FIND A KEY...TEMPT FATE ITSELF (Inactive)

Game Master Gilthanis

Kortos Mnts

Kortos 2nd lvl

Level 3


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Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"Nothing to be seen here." Dolgrin says while picking up the glowing rock.
"Let's go check out the pit room. I hope we'll find some means of crossing it, as I am not as small as your little scorpion."


Male Undine Swashbuckler 1

"Did we leave a room behind us that we didn't look into? I'd prefer we checked that out. I don't like to leave potential enemies behind us. "


Dolgrin picks up his pebble and walks towards the northen room with a pit. As he nears he room,he notices the room is about 20 by 20 with the pit being 10 feet in diameter in the middle of the room. He can see there is a 5-foot path skirting the edges of the pit itself, allowing ease if access around if needed.

The room itself appears to be very slight decline in gradation. The room is man-made in terms of size but otherwise untouched.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

While Dolgrin is looking at the pit Marvin mentions the room they didn't look into, "Do you mean the path to the right at the first T-section? I didn't check that myself either. I heard sound of battle so I figured to best go look what was going on. Might indeed be best to see if we have no hostiles lurking there."


Everybody backtracks to the entrance of the cave. Dolgrin peers into the room ahead. area 1, using his dark vision to aid him. He sees two humanoid skeletons, slumped in the northwest corner.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin will throw his glowing pebble near the skeletons to get a better look at them. Is there any equipment laying near the skeletons?


Male Human Witch (Spirits Patron) / 3

Expecting the worst, Eb moves up behind Dolgrin, laying a reassuring hand on his shoulder. Steady now friend, those things look older than I am.

cast guidance on Dolgrin


Male Undine Swashbuckler 1

Marvin will take a covering position ready to shot if a threat pops up.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx will turn his familiar back into a tattoo and stay alert for trouble.

"If they rise, I may be able to take care of them quickly."

Readied Action: channel to Command Undead (Will DC 12; affects 2 HD of creatures)


There is a short spear lying near one skeleton. The other one seems to have nothing near it.

will: 1d20 + 2 ⇒ (16) + 2 = 18 vs DC 12

Dolgrin throws his pebble, clinking it off one of the skeletons ribs. As this occurs, one rises to his feet, wanting to tend the flesh of the living. As it rises Binx's spell washes over the undead.

The skeleton easily shrugs off Binx's mental commands to succumb to him. It shambles forward, claws ready to attack Dolgrin. But misses as the dwarf ducks out of the way.

Dolgrin: 1d20 + 1 ⇒ (9) + 1 = 10
Ebenezer: 1d20 + 5 ⇒ (12) + 5 = 17
Marvin: 1d20 + 4 ⇒ (15) + 4 = 19
Thackery: 1d20 + 6 ⇒ (18) + 6 = 24
Thorakiz: 1d20 + 4 ⇒ (6) + 4 = 10
Skeleton 1d20 + 6 ⇒ (18) + 6 = 24

claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (3) + 2 = 5 vs AC 17

Initiative count:
Skeleton
Group < ur up

doing block initiative, easier that way. Skeleton got jump on you, fast for being dead. Not near map, but skeleton right in front of Dolgrins current position on map


Male Human Witch (Spirits Patron) / 3

Eb glares balefully at the skeleton

Evil eye (DC16) for -2 to skeleton's AC


Male Undine Swashbuckler 1

Marvin will activate freebooter's bane against the skeleton (+1/+1 to everyone against that target).

Then he will take a shot with a blunt arrow.

to hit: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d8 + 2 ⇒ (7) + 2 = 9


Marvin, I am not seeing blunt arrows on your character sheet. Am I just missing it? If not there, gives yourself 1 quiver and deduct the appropriate amount if gold :)

will: 1d20 + 2 ⇒ (15) + 2 = 17

Be glares at the skeleton, but just as he does that, Marvin take aim and fires a blunt arrow, rattling around the undead horror. The arrow finds its mark, as it falls over onto the ground, dead for good this time.

COMBAT OVER

Searching the remains on the room, you find a broken scimitar, broken chain shirt, a short spear, a small pouch with 1d10 ⇒ 2 silver pieces, another belt pouch with 5 sling billets.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"I never trust a pile of bones just laying about." Dolgrin says when the skeleton slumps to the ground again, at which point he turns to Marvin. "You're a good shot with that bow of yours lad."

After searching the remains in the room Dolgrin says, "Mind me taking this pouch with bullets? I can make them quite useful when needed."
After he inspects the broken shirt and scimitar he states, "I should be able to fix the broken stuff after I pray to Torag come next mornin'."

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

"I seem to have lost more of my power than I realized. Nice shooting, Marvin. A quick, efficient takedown. Oh, and I can assist with the mending tomorrow when I refresh my spells."


Male Undine Swashbuckler 1

Sorry the character sheet doesn't seem to have my ammo. I generally get a bunch of durable arrows, blunt and cold iron normal. I'll make sure the GP is all proper.

"I've had a bit of practice with it. "


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"What do ya mean, lost more of yer power then ya realized? Got hit by something nasty before I got here?"

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx grimaces. "Happened a while back - before this expedition started. Kind of a long story." stupid mistake letting that slip out... must be more careful...


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"It'll have to wait for another time then, we still got that ooze to find."
With these words Dolgrin sets of towards the room with the pit in it, if nobody protests to that course of action.


Male Undine Swashbuckler 1

"Yep, never gonna finish if we don't keep at it. "


Male Orc Two Handed Fighter 2 ((HP 11/16))

Seeing that the skeletal threat is dealt with quickly, Thorakiz only grunts and shoulders his greatsword again.


The group travels back to the side corridor before the room with a pit. Dolgrin proceeds cautiously, and goes to the edge of the room.

what do you do next?


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin peers into the pit, using his darkvision to check if he can see the bottom. If he can not see the bottom, he will throw in the light pebble to check how deep the fall would be.


Male Orc Two Handed Fighter 2 ((HP 11/16))

Thorakiz also looks into the pit with his darkvision.


Male Undine Swashbuckler 1

Marvin will keep an eye out in other directions in case something tried to sneak up on the party.

perception: 1d20 + 8 ⇒ (2) + 8 = 10 or maybe he won't.


A Dolgrin, peers into the pit, his darkvision clearly sees the bottom of the pit. The pit is 10 feet in diameter and 10 feet deep. It looks to have once been a trap of some sort, but has been long abandoned. Spikes can be seen, placed to inflict maximum damage.

perception please Dolgrin & Thorakiz

Marvin you see nothing around that could be construed as a threat, unless the Orc is one :)


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Perception: 1d20 + 3 ⇒ (8) + 3 = 11
"It used to be a spike trap. I wonder who placed it here."


Male Orc Two Handed Fighter 2 ((HP 11/16))

Perception
1d20 + 2 ⇒ (12) + 2 = 14


The two of you don't see anything, other than the spikes at the bottom. The edge around the pit is 5 feet wide, providing a stable pathway around, but requires some concentration, to avoid from falling into the pit. no check needed because it is more than 5 feet

Beyond the pit, you see another rubble strewn hallway, going 20 or so feet then taking a sharp turn west.

stealth GS: 1d20 + 8 ⇒ (9) + 8 = 17


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin inspects the rubble. Perception: 1d20 + 3 ⇒ (13) + 3 = 16

"Looks clear." Dolgrin waits till the rest is there and will then cautiously walk over the rubble.


Male Human Witch (Spirits Patron) / 3

Moved everybody on the map

[b]Urph, more rubble..[b] Eb mumbled to himself as he began to pick is way across the broken ground.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx follows along silently.


Male Undine Swashbuckler 1

Once again Marvin brings up the rear making sure nothing is following them.


The group, skirts around the pit, and begins to walk through the rubble. When Thorakiz and Dolgrin are just about to turn the corner, and leave the clogged hall, two sets of pincers and a couple stingers try to rip at thier flesh.

GS@ Thorakiz claw 1: 1d20 + 2 ⇒ (1) + 2 = 31d3 ⇒ 1 vs AC 15
GS@ Thorakiz claw 2: 1d20 + 2 ⇒ (13) + 2 = 151d3 ⇒ 3 vs AC 15
GS@ Thorakiz stinger: 1d20 + 2 ⇒ (13) + 2 = 151d3 ⇒ 2 vs AC 15

GS@ Dolgrin claw 1: 1d20 + 2 ⇒ (20) + 2 = 221d3 ⇒ 2 vs AC 17
GS@ Dolgrin claw 2: 1d20 + 2 ⇒ (17) + 2 = 191d3 ⇒ 2 vs AC 17
GS@ Dolgrin stinger: 1d20 + 2 ⇒ (1) + 2 = 31d3 ⇒ 1 vs AC 17

Initiative:
Dolgrin: 1d20 + 1 ⇒ (14) + 1 = 15
Ebenezer: 1d20 + 5 ⇒ (12) + 5 = 17
Marvin: 1d20 + 4 ⇒ (16) + 4 = 20
Thackery: 1d20 + 6 ⇒ (15) + 6 = 21
Thorakiz: 1d20 + 4 ⇒ (11) + 4 = 15

gs: 1d20 ⇒ 13

crit on dolgrin: 1d20 + 2 ⇒ (15) + 2 = 171d3 ⇒ 2

Thorakiz: 5 damage and fort save
Dolgrin: 6 damage

Init count:
Good guys
Bad guys


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"By Torag, something was hidden here!"Dolgrin exlaims after getting hit by the creature's pincers. He in turn answers with a quick smash of his warhammer.
Warhammer attack: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 4 ⇒ (1) + 4 = 5
Crit confirmation: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 4 ⇒ (4) + 4 = 8


The ghost scorpion is only visible for a brief moment, before Dolgrin smashes its carapace and brain matter all over his hammer. The remaining ghost scorpion skitters in front of Thorakiz.

sorry for lack of minis, but I just don't see this going past one round lol


Male Human Witch (Spirits Patron) / 3

in case it does, Eb casts guidance on Thorakiz

More bugs! Eb looks at the squashed remains of the first scorpion. Of course that one looks more like ooze than bug now. I don't suppose that counts?


Male Undine Swashbuckler 1

rapid shot, cover
to hit: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d8 + 1 ⇒ (1) + 1 = 2
to hit: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d8 + 1 ⇒ (7) + 1 = 8


Marvin, takes careful aim at the remaining scorpion, taking into account his allies battling in from of him. He fires two shots, both hitting thier mark, and plunging into the creatures flesh, and inflicting some damage. Unfortunately, the bug is still alive.

Binx & Thorakiz is up


Male Orc Two Handed Fighter 2 ((HP 11/16))

Fortitude Save
1d20 + 4 ⇒ (1) + 4 = 5

Owww! Poison!

In response to the scorpion, Thorakiz bashes it with his greatsword.

1d20 + 7 ⇒ (10) + 7 = 17
2d8 + 9 ⇒ (8, 6) + 9 = 23

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

I'm pretty sure it's dead.

Binx watches the proceedings with interest.


The poison courses through Thorakiz's veins, weakening the mighty Orc. Even in his slightly weakened state, the Orc utterly destroys the small vermin under the weight if the large sword.

Thorakiz, take 1 strength damage and make another DC 12 fort save the next round. 1 strength damage per round, 4 rounds total, 3 left, cure=1 save

Peering down the hallway, Dolgrin and Thorakiz can see the tunnel go 30, with an offshoot going south after about 20 feet or so.


Male Orc Two Handed Fighter 2 ((HP 11/16))

Fortitude Save
1d20 + 4 ⇒ (20) + 4 = 24


Female Halfling Bard 2/Rogue 1

DM:
Triba smiles at Cissio. "Oh I wouldn't pass up on this for the world. Anything else you can tell me besides just the mountain range they are in?"


Male Undine Swashbuckler 1

"Might as well keep going. I doubt an ooze is going to come and find us. "


Male Orc Two Handed Fighter 2 ((HP 11/16))

Thorakiz nods and waits for the dwarf to move ahead.


Triba:

I can tell you they are probably in one of the various cave systems, but that's as much as my people can tell me. You will be walking into, "who knows what", so be careful is all. In terms of your potential allies, not knowing is half the fun, as she sends you a wink. The previous member I sent as a replacement, you however, are a complete shake up.

She gives you the descriptions of the party you are sent to join. An Orc, an old human, a young human, a creepy human and a dwarf. What sounds like the start of a bad joke


Female Halfling Bard 2/Rogue 1

DM:
Triba is already working on finishing the joke, smiling at the possible punch lines. "Well at least I'll have something to think on as I travel." She thinks for a moment, then smiles. "I have some ideas to quicken the searching process." She gives a deep, elegant bow. "Thank you for the opportunity."

Need to buy trail rations and whatever other survival gear might be necessary. Also I'm going to purchase something that gives off a large smoke signal. Hopefully it will draw the party to my location if I have trouble tracking them down (since Triba's many skills do not include survival).


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"Let's move on.", Dolgrin says while cleaning of the goo from his warhammer.

Dolgrin moves forward and checks the fork in the road, looking for any more adversaries.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
moved him on the map to where he is now


Male Human Witch (Spirits Patron) / 3

Yes, quite, lead the way. Ooze waits for no man after all.

Eb follows Dolgrin down the hall

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

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Do I have everyone's attention with those 4 little words...if so than good. What I have in minds is an amalgam of the TV series Survivor & Amazing Race plus the movie Rat Race for good measure.

I envision a very opulent and wealthy man, summoning forth a group of 25 people, to make 5 groups. You the PC group, plus 4 other NPC groups. I would be tempted to take more than 1 PC group but don't feel I have the experience or sanity to do so, but that doesn't mean I may not take others submitted to pose as an obstacle or threat at random times, so even if not selected, you may be called upon to cause grief and stress to said PC party, a consolation prize if it were.

There is a key, or half actually. Each key half, is in a different location, the goal is to get both halves, return to the wealthy man and then claim the prize...Draw[s] from a DECK OF MANY THINGS. No more than 4 total draws...unless pulled card says otherwise.

Each group is given a map of Golarion, and there are places circled, could be a town, ruin, dungeon, etc, really any place that i think could be fun or I could use to annoy but not necessarily kill you :)

If you've read this and are still interested, than character creation guidelines are below:

STATS:

a) focus/foible. choose an 18 & 8, roll for other 4 in order OR 20 point buy. CHOOSE ONE, AND RUN WITH IT...I HAEV THE RIGHT TO ISSUE REROLLS FOR FOCUS METHOD AS I SEE FIT :)

RACES:
core + common

CLASSES:
paizo, summoner is okay but remember, the more munchkin; you are the harder it may or not be on the party just remember that.

LEVEL: i will let the dice decide...
starting level: 1d2 ⇒ 2

WEALTH:
if 1st level, than max
if second, WBL (1000gp i think?)

POSTING:
the usual 1/day...but i understand holidays and other things come up so just try to give notice :) i try to be very lenient and understanding within reason.

RECRUITMENT PERIOD:

closes Dec 12 at midnight ...start of friday the 13th lol

If you have any questions, please feel free to ask and I will answer to the best of my ability without giving away too much ;) Same goes if I have left out any important info on basics :)


Can we use classes from the advanced class guide playtest? Or just standard paizo (Core and Advanced Player)?


Hmmm, going to try to make an Orc Two-handed Warrior

Str 18
Int 8
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (10) + 7 = 17
Cha 1d10 + 7 ⇒ (2) + 7 = 9


Arazni wrote:
Can we use classes from the advanced class guide playtest? Or just standard paizo (Core and Advanced Player)?

havn't looked at them, but sure i guess...i can read up on them before game starts if there is one


Character Creation Questions:

So questions about my Orc Two-Handed Fighter.
|
First of all. Strength 22, Intelligence 6. So basically no skills at all unless I use his favored class bonus. (I didn't see any rule in the book, that a character who would normally receive 0 skill points per level receives a minimum of 1. Care to make a ruling on that?) Hopefully this is not too munchkin. I suppose I can make another character if it is, but I really wanted something light to play without too much heavy RP/skill management.
|
Secondly, to make the orc character a little more usable, I replaced light sensitivity with Dayrunner ability.
|
Would it be possible for him to use a large bastard sword, and if so, how much would it cost?


@ Arazni: skill points is minimum 1

sure on day runner, remember the more munchkin you build I will take that into account for challenges but your rolls aren't too broken so it shouldn't be a problem :)

Large bastard sword is as per rules, double cost and double the weight IIRC, and a -2 to attack for oversized weapon penalty but sure go for it

Going to bed now will check in the morning


I also have to get some sleep to come up with a good background for Thorakiz Grimblood. :P Crunch is done though.


I think a good old fashioned human ranger made for trap issues would be handy here. Think I'll go archery style.

The other guy used 1d10+7, so is that the accepted roll method? I'll be going with trapper and freebooter archetypes.


I'm contemplating joining. My concept is a Halfling Arcanist. Let's see what the rolls have to say about such a concept.

Oh mighty Paizo Forum Dice I beseech thee for the wisdom of my choice...

Strength: 1d10 + 7 ⇒ (10) + 7 = 17 - 2 = 15
Dexterity: 1d10 + 7 ⇒ (10) + 7 = 17 + 2 = 19
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence = 18
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16
Charisma 8 + 2 = 10

...wow...those are some interesting rolls...

Blessed with Super Strength (For a Halfling at least), Uncanny Dexterity, Keen Insight, and a Divine Wisdom this halfling is a force to reckened with when he is not at home in bed sick...


OK, then I guess that is the standard.

strength: 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity 18
constition: 1d10 + 7 ⇒ (9) + 7 = 16
intelligence: 1d10 + 7 ⇒ (10) + 7 = 17
wisdom: 1d10 + 7 ⇒ (10) + 7 = 17
Charisma 8

OK, that is a pretty wacky set.

Ends up with:
Str 11
Dex 18
Con 16
Int 17
Wis 17
Chr 8

that is a crazy point buy

sticking with archer build.

Should have it ready later.

Are we using traits?


It amuses me how we rolled the same numbers. Nothing like a 50 pt build.


I've never noticed the dice roller here to be buggy, but who knows?


I would chalk it up to coincidence. While we rolled the same numbers, we did not roll them in the same order. It just amused me that the combination of numbers came up the same considering how high we both rolled for the most part.

I'm contemplating a conjuration specialist Halfling Arcanist who will help the team get around rather quickly. A bit frailer then most, he had never chosen the adventurer's lifestyle, instead he runs a carriage service. However, it seems that today the adventurer's lifestyle has chosen him.

Carriage + Summon Mount = Profit?


drbuzzard wrote:

OK, then I guess that is the standard.

Are we using traits?

I knew I forgot some stuff...DOH. Yes, 2 traits as per rules no 2 from same.

HP: max 1st, roll or average +1, your choice

Maps I have never been amazing at. Will try to learn better. I may go abstract with no maps or may download them via Google Dropbox, not sure yet :)


I've had good luck using google docs for maps myself.

I'll have a build up soon.


For your perusal, enjoyment, and delight. I present Thorakiz Grimblood.

Thorakiz Grimblood:

Scarred and twisted in his childhood because of his 'small' stature, Thorakiz grew up abandoned, forced to fight for existence among the tribal camps of his species. His childhood is not unlike most of his kind, for existence for the orc is not a given. They are forced to exist off the land, to fight for what they achieve, promoting savagery at every opportunity.
In his childhood, Thorakiz suffered a nearly mortal head wound, that struck him dumb for most of his childhood and adolescence. He eventually relearned to communicate with grunts and hand gestures. When the orc settlement was attacked by humans, Thorakiz hid, uncertain how to deal with this new threat with his impaired existence. He saw his mother and father cut down, but the orcs do not value family relationships. Still, he had to do something, and picked up a heavy blade dropped by one of the fallen humans.
Despite his best efforts, the humans won the day. Thorakiz was not killed, but taken as a captive, eventually to become a personal servant/bodyguard of Prince Barindal. After several years as his servant/bodyguard, Thorakiz eventually learned the meanings of kindness and goodness. He no longer lived an existence based on cruelty and fighting for every thing.
Loyalty is seldom kept between servant and master, however. Eventually one turns on the other. For Thorakiz, as the Prince aged beside him, he became gradually more cruel and sadistic, finding pleasure in the pain of others, taking from the poor to pursue his own entertainments. Eventually even Thorakiz suffered from the brunt end of this stick, as Prince Barindal took some of his most valuable possessions to settle a gambling debt.
Thorakiz was forced to steal wealth from a nearby church, even, at the Prince's demand. And this led him down a dark spiral for a time. It was his prince's command, not his own value that drove him forward. Still, he continues to tell himself that it was a necessary act. He was caught in the act and forced to flee that nation for a time. He found himself drawn back to the wilderness, where his survival skills came back into play. Here he has remained to this day.
Traits:
Courageous Thorakiz has a +2 bonus on saves vs fear effects.
Influence After serving the prince as companion and bodyguard for so long, Thorakiz has a special insight into social situations, and knows how to act among nobles and society. He has a +1 trait bonus to Sense Motive, which is also a class skill.
Thorakiz Grimblood
Male orc two-handed fighter 2
NG Medium humanoid (orc)
Init +4; Senses darkvision 60 ft., Perception +2
DEFENSES
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 16 (2d10+2); dead -16
Fort +4; Ref +0; Will +2 (+2 vs fear)
OFFENSE
Speed 30 ft.
Melee mwk large bastard sword +7 (2d8+9)
Power Attack mwk large bastard sword +6 (2d8+12)
Sunder mwk large bastard sword +7 (2d8+13)
Ranged -
STATISTICS
Str 22, Dex 10, Con 12, Int 6, Wis 15, Cha 7
Base Atk +2; CMB +8 (+1 on sunder attempts); CMD 18 (+1 vs sunder)
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack
Skills Sense Motive +3, Survival +6
Combat Gear bandages of rapid recovery (1 lb), potion of cure light wounds (1d8+1)
Gear masterwork large bastard sword (sawback, hollowed pommel) (12 lbs), masterwork chain shirt (25 lbs), fighter's kit (29 lbs) (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin), small tent (20 lbs), camouflage netting (5 lbs), candle lamp and 10 candles (1 lb)
Wealth 1000 gp (-370 gp), (-250 gp), (-9 gp) = 371 gp (-200 gp) = 171 gp (-50 gp), (-10 gp), (-20 gp) = 89 gp (-5.1 gp) = 83.9 gp (-10 gp) = 73.9 gp
Favored Class (Fighter) 1) +2 to Constitution score for purposes of determining death; 2) +2 to Constitution score for purposes of determinging death.
FEATS AND SPECIAL ABILITIES
Dayrunner (Racial) Instead of suffering from light sensitivity, Thorakiz instead takes -2 penalty on ranged attacks.
Exotic Weapon Proficiency (Feat) Thorakiz is proficient with the bastard sword, an exotic weapon, and can wield a normal sized bastard sword in one hand. His current bastard sword is larger than normal, and must be wielded in two hands.
Ferocity (Racial) As an orc, Thorakiz remains conscious and continues fighting even after his hit points fall below 0. He is still staggered at 0 hitpoints, and loses 1 hit point each round as normal.
Improved Initiative (Feat) Thorakiz has a +4 bonus to Initiative.
Power Attack (Feat) Thorakiz can take a -1 penalty on melee attack rolls to gain a +2 bonus to melee damage rolls. This amount is increased by 50% if Thorakiz is wielding a two-handed weapon or a one-handed weapon with two hands, but is halved if he is attacking with an off-hand or secondary weapon.
Shattering Strike (Ex) Thorakiz has +1 bonus to CMB and CMD on sunder attempts and damage rolls against objects. This bonus increases by +1 for every 4 levels beyond 2nd.

Rolling for second level hitpoints here:
1d10 + 1 ⇒ (4) + 1 = 5


We're currently using the Google Docs Drawing application for another one of the PBPs I'm in on the Paizo messageboards and it works pretty well. You just have to make sure it's open tot he public.


Mwahaha, this sounds like fun! My concept is an Elven Rogue of some some to be the party's 'technical' character. Will the games take a lethal edge, meaning teams can sabotage/TPK other teams? Just wondering whether to build my character solely around being a troubleshooter or whether it would be a good idea to mostly focus on ways to eliminate rival groups. Yeah, it's dirty, but in a competition you play to win and my character hopes to win wonders beyond imagining. And yes, he will draw the maximum number of cards, because he's just plain greedy!


@ Silver, you the PC party can sabotage and attack the NPC parties and vice versa. There will be combat, puzzles, city, dungeon, other wilderness, etc. Of things don't pick up in the potential player pool it may not go through. But I understand the holidays may be slow so if it does fall through, I may re-open it after the holidays to get more people.

But yes Silver, create whatever you would have fun with :). Balanced, combat, skill monkey. Either way :)


I've got a Necromancer who'd love to be in this campaign. Former BBEG, taken down by a group of Pathfinders, currently searching for a way to regain his lost power. He's a Priest of Urgathoa and will summon the occasional minion if he reaches a higher level but doesn't plan on being too disruptive to the party. After all, he needs them to keep him alive. ;-)

STR: 8 = 8
DEX: 1d10 + 7 ⇒ (3) + 7 = 10
CON: 1d10 + 7 ⇒ (7) + 7 = 14
INT: 18 = 18
WIS: 1d10 + 7 ⇒ (6) + 7 = 13
CHA: 1d10 + 7 ⇒ (7) + 7 = 14

EDIT: 28pts. Pretty average. :-) I'll post the alias once I get him rebuilt for these stats.

Dark Archive

Here we go! Let me know if everything checks out. I just need to purchase gear. :-)

If there's a problem with Thackery being Neutral Evil, I'll be happy to shift it. He has no intention of being disruptive and is actually a huge team player, but I know many GMs don't like evil-aligned characters, so I figured I'd let you know.


As far as Evil aligned peeps go, as long as you can coexist together its all good in my book. As long as a Pally doesn't make it that is ;)

Dark Archive

And if it's a well-played Paladin, it would make for awesome group dynamics. After all, someone has to make sure I don't betray the party. ;-) (not that I would, of course - at least, not yet...)


I am willing to see how things go and work with all players to reach a good "harmony" with everyone else.

@ Thackery: I don't see any purchased gear, any particular reason or am I just missing it? Also, I cannot find where your source for two archtypes, again am I just not looking in the right spots?

EDIT: well I found them but took some Google-Fu. I was originally looking in the PRD from Paizo, but then found them on the OGL. Even though they are not in the Paizo PRD, I will allow them since they are not "tabbed" as 3PP on the OGL site. I may have to go abck and re-read them a couple dozen times to fully understand, but since we are starting at 2nd level I don't view it to be much a problem.

Dark Archive

Ah, sorry for the confusion; they're from Inner Sea Magic. I use the OGL and the Archives when character building. Basically, the Sorcerer archetype lets me turn my familiar into a tattoo and swaps out Eschew Materials for Varisian Tattoo. Thassalonian Specialist gives me an extra domain spell slot each level, but my opposition schools are pre-set, and I completely lose access to them. They're not even considered to be on my spell list, so I'd have to UMD a wand of charm person, for example.

If either archetype's a problem for you, I'm happy to remove it. Regarding the gear, I'd been going to purchase stuff if I was selected. It's pretty much just the armor, a wand of infernal healing (if allowed), and the standard backpack of stuff (rope, rations, bedroll, etc).


So far one completed character, will 3 days left till deadline. I hope to see some more interest :)

And I cannot complete I missed this but yes 2 traits :)


Hi,very interested - I'll post a character within 24 hrs


Considering a witch

STR: 1d10 + 7 ⇒ (5) + 7 = 12
DEX: 1d10 + 7 ⇒ (8) + 7 = 15
CON: 1d10 + 7 ⇒ (8) + 7 = 15
INT18
WIS: 1d10 + 7 ⇒ (10) + 7 = 17
CHA8

Good Gosh! That came out better than expected!

Ebenezer Pyke:
Lucretia the Vile, despoiler of Ansolon, terror of the western marches. Ebenezer’s little girl.

He never did figure out where he and her mother had gone wrong, but somewhere along the way their sweet, talented daughter had grown into one of the most powerful wizards of her generation, and one of the most villainous. The stories of her atrocities and vile experiments are used to scare little children even now, ten years after brave and noble adventures put her in the grave. Eb understood why it had to be done, but it broke his heart nonetheless. Her brutal rise to power and subsequent fall had cost him everything. His wife fled in shame, his neighbours shunned and cursed him, his business failed, and when the toad in the gutter started talking to him he knew that his love for his daughter had cost him his sanity as well.

Or had it? He couldn’t make out everything the toad said, but he understood enough. Enough to learn things. Enough to begin to believe that his darling daughter wasn’t completely gone after all. Redemption for both of them might still be within reach. All he had to do was follow where the toad led, decipher the clues it whispered to him, and use the powers it taught him to do…something. That last part was still a little unclear, but Eb was sure he would figure that out as he went.

DM Stylz: can I apply the Middle-Aged template? It really fits for the concept I think.


@ Iron Desk: assuming you mean -2 physical and +1 mental...sure. It seems balanced enough :) unless there is a diff template out there?!

@ All: remember recruitment end this Thursday at midnight (start of Friday), 2-ish days left


d20pfsrd wrote:

Cumulative Effects

Middle Age:
–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha

Old:
–2 to Str, Dex, and Con; +1 to Int, Wis, and Cha

Venerable:
–3 to Str, Dex, and Con; +1 to Int, Wis, and Cha

So middle age would be +1 to all mental, -1 to all physical. Because effects are cumulative, old would be -3 to all physical, +2 mental. I envision a character in their mid 50s. so either one would work. I suggested middle age rather than old because I didn't want to seem too minmaxy :)


Sure Iron, go for it :)


Ah, so here we are.


Arazni--Thorakiiz Grimbliid--fighter 2 handed
IronDesk--witch?
Whack-a-Rogue--Thackery Binx--wizard/sorcerer
Silver Prince--??
Captain Freemint--??


Throwing my hat in, I'll fix stats to:
Cha 18, Str 8
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 1d10 + 7 ⇒ (6) + 7 = 13

This guy didn't get in a Kingmaker game and I can't delete the profile after posting more than once so here he is being reused in another campaign. Please pay no attention to the back story.

EDIT:Wow this dice roller forever hates me...


@ Jayce: reroll dex or int, your choice the other stays an 8


Reroll Dex: Reroll: 1d10 + 7 ⇒ (9) + 7 = 16

EDIT" May as well roll for health now that I got a good roll. Health gained: 1d6 + 2 ⇒ (5) + 2 = 7 Base Health = 8 (d6 +1 for con, +1 favored class bonus)


Jayce, just thought I'd let you know for future profiles, you can change the name of the profile if you haven't posted 10 posts yet. So in effect, while it won't delete it, you can use it for other names.


am I too late to enter?


OK, here's the submission (sorry, got sidetracked)

Marvin Rogers:

Marvin Rogers
Human (Taldan) Ranger (Freebooter, Trapper) 2
N Medium humanoid (human)
Init +4; Senses Perception +8
Aura freebooter's bane (1 ft.)
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 22 (2d10+6)
Fort +6, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Ranged masterwork composite longbow +7 (1d8/×3)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 16, Int 17, Wis 17, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits criminal, indomitable faith
Skills Climb +5, Disable Device +12, Heal +7, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +8 (+9 to locate traps), Ride +8, Sleight of Hand +9, Spellcraft +7, Stealth +9, Survival +8 (+9 to track), Swim +5
Languages Abyssal, Azlanti, Common, Thassilonian
SQ combat styles (archery), track, trapfinding +1, wild empathy
Other Gear Leather armor, Masterwork Composite longbow (Str +0), Backpack, masterwork (1 @ 15 lbs), Dungeoneering kit, deluxe, Thieves' tools, masterwork, 310 GP
--------------------
Special Abilities
--------------------
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Basically a skill monkey/archer. Background is someone from the Shackles who wasn't quite ruthless enough to stick with being a pirate. More background upon request.


@ magic: nope, enter away :) recruitment is open until Thursday at midnight (start of Friday)

you can either do focus/foible...choose an 18 for a stat and then an 8 for another...roll 1d0+7, straigt down line for other stats (ex. str 18, cha 8, the first roll is dex, then con, etc. or 20 point buy.

Looks good drbuzzard :)

@ All: those who have submitted, everything looks good so far

Updated submissions:

Arazni--Thorakiiz Grimbliid--fighter 2 handed
IronDesk--witch?
Whack-a-Rogue--Thackery Binx--wizard/sorcerer
Silver Prince--??
Captain Freemont--??
drbuzzard--Marvin--skill monkey rogue/ranger
magic--??


I think I would like to join, but I'm totally drawing a blank for a character.
Let me think on it. :/


Finished with character, where are we starting anyway? I would like to make a back story for this guy so I can replace the existing one. As for quick stats:
Str: 8
Dex: 16
Con: 12
Int: 8
Wis: 13
Cha: 20 (+2 bonus for being human)

Race: Human

Skills: Bluff, Knowledge Arcana, Perception and Spellcraft each have one rank in them

HP: 15 (+2 from con, +2 from favored class bonus. Max at level 1, rolled a 5 at level 2)


@ Jayce, looks good, assuming sorcerer? since there is an 18 int and few skills?

@ All: You will all (literally everyone) will be starting in Absalom. This way I can have a "central" hub, and I can make you go wherever I want, muhahahaha j/k

Absalom though sounds like a good starting point :)


I don't think I know Golarion well enough for this.
And the main part I was interested in only happens in the end and doesn't actually effect anything.
This along with me having no idea how to go for a character, I'm afraid I'm going to have to pass.
Sorry about wasting your time. :(


Yes Sorcerer, sorry this guy is a Void-Touched (wild blooded Starsoul) Sorcerer.

EDIT: Forgot Traits in last post... here they are!
Winter's Soul: You may cast ray of frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Volatile Conduit: Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.


@ magic: no worries, hope you find a game is more up your ally. There are dozens and hundred of games, good luck to you. If i ever do a game not so Golarion based, I will let you know :)

@ Jayce/all: kk, no worries, after selections, the game won't start till Monday so everyone can get their alias in order, get whatever gear they want, etc.

@ ALL: slection will be made friday...saturday at the latest :)


@ ALL: recruitment closes in approx 23 hours :)

Dark Archive

Still here and very excited. *fingers crossed*


To be clear, it will be purely ranger levels. I can do all the rogue-ey stuff I need to with only taking ranger levels. He's not going to be a face at all, but can handle traps and scouting type functions.


Updated submissions:

Arazni--Thorakiiz Grimbliid--fighter 2 handed
IronDesk--witch?
Whack-a-Rogue--Thackery Binx--wizard/sorcerer
Silver Prince--??
Captain Freemont--out
drbuzzard--Marvin--skill monkey ranger (rougeish lol)
magic--out
Jayce--sorcerer

Sorry if I missed anyone :)

For those thinking or statting up, submission close in approx 16.5 hours.

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