Evil Lurks Beneath The Sea

Game Master Lord Nasher Alagondar


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EVIL LURKS BENEATH THE SEA

"For 60 years the people of Sieben Inseln have lived a life free of the tyranny of evil, in fact you could say things have been going ever so swimmingly well since the great Dresmond Valorous claimed the Isles from the tyranny of the Sahuagin. Trade has been impossibly well with the discovery of so many rich natural resources on the island, and the people of the islands have lived free of conflict or danger. Things have been going so well on the isles that the main-landers consider the isles to be something of a tropical paradise.

However, evil never truly dies and foreboding signs have been reported from several coastal villages. The rumors say that trade ships have mysteriously vanished and that scheduled imports from the mainland haven't arrived, some even say that the symbol of the devourer has shown it's face once more. These sudden disturbances have caught the attention of the Mayor of Middleport, who has issued out a call to adventurers all throughout the seven islands to investigate this matter, he has asked for anyone interested to meet him personally for a briefing at the city hall."

First and foremost I would like to point out that I have wanted to run/play in a pbp game for a long time, I recall several years back I did a few on Mythweavers but since then I have had no experience with the pbp format so forgive me if I am a bit rusty and take some time to figure out everything with the forum. Anyway now moving on to the important stuff.

Initially I came up with the idea for this game for the OSRIC system, though from what I can tell AD&D clones and the like are not very popular on these forums so instead I have decided to run it using Pathfinder, all the details on the game itself and making characters will be found below in spoiler tags, I would recommend reading all the setting details before getting to work on a character.

Setting Info: Sieben Inseln (Seven Isles):

Humans:32% Halflings:12% Lizardfolk:26% Dwarves:18% Other:12% (This is an average of the seven islands, therefor this is not necessarily indicative of the racial diversity of each island individually. In general the western isles have higher lizardfolk population and the eastern islands have higher human population, the center island where Middleport is found is the most diverse and most populated)

Capital: Middleport (Medium Town)
Population: 2705
Exports: Tropical fruit, lumber, exotic animal skins, precious metals.

Sieben Inseln (Seven Isles) is an archipelago found off of the coast of the country of Tyfris, which is visible to the east of the islands. The archipelago is made up of seven islands(as the name implies) the islands to the west are swamp infested and generally home to much of the lizardman population, as where the islands to the east are more tropical. In the center of the archipelago is an island much greater in size then the rest, this island is something of a hub for the many races that live here to gather, it is also the main trading hub of the isles, handling most of the trades done with Tyfris. The islands are technically a part of the country of Tyfris, although for the most part they are self governed, with the mayor of Middleport being the head official. The Seven Isles trade mostly in tropical fruit, lumber, and precious metals, this makes up the vast majority of their exports. Aside from being rich in natural resources, The Seven Isles are also a very popular resort location for people from Tyfris, the country of Tyfris being a forest infested and very dangerous place to live the islands also make for a very popular retirement spot. Overall the islands have been quite peaceful since their colonization, outside of some disputes between the lizardfolk, dwarves, and humans (which have all been solved peacefully) there is little conflict here, nonetheless it is not entirely safe as it is home to quite a few dangerous animals, beasts, and bandits are not entirely uncommon in some of the bigger trading locations.

Brief History of Sieben Inseln::
Going back 60 years, the Seven Isles were home to two races, the tribal but ultimately peaceful lizardfolk who inhabited the western marshes, and many tribes of Sahuagins, all fervent worshipers of Shargon the Devourer. As one might expect conflict arose between the two groups as the Sahuagin relentlessly attacked the Lizardfolks in their swamp and cave villages. The lizardmen in the end did not put up much of a fight and their numbers and tribes dwindled significantly as the islands were claimed by evil sahuagin. At around this same time a retired adventurer named Dresmond Valourous had been seeking out an ideal retirement spot for he and his family. He had spotted an island off the coast of Tyfris once before in his adventures and figured he would scout out the place, however upon drawing close to the islands he was attacked by Sahuagin and his boat was destroyed, being knocked out in the combat he drifted to shore. Dresmond awoke to find himself in a lizardman village where the elder told him their story, Dresmond who had lost many supplies and his ship had no means to return home so he decided to offer his aid to the Lizardmen tribe in combating the tyrants of the island. Seeking to retrieve his lost goods and gain safe travel home, Dresmond formed a new adventuring group with the strongest warriors of the tribes and set out to combat the Sahuagin menace. After many a battle on land and in water the group emerged victorious after defeating the Devourer cult leader.

After his success Dresmond briefly returned home, only to pick up his family and return to the islands where they settled down and became fisherman. Of course rumor of Dresmonds efforts did not go unheard as the people of Tyfris began telling tales of his quest on the islands, at which point many fisherman and folks living on the coast of Tyfris left to live on the new found islands. Many adventurers where also allured by the islands as it had been mostly unexplored. Over time enough people were brought to the island that many towns were formed on each of the islands, including a great deal of dwarves who had heard rumor of the potential for finding precious metals on the island. At this point the islands were considered a colony of their own as Lizardfolk and humans alike lived together. However all was not yet perfect as conflict arose between the original inhabitants, and the newcomers, in order to keep the conflict in check Dresmond stepped up and was made first mayor of Middleport, a title he would keep until his death, the lizardfolk and men of Tyfris both held a certain respect for Dresmond and put aside their differences, since then there have been little to no conflicts between the two.

Character Applications:
Character Creation rules are as follows:
Level 1, max hd at first level roll after
Core Races + Lizardfolk only, others may be allowed on request.
Any non 3rd party class or archetype is permitted, however do consider the setting when choosing archetypes.
For stats roll two sets of 4d6b3 choose whichever set you like.
Alignment: As long as you are not indiscriminately murdering random people any alignment is a okay.
Characters may choose 1 trait, or 2 and a drawback.
Starting wealth is rolled.

As a DM, I like my characters to get creative, I have left the world empty on purpose and encourage players to develop the world through their backstories and characters. Another thing I should note, is that I encourage roleplaying and character development between characters, get creative and work out potential history with each others characters. Lastly as far as deities go, you are safe to use any of the Greyhawk, Golarion, or Faerun deities or make your own to fit your character whatever floats your boat. Having a fully fleshed out Bio, a paragraph for Appearance and Personality is a must. It doesn't have to be anything fancy but know that I will be choosing applications largely based on these three things.

I'll be choosing 4-6 of the Apps that I get to join me for the game, I don't have a planned date for when I will be choosing apps but I will probably be leaving the recruitment thread up for a week or so depending on how much interest this gets. Just a few things everyone should note before considering making their app:
-This adventure was initially designed by myself for OSRIC, and went to around level 3-4, not sure how that would transfer over to pathfinder but just know that this will be a relatively long running adventure.
-I intend for this to be a quick moving game, by that I mean daily posts in the IC thread. In RP scenarios where you don't have anything to add you do not necessarily have to post once per day however in combat I am hoping to have several updates per day.
-If we see this adventure to completion I am willing to continue it with further adventurers should everyone be interested.

Some Other Things to Note:
-I have not used this site to do a pbp before, I am accustomed to using mythweavers sheets for most of my tabletop game however if there is some method of making sheets on this site that is generally used then feel free to just use that and I'll probably figure it out eventually.
-Considering it is a tropical/water based setting weapons like, tridents, boarding axes/pike/gaff, cutlass, spears, harpoons, pistols, nets etc will likely see a lot of use(hint, hint, wink, wink, you will find a lot of magic items of these types)
-The Lizardfolk of Sieban Inseln have common in addition to their racial language as starting languages.
-I am more interested in fun/interesting characters than I am in big numbers or min/max characters.


Dot! I would be interested in joining. My initial concept would be an halfling Druid. They shouldn't conflict but if it's cool with you, I'd like to take two Archetypes: Aquatic Druid and Pack Lord. The first would adapt the character much more for the water. The second would remove wild shape but maybe give her a company of aquatic animals (dolphins probably?) to call on in the water. Thoughts?


Sounds good to me Winter Phoenix! From what I recall you can take two archetypes as long as none of the abilities overlap so that should be fine, though I will point out that there will be a fair amount of non aquatic encounters as well. Just to give you an idea the primary environments will be: Tropical Jungle, Tropical Swamp, Ocean, Coastal Caves, and some urban/rural town areas though most are coastal as well.


I would also be interested in this setting. I just discovered all the fun you can have with a net in a Razor Coast PbP I'm playing as a cleric. So I'd like to focus on that a little more for this game and would like to play a trident and net wielder. More likely a ranger.


Lord Nasher wrote:
though I will point out that there will be a fair amount of non aquatic encounters as well.

Good call and I did consider that. Her personality was going to be such that she was at home in the water and stuck to the coast. When in less water-based environments, she might feel uncomfortable and at odds with her surroundings. She wont be useless on land though. I'll make sure of that. Thanks!


Dotting. I've got a couple of ideas. So far, the leading candidate is an Arcanist.


Okay, the plan is taking shape.
I'm going to propose to play the grandson of one of the lizardfolk companions of Dresmond. As such he will be honor bound to reply to the mayor's call.
I'll need to think more about the lizardfolk culture and way of life to flesh out the character.
From what you said, they are marsh dwellers. Does it make sense to have them become also fishermen as well with the human contact and the defeat of the Sahuagin?

Another point. From the intro, Dresmond is dead. Do we know how long it's been since his death and how many mayors have succeeded him? Or can I make that up?


Definitely count me as interested.

Set 1 Dice

4d6 ⇒ (5, 3, 1, 2) = 11 - 1 = 10
4d6 ⇒ (6, 2, 3, 2) = 13 - 2 = 11
4d6 ⇒ (6, 4, 4, 1) = 15 - 1 = 14
4d6 ⇒ (2, 3, 5, 3) = 13 - 2 = 11
4d6 ⇒ (6, 6, 3, 3) = 18 - 3 = 15
4d6 ⇒ (1, 6, 2, 1) = 10 - 1 = 9

Set 2 Dice

4d6 ⇒ (2, 2, 5, 2) = 11 - 2 = 9
4d6 ⇒ (4, 5, 4, 4) = 17 - 4 = 13
4d6 ⇒ (6, 3, 4, 2) = 15 - 2 = 13
4d6 ⇒ (6, 3, 1, 4) = 14 - 1 = 13
4d6 ⇒ (2, 2, 4, 4) = 12 - 2 = 10
4d6 ⇒ (5, 1, 4, 2) = 12 - 1 = 11

Two interesting sets to work with. I'll come back later once I have an idea what I might use.


I have three to questions to ask. They are in no way deal breakers for me, I'm just curious.

1) Will you be using the Background Skills variant from Pathfinder Unchained?

2) Will you be using the Alternate Crafting from said book?

And 3) Will there be much downtime to utilize for Retraining, Crafting, etc?

Again, not deal breakers in any way. I just want to know so I can tailor the character better to the setting.


Now that's out of the way, I'll roll some stats.

Set 1:
4d6 ⇒ (2, 2, 5, 3) = 12-2 = 10
4d6 ⇒ (5, 2, 1, 3) = 11-1 = 10
4d6 ⇒ (4, 2, 3, 3) = 12-2 = 10
4d6 ⇒ (6, 4, 3, 3) = 16-3 = 13
4d6 ⇒ (5, 2, 1, 2) = 10-1 = 9
4d6 ⇒ (5, 3, 3, 6) = 17-3 = 14

Set 2:
4d6 ⇒ (1, 5, 1, 6) = 13-1 = 12
4d6 ⇒ (6, 1, 6, 5) = 18-1 = 17
4d6 ⇒ (6, 5, 2, 6) = 19-2 = 17
4d6 ⇒ (4, 5, 1, 1) = 11-1 = 10
4d6 ⇒ (6, 4, 5, 4) = 19-4 = 15
4d6 ⇒ (6, 5, 4, 6) = 21-4 = 17

Well, I think the choice is clear, Set 2 it is.


When I get some time later I will work on a character.

Set 1
4d6 ⇒ (4, 3, 6, 2) = 15 - 2 = 13
4d6 ⇒ (4, 6, 3, 1) = 14 - 1 = 13
4d6 ⇒ (1, 5, 6, 5) = 17 - 1 = 16
4d6 ⇒ (5, 3, 3, 3) = 14 - 3 = 11
4d6 ⇒ (4, 3, 1, 1) = 9 - 1 = 8
4d6 ⇒ (4, 6, 3, 2) = 15 - 2 = 13

Set 2
4d6 ⇒ (2, 6, 6, 4) = 18 - 2 = 16
4d6 ⇒ (4, 1, 4, 6) = 15 - 1 = 14
4d6 ⇒ (4, 1, 2, 2) = 9 - 1 = 8
4d6 ⇒ (5, 4, 3, 4) = 16 - 3 = 13
4d6 ⇒ (1, 3, 4, 6) = 14 - 1 = 13
4d6 ⇒ (6, 1, 4, 2) = 13 - 1 = 12


Lets see what I get...

set 1:

4d6: 4d6 ⇒ (5, 5, 4, 2) = 16 - 2 = 14
4d6: 4d6 ⇒ (1, 3, 6, 1) = 11 - 1 = 10
4d6: 4d6 ⇒ (5, 2, 3, 6) = 16 - 2 = 14
4d6: 4d6 ⇒ (4, 2, 6, 6) = 18 - 2 = 16
4d6: 4d6 ⇒ (1, 6, 1, 1) = 9 - 1 = 8
4d6: 4d6 ⇒ (6, 4, 1, 5) = 16 - 1 = 15

set 2:

4d6: 4d6 ⇒ (5, 5, 4, 2) = 16 - 2 = 14
4d6: 4d6 ⇒ (1, 5, 5, 4) = 15 - 1 = 14
4d6: 4d6 ⇒ (6, 2, 6, 6) = 20 - 2 = 18
4d6: 4d6 ⇒ (1, 5, 4, 5) = 15 - 1 = 14
4d6: 4d6 ⇒ (6, 3, 3, 1) = 13 - 1 = 12
4d6: 4d6 ⇒ (6, 3, 3, 5) = 17 - 3 = 14

That difficult. I love the high scores... but set 1 presents more RP challenges. I'll have to think on that.


@Llaelian: I'll leave the specifics of Lizardfolk culture up to you, however just as a note the western isles are more swamp like and much of the Lizardfolk population live their. The Lizardfolk on these isles have formed into different tribes and a somewhat primitive in nature, depending on where the tribe lives would probably determine a fair amount of their culture(the difference between living in a swamp and on the coast for example). On the main island there are few Lizardfolk tribes and most have adapted to town life.

Dresmonds death is rather recent, I'd say like 8 years or so. The current mayor is the second mayor of Middleport.

Edit: I also failed to mention that Dresmond was a Halfling, of the Cleric/Paladin variety.

@Fallen_Mage: 1) No, I have never heard of Pathfinder Unchained but after looking at the rules for this in the srd I have no plan of using them.
2) Sure, again up until you mentioned it I had no idea what it was but after looking it over I like these rules better then the actual crafting rules.
3) There will be down time if the players decide on taking downtime, there will be a fair amount of traveling as well. In the later parts of the adventure there will probably be less downtime available.


Dotting for interest.

dice set #1:

4d6 - 1 ⇒ (4, 1, 3, 5) - 1 = 12
4d6 - 1 ⇒ (6, 1, 4, 2) - 1 = 12
4d6 - 2 ⇒ (2, 4, 3, 3) - 2 = 10
4d6 - 4 ⇒ (6, 4, 6, 4) - 4 = 16
4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
4d6 - 3 ⇒ (5, 5, 5, 3) - 3 = 15

dice set #2:

4d6 - 3 ⇒ (5, 3, 5, 4) - 3 = 14
4d6 - 1 ⇒ (1, 3, 3, 5) - 1 = 11
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 3 ⇒ (5, 3, 6, 3) - 3 = 14
4d6 - 1 ⇒ (1, 4, 2, 5) - 1 = 11
4d6 - 1 ⇒ (3, 1, 1, 5) - 1 = 9

I'll be chosing set 1. Some sort of sailor monster hunter. Inquisitor, bard, ranger, slayer perhaps.


Alright then, thank you for the information. I'll get to work on the character when I get home from work. I think I'm going to go with a Halfling Arcanist.


Thanks for the reply. I will work on my character background with that in mind.


4d6 - 2 ⇒ (6, 3, 2, 4) - 2 = 13
4d6 - 2 ⇒ (4, 3, 2, 4) - 2 = 11
4d6 - 1 ⇒ (1, 3, 3, 6) - 1 = 12
4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
4d6 - 2 ⇒ (4, 6, 2, 5) - 2 = 15
4d6 - 2 ⇒ (5, 3, 5, 2) - 2 = 13

4d6 - 1 ⇒ (2, 1, 4, 5) - 1 = 11
4d6 - 5 ⇒ (5, 6, 5, 6) - 5 = 17
4d6 - 1 ⇒ (4, 1, 6, 2) - 1 = 12
4d6 - 1 ⇒ (1, 2, 1, 2) - 1 = 5
4d6 - 3 ⇒ (6, 3, 4, 5) - 3 = 15
4d6 - 1 ⇒ (1, 1, 2, 5) - 1 = 8

Not sure if, or what, I will put forth, but this looks interesting. Set 1 is the clear choice. I like a "5", but it does tend to get in the way when you need help lifting your shirt to put it on in the morning or are so clumsy that you trip over the cracks on a smooth polished floor.


Right now I have a Dwarf Skald in the works. Got a great idea for the way the character is going, just need to do some tweaks and decide if it's the route I'm settled on.


Starting Wealth: 2d6 ⇒ (6, 2) = 8 x 10 = 80 GP


set 1: 24d6 ⇒ (6, 3, 5, 5, 2, 1, 6, 2, 1, 3, 4, 3, 4, 2, 6, 4, 3, 2, 4, 4, 1, 6, 5, 1) = 83
set 2: 24d6 ⇒ (5, 1, 3, 6, 2, 2, 3, 1, 1, 2, 2, 3, 1, 5, 6, 4, 6, 1, 1, 4, 3, 3, 5, 5) = 75


Ok, for set 1:16,10,10,14,11,12
Set 2:14,7,7,15,11,13
Set1, obviously.

Would you allow a cavalier with a shark/dolphin/other aquatic creature mount?
If not I'll likely play a hunter


The cavalier mount ability works like a druids animal companion right? So if there are rules for any aquatic creatures you would like to use as your mount in the druids animal companion list then you are allowed to take them if you wish, however keep in mind the animal has to be at least the same size as your character for you to be able to use them as a mount.


well lets see what we get...

set 1:

4d6 ⇒ (3, 3, 3, 6) = 15 = 12
4d6 ⇒ (5, 6, 1, 6) = 18 = 17
4d6 ⇒ (3, 5, 2, 5) = 15 = 13
4d6 ⇒ (5, 3, 3, 5) = 16 = 13
4d6 ⇒ (4, 4, 2, 6) = 16 = 14
4d6 ⇒ (4, 4, 3, 3) = 14 = 11

set 2:

4d6 ⇒ (1, 2, 1, 3) = 7 = 6
4d6 ⇒ (2, 5, 1, 1) = 9 = 8
4d6 ⇒ (2, 5, 2, 1) = 10 = 9
4d6 ⇒ (5, 4, 3, 2) = 14 = 12
4d6 ⇒ (2, 3, 6, 5) = 16 = 14
4d6 ⇒ (5, 2, 1, 3) = 11 = 10


Dotting.


" A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts."


Captain collateral damage wrote:

" A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts."

Normally, a cavalier mount should have 4 legs and no fly speed. If you want to go the water route, I suggest you look at the beast rider archetype. The issue is that the mount should be larger than you, so if you want to be medium, you're limited to horse and camel until you reach level 4 at least. If you are small, then a few dinosaurs, turtles and maybe one or two others have both enough feet and a swim and land speed. Just be careful at the strength of those creatures. You may find some of them are not strong enough to carry you at first.


Here is a potential crunch for my dwarf skald. I'm working out his backstory still, got a bunch of thoughts/ideas rolling around in my head.

Unnamed Dwarf Skald:
Unnamed Hero
Dwarf skald (herald of the horn) 1 (Pathfinder RPG Advanced Class Guide 49, 115)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 13 (1d8+5)
Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee halberd +2 (1d10+3/×3) or
. . light flail +2 (1d8+2)
Special Attacks hatred, raging song 4 rounds/day (inspired rage)
Skald (Herald of the Horn) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, sleep (DC 12)
. . 0 (at will)—dancing lights, lullaby (DC 11), prestidigitation, resistance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 11, Wis 11, Cha 13
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Scribe Scroll, Toughness
Traits tactician, worldly
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +5, Knowledge (history) +5, Perception +4 (+6 to notice unusual stonework), Perform (oratory) +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ arcane bond, bardic knowledge +1, hedonistic
Other Gear leather armor, halberd, light flail, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), Horn, mirror, pot, soap, torch (10), trail rations (5), waterskin, whetstone, 29 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Bond Use horn to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Raging Song (standard action, 4 rounds/day) (Su) Song can inspire allies in a variety of ways.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Worldly (1/day) When attempting a check with an untrained skill, you can roll twice and take the better result.


Beast rider still makes you take horse or camel at 1st level. :(


Fallen_Mage's submission. Crunch in the profile, I'm still playing with the skills to get them right where I think they should be.

Backstory:

Veldor, or Vel to his friends, was born to a quite ordinary and quite boring family of bakers in a city called Freeport. A massive port and gateway to the western lands, most found life there exciting, but for Veldor, the simple life of a baker just wasn’t enough. Oh he worked at his parent’s bakery when he became old enough to, but he spent a good portion of his earnings on books, lots and lots of books. Particularly, books on adventure in far off places over the high seas were of interest to him. In addition to books, the young Halfling also collected maps, old or new, it made little difference to him. Realizing that their third son just wasn’t stimulated intellectually, they saved up enough gold to send him off to the local magic school, in the hopes of giving Veldor the life he craved.

The Halfling looked at this new chapter of his life with great excitement. Every morning, he awoke ready to expand his mind and learn everything he could. Unlike most new students, Veldor had no trouble navigating the almost labyrinthine corridors of the school, and was very rarely late for class. The instructors had not seen a student so eager to learn for quite some time, and seeing great potential within him, decided to place him in a special group of gifted students that proved to have a talent for blending innate magical capability with studied discipline. It didn’t take long before Veldor picked a specialization that tied in with his love of ocean adventure.

After graduating from the school, Veldor went to one of the local taverns, as most Adventurers in the stories he read did, to look for some work. It took some persuasion, but the Halfling managed to convince a captain to let him aboard as a navigator. The deal was for him to work on board the ship until they reached Sieben Inseln, a place he hear was absolutely loaded with adventure.

Appearance & Personality:
At first glance, one might think Veldor wasn't a magic user at all. Instead of being dressed in a stereotypical robe, this three foot tall, thirty-four pound, blonde haired Halfling is dressed in black cotton pants, a white shirt overlaid with a blue vest, and brown leather boots that almost come up to the knee. In addition to that, he wears brown leather gloves as well as a deep blue three quarter length coat and topped off with a matching wide-brimmed hat.

Veldor, by nature, is a curious individual who is eager to explore new places just for the sake of exploration. As a general rule, he is a kind and caring sort that does his best not to provoke confrontation or harm others, even when in a fight. However, like everyone, there is a point that when violence becomes necessary, it would be best to just get out of his way. For his temper is like that of a stormy sea, and when it flares, it's best to just let him go until it subsides. But those occurrences are rare, and he always feels a little guilty afterwards.


Hi, here is the background for Ssraaz my Lizardfolk ranger. I need now to roll for starting money and characteristics and build the character numbers. I will also add some more data on his appearance and personality once I'm done and repost the full data.

Background:

Ssraaz son of Razzal and double-son of Marazz the Wavewarden is a warden apprentice of the Bloodied Coral tribe, a tribe of the Lizzardfolk living on the western most isle of the Sieben Islen. The tribe, now numbering more than 80 members occupies a coastal village bordering a wide lagon on one side and a tepid marsh on the otherside. Sixty years ago, when Dresmond valorous was found unconscious on a beach of another of the sieben island, the tribe was reduced to less than twenty members by the unrelenting attacks of the Sahuagin on them. Only the strength and cunning of Marrazz had saved them from being wiped as the giant lizzardman was relentlessly patrolling the waters to warn the tribe of the upcoming attacks and enable them to retreat into the marsh where they could hide or evade their ennemies.

When the call came fto all the remaining tribes that a small halfman was gathering the lizzardmen to take the fight to the sahuagins, Marraz left the remains of his tribe under the protection of his last living son and escorted the elders of the tribe to the meeting. He was amongst the selected to join the core of the group that attacked and finally defeated their ennemies. However, some of them did not come back and Marazz was one of them, mauled to death while killing one of the Devourer's lead cultist. The tribe was devastated when the news came.

But his sacrifice was not in vain as the Bloodied Coral tribe were safe and could now prosper and reconquer their lagoon and the reefs behind without fear. Having been hardly expoited during the war, the reefs were full of fish and shells and provided for the tribe growth.

Nowadays, the tribe is more prosperous than it has ever been, both with the nature bounty but also with the trade of pearls and shells that are in great demand in Middleport and ion the mainland. Despite that newfound wealth, the memory of the Wavewarden and the wisdom of Silaz, its current elder have contributed to the stability of the tribe. Once only directed by its elders, a shaman devoted to the Flower of Chance (an aspect of the azata empyreal lady Chadali) and the eldest witch, well versed in the knowledge of herbs, the tribe elders now include two other randomely selected adults that change every year.

A new group a protectors for the village has also been created and named in memory of Marazz. The Wardens, as they are called, are devotees of the Flower of Chance and responsible for the safety of the tribe. Numbered ten, they patrol the marsh, reefs and detect and remove threats. but they are also called as arbiters buy the inhabitants. Their leader is also designed by fate for a year so that all are prepared to take this burden in an emergency.

Like his father, Ssraaz is the direct descendant of Marazz and was prepared from the moment he broke his shell to integrate the Wardens and show himself worthy of his twice-father. Tutored both by Silaz and his father, he has learned to master his claws, teeth and the fishing nets for restraining his opponents. Along this martial training came the specific warden training: the knowledge of the water and the marsh, how the surrounding animals can warn of incoming dangers and the knowledge of the weaknesses of the Sahuagins. Because the wardens needs to be ready for their return.

The training was harsh and demanding but Ssraaz embraced it and it felt very natural for him as he was favored by his natural abilities and his mindset. His determination was reinforced by the meetings with Dresmond Valorous, the last one just before the halfling's death. The aura of the small and ailing hero coupled with his determination to visit each year his former companions or their families to inquire of their well being resonated with Sraaz.

As he grew to adulthood, his confirmation as Warden was but a formality. The ceremony took place on a full moon day, as the tide was at his highest and the water lilies wide open. Asking for the blessing of the goddess to better protect his people, his call was answered by the sound of the message drums. The large ones carved into the widest trunks that were used to communicate from tribe to tribe and island to island. They were relaying the request of the mayor for help against a threat to the islands.

That is the will of the Lady, said the shaman, and the village could not but respond and send Ssraaz. Packing his weapons and supplies for the trip, he was gone within the hour. Riding the currents from island to island, he swam relentlessly, stopping only for short sleeps and arrived to the capital. that was the first town he had ever seen. Nor had he seen as many people, especially other races, gathered in the same place.

Money:

starting gold: 5d6 ⇒ (1, 3, 2, 6, 6) = 18

set 1:

4d6 ⇒ (6, 5, 1, 3) = 15 14
4d6 ⇒ (1, 6, 2, 4) = 13 12
4d6 ⇒ (2, 5, 3, 6) = 16 14
4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (6, 3, 5, 1) = 15 14

set 2:

4d6 ⇒ (6, 6, 2, 4) = 18 16
4d6 ⇒ (5, 3, 3, 1) = 12 11
4d6 ⇒ (2, 3, 3, 2) = 10 8
4d6 ⇒ (5, 4, 1, 1) = 11 10
4d6 ⇒ (1, 1, 4, 1) = 7 6
4d6 ⇒ (6, 1, 5, 2) = 14 13


I should probably have mentioned before but rules for making lizardfolk characters can be found here

The only differences being that Lizardfolk start with Draconic and Common for languages, and they can hold their breath for 4xcon rounds instead of 2xcon.


Thanks, that's what I will be using.


Still working on getting all my stuff updated for my character. Hope to have it done this weekend.


Alrighty, I think I've got my character worked out. There she is below!

Little Wispy:

Quill and Remy Rosebowers had embarked on many business ventures throughout their early lives. Some were lucrative for a short time, others fell through completely. The family was constantly on the move whether for trade or to flee from angry former business investors. The couple was never malicious...just not as financially savvy as they could have been. By the time the third child was born, the parents decided to set sail on one last business plan: a trade route between the mainland and a small, prosperous island called Sieben Inseln. They quickly set up as a tourist transport, offering luxurious travel to the isles for a paradise getaway. As business grew and the children got older, the halflings bought a small home in the island community.

Little Wisp was the middle of three children. Her parents weren't neglectful but Wisp grew up a distant and lonesome child. When her parents were asked about Wisp's quiet nature, they would simply reference a great earthquake that "shook the spirit out of her" when she was only 4. Frequently, Wisp would be seen a dozen steps away from the rest of the family, stamping points on the ground as if it would betray her at any moment. Her parents did take notice that when traveling on the sea with their estranged child, she would be at much more ease. Something about the water drew her and the girl would be found by the water whenever she was in distress. That was how she met her mentor.

Little Wisp sat at the edge of the dock, staring down into the water mesmerized but afraid of its depth. She barely noticed the lizard's figure hoovering close by.
"Izzz beautiful, yesss?" The girl looked up to the lizardman. She nodded in agreement.
"It is ssscarey azzz well?
Another nod.
"Izz not ssscarey if you knowsss how to ssspeaksss to it," He leaned down as if to listen to the water. his body was decorated with totems and seagreen tattoos. The girl tilted her head curiously then followed his lead as if she would hear something.
"I don't hear nuffin'" she whispered.
"Thatsss fine...I teach youss to hearsss it."

Wisp Waverider:

Under Seatongue's tutelage, Wisp learned how to attune herself to the sea that had called her even as a child. She learned to swim, to channel the oceans power, and to revere the god of the seas: Gozreh. Wisp grew to not only love the water and its ebb and flow of energy, but also the creatures that dwell there. As part of her initiation into a full fledged druid, she called out to Gozreh and the seas for a companion, for a totem creature with whom to share her spirit. As if on queue, a dolphin began to leap out of the water just off from where Wisp sat in the tide. The dolphin responded to her call and danced upon the water as it neared. It was a moment of beauty when the two met. The day Wisp met Squeeks was the day that Wisp found the joy that had been lost to her as a child...and they danced on the waves together.

As a initiated druid, her charge was to keep the peace between nature and the many tourists her parents brought to the island. She felt annoyed by their presence, but did not despair it. Wisp and her companion Squeeks would even entertain the rare special guest. But a measure of mirth disappeared when ships began to disappear at sea. She worried for her family and her fears were realized when her parents' ship was added to that list. The druid picked up her spear and gear, ready to face what dangers lurked in the sea she loved so much to discover the fate of her parents.

Wisp's Sheet:

Wisp Waverider
Halfling druid (Aquatic Pack Lord) 1
NG Small humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +2 (1d3+1/19-20) or
shortspear +2 (1d4+1)
Druid (Aquatic Druid) Spells Prepared (CL 1st; concentration +5)
1st—hydraulic push[APG], wave shield[ACG]
0 (at will)—create water, detect poison, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Combat Expertise
Traits helpful, mystery initiate
Skills Acrobatics +2 (-6 to jump), Climb +4, Handle Animal +6, Heal +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +6, Survival +12, Swim +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Elven, Halfling, Sylvan
SQ doubt, improved empathic link, nature sense, pack bond, wanderlust, wild empathy +3
Other Gear wooden armor, light wooden shield, dagger, shortspear, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, soap, spell component pouch, torch (10), trail rations (5), waterskin, 110 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Mystery Initiate (1/day) Reroll a Knowledge check after first roll is made but before results revealed.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Wanderlust +1 CL for spells that provide or enhance movement.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Here is Llaelian's character. Almost ready. I'm just lacking a trait and a little equipment. Everything is in the Alias profile.


So yes or no to aquatic cavalier?


Looks like the game could use an aquatic based wizard.


I thought I fit that bill?


Sorry, i didn't think he was a magic user...

:)


Pathfinder Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Set 1 Dice 1: 4d6 - 2 ⇒ (6, 2, 3, 6) - 2 = 15
Set 1 Dice 2: 4d6 - 2 ⇒ (5, 2, 2, 4) - 2 = 11
Set 1 Dice 3: 4d6 - 3 ⇒ (3, 5, 4, 5) - 3 = 14
Set 1 Dice 4: 4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
Set 1 Dice 5: 4d6 - 1 ⇒ (5, 5, 4, 1) - 1 = 14
Set 1 Dice 6: 4d6 - 1 ⇒ (3, 6, 1, 1) - 1 = 10

Set 2 Dice 1: 4d6 - 1 ⇒ (6, 2, 1, 6) - 1 = 14
Set 2 Dice 2: 4d6 - 1 ⇒ (3, 1, 5, 1) - 1 = 9
Set 2 Dice 3: 4d6 - 1 ⇒ (1, 5, 5, 6) - 1 = 16
Set 2 Dice 4: 4d6 - 1 ⇒ (3, 1, 2, 5) - 1 = 10
Set 2 Dice 5: 4d6 - 1 ⇒ (2, 1, 5, 5) - 1 = 12
Set 2 Dice 6: 4d6 - 2 ⇒ (2, 5, 3, 3) - 2 = 11

I'll see what I can whip up, I'm not sure what it'll be. I'll just have to tinker around a bit.


I'll let you take an aquatic mount if you wish as it works with the setting. You'll just have to make sure it is the right size and that it is actually setting enough to carry you. A lot of the druid companions start out as small sized though so finding a suitable mount may be hard.


Could I, hypothetically, play a tiefling? I've had this idea I've wanted to play for a long time of a tiefling child abandoned to die of exposure in the wilderness, but the "wilderness" adopts him and he grows up to be a 2/3rds feral druids. The idea is that he doesn't know anything about his origins, and from your description it sounds like that could be tied in to the doings that are transpiring.


Money for cavalier: 5d6 ⇒ (3, 5, 1, 5, 6) = 20


so 200 gp


ok so I am going to rework a backstory for a character that I never got to play.

a human pirate, modeled a little off Anne Bonny.

here is the original back story, I hope to get it redone with this game setting over the weekend

story:

Growing up on the streets of Port Peril isn’t easy; it’s even harder when you have a short fuse and a bad temper. Reggie grew up like this, always in trouble, always in a fight.
Reggie’s mother died when she was only 6 years old, and her father was a dock worker, and a drunk. You could say Reggie was raised by sailors at the rough and tumble docks of Port Peril, feisty girl who learned how to survive from pirates.

Things changed what Reggie was about 12 years old. Her father owed money to some local drug dealers and it was time to pay the Piper (literally, that was the street name of the drug lord). In his drunken stupor, he gave Reggie up as payment. Reggie was taken and forced into the whore house.

This didn’t last long; Reggie was a bit too rough and rather rude to the customers. Her talents were better suited to something a bit more violent. She ended up as bareknuckle street fighter, still working for the Piper. It was here she earned the nick name of two-fist; her signature combo move.

This kept her out of trouble for a bit until on night, the Piper was entertaining some out of Towner’s. Pirate Lords from across the sea; some place called Port Shaw. Reggie was to fight one of their fighters. To make the deal go down, she was to throw the fight. But that didn’t happen. Reggie put her opponent down in the second round after she lost her temper and practically ripped the guy’s throat out.

The Piper became pissed, and now it was Reggie’s turn to “pay the Piper”. Reggie was abducted, beaten unconscious. She awoke at sea, aboard a pirate ship.

Reggie wasn’t exactly happy with the arrangement, but she made the best of it; until she was captured.
Reggie ended up in a Port Shaw prison; Charged with Piracy. She spent close to two years in the prison and making a name for herself in the prison’s “fight club” (never talk about fight club). She befriended a Tien man that taught her new fighting techniques, and she became a favorite among the guards. Her signature move reinforced her nickname as “Two-Fists”

Things changed for the worst when she lost her temper yet again when a guards attempted to “show his enthusiasm” a little too forcibly. Reggie killed the guard and was sentenced to be hung for murder.

She escaped the hangman’s noose by feigning pregnancy and got a stay of execution until she gave birth. This bought her some time to plan an escape.

Escape plans never came to fruition. It would seem that Port Shaw prison system can be just as corrupt as the criminal organizations that it housed. Reggie’s freedom was purchased and she found herself flung back into the ring at the Broken Skull.

Reggie has been working here ever since, never knowing who was responsible for, or why her freedom was purchased. She is looking for a way out of this situation, maybe going back to sea on a legitimate ship for a change.

image

kinda like this as a theme song


Ok, stats are up in profile, backstory and appearance coming soon.


And here's his shark mount


@CaptainMarvelous: I suppose you could play a Tiefling if you wish, they would be very uncommon though and likely shunned by most societies who know about them. The Seven Isles are made up of rather small communities though so they probably wouldn't care that much about Tieflings(let alone know about their existence).

@All: I will try to compose a list of all the people who have shown interest in the game thus far as well as what class they are and their progress in completing their application etc. This is mostly for my benefit but I figure it will be useful for everyone as you can get an idea about what characters have been made thus far without having to scan through all the posts.


Lord Nasher Alagondar wrote:
@CaptainMarvelous: I suppose you could play a Tiefling if you wish, they would be very uncommon though and likely shunned by most societies who know about them. The Seven Isles are made up of rather small communities though so they probably wouldn't care that much about Tieflings(let alone know about their existence).

That works for me; the idea is that he's sort of a one-off and not a product of any kind of tiefling society.


ok not quite finished the mechanics but my submission is looking to be a human brawler / barbarian.

profession sailor and associated skills.

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