over the ACG when I'm home. Assessing ACG classes from memory it's hard to decide wether I really want to take one. Also there are some other ideas i have been meaning to build.


Heck, i think I'll keep what I've got.

I haven't played too many campaigns, it may not be as bad as i envision it.


Yeah, I definitely understand spontaneous casters being the more likely candidates for a setting like this. Heck, Kallak doesn't even have any ranks in Knowledge (Arcana) or Spellcraft yet. I had better places to put those skill points and I think it makes since that he have no understanding of the mystical arts until he finds himself capable of using the like one day when he accidentally calls upon his dormant powers.

Are there quite a few Bloodragers being created? I thought there were only a few. Like me and one other. I think Bloodrager is definitely a class that goes well with the Ragebred though.


The only reason i feel uncomfortable is the presentation of the rouge based ACG classes by the community as "rouges, but better."

So I'll just see.


Posting another summation of applications. Like to keep things...tidy. I didn't realize you were Captain Fremont at first, that's why I thought there were more bloodragers than there actually were.

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

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

A nightskulk (wererat) (Mori) (Investigator) pushing for diplomacy

A fanglord (werepanther) (Arvangail) (inquisitor) pushing for diplomacy

A fanglord (weretiger) (Aresh the Glib) (sorcerer) Supports whichever argument he thinks will win

A fanglord (weretiger) (Saipres) (bloodrager) pushing for diplomacy

A ragebred (wereboar) (Kallak) (bloodrager) pushing for war

A scaleheart (werecroc) (Unnamed) (barbarian) Conflicted motivations, territorial

New applications are still being accepted


Yeah, that was my bad. I should have posted that at some point, because knowledge is power.

Oh and Kallak will push for war. He thinks they should maintain their purity from the outside world, though I doubt he above the idea of raiding the outside world.


I have a feeling that Semele will start using crossbows when she finds them.

I don't really think that witchwolves would have them, and she may pick up the "human trinket" and try to use it sometime in the plot.


Should probobly change weapon fenesse to point blank shot then.


DM Frogfoot wrote:
I have a few more avenues to explore today for my writeups for the tribes. Which area of information in particular would you find most helpful for your backstory first?

What else is on the table? I'd think relationships between the tribes would be pretty interesting.

Also, how many people are you planning to take for this? 4-6 was my guess?


I agree that it would be hear more about how the tribes interact with each other. Such as, I could see the Ragebred tribe not being all that fond of Nightskulk tribe because of it's integration into the society of another race.


Hi Frogfoot! I keep tossing around an idea of a werefox-kin. Possibly playing a Witch of some sort. Would werefox-kin be an option? Or should I toss around more another idea that I had instead?


yes, what Yorick said. it would be nice to know about intertribal relationships. also, i was curious about how the other tribes feel about the encroachment of these outsiders. specifics will obviously be shared at the meeting for the most part, but what might we know before hand (especially those of us that might have access to vast networks of information).

also, lvl 3 wealth is 3000gp, no? because i think i saw someone calculate for two magic weapons but one is at least 2000gp. if we can use more, let me know. i'm actually probably going to drop to a MW dagger so i can get a handy haversack or hat of disguise either way, though.

@icehawk i can see how people would think that the new /rogue classes are just rogues but better; they all seem to get just as many talents, and some are capable of taking non-advanced rogue talents (or many of the talents they have are equivalent). personally, i think the rogue class needs a minor buff (probably in the skill department so that skill monkeys needn't sacrifice too much combat efficacy). i would suggest you look at the slayer, though, if you intend to be a ranged roguish type only because sneak attacks are so difficult to get consistently at range and the slayer gives you what is essentially a mutable favored enemy bonus. assuming you're concerned about combat effectiveness of course...

RPG Superstar Season 9 Top 16

I was missed in that list of applicants!

Here's a rough outline of the sheet on mythweavers: Harsuk, Son of Verash. Combat role would be buffing allies, and playing second fiddle archer or sword and board.

Does look like a lack of divine applicants, but I don't have anything in mind for that right now. Maybe I'll get some inspiration in that direction and re-submit this evening.


cuatroespada wrote:

yes, what Yorick said. it would be nice to know about intertribal relationships. also, i was curious about how the other tribes feel about the encroachment of these outsiders. specifics will obviously be shared at the meeting for the most part, but what might we know before hand (especially those of us that might have access to vast networks of information).

also, lvl 3 wealth is 3000gp, no? because i think i saw someone calculate for two magic weapons but one is at least 2000gp. if we can use more, let me know. i'm actually probably going to drop to a MW dagger so i can get a handy haversack or hat of disguise either way, though.

@icehawk i can see how people would think that the new /rogue classes are just rogues but better; they all seem to get just as many talents, and some are capable of taking non-advanced rogue talents (or many of the talents they have are equivalent). personally, i think the rogue class needs a minor buff (probably in the skill department so that skill monkeys needn't sacrifice too much combat efficacy). i would suggest you look at the slayer, though, if you intend to be a ranged roguish type only because sneak attacks are so difficult to get consistently at range and the slayer gives you what is essentially a mutable favored enemy bonus. assuming you're concerned about combat effectiveness of course...

I'm playing a scout, witch is basically a rouge that always gets sneak attack damage, so long as it only makes 1 attack.

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