Deepwater Rising

Game Master Winterwalker

The first waves that came where unexpected. They did not end. Soon entire towns and civilizations where engulfed in a magical flood that no one could stop.


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STR: 15,DEX: 15, CON: 9, INT: 17, WIS: 14, CHR: 22 (4)
Ok thats not, well it's very good and could do almost any class except a kineticist well enough... I need to do some thinking as Paladin Lizardfolk no.


I've decided to make a Magus. Not sure on race yet.

One question about the setting: We're fleeing a world that's been destroyed and we end up in waterworld. Is the world we're fleeing particularly aquatic? Do we know before we leave that we're going to end up somewhere wet? I'm conscious of trying to avoid the problems of "Arctic Barbarian in Taldor" a la the start of Reign of Winter.

Liberty's Edge

YoricksRequiem wrote:
Winterwalker wrote:
  • Allowed Races: Any, as long as they have no ecl, or racial points, etc. I am open to the idea of monstrous races if you are so inclined. (assuming I have the appropriate books, I do own the majority of Dreamscarred Press' monsters as class level books, so those are available.)
  • Provided someone is interested in the idea, and you have either the True Dragon or Woodlands books, would you be okay with the idea of a pseudo (or otherwise small/tiny) dragon, likely played as another player's familiar / companion?

    I have all of the dreamscarred books. I gave them a lot of kickstarter money awhile back ;) so any of their "Monster Classes" books are fine.

    Liberty's Edge

    alexgndl wrote:

    Okay, so just for my own reference, I chose:

    STR 15
    DEX 9
    CON 12
    INT 12
    WIS 17
    CHA 11

    So I guess I'm not doing the whole alchemist thing. Bummer. I'll work on something and have it up soonish.

    Feel free to move the numbers around to fit your concept. I only wanted to 'play as they land' if you get an 'exceptional' stat.

    Liberty's Edge

    Umbungo wrote:

    I've decided to make a Magus. Not sure on race yet.

    One question about the setting: We're fleeing a world that's been destroyed and we end up in waterworld. Is the world we're fleeing particularly aquatic? Do we know before we leave that we're going to end up somewhere wet? I'm conscious of trying to avoid the problems of "Arctic Barbarian in Taldor" a la the start of Reign of Winter.

    The world you left was flooded, explained soon in prologue that's coming, the new world will be a little wet to start, yes.

    However there will be parts that have land masses, etc. So it's not all water based.


    Wowza! Pretty happy with this roll~

    STR: 15
    DEX: 13
    CON: 16
    INT: 9
    WIS: 12
    CHR: 22 (4)

    So a charismatic type with decent strength, dex, and con....I'm thinking paladin maybe? Or perhaps cavalier. I like the Pearl Seeker Paladin from Aquatic Adventures.


    STR: 10
    DEX: 16
    CON: 16
    INT: 15
    WIS: 8
    CHR: 14

    This is the best one. My original concept is still viable. I'll get to work.


    choice 1
    STR: 16
    DEX: 14
    CON: 22 (4)
    INT: 15
    WIS: 10
    CHR: 10

    Very much have to go with this one, just for the con alone.

    For Race, Thinking Aasimar

    Edit

    For class, Thinking Monk

    Ye a Angle blooded LG Monk, hehe be nice


    Str 13
    Dex 11
    Con 19
    Int 10
    Wis 14
    Chr 9

    Choice 1:

    Str 13
    Dex 11
    Con 11
    Int 9
    Wis 9
    Chr 14

    8 point buy

    Choice 3:

    Str 10
    Dex 11
    Con 13
    Int 11
    Wis 12
    Chr 6

    1 point buy

    While I know the expectation is to go with the set that rolled one of the super stats, the only thing that set is good for is a Kineticist, and even then I would need the Kinetic Knight archetype to really make it viable.

    I included the other two sets, but they weren't particularly good, either.

    I'd like to use the Kineticist and that archetype if possible, but otherwise, I'm not sure what I can make with this.

    Liberty's Edge

    Phntm888 wrote:

    Str 13

    Dex 11
    Con 19
    Int 10
    Wis 14
    Chr 9

    ** spoiler omitted **

    ** spoiler omitted **

    While I know the expectation is to go with the set that rolled one of the super stats, the only thing that set is good for is a Kineticist, and even then I would need the Kinetic Knight archetype to really make it viable.

    I included the other two sets, but they weren't particularly good, either.

    I'd like to use the Kineticist and that archetype if possible, but otherwise, I'm not sure what I can make with this.

    Don't have, nor have I used the occult classes, so I will stick to my original allowed classes of core, base, and alternate classes.

    Sorry if that tanks your idea. I simply haven't had a game with a Kineticist to determine if they would work in this game. :(


    Kineticist wasn't one of my original ideas, I just need to figure out what else to do with a 19 con and a 14 Wis that won't be a hindrance.

    Winterwalker wrote:


    Allowed Races: Any, as long as they have no ecl, or racial points, etc. I am open to the idea of monstrous races if you are so inclined. (assuming I have the appropriate books, I do own the majority of Dreamscarred Press' monsters as class level books, so those are available.)

    Does the bolded part of this quote eliminate races like Aasimar and Tieflings, or does it only apply to races with super high racial points like Drow nobles or svirfneblin?


    Winterwalker wrote:
    YoricksRequiem wrote:
    Provided someone is interested in the idea, and you have either the True Dragon or Woodlands books, would you be okay with the idea of a pseudo (or otherwise small/tiny) dragon, likely played as another player's familiar / companion?
    I have all of the dreamscarred books. I gave them a lot of kickstarter money awhile back ;) so any of their "Monster Classes" books are fine.

    Aces, thanks!

    Liberty's Edge

    Phntm888 wrote:

    Kineticist wasn't one of my original ideas, I just need to figure out what else to do with a 19 con and a 14 Wis that won't be a hindrance.

    Winterwalker wrote:


    Allowed Races: Any, as long as they have no ecl, or racial points, etc. I am open to the idea of monstrous races if you are so inclined. (assuming I have the appropriate books, I do own the majority of Dreamscarred Press' monsters as class level books, so those are available.)
    Does the bolded part of this quote eliminate races like Aasimar and Tieflings, or does it only apply to races with super high racial points like Drow nobles or svirfneblin?

    If you're going off the other races list on http://www.d20pfsrd.com/races/other-races/, keep the racial points to a max of 10.


    Quick question~ as there appears to be many more than the maximum 5 interested at the moment, when will you be planning to randomly choose the players?

    Liberty's Edge

    1 person marked this as a favorite.
    ambnz wrote:
    Quick question~ as there appears to be many more than the maximum 5 interested at the moment, when will you be planning to randomly choose the players?

    Probably by the end of the day today, so as to get the group together and planning their characters.


    STR:9DEX:16CON:16INT:12WIS:8CHR:16

    Human Pai Zin Practitioner oracle with dragon mystery and clouded vision curse,
    kind healer that can get realy scarey when angered


    Then I should elaborate. I plan to play a Swashbuckler/Oracle(Waves Mystery). A human blessed by the sea and enjoys life on the ocean. Though he and everyone he knew on their home world had to flee the great devastation, he is secretly excited that the new world is mostly water. He can't wait to hop on the first ship and make for the horizon.

    Liberty's Edge

    OK.

    If you are all still interested, give me a new post saying as much so I can put the names in a hat.

    By Monday I will do the drawing, and list the 5 chosen. Feel free to still create a character if you are not picked, forum games tend to need replacements now and then, and I could still squeeze you in perhaps in small doses in the background too.


    I'm still interested.
    Human armoured battlemage magus.


    I'm going to back out. I'm not happy with anything I've come up with using that stat array, and I'd rather not make an uninteresting character.


    Still interested!


    Rahid, Undine Cleric of Adabar:

    Race: Undine
    * Speed (30ft land and speed, can move in water without swim check and swim class skill)
    * Outsider Native Aquatic Subtype (amphibious)
    * Cold Resistance 5
    * Hydrated Vitality (fast healing 2 when submerged in water heal for rounds equal to levels)
    * Darkvision (60ft)
    Str (11) Dex (17) Con (14) Int (10) Wis (23) Cha (14) HP (11) AC (20/13/17) Saves (+5/+4/+9, +2 vs charm/compulsion) CMB (+0) CMD (13) Movement with armor (30ft) Swim (30ft)

    Traits
    * Seeker (+1 perception and class skill)
    * Birthmark (You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.)

    Cleric of Adabar (1)
    * Channel Energy (5 times per day, 1d6 positive energy, Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier)
    * Spontaneous Casting (can convert spells to heal spells)

    Equipment
    * Lammelar Horn Armor (+5 AC, +3 max dex, -10ft movement)
    * Cold Iron Shortspear (1d6, x2)
    * Fighter's Kit
    * Heavy Wooden Shield

    Lvl 0 Spells
    * Stabilize
    * Create Water
    * Purify food and drink

    Lvl 1 Spells
    * Domain Spell: Floating Disk
    * Command x2
    * Bless

    Defense Domain Domain
    * +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
    * Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
    * Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

    Trade Domain
    * +10ft movement
    * Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    * Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—overland flight, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—teleport.

    Feats
    Lvl 1: Selective Channel

    Skills
    * Diplomacy: 1 skill point (+6)
    * Perception: 1 skill point (+11)

    Background:
    Rahid grew up in the Port of Lagerston. The small town was little more than a waypoint between larger towns, acting as a place for ships to resupply on their journeys to more profitable destinations. This was a town of merchants, where people sold much needed supplies to desperate captains, often accepting trades of goods. For what use is spice when your men are starving or dying of scurvy? The right price is what the market can bare. The town was also known for its temple to Adabar, the god of merchants. Given what the town was founded for and who resided there, this should come as little surprise.

    Rahid's parents were both clerics of the God of Merchants. They blessed both captains and ships, for the right price. Despite their wealth, there was always one thing that they could not buy: a child. Despite their best efforts his mother always failed to conceive. When a slaving ship came by, the captain made his way to the temple. One of the children that he had purchased, a young undine boy, had a birthmark which bared a remarkable resemblance to the holy symbol of Adabar. The slaver, a superstitious man, decided to 'sacrifice' the boy to Adabar by giving him to the temple. An undine slave was a rare prize indeed, and he saw the gift to the god as a sure way to earn divine favor in his enterprise. For his parents, they saw this as divine intervention, an answer to their prayers. They offered the captain their most fervent prayers and blessings in return for the child.

    His youth was spent within the temple, learning the ways of Adabar. In this, Rahid found himself to be a natural when it came to channeling the divine power of his chosen god, and the temple made a fair bit of coin by selling out his services as a healer. His life was by all accounts a good one, as he had loving parents, a safe home, and a calling.

    Now that he has come of age, Rahid has decided to listen to the wanderlust in his heart, and to leave Lagerton behind. After tearfully bidding his parents farewell, he has signed up aboard a ship as both priest and healer. With the ability to ensure that food does not spoil and being able to mend wounds, he is a useful man to have aboard.

    And there we go, my submission! A party healer. A cleric with Wis23, channels positive energy, and has selective channel. Should be able to make sure that the party doesn't go down. In combat, his role is to cast bless, and then use command to disable enemies. Also, as an undine, he has a swim speed and can breathe underwater. Finally, he has AC20 and 11HP, so he makes a surprisingly decent tank.

    Also, do we get background skills? I'd like for this cleric to have Profession (Merchant) but with 2 skill points per lvl and Int10, I don't have enough to go around for it.


    I'm still interested- noticing now that you didn't want occult classes, so I'll probably change the character into an Aasimar summoner instead. Do you have a preference of chained/unchained?
    (But yes, I'd definitely like to join either way :) )


    Winterwalker wrote:
    If you're going off the other races list on http://www.d20pfsrd.com/races/other-races/, keep the racial points to a max of 10.

    So that would be anything with 10RP or less on This Race list GM Aquatic Elf / Deep One Hybrid / Gillmen / Merfolk the four main sea based races are all under "Unknown RP" but from looking at them, they seem around 10 or less. As you ruling on only 10RP now blocks Aasimar My PC will be a Aquatic Elve Fighter - Spear specialist. Which I think will fit a party and the world setting much better.

    Making my PCs final states
    STR:16 DEX:14[16] CON:22(4)[20] INT:15[17] WIS:10 CHR: 10

    He is young, hence unwise but fit and strong, Mr Lee, is all his says his name is. A survivor of the calamity just trying to get by and make a living and a sell spear.

    Dark Archive

    This is the best one. Not sure what class I'll do yet, perhaps a witch or cleric. Definitely ranged though. I won't be able to carry much with that strength. So not being able to wear armour might not be bad. i'll consider it. I might play a gillmen.
    Str 8
    Dex 14
    Con 13
    Int 16
    Wis 17
    Cha 12

    Silver Crusade

    interested, my sailor/captain bard would love to partake in this venture.


    Supposing both my character and GM_Panic's being chosen...

    Undine Cleric (30ft swim speed, aquatic, amphibious) and Aquatic Elf Fighter (30ft swim speed, aquatic, amphibious). I could see some interesting shenanigans that the two could do on a sea based campaign.

    Heck, throw in enough characters who are amphibious and the campaign could really go under water. Would certainly be interesting.


    Well Kineticist was out either way regardless of stats. I'm sticking to the deranged impulse I had to go for Lizardfolk but with such a high charisma I'll probably do an oracle or bard... the stats are pretty amazing for a paladin but it'd just be wrong.


    Still interested


    Here's my pseudodragon familiar. I left a fair amount of it nebulous because I'd like to base it on the actual party and work together on some things, but hopefully there's enough there to get a sense of the character.


    GM Panic here, and this is a core build of my PC


    Umbungo wrote:

    STR: 16

    DEX: 12
    CON: 17
    INT: 16
    WIS: 13
    CHR: 5

    That 5 Charisma could be fun, but I couldn't say no to +3s to Strength, Constitution and Intelligence...

    Maybe an Alchemist? I'll have a think. Anyone got any suggestions for hopelessly un-charismatic characters?

    Goblin Alchemist drink your mutagen and have a charisma of 1

    Quite fun to play actually IMO


    Might play just checking stats
    EDIT:Hmm after checking can I default to 25-point
    Best point I got was 18


    Ancient Dragon Master wrote:


    Goblin Alchemist drink your mutagen and have a charisma of 1
    Quite fun to play actually IMO

    I was tempted to play a dwarf to have a charisma of 3, but that seemed frankly ridiculous. I'd like the ability to actually talk without offending everyone in a three mile radius.

    My current plan is an armour obsessed magus who pretty much never shows his face (it's almost always covered), and is massively condescending.


    But will he have student of philosophy for Int to diplomacy and bluff? Because it's a social trait you can then take cunning liar for int on bluff as it is a regional trait.

    Cha5, sure. But now you get Int to all face skills.

    And as a magus you will need a third trait for Shocking Grasp shenanigans, so at lvl5 take the Feat extra traits to get it. That's a magic trait, leaving you with a combat, faith or religion trait to pick up. I'd pick up something to make either diplomacy or bluff a class skill.

    Between fey thoughts as racial and your last trait you can thus make all face skills class skills.

    Sczarni

    Still intrigued.


    Still interested! I am developing an elven spellbinder (elven racial archetype).


    I'm still interested! I know you said we can adjust our stat lineup if we didn't get a 19+ but I like what I rolled up. With high strength and Cha I will probably go bloodrager/paladin/cavalier or possibly just like a slayer with good face skills. I could be a pretty great cleric too but it looks like there are some already.

    Question: if I take one of the aquatic races what kind of aquatic animals could i use as a cavalier mount?


    Has anybody got higher than 14 for charisma?


    Grumbaki wrote:


    ...
    Between fey thoughts as racial and your last trait you can tohus make all face skills class skills.

    True, but I think it would be more fun to have a glaring weakness!


    You know what, fighters are really really boring. I basicly have a pc who swims around with a pointy stick.

    Having a rethink


    Okay going with
    16/12/8/10/9/16

    Lore oracle

    Liberty's Edge

    Tundran wrote:

    I'm still interested! I know you said we can adjust our stat lineup if we didn't get a 19+ but I like what I rolled up. With high strength and Cha I will probably go bloodrager/paladin/cavalier or possibly just like a slayer with good face skills. I could be a pretty great cleric too but it looks like there are some already.

    Question: if I take one of the aquatic races what kind of aquatic animals could i use as a cavalier mount?

    I'm not sure there are suitable Large sized aquatic mounts to snag at level 1, but an Orca will grow over time to accommodate that.

    Silver Crusade

    GM_Panic wrote:

    You know what, fighters are really really boring. I basicly have a pc who swims around with a pointy stick.

    Having a rethink

    Fighters are face value are "boring" its up to the player to create something with flavor, fighters are the one class that I believe, has the most variation in options for building them. They have enough feats to do just about whatever you want, and can come from any walk of life. Fighters are so open ended its amazing. You aren't forced into anything, hell, you can be a lowly peasant with a pitchfork hunting down the bandit that killed his family, or the captain of the guard/army that retired, and now has to pick up his blade once again. Fighters also have combat stamina (maybe) and advanced weapon/armor training which adds flavor the the class mechanics.


    STR: 11
    DEX: 12
    CON: 12
    INT: 11
    WIS: 12
    CHR: 20 (2)

    After adjusting for race, this is Kinda average except where it counts, but what is that (2) for?


    Piecemeal armor rules?
    Retraining?
    Can I leave spells till the party is decided?


    Here's my character
    Without spells

    Liberty's Edge

    SAMAS wrote:

    STR: 11

    DEX: 12
    CON: 12
    INT: 11
    WIS: 12
    CHR: 20 (2)

    After adjusting for race, this is Kinda average except where it counts, but what is that (2) for?

    That 2 was the dice rolled that added +2 to your 18 roll. It was a bonus die, doesn't really do anything other than tell you the 4th dice rolled a 2. :)

    Liberty's Edge

    Ancient Dragon Master wrote:

    Piecemeal armor rules?

    Retraining?
    Can I leave spells till the party is decided?

    No piecemeal, makes it easier for me to track.

    Retraining rules are fine.
    No need to choose spells yet.


    Are you going to use the random tables in the gamemastery guide?

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