DM Sinvel's A Pound of Flesh in Freeport!

Game Master Sinvel Menter


1,751 to 1,800 of 2,091 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

Male Half-elf Bard(Street Preformer):4

Bloody the "cultist" looks over to Suny and snaps his fingers, and Suny is cleaned up by his magic. "I know its no bath but it might bring up your spirits a little bit." He gives her a wink and a crude purple flower appears in his hand offering it to Suny.

Casted Prestidigitation

With talks about fighting the beast, "We sure that he want to fight that beast?" He points to the hidden passageway, "We could also find out whose place that is, then if there's nobody there we could ambush the cultist and find out more information?"


F Exotic Elf TBA

Suny giggles brightly, shivering as Flag's magic tinges over her. She curtsies demurely and accepts the gift of his flower, deftly tucking it behind an ear and smiling shyly. (^_^)

"Um...Does we rilly want ta go lookin' at th' big beasty?" She asks quietly.

"As fer ambush? That'll only work fer the nasties whut don't get word of whut we done here..." She points out, "What, with folks thinking that be an escape tunnel yonder." And she points to the door way and tunnel that Flag have explored to the end of.

"Them's what got away would be seekin' out they's fellow weirdo's. May-hap fromin' a group ta come flush us out?"


Male Human Ranger (Urban) 4

"Let's get out of here for now. Suny needs to recover, and we have a swift exit here that might lead us to safety."


Female elf Cleric/4 HP: 27/27

"You know those cultists we trapped in that cold storage area, do we leave them there? Their cruel following of that beast, deserves their deaths. I think we should remove the rest of the cultists down here before we leave. Sunny can still fight, if she stays towards the back and shoots arrows or something. We can always use this exit if needs be!"

Did the cultists I saw escape down the passage BF ands Silas went down, or did they continue down a passage we haven't explored yet? Just wanted to clarify that.


They went down the same passage BF and Silas went down. BF and Silas did not reach any intersections or exits before coming back.


Male Human Ranger (Urban) 4

Silas scratches his chin. "True, I had forgotten about them. Well, Suny, what do you think? Up for the slaughter of iced cultists?"


F Exotic Elf TBA

Suny nods.

"Or, we can see if'n the change in climate has bin given 'em second thoughts about whut ever t'is they be doin' down here." (^_^)


Female elf Cleric/4 HP: 27/27

"Let us take them for justice at the Temple, (of Calistra) our Lady would introduce them to the pleasure of her vengeance." says Kariselle without emotion. "Let us free them from their cold nights rest and seek the embrace of the Savored Sting. Let us have rope ready to bind their freezing hands." she smiles.


Male Human Ranger (Urban) 4

"A reasonable plan. Anybody object?"


F Exotic Elf TBA

"Nup!" (^_^)


Male Half-elf Bard(Street Preformer):4

"Agreed, I do have our dear captain's earrings they could be proof enough for our client. I mean after the whole vengeance thing."


F Exotic Elf TBA

Suny skips along, eager to get out of the place, round up the/an prisoners and get back to some where 'civilized'...


You begin to make your way back toward the cold room. You barely begin back toward the temple before you hear the slam of something against wood ahead of you. As you near the temple, the sound grows louder and more insistent.


F Exotic Elf TBA

"Uh-oh..." Suny opines.

Perception:1d20 + 9 ⇒ (4) + 9 = 13

Is it coming from the cold room? Or the locked door with the giant 'Thing' behind it?

If it's the cold room, then our prisoners have gotten right resourceful!


It's coming from the door to the hallway where you left the "Thing"


Male Human Ranger (Urban) 4

"Dammit! Let's make our retreat. We'll have to get that hidden door closed after we're through, or this thing is going to get more than just us. Move!"

Silas readies his swords, and takes up a defensive position nearest the door where the noise is coming from.


Female elf Cleric/4 HP: 27/27

"You could be right Silas, or we take it out now, before it has a change to threaten the folks of Freeport!"


F Exotic Elf TBA

Suny prepares to bravely either shoot said pending monstrosity...Or 'regroup' outside some where.


As the party debates what to do, the door bursts into shards. Splinters of wood fly across the room and slam into your flesh. A horror lurks on the other side. Countless glazed-yellowy eyes and worm-like orifices filled with jagged rotting teeth roil across a surface of decomposing, maggot-filled flesh. Its almost as if they bubble to the surface and then immediately are covered again as its flesh continues to warp and ooze.

GM Screen:

Silas 1d20 + 5 ⇒ (7) + 5 = 12
Karsielle 1d20 + 2 ⇒ (12) + 2 = 14
Suny 1d20 + 4 ⇒ (3) + 4 = 7
BF 1d20 + 5 ⇒ (12) + 5 = 17
Mishael 1d20 + 4 ⇒ (1) + 4 = 5
Monster 1d20 + 1 ⇒ (18) + 1 = 19

Round 1: Monster, BF, Karsielle, Silas, Suny, Mishael


Female Azhari
Stats:
AC 22/19/17 HP 30/32 F+5 R+8 W+1 Init+4 Per+6

Mishael takes one look at the creature and yells, "I agree with Silas! Quick, let's run for that door!"


F Exotic Elf TBA

Suny 'squeaks' in surprise as wood comes flying every where. Then squeaks again in shock, horror and surprise at the...thing which comes roiling though the ruined door frame. She doesn't need to be told twice and follows Mishael.


Male Human Ranger (Urban) 4

"Go go go!"

Silas retreats with measured steps, always making sure that he is between his party and the monster.

Moving and readying an action to attack it if it comes in range.

Readied attack:1d20 + 7 ⇒ (17) + 7 = 24
Readied damage:1d8 + 4 ⇒ (5) + 4 = 9


Female elf Cleric/4 HP: 27/27

Seeing the creature like this for the first time, Karsille tries to recall from her studies whether she has seen such a one before.

Karsielle retreats casting as she goes, calling upon Calistra to make this area holy in her sight.

Knowledge (Religion) 1d20 + 6 ⇒ (11) + 6 = 17
Move action to door, at the doorway, Std Action: Casts consecrate.

Consecrate:

School evocation [good]; Level cleric 2
Casting Time 1 standard action
Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no

This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area).

You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.


Male Half-elf Bard(Street Preformer):4

His senses telling him to be the first one out of there he forces himself to turn at the creature with his voice shaky at first he finds some courage as he finishes his spell. "Let's see if I can't distract this beast!" As he finishes the words a swarm of bats appear before the creature.

Casting Summon Swarm of bats


In the face of the most horrific monstrosity he has ever seen, Bloody Flag holds his ground and begins casting a spell. 1 round to complete Karsielle stands with him and attempts to identify the creature. She has never seen its like before, but recalls tales of something called a gibbering mouther. Still, there is something altogether different and worse about what she sees here.

Karsielle, can I get a clarification before continuing as to whether you are going to the door that the monster just burst through or whether you are making sure that you're at the door that leads toward the secret tunnel you just came from. Also recall that this confrontation is taking place in the cult's temple - nearly right in front of the altar.

Referring back to this map might help. Monster is at F7, you guys just came through door right under the #4.


Female elf Cleric/4 HP: 27/27

To the exit door, away from the monster. Oh right we're in the altar room, didn't realize that, in which case she'll just leave.


Karsielle retreats through the door while Silas remains to bravely defend Bloody Flag in case the monster approaches. Taking a little GM liberty with your action Silas since Flag is going to be stuck there for a moment. If you'd rather just run, I'll retcon it.

Suny and Mishael follow Karsielle, running for safety. Just as they flee, a horrible mind-wrenching sound like a thousand tortured minds screaming for help erupts from the roiling mass approaching Silas and Bloody Flag. Will saves please It lurches forward, but apparently cannot move quickly and fortunately does not reach the pair. From one of the multitude of mouths, a cough like a diseased man in his last days erupts and a ball of phlegm erupts toward Bloody Flag. It strikes Flag right in the forehead and he feels acid begin to dissolve his skin as the fluid drips toward his eyes.
Ranged Touch 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d4 ⇒ 3 acid damage and DC 14 Fort save or blinded for 1d4 ⇒ 3 rounds

Just then, what seem like a thousand bats erupts from a dark rent in the air right in front of Bloody Flag and swarm across the amorphous body of the creature.

Round 2: Monster, BF, Karsielle, Silas, Suny, Mishael


F Exotic Elf TBA

Round 2:

"Just keep runin', jus' keep runnin', jus' keep runnin', jus' keep runnin'!" Is Suny's mantra as the soft patter of her nekkid feet sound along the exit through which every one is making their way.


Male Half-elf Bard(Street Preformer):4

Will Save:1d20 + 6 ⇒ (4) + 6 = 10
Fort save:1d20 + 1 ⇒ (2) + 1 = 3
Well thats not good is it.

Bloody Screams as the acid hits and blinds him, "AHH! WHAT IN THE NINE HELLS IS THAT?" He stumbles back to retreat reaching out frantically for his teammates to help lead him away.

Moving away from the creature as best as I can, Bats do 1d6 ⇒ 4 damage and will cause a bleed if they inflicted damage.


Male Human Ranger (Urban) 4

Will:1d20 + 3 ⇒ (12) + 3 = 15

Silas continues to slowly back away, ready to attack at any moment.


Female elf Cleric/4 HP: 27/27

Karsielle hearing BF's cry, stops and looks back, calling "Are you all right? Need any help?"


No, in fact its really bad. BF is now confused for 1d2 ⇒ 1 rounds and blinded for1d4 ⇒ 1 rounds. For this turn you will 1d100 ⇒ 90 attack the nearest creature...which happens to be Silas.[/ooc]

Moments after he screams, Bloody Flag makes a wild attempt to slug Silas in the face. Fortunately, the haymaker whistles harmlessly in front of Silas's nose.
Concealment 1d100 ⇒ 76
Unarmed Strike 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Damage 1d3 ⇒ 3

The ranger takes a few steps further back as Karsielle stops to call out, getting no answer from the now bewitched and befuddled Bloody Flag.

Silas, if you want to change your action in light of Bloody Flag's, you may. You have an attack of opportunity on BF should you choose. Karsielle, since calling out was just a free action, you may do as you please. I'm assuming Suny and Mishael are continuing to run. I'm going to hold off on a map, but the creature has nearly reached Bloody Flag.


F Exotic Elf TBA
GM/Sea Lord Lane wrote:
I'm going to hold off on a map, but the creature has nearly reached Bloody Flag.

Oh noes!

Suny turns and looks over her shoulder at Karsielle's cry.

Perception:1d20 + 9 ⇒ (20) + 9 = 29

She stops and waits, trying to think of a way to help.

The corridor/tunnel is only something like 5' wide, right?


Male Human Ranger (Urban) 4

"I think this thing somehow bewitched Flag! He's making wild swings at me!"

Unwilling to harm his ally, Silas instead moves in to attack the beast.

Attack:1d20 + 7 ⇒ (13) + 7 = 20
Damage:1d8 + 4 ⇒ (7) + 4 = 11


Looks like we'll need a map after all. MAP

Silas bravely steps forward in front of Flag and swings his longsword at the mass of bloody eyeballs and grasping mouths. He connects and is rewarded with a scream from the creature as his sword cuts through it roiling flesh. Blood and ichor splash across the flagstones and some of the bats swarming around the creature, flock away.

Grey shaded areas represents the bat swarm. Suny, Mishael, and Karisielle are all down the hallway behind the door in the upper left. The hallway and door are 5-feet, but since it is only allies up there, it won't impede your movement.


Female elf Cleric/4 HP: 27/27

Karsielle turns back, hearing Silas' cry, praying as she goes.

If she get the chance, she will touch Silas with Protection from Evil


F Exotic Elf TBA

Hearing Silas' words and catching a glimpse of what's going on, Suny looks around for cloth or rope and bindings.

Perception:1d20 + 9 ⇒ (10) + 9 = 19

"Who's got some rope?" She calls.

I know Suny doesn't have anything with which to subdue Flag. How about any one else?


Karsielle rushes back to the room. Emerging from the doorway, she can see Bloody Flag blindly flailing his hands about and Silas standing bravely in front of a swirling cloud of bats that envelope the horrible writhing mass of eyeballs and toothy maws. Praying, she reaches out to touch Silas, offering Calistria's blessing on the ranger in his battle with the horror.

Suny follows Karsielle back to the room. She can see little through Karsielle's shape in the doorway, but she recalls that most of the room was made of stone and the only decor consisted of frescoes and the flowing runes of the cult. The only cloth she can recall is the robes of the cultists the group slew the first time they passed through the cultist's temple.

Suny, I don't remember exactly where the cultists fell, but if you want to take a double move to get to one of the bodies, I'll allow it and add you to the map. Just need to know before I act for the monster.


F Exotic Elf TBA

Sounds good. Suny is more thinking about trying to help limit Flag than the ugly, horrible writhy monster atm.


The naked brown form of Suny zips back into the temple chapel. She darts past Karsielle and spies one of the dead cultists still sprawled where the group slew him earlier. Suny skirts the edge of Bloody Flag's swarm of bats and pauses near the dead body.
Suny, I will need a DC 12 Will save for you to avoid succumbing to the gibbering noise of the monstrosity. Karsielle, I don't think you've had to save yet, so you will also need to make the same save.

Frustrated that Silas has interrupted its planned meal, the creature unleashes its full fury on the ranger barring its path. It spits a gob of acid at his face and then attempts to latch on with what seems like a swarm of razor-toothed bloody mouths.

The acid flies harmlessly over his head to splat against a fresco on the wall. It immediately begins fizzing and dissolving the evil symbols and images.

The mouths clutch and tear at Silas and a couple of them manage to pierce his defenses. But, try as it might, the creature is unable to grab hold of him. Spotting a softer victim get nearby, it moves toward Suny.

A bunch of attacks:

Ranged Touch 1d20 + 4 ⇒ (3) + 4 = 7
Damage (Acid) 1d4 ⇒ 2 DC 14 Fort save or blinded for 1d4 ⇒ 1rounds if that hits
Mouth 1 Attack 1d20 + 7 ⇒ (8) + 7 = 15 for 1 hp
Mouth 1 Grab (if it hits) 1d20 + 7 ⇒ (6) + 7 = 13
Mouth 2 Attack 1d20 + 7 ⇒ (16) + 7 = 23 for 1 hp
Mouth 2 Grab (if it hits) 1d20 + 7 ⇒ (12) + 7 = 19
Mouth 3 Attack 1d20 + 7 ⇒ (11) + 7 = 18 for 1 hp
Mouth 3 Grab (if it hits) 1d20 + 7 ⇒ (14) + 7 = 21
Mouth 4 Attack 1d20 + 7 ⇒ (5) + 7 = 12 for 1 hp
Mouth 4 Grab (if it hits) 1d20 + 7 ⇒ (18) + 7 = 25
Mouth 5 Attack 1d20 + 7 ⇒ (17) + 7 = 24 for 1 hp
Mouth 5 Grab (if it hits) 1d20 + 7 ⇒ (4) + 7 = 11
Mouth 6 Attack 1d20 + 7 ⇒ (6) + 7 = 13 for 1 hp
Mouth 6 Grab (if it hits) 1d20 + 7 ⇒ (4) + 7 = 11
Mouth 7 Attack 1d20 + 7 ⇒ (18) + 7 = 25 for 1 hp
Mouth 7 Grab (if it hits) 1d20 + 7 ⇒ (6) + 7 = 13
I believe that even with the +2 AC from Protection from Evil, you are hit by mouths 2, 5, and 7 for 3 points of damage.

Silas, I may just be missing it, but don't see your CMD listed. I calculate it as 10 + 4 (BAB) + 4 (Strength) + 3 (Dexterity) +2 (Deflection) = 23

MAP

Round 3: Monster, BF, Karsielle, Silas, Suny, Mishael


F Exotic Elf TBA

Will save:1d20 + 3 ⇒ (20) + 3 = 23

"GAH! Not teh kissy attack!" Suny cries, even as she rips cloth and robes from the body before racing back towards Silas, Flag and the others.

"Here! Lets wrap up Flag an' then we can wrap up even bein' here!"

Acrobatics:1d20 + 10 ⇒ (5) + 10 = 15 (To tumble and evade said tongue monster!)


Female elf Cleric/4 HP: 27/27

Will Save 1d20 + 6 ⇒ (17) + 6 = 23 add +2 if vs charms and enchantments(elf)

Karsielle makes a grab at BF, hoping to pull him out of the conflict as she speaks to him, "Come now, away from this thing." and she moves him and herself away from the combat area.

If she succeeds in this, she calls out, "Come out now retreat!"

If BF is still acting as an enemy it will provoke an attack of opportunity.
Combat Maneuver 1d20 + 2 ⇒ (13) + 2 = 15


Fortunately for BF, I rolled a 1 so he returns to normal this round.


F Exotic Elf TBA

"Run DaFAQ away!"


Male Human Ranger (Urban) 4

"Go! I'll hold it off!"

Silas bravely attacks again, attempting to draw its attention.

Longsword:1d20 + 7 ⇒ (18) + 7 = 25
Damage:1d8 + 4 ⇒ (7) + 4 = 11
Dagger:1d20 + 7 ⇒ (12) + 7 = 19
Damage:1d4 + 4 ⇒ (4) + 4 = 8


Just waiting on BF, then I'll update everything.


F Exotic Elf TBA

Pretty sure the consensus is 'RUN AWAY!'


Male Half-elf Bard(Street Preformer):4

Sorry for the wait.

Bloody grabs either Suny or Kariselle and shouts "Just lead me out!

Retreat with guide, also this is the last round the bats are here since they last 2 rounds after I lost my concentration.
Bat damage:1d6 ⇒ 3
If they damage they have 1 bleed damage to the creature.


As soon as Bloody Flag calls out for help, Karsielle grabs him and guides him toward the door. Together, they manage to escape back through the doorway.

Silas continues to battle the disgusting, nightmarish pile of eyes and mouths. Both sword and dagger connect with satisfying gravity, but the creature continues to fight on.

Suny attempts to use the pillar as a shield to help slip past the gibbering terror, but just as she thinks she is about to escape, a tendril of tissue with a maw of yellowed teeth lurches out to snatch at her. Fortunately, the teeth merely snap loudly closed, narrowly missing her exposed hamstring as she hops past. Suny also makes it through the doorway and into the hall.
AoO 1d20 + 7 ⇒ (1) + 7 = 8 for 1 hp if it hits
Mouth Grab (if it hits) 1d20 + 7 ⇒ (5) + 7 = 12

As Kariselle reaches the hallway, Mishael grabs for her and Flag and helps them move further to safety.

A terrible howl erupts from the creature as all of its victims except Silas escape from the chapel. It turns its frustration on the ranger standing in to protect everyone else's retreat.

A gob of acid strikes Silas just above his hairline and begins running down into his eyes. 1 hp damage and DC 14 Fort save or blinded for 2 rounds Many mouths lash out attempting to lash onto him to pull him into its mass. Three of them strike him (3 hp damage)

Bunch of Attacks:
. He pulls loose from two of them, but the final mouth gets a hold of his leg and begins drawing him in. Silas is grappled.
Ranged Touch 1d20 + 4 ⇒ (18) + 4 = 22
Damage (Acid) 1d4 ⇒ 1 DC 14 Fort save or blinded for 1d4 ⇒ 2 rounds if that hits
Mouth 1 Attack 1d20 + 7 ⇒ (1) + 7 = 8 for 1 hp
Mouth 1 Grab (if it hits) 1d20 + 7 ⇒ (19) + 7 = 26
Mouth 2 Attack 1d20 + 7 ⇒ (15) + 7 = 22 for 1 hp
Mouth 2 Grab (if it hits) 1d20 + 7 ⇒ (9) + 7 = 16
Mouth 3 Attack 1d20 + 7 ⇒ (18) + 7 = 25 for 1 hp
Mouth 3 Grab (if it hits) 1d20 + 7 ⇒ (14) + 7 = 21
Mouth 4 Attack 1d20 + 7 ⇒ (11) + 7 = 18 for 1 hp
Mouth 4 Grab (if it hits) 1d20 + 7 ⇒ (8) + 7 = 15
Mouth 5 Attack 1d20 + 7 ⇒ (3) + 7 = 10 for 1 hp
Mouth 5 Grab (if it hits) 1d20 + 7 ⇒ (15) + 7 = 22
Mouth 6 Attack 1d20 + 7 ⇒ (17) + 7 = 24 for 1 hp
Mouth 6 Grab (if it hits) 1d20 + 7 ⇒ (20) + 7 = 27
Mouth 7 Attack 1d20 + 7 ⇒ (13) + 7 = 20 for 1 hp
Mouth 7 Grab (if it hits) 1d20 + 7 ⇒ (14) + 7 = 21

Round 3: Monster, BF, Karsielle, Silas, Suny, Mishael


Male Human Ranger (Urban) 4

Fortitude:1d20 + 5 ⇒ (7) + 5 = 12

Silas is grappled, and at 28 hp if my math is right.

Attempting to escape grapple:1d20 + 8 ⇒ (20) + 8 = 28

1 to 50 of 2,091 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Sinvel's A Pound of Flesh in Freeport! All Messageboards

Want to post a reply? Sign in.

I am making this thread the official call for people to submit their PC's for consideration of playing in my PbP, which will be 0one Game's Urban Adventure "A Pound of Flesh" set in Freeport. It is a 1st level adventure in a port town that is more investigative than combat oriented.

Here are the details I'm looking for:

- PC's will be chosen based on their back story and perceived ability to be creative and have fun!
- Although it is not necessary to be play, 2 of the 4 characters chosen will be classes from the Pathfinder Freeport Companion.
- I will set Freeport in Golarion, so all of those deities and traits will apply.
- Use the heroic method for ability scores (2d6 and add 6). We will use average HP beyond first.
- Gunpowder will be allowed, but I will use the weapons and rules for that from the Pathfinder Freeport Companion Book.
- The Azhari alternative race from the Freeport Companion will be allowed.
- Please let me know what time zone you reside in.
- Players will be expected to post once a day during the week. Weekends and holidays are not expected but, hey, if you have the time!
- Please let me know if you own the Companion book are not.
- Deadline for PC submission is end of day this Friday, June 10th.

For now I am planning on running just this acclaimed adventure. After it is over, I'll see how much time I have and where to go from there. I am a patron on Open Design's "Streets of Zobeck" and "Dark Deeds in Freeport", so I may continue the PbP with an adventure out of one of those books when this one is over.

Alright, thank you for looking!

Liberty's Edge

Putting my two cents in.

I reside in Central Standard Time here in the USA, which I think equates to GMT-6. As said before I don't own the Companion, though I suppose I could get it. I do like learning about new settings, and ok fine I'll go buy a pdf now. Expect something around Thursday, as that's my next day off. That'll give me plenty of time to read the book and put something together.

Thinking about making a Ranger, though I profess that anything calling itself a Gunslinger, etc, piques my interest. I'll get back to you.


Wandslinger wrote:
Thinking about making a Ranger, though I profess that anything calling itself a Gunslinger, etc, piques my interest. I'll get back to you.

Wandslinger, I wouldn't buy the book if you plan on playing a ranger. Plus, the book I am talking about is the Pathfinder Companion, which is basically the Pathfinder stats for using "The Pirate's Guide to Freeport", which is the setting-neutral campaign setting. If you plan on on making a base class PC or one from the APG, then you won't need any Freeport books.

I definitely don't want to make people go out and purchase anything just to play this PbP.


Woot! I have that book! =)

So, here's a character concept that didn't make it past the cut for another game.

Happy to push it up to second level. Let me know how okay you are with it.

"An' also, I c'n talk good-er, too!" (^_~)


"Suny" wrote:

Woot! I have that book! =)

"An' also, I c'n talk good-er, too!" (^_~)

Awesome, love the dialect! Could you roll your ability scores here and maybe add some additional background info? You can do that here, no need to update your character page at this time.

And we're all starting at 1st level. What about starting as a Survivor from the Pathfinder Companion instead of a fighter for your first level?


Okeys then.

I'll have to dig the book out of where ever I've put it last, to work out what Survivor does again.

Dice Rolls:

1)2d6 + 6 ⇒ (2, 3) + 6 = 11
2)2d6 + 6 ⇒ (4, 6) + 6 = 16
3)2d6 + 6 ⇒ (3, 2) + 6 = 11
4)2d6 + 6 ⇒ (5, 6) + 6 = 17
5)2d6 + 6 ⇒ (5, 3) + 6 = 14
6)2d6 + 6 ⇒ (2, 5) + 6 = 13

Meh, those scores are hardly heroic at all... :P

As fer me way o' speakin'...well some folks, they find it a tad hard t' take some time or t'other, so's I'll try not t' lay it on too thick, like. Ye ken? (^_~)


"Suny" wrote:
I'll have to dig the book out of where ever I've put it last, to work out what Survivor does again.

The survivor is a good unarmed combatant, has a d12 HD, but doesn't get armor proficiency. Just a suggestion, please be sure to make what you'd enjoy playing!

Liberty's Edge

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15


Oh...we add racial adjustments to the dice rolls, right?

Shall look through the book and have a squizz through the book and take a gander at all the classes on offer. =)

(^_^)

Dark Archive

Well I could make a Samurai


Hayo! I'm new to the site and am looking to join a game. I saw your ad for a Pbp and would like put put forth my character for consideration. Please note that I do not have the Freeport companion though I can acquire it easily Thursday if needed. I live in the central time zone and my character is a Kobold sorcerer of the Draconic bloodline. I am still new to this method of gaming. How exactly does it work?


Just dotting for now, since I do not have the book yet. I have ordered it but I doubt I'll get it before Friday. I have some older Freeport material, though, and love the setting.

The character in my mind is Dennick Onfrey, second son of an instrument-maker and notorious dreamer. One of his pipe-dreams is to find some magical way of bottling his own dreams and selling them for profit, but right now he is reduced to collecting stories and trying to find adventure to tell people about.

He's probably going to be a half-elven bard or possibly an inquisitor of Desna.


"Suny" wrote:

Oh...we add racial adjustments to the dice rolls, right?

Yes, you would add/subtract racial abilities on top of the rolls, so those aren't bad numbers actually.

Deiros wrote:
Well I could make a Samurai

Not sure that would be a good fit in a pirate city.

Shanosuke wrote:
Hayo! I'm new to the site and am looking to join a game. I saw your ad for a Pbp and would like put put forth my character for consideration. Please note that I do not have the Freeport companion though I can acquire it easily Thursday if needed. I live in the central time zone and my character is a Kobold sorcerer of the Draconic bloodline. I am still new to this method of gaming. How exactly does it work?

Welcome to the boards! You do not need to purchase the Freeport Companion if you'd like to submit a base or core class. I'd say a halfling would be more suited for Freeport than a kobold.

Dark Archive

Wow, that Organize ability sure has changed since the Noble's Handbook / Spirosblaak versions. I might be reading it wrong, but it seems wicked abusable, with the right sort of setup. Then again, it is the 'big thing' of the Noble class, so perhaps it should be pretty sexy...

In addition to the Azhari (which could make for an atypical Barbarian choice, with their strength-boosting racial ability), the Serpentfolk have PC-able stats in the monster section, and look pretty hot.

I don't have the time to add another PBP at this time, but, gosh, I do want to keep an eye on it, to see how the Noble, in particular, plays.


Pathfinder Adventure, Adventure Path Subscriber

I'm in the UK, don't have access to the Freeport book and post once a day or look in at least once a day. I've got a couple of 3.5 Freeport adventures, but know little more about it, other than the setting sounds very cool. This is a character that I just started to put together for a different game, but the entries closed before I could add her details. An elven female cleric of Calistra, (or maybe change her to an Oracle, but cleric was the first call.)

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 1) + 6 = 8

Karsielle:

It's not just treasure and pretty artifacts that make the men leave their ways and seek out fortunes. No, sometimes it's information and sometimes it's just a pretty face. Well, meet Karsielle an elven maiden, for she has both beauty and the ability to find out information that you'd rather keep hidden. Some say the pen is mightier than the sword, but Karsielle knows better, for it is the flop that protects you, that does your bidding that is mightier than both these, for there is an never ending supply of them, for creatures such as her.

Like the goddess she serves, her attentions though sensual and loving have a sting in the tail, if you're not careful. Many a man she has been loved and left to rot, their minds obsessed with her, like lapdogs they return, slaves for her company.

Now it is the turn of Freeport to feel her attentions, she can surely find the men to keep her clothed and fed with the finest the city can offer. She will surely find many who can provide her with the the cold information of power as she supplies the warmth of her love. For this in the stuff of power and wealth that she will eventually use to provide for her rich and varied needs. For her warmth has a price and it will be paid, one way or another.

Only a few know her history, and they are the secretive elves that sent her to Freeport, to follow and watch the comings and goings. They have their eye on Freeport, to what end, even Karsielle is not aware.

In short a freelance spy, but using magics to obtain the information she desires. She could just as easily be a sorcerer, but I like her with the domains of luck and lust(from the APG)

I'm away from Thursday to Monday this week.

Dark Archive

Well I might just be a human Summoner or Oracle


Deevor wrote:

An elven female cleric of Calistra, (or maybe change her to an Oracle, but cleric was the first call.)

** spoiler omitted **...

I like the background, good job! Luck and lust will fit right in within Freeport.


Here he is! Hope he fits.

Sovereign Court

I would like to put my hat in the ring as well, I wanna make a Half-orc magus or a free hand fighter. Was going with a bounty hunter as well but seeing silas made one i'll kick up another idea with it.
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12

Will get back to you with the character.


I'm not a huge fan of halflings. But I am interested in the Gunslinger class and aim to make one. He's going to be a Half-Elf Gunslinger.
2d6 + 6 ⇒ (2, 1) + 6 = 92d6 + 6 ⇒ (3, 6) + 6 = 152d6 + 6 ⇒ (2, 3) + 6 = 112d6 + 6 ⇒ (4, 4) + 6 = 142d6 + 6 ⇒ (2, 2) + 6 = 102d6 + 6 ⇒ (2, 4) + 6 = 12


Ugh! Well, thats the way the dice roll. I used hero lab to make this statblock

Aislis:

AILIS MURKHAM CR 1/2
Male Half-Elf Gunslinger 1
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d3-1/20/x2)
Ranged Musket +2 (1d12+2/20/x4) and
Revolver +2 (1d8+2/20/x4)
--------------------
STATISTICS
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Deadly Aim -1/+2, Gunsmithing, Skill Focus: Perception (Adaptability)
Traits Reactionary, Rich Parents
Skills Acrobatics +3, Climb -4, Diplomacy +3, Escape Artist -1, Fly -1, Perception +9, Ride -1, Sleight of Hand +3, Stealth -1, Swim +0
Languages Aquan, Common, Dwarven, Elven
SQ Deadeye (Ex), Deeds, Elf Blood, Grit (Ex), Leap for Cover (Ex), Quick Clear (Ex)
Combat Gear Musket, Revolver, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile and dangerous nature of firearms simply prunes the unlucky and careless from their r
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need a check to create f
Leap for Cover (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

If you need anything else let me know.


To DM Sinvel Menter:
HAving perused the book, I'm now actually thinking of 'Multi-classing'. Taking a level in one class and then alternating with a level in another.

The two classes? First will be the Noble' class. I do like some of the mechanics presented therein, with the second being the 'Corsair'. =)

Now, with me accent th' way t'is, all I'z got'a do is put in'a line some where.

"That'd be Captain Sunny De verastas." (^_^)

Dark Archive

I hope this game doesn't die out like some games I have been in lately.

I'm still asking what is up so far as race/class and how many players?

like do we need a cleric so I can make one or should I keep the summoner?


OK, here are my rolls:

2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 4) + 6 = 11


Deiros wrote:
I hope this game doesn't die out like some games I have been in lately. I'm still asking what is up so far as race/class and how many players? like do we need a cleric so I can make one or should I keep the summoner?

If we don't get more players who set up a character with a good background we won't be able to start! C'mon, let's see some good stuff!

This is more of a investigation instead of a dungeon crawl, so having a cleric is not essential at all. I'd say just make a character that you'd enjoy playing.


I dont know anything about Freeport but Id love to hop in as a rogue. I dont have my book with me but can write up something later today. im in the EST and can post a couple of times a day during the week and a few times over the weekends.


rolls now, character details later today
Are these stats in order, or do we allocate?

2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 3) + 6 = 10


Gruuuu wrote:

rolls now, character details later today

Are these stats in order, or do we allocate?

They are not in order, you choose where to place them. Don't forget to add any racial modifiers also.


Sinvel Menter wrote:
Gruuuu wrote:

rolls now, character details later today

Are these stats in order, or do we allocate?
They are not in order, you choose where to place them. Don't forget to add any racial modifiers also.

excellent! Here we go!

Harold Tanner aka Harry Northwind:

HAROLD TANNER
Male Human Bard 1 (Detective)
N Medium humanoid (human)
Init +3; Senses Perception +6,
---------------
DEFENSE
---------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 *Leather, )
HP 10 (1d8)+2
Fort +2, Ref +5, Will +4
---------------
OFFENSE
---------------
Speed 30 ft.
Melee brass knuckles +3 (1d3-1)
Melee whip +3 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Distraction, Fascinate
Known Bard Spells (CL 1st):
1st (2/day) - grease (DC 15) , memory lapse (DC 15)
0th (at will) - dancing lights , detect magic , prestidigitation (DC 14) , sift
---------------
STATISTICS
---------------
Str 8, Dex 16, Con 15, Int 10, Wis 15, Cha 19
Base Atk +0; CMB -1; CMD 12
Feats
Feats wrote:
Armor Proficiency, Light, Extra Performance, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse

Skills

Skills wrote:
Acrobatics +3, Bluff +9, Climb -1, Diplomacy +8, Disguise +4, Escape Artist +3, Fly +3, Heal +2, Intimidate +4, Knowledge (Local) +4, Perception +6, Perform (Untrained) +4, Perform (Wind Instruments) +8, Ride +3, Sense Motive +6, Stealth +7, Survival +2, Swim -1

Languages Common

Archetypes Detective
Special Qualities

Special Qualities wrote:
Arcane Investigation, Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Careful Teamwork, Countersong, Eye for Detail, Heart of the Streets

Possessions

Possessions wrote:
Leather Armor; Outfit (Traveler's); Whip; Spell Component Pouch ; Backpack, Masterwork [ Musical Instrument (Pan Pipes); Fishhook (x5); Waterskin; ]

---------------

SPECIAL ABILITIES
---------------
Arcane Investigation
Arcane Investigation wrote:
In addition, a detective's class spell list includes the following: 1st-detect chaos/evil/law/good; 2nd-zone of truth; 3rd-arcane eye, speak with dead, speak with plants; 4th-discern lies; 5th-prying eyes, stone tell; 6th-discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.

Armored Casting (Ex)

Armored Casting (Ex) wrote:
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance

Bardic Performance wrote:
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 14 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat

Bonus Feat wrote:
Humans select one extra feat at 1st level.

Cantrips

Cantrips wrote:
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Careful Teamwork

Careful Teamwork (Su) wrote:
A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +0 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +0 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is languagedependent and requires visual and audible components. This performance replaces inspire courage.

Countersong

Countersong (Su) wrote:
You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Dirty Fighter

Dirty Fighter wrote:
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Distraction

Distraction (Su) wrote:
You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Eye for Detail

Eye for Detail (Ex) wrote:
A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.

Fascinate

Fascinate (Su) wrote:
You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Fast-Talker

Fast-Talker wrote:
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Heart of the Streets

Heart of the Streets wrote:
Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.

Harry's Background:

Little Harry did not have an easy childhood, but who did? Sure, he got into a lot of sticky places, but his glib tongue and quick wit kept him out of a lot more. See, Harry had a knack for figuring people out. Once he knew what made a person tick, he could usually figure out a way to work it to his advantage.
When he wasn't getting himself out of trouble, he would build friendships and a reputation with his charm and talent; for Harry was not too shabby a musician, if he did say so himself. Once he got too old to busk for copper on the streets, he found a group of performers to throw in with. 'Bawdy Bill', the leader of the troupe, quickly became a role model for Harry, who soon began learning the secrets to some of Bill's magical repertoire.
Bill and his bunch would perform in various bars for their livings, and until he was 'stage-ready', Harry was only allowed to help set up for the acts, fetch cider and meals for the crew, and occasionally shill the crowd, if it wasn't lively enough. Bill promised one day he'd go on stage one day as 'Harry Northwind'; his purpose would have been to open the act for the rest of the troupe with his flute performances.

Things had been going okay for Harry. He had a steady income, a hopeful future, and ample opportunity to perfect his craft. Until one day he could find neither hide nor tail of Bill...

I'm in EDT (GMT -5), and I do not have the companion (so I don't know what the specific traits available are)


OK, a little over a day left to submit characters and so far we have 4 submissions (none using the classes offered in the Companion as of yet):

Karsielle (Deevor): Elven female cleric of Calistra
Silas Vayn (Wandslinger): Urban Ranger (Bounty Hunter)
Aislis (Shanosuke): Male Half-Elf Gunslinger Needs character background
Harold Tanner (Gruuuu): Male Human Bard (Detective)

I could give people through the weekend to submit characters if there is interest. Still hoping to get a few people to submit a class from the Companion.


Sinvel Menter wrote:

OK, a little over a day left to submit characters and so far we have 4 submissions (none using the classes offered in the Companion as of yet):

Karsielle (Deevor): Elven female cleric of Calistra
Silas Vayn (Wandslinger): Urban Ranger (Bounty Hunter)
Aislis (Shanosuke): Male Half-Elf Gunslinger Needs character background
Harold Tanner (Gruuuu): Male Human Bard (Detective)

I could give people through the weekend to submit characters if there is interest. Still hoping to get a few people to submit a class from the Companion.

Ahoy Sinvel! Mishael checking in. The Retribution just sailed into Freeport and Captain Flynn has given me 2 days shore leave or longer should I find distractions in town.

Sinvel, here's an Azhari Corsair for your crew. This is michaelane who rolled in the old thread and suggested an Azhari Corsair. Stat block and background are in my profile. Hope you like and if you have suggestions to fit in better, let me know


Okay let's try this again. There were some corrections I have made and added my background.

Ailis:

AILIS MURKHAM CR 1/2
Male Half-Elf Gunslinger 1
CG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d3-1/20/x2)
Ranged Masterwork Revolver +5 (1d8+2/20/x4) and
Musket +3 (1d12+2/20/x4)
--------------------
STATISTICS
--------------------
Str 9, Dex 17, Con 10, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Deadly Aim -1/+2, Gunsmithing, Skill Focus: Perception (Adaptability)
Traits Heirloom Weapon: Revolver, Masterwork Revolver, Rich Parents
Skills Acrobatics +4, Climb -4, Escape Artist +0, Fly +0, Perception +9, Ride +0, Sleight of Hand +4, Stealth +0, Swim +0
Languages Aquan, Common, Elven
SQ Deadeye (Ex), Deeds, Elf Blood, Grit (Ex), Leap for Cover (Ex), Quick Clear (Ex)
Combat Gear Black Powder (50), Firearm Bullet (50), Masterwork Revolver, Musket, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile and dangerous nature of firearms simply prunes the unlucky and careless from their r
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need a check to create f
Leap for Cover (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

background:

Ailis Murkham was the son of a noble elf named Gurrion and his commoner human mistress. When his father found out about Ailis's birth, he had his mistress banished for Ailis was his only son. He kept Ailis and raised the boy as his heir. This went on until Ailis was 20 years old. Then his father had a son with his wife. Suddenly Ailis was a threat. His half-blood was hard to hide Gurrion now had a full elven son to take the mantle. He would have no competition so he framed Ailis for stealing from the family coffers and disowned him. Ailis fled, he wondered for a time and soon found himself raised by mercenaries. These mercenaries were experts at using firearms and they taught him as well. For four years he trained with them and worked with them. Eventually the mercs luck ran out. They got a job cleaning monsters out of a mine. They traveled to deep and a dragon attacked the band and wiped out all but Ailis and another merc named Henore. Henore took most of the possessions but left Ailis's master's revolver with him along with a couple hundred gold pieces. Now Ailis was on his own again. He had heard stories of the sea and Freeport was near so that is where he headed to find his next path.

Hope that's everything.

Sovereign Court

Hey Snivel, I’ve had to move this week but it will end tomorrow so I won't be able to finalize the character till late Friday night. My Idea is a half-elf bard (street performer) by the name Kazmir Voltiss, but many know him as "Bloody Flag" the merciless killer.

Kazimir's History:
Kazmir was a coward at heart starting early in his life. He had aspirations to be a great actor in the Chelix theaters but with a string of bad luck ended him aboard a slave ship heading to Freeport. During the trip the crew was attacked by a passing pirate ship. As the Slavers were being slaughtered Kaz found a way out of manacles and instead of saving his fellow slaves he did what he does best hide and hope no one finds him. Kaz still doesn't know what exactly happened to the invading party and the slavers but when he came out after the screaming had stopped they were all dead. Each one was torn apart; Kaz didn't know how to operate a ship and thought he would die at sea. Then on the horizon he see's another ship approaching the vessel and it seemed to be hostile. So Kazmir quickly acted, he gathered various clothing and armor from the slavers and pirates. He put together an evil looking out fit and covered himself in with the slaver's bloody flag and grabbed the most intimidating weapon there a bastard sword. As the pirate ship came aboard he sneaked over to the other ship and when the raiding party went aboard he appeared right behind them saying with a growl "What are you doing in my slaughter house." Somehow his acting paid off because none of the crew wanted to fight him, not even the Captain. They gave him passage to Freeport, and since then Kazimir has gone by two names, first is his own Kazmir Voltiss wandering performer that was the one who spread the legend of Bloody Flag. He mostly travels in the Bloody Flagg persona to avoid getting hurt and so far has been able to Intimidate his was through all of his fights. His confidence is higher but he still relies to much on Bloody Flag and still hasn't learned how to swing his sword. So that’s the basic concept let me know what you think of it. I will have the character made late Friday night.


Sinvel Menter wrote:

OK, a little over a day left to submit characters and so far we have 4 submissions (none using the classes offered in the Companion as of yet):

Karsielle (Deevor): Elven female cleric of Calistra
Silas Vayn (Wandslinger): Urban Ranger (Bounty Hunter)
Aislis (Shanosuke): Male Half-Elf Gunslinger Needs character background
Harold Tanner (Gruuuu): Male Human Bard (Detective)

I could give people through the weekend to submit characters if there is interest. Still hoping to get a few people to submit a class from the Companion.

Hey! Hey! Hey!

*points to self*

Whut about meself here! I've even offered t' use two o' th' classes from yer book o' reference.

Dun't I get a look in?

*Bounces up and down, trying to attract more attention.*


Still interested. Here is Dennick (work in progress).


Roidrage wrote:
Hey Snivel, I’ve had to move this week but it will end tomorrow so I won't be able to finalize the character till late Friday night.

No worries, Kazimir is in the running. No need for a complete character build at this point, I'm mainly looking at the class being played and the background story. Thanks!

"Suny" wrote:


Hey! Hey! Hey!
*points to self*
Whut about meself here! I've even offered t' use two o' th' classes from yer book o' reference.
Dun't I get a look in?

Yes, sorry! I overlooked you. Good job.

OK great, this is shaping up! Looks like there is no need to extend the cutoff for submissions. We'll end it tonight and I'll let everyone know tomorrow. Thanks for the interest!


Out of curiosity, are there any campaign traits? And if so, how many traits are you wanting?


Gruuuu wrote:
Out of curiosity, are there any campaign traits? And if so, how many traits are you wanting?

Yes, there are some Freeport traits that we can use here.

We'll use two traits. I like them so there aren't any restrictions on which to use, just as long as it makes sense for the character you are building.


Just stopping by to put in a good word for Roidrage and Shanosuke as I have had the pleasure of role playing with both of these fine players and they will make great addition to any game.

Eoidrage is a current player in my Hollow's Last Hope pbp and is very good about posting on a regular basis and has really gotten into the character which adds a lot to the game.

While Shanosuke is new to the boards I've known him in RL for over 10 years now and is a pleasure to game with both as a player and a GM. He has a firm understanding of the rules so as a DM you won't find many mistakes in what he does.

Dark Archive

I will have to decline the honor of playing this one, thank you for the chance to try.


Alright, here are the players who will be playing in this adventure:

Karsielle (Deevor)
Silas Vayn (Wandslinger)
Mishael (michaelane)
Kazmir Voltiss (Roidrage)
Suny (Sunset)

I'd like to thank all of those who showed interest. I was originally going to go with 4 PCs and ended up with 5. Thanks again.

Those who are playing can go to the discussion thread here.

Community / Forums / Online Campaigns / Recruitment / Recruiting for A Pound of Flesh PbP set in Freeport! All Messageboards

Want to post a reply? Sign in.