DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Sovereign Court

Am I thinking what you think I'm thinking?


Are we tracking encumbrance? Or are we just using common sense to determine what we can and can't carry?

Grand Lodge

Typically I'm a fan of using common sense.

That also means if you have a relatively low strength character and you want to carry stuff, make sure you purchase a MW Backpack, cast Ant Haul, or the like.


Anyone leaning toward arcane caster at the moment?

Grand Lodge

Not that I know of...not that that means anything. :)


Legendary Merchant of Pins

I have some possible concepts like the Occultist that's kind of arcane or a pure Psychic, but if you want the Arcane slot, then I have others I can run with.

The aforementioned Suli Oracle would be fun, but her race would need to be given a pass since it's not currently on the approved list by the GM. Also, I don't want to steal the geniekin from Jesse since Jesse proposed an Undine before me. :-)

Grand Lodge

Thus far I have heard suggested:

Jesse - Undine Samurai (Sword Saint), Lizardfolk Shaman

mellowgoth - Druid w/ mini T-Rex companion

pinvendor - Occultist, Psychic, Suli Oracle of Fire, Halfling/Tielfling combo (with Mahorfeus), Sczarni Carnie (again with Mahorfeus)

Mahorfeus - Paladin (Holy Gun) from Alkenstar, Zenj Summoner, Varisian Bard (presumed to be half of the Sczarni Carnie contingent w/ pinvendor)

BinkyBo - Arcane caster?

@pinvendor - I think you could sell me on the Suli if need be. I don't think it would step on Jesse's toes either as from what I've read (feel free to correct me, Jesse), Jesse's Undine is just an Undine in mechanics. I think he intends to use her more like one of the Spirit Folk from the old school (and 3.5) Oriental Adventures.


Yeah... Strictly speaking undine don't even have to be geniekin. They can be related to any entity from the Plane of Water, which could very well include Tian river spirits. (Assuming that Mizu's origin is literal, and not just figurative.)


Legendary Merchant of Pins

The Psychic (or possibly Mesmerist) is the halfling of that duo, if we're keeping score.

Suli:
As for the Suli, I don't recall where I put Adara's backstory write up, but I can give you the shorter version so you can make the call. She is half-Qadiran, her mother having caught the attention of a genie. As Adara grew older, her affinity for the element of fire began to appear. She was gathered up by the Cult of the Dawnflower once her blessing of the Mystery of Fire manifested.

Adara has been somewhat pampered as she is Considered as having been blessed by the Dawnflower herself. This life has also come with rigorous training in the faith of Sarenrae. While treated well and even provided with protection and a servant, Adara has still been taught that her powers and blessings are all in the service of Sarenrae.

Somewhat feisty and hot-headed, the zealous Adara is proud of her Mystery and even considers her Curse almost as a badge of honor further proving she has been touched by Sarenrae (whether this is true of course, no one who may know is telling).

Her latest journey in the service of the goddess is in pursuit of criminals who have taken a religious artifact. The journey has gone much longer than expected...


Hm. I think (ha!) I've settled on the Abadaran paladin. Gives us a bit of range and extra divine power. Probably going to take a level or two in gunslinger, just to take off some of the edge.

As for his motive, well, there are a few possibilities. If the DM doesn't mind trait overlap, then perhaps he is accompanying a shipment of gunpowder to Sargava, protecting it from pirates and what have you. Because you know, nothing could possibly go wrong when you have a keg or two of black powder on board. Alternatively, he could be hunting down a criminal; perhaps even the same one as pin's suli, if he wants to go down that route. (Of course, that begs the question of what their modus operandi is.) He could also conceivably be on the ship for both reasons, I suppose.

That being said, Talomyr, to cut down on costs, could I craft ammunition on the Jenivere? Gunsmithing makes Craft checks unnecessary, so it's just a question of whether it's allowed before the game actually starts.

Grand Lodge

@pinvendor - I'm good with your Suli concept if that is the direction you would like to go.

@Mahorfeus - Sure, I don't have and issue with crafting ammo on the the ship ahead of time.

As far as overlaping traits go, that's fine too. I just need a reason for you to be on the ship. I'll obviously leave it up to you and pinvendor if you would like to tie your backstories together.

So to update:

Jesse - Undine Samurai (Sword Saint) - Assumed based on initial preference and current choices of others.

mellowgoth - Druid w/ mini T-Rex companion

pinvendor - Suli Oracle of Fire (I'm fine with it, but are you sure you want to play another Oracle while you are playing Durielle in KM?)

Mahorfeus - Paladin (Holy Gun) from Alkenstar

BinkyBo - Arcane caster of some sort?


Legendary Merchant of Pins

Aside from the two sharing gender and class, they won't be anything alike. Adara should be practically a wizard with burst fire damage. If you've played the game Battleborn, think of Adara kind of like Ambra. But my Adara was conceived well before that game ever existed. XD

Sovereign Court

Yeah, the samurai is my first choice; I'm just willing to bend if needed. Looks like we will be hurtin' on traps, though.

Grand Lodge

That it does.

*DM rubs his hands together in anticipation of trappy doom* ;)


Whoever falls into the punji pit first gets to reroll as a rogue. ;P

Sovereign Court

Fiiiiine

(Though it really is an Indiana Jones-style lost jungle cities adventure, so...)

Grand Lodge

Not too bad. Our experimental use of ABP only caused me to change nine treasures in the entirety of the first book of the AP.


So yeah... maybe arcane caster. Two character ideas are arcanists, and one wizard. Two slayer ideas, a bloodrager, and animist shaman.

With the line up as it stands, I think I'll focus on one of the casters.. though I might tinker a bit with the slayer I'm a little partial to.

Sovereign Court

So, I do have one alternative idea - I was going to try to get into a Reign of Winter game, but I hated the background requirements from the GM so I withdrew. The character that I built was a gnome rogue who's kind of a gadgeteer - not one of the silly Dragonlance tinker gnomes, but more like a toymaker/gadget-user who loves clever devices and working with his hands. If we really need a rogue I could do that instead.

Ivo Crownwheel

Currently he's set up for a 15-point Reign of Winter game, but he would be trivial to update. Much less exotic of a character but still handy. Also, would go really well with the holy gun paladin, as he's a gunsmith.

Grand Lodge

@Jesse - If you would like to use Ivo instead of Mizu, that is entirely up to you. If are to use Ivo, I highly suggest you look at the Steel Hound Investigator as an option.

Seems almost perfect for the little guy...Alchemy, Guns, Trapfinding, Inspiraton Pool....

Sovereign Court

I kinda prefer the extra skill ranks, sneak attack, and rogue talents on this particular guy. Also depends on my co-adventurers here! If you are ok with us just brute-forcing through traps, Mizu is an excellent front-liner, which would free up the holy gun paladin to stay at range and shootin' instead of having to worry about enemies coming up on him/her and causing problems with proximity.

Grand Lodge

No worries, just thought it fit the concept.

For the most part, I'm leaving the overwhelming majority of the party composition to you guys.

Sovereign Court

Yeah, steel hound is pretty neat, I just envision this particular little guy as more of the roguish wanderer and less the city investigator. He doesn't care about solving cases or police work or anything like that. He's just living the freewheeling traveling lifestyle and studying clocks and toys and guns and explosives and stuff as he goes.


I think we'd be fine with no rogue, but I might just be biased towards the idea of having both a samurai and a gunslinger in the same party. ;P

I presume we'd still have a t-rex on the front line, and rogues are still decent front liners.

Sovereign Court

It's true, gun paladin + samurai has a certain charm.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Okie dokie... Here is my wizard submission.. I sure hope I beat out these other jokers and a get a spot.

Grand Lodge

Looks good for the most part. You might want to look at your stats, I counted up 23 points. We are only using 20.


Oops ... yea. Got it.

Grand Lodge

Now Mum looks ready to go. :)


So, here's a look at Lawdrak. BAckground, description, history, etc. to follow.

Spoiler:

Lawdrak
Human (Kellid) druid (saurian shaman) 1
CN Medium humanoid (human)
Init +0; Senses Perception +8
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 9 (1d8+1)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
spear +1 (1d8+1/×3)
Ranged sling +0 (1d4+1)
Druid (Saurian Shaman) Spells Prepared (CL 1st; concentration +5)
1st—cure light wounds, magic fang
0 (at will)—detect poison, light, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 12, Int 12, Wis 18, Cha 13
Base Atk +0.75; CMB +1; CMD 11
Feats Combat Casting, Evolved Companion[ACG]
Traits boarded in the mwangi expanse, dinosaur whisperer

Skills Acrobatics -3 (-7 to jump), Craft (traps) +5, Handle Animal +5, Heal +8, Knowledge (geography) +5, Knowledge (nature) +7 (+8 vs. dinosaurs), Knowledge (religion) +2, Perception +8, Spellcraft +5, Survival +10 (+12 to avoid becoming lost when using this, +11 vs. dinosaurs)

Languages Common, Druidic, Hallit, Polyglot, Skald
SQ nature bond (tyrannosaurus named sharpmaw), nature sense, wild empathy +2

Combat Gear acid, alchemist's fire, smokestick, vermin repellent[UE] (2); Other Gear hide shirt, dagger, sling, spear, artisan's tools, backpack, belt pouch, blanket[APG], compass[APG], flint and steel, hemp rope (50 ft.), holly and mistletoe, hot weather outfit[APG], mead (per gallon)[UE], mess kit[UE], pot, signal horn[APG], soap, spell component pouch, spell component pouch, sunrod (5), trail rations (5), waterskin, 15 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Sexy Rexy:

No, not his real name. Maybe.

Sharpmaw
Tyrannosaurus (Pathfinder RPG Bestiary)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 13 (2d8)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +3 (1d8+3)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +1.5; CMB +3; CMD 16
Feats Combat Reflexes
Tricks Attack, Attack, Attack Any Target, Come, Down, Fighting, Heel, Stay, Track
Skills Acrobatics +7, Perception +6
SQ attack any target, come, fighting, heel, track
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

Sovereign Court

Lawdy, lawdy!


I know he's just a little guy right now, but something just feels wrong (not mechanically) about Sexy Rexy only having 14 Strength. :(


Legendary Merchant of Pins

Depends on how little I think. Fourteen strength for two tiny little arms probably makes sense mechanically...

As long as his speed and bite attack are crazy, that would probably be fairly accurate.

Grand Lodge

Hmmm...I'll have to look into how the ABP applies to animal companions. I'm sure it does, but in some fashion reduced from how it would apply to a PC.

Mark Seifter says NPCs should follow PC Level - 1 in this post. I suppose I could go that route.

Update:

Jesse - Undine Samurai (Sword Saint)

mellowgoth - Human Druid w/ mini T-Rex companion

pinvendor - Suli Oracle of Fire

Mahorfeus - Human Paladin (Holy Gun) from Alkenstar

BinkyBo - Human Wizard (Spirit Whisperer)

Does that look right? Jesse, were you still considering Ivo?


Crunch:
Male human paladin (holy gun) 1
LG Medium humanoid (human)
Init +3; Senses Perception +0

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2

OFFENSE
Speed 30 ft.
Melee cutlass +2 (1d6+1/18-20)
Ranged battered pistol +5 (1d8+1/x4)

STATISTICS
Str 12, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 15
Feats Amateur Gunslinger, Gunsmithing, Point-Blank Shot, Rapid Reload (pistol)
Skills Appraise +6, Diplomacy +6, Knowledge (engineering) +5, Knowledge (religion) +5, Sense Motive +4, Spellcraft +5
Languages Common, Dwarven, Osiriani
SQ aura, code of conduct, deed (quick clear), grit (1 point)
Traits Eye for Quality, Get the Cargo Through
Gear masterwork studded leather, cutlass, battered pistol with 30 firearm bullets, backpack, bedroll, belt pouch, flint and steel, gold holy symbol, gunsmith’s kit, iron pot, mess kit, powder horn with 10 doses, rope, torches (10), trail rations (5 days), waterskin, 271 gp

Here's the crunch for my main man. His backstory just needs a bit of polish, and I'm still trying to settle on a name. (The alias I wanted has already been taken, though I could always just slap a title on it.)

He has a lot of gold left over, but I figure that can just represent the raw materials he will need for crafting more ammo.

Sovereign Court

I'm guessing that the stats for the T-Rex in PF were made before the more recent research that says that T-Rexes probably had very strong (albeit short) arms, and used them to hold prey while biting.

Sovereign Court

DM Talomyr wrote:
Does that look right? Jesse, were you still considering Ivo?

Ivo's kinda in backup mode at this point. I made Mizu specifically for this when you first mentioned the possibility of running it, and we really do need a frontline tank (the T-Rex is cool but, like all animal companions, it's not quite as good as having a PC in the spot). Maybe if she dies, Ivo will show up!

Grand Lodge

Ok sounds like we have a party picked out.

Jesse: Undine Samurai (Sword Saint) - Mizo no Hana

mellowgoth - Human Druid w/ mini T-Rex companion - Lawdrak and Sharpmaw

pinvendor - Suli Oracle of Fire - Adara

Mahorfeus - Human Paladin (Holy Gun) from Alkenstar - To Be Named Later

BinkyBo - Human Wizard (Spirit Whisperer) - Estietre "Mum" Hruska

We're at 10 days prior to the start of the game (July 8th). Prior to the 8th, I will have the initial post up in the gameplay thread, which will have all of you just before dinner aboard the Jenivere. Once that post is up, feel free to RP among yourselves until I return from vacation, wreck the ship, and get the game started officially.


Legendary Merchant of Pins
DM Talomyr wrote:
"...wreck the ship...

Wait what?! :-O

But...but..!

>_>

<_<

*hopes they bought his feigned ignorance*

Grand Lodge

No hurry, but I have made the opening post in the game thread, HERE

Grand Lodge

If you have not yet, can each of you provide me (via PM) with an email address that would be good to reach you at for a Roll20 invite? Thanks.


Legendary Merchant of Pins

My Roll20 ID is pinvendor in case you're able to just send it on there. I will still give you an email address for other communication as well. I'm sure the handle will shock you. :P


All right, my guy is all put together, both fluff and crunch. There's still a bit of room for fitting extra details in there, but the basics should suffice for now.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak is now fully-fluffed out. I'll have decent post in the in-game thread in the next day or so.

Also, the inspiration for Sharpmaw's usual dialog of "Growf?":
What's New with Phil and Dixie.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

"Growf?"

Grand Lodge

@Mahorfeus - Invite from Roll20 sent to the email you supplied.

@pinvendor - I'm not seeing the ability to invite based on a user name in Roll20. Please send me a PM with an email address so that I can invite you into game on Roll20.


Odd, I didn't see anything in my email folder. Maybe the site is just a bit slow sending invites? I'm not sure.

Grand Lodge

Mahorfeus wrote:
Odd, I didn't see anything in my email folder. Maybe the site is just a bit slow sending invites? I'm not sure.

I just sent you a PM.

Grand Lodge

I will be on a family vacation until Friday. I should still be able to post, but will likely be late in the evening and only once per day.

Grand Lodge

@pinvendor - Please update the profile for you character before Friday's game start so I can have a look at it prior to starting.

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