GM Jammin's Serpent's Skull (Inactive)

Game Master YanJieming

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"Before the rise of Azlant, before the coming of the Starstone and the salvation of man from the cold-heated lord of coiling-poison, before the continents we know had taken shape, when the mountains and waters had names long forgotten, the masters ruled empires outside the wildest imaginings of humble, frail humanity.

In the dark below the earth, they sleep in dreamless holds. Waiting.

They were once the undisputed masters of Golarion . . . and in the coming of unknown epochs, they will rule again."

--Krimaldi Blake

I'm looking at starting up a game with the Serpent's Skull adventure path. I'm not new to PBP or GMing, but this is my first time GMing a game on the paizo boards. I'm looking for 4-5 players, I'd even consider a sixth if I've got too many tough choices. I'm looking for 1 post a day during the week, and once over the weekend.

Character Creation:
•1st level
•20 point buy for stats.
•Alignment: As a general rule, no evil. I might be willing to accept an evil character, if you can convince me that your character will work well in a group.
•Race: Any from the Advanced Race Guide. Just make sure it makes sense. Alternate racial traits are fine. No variant heritages or abilities for aasimar or tiefling.
•Classes: All paizo. Archetypes welcome. No 3pp.
•Random starting gold for your class.
•2 traits. One must be from the Serpent's Skull player's guide.
•Background. It doesn't need to be fancy or long. However I am a sucker for more interesting, well thought out and well written backgrounds. While this can be done in a paragraph, it usually takes more.
•One free skill point at first level that must go into a craft or profession. This represents some way you've made a living before adventuring, so make sure it reflects in your character and background.
•Most of all, build a character you care about and have fun!

I will leave recruitment open till Saturday. If I receive enough applications I may close recruitment early, but I will give at least 24 hours notice before doing so.


Crunch:

Sage Sorcerer 1
Medium Human
NG
Init +9; Senses Perception +1,
==DEFENSE==
AC 13, touch 13, flat-footed 10 ( +3 dex)
hp 10
Fort +1; Reflex +3; Will +2

==OFFENSE==
Spd 30 ft/x4

==STATISTICS==
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 10
BAB +0, CMB +12, CMD -1
Feats Toughness, Improved Initiative, Eschew Materials
Skills Craft Alchemy +8, Fly +7, Knowledge (arcana) +10, Kowledge (local) +8, Knowledge (Planes) +5, Perception +1, Spellcraft +10, Stealth +5, Use Magic Device +4
Special Abilities

Traits Reactionary, Stowaway

Languages Common, Draconic, Giant, Elven, Dwarven
Spells Known:
0 Level Spells
Detect Magic
Light
Spark
Mage Hand

1st Level Spells
Grease
Magic Missle

Equipment
Dagger
Light Crossbow
10 Bolts
1 flask of Alchemist Fire
5 Oil (1-pint flask)
Backpack
Bedroll

George manifested his powers at a very young age. No one in his family had powers like this. So he has been searching his whole life for anything magical in the hopes of finding out why he has abilities.


I'm going to submit a character I made for this AP. Once I make sure the build aligns with the character creation rules I will post him for review later tonight.


George:
I don't know if it's just a typo or what, but your marked as a sorcerer with a 10 in charisma. Sorcerers use charisma to cast, wizards use intelligence.

@all: Also, I forgot to mention above, make sure that part of choosing a trait from the player's guide is choosing a port that you boarded from.


I would like to put forward Vazio Tanzer, a void-touched halfling sorceror. His sheet is currently based on max gold, but adjusting that and his equipment should be fairly simple if he's selected. Everything else should match your guidelines.


Elf bard. more info in this profile


Dotting. I've got a few ideas I'm toying around with in my head; will toss a build up later tonight.


Posting Character.


GM Jammin' wrote:
Spoiler:
I don't know if it's just a typo or what, but your marked as a sorcerer with a 10 in charisma. Sorcerers use charisma to cast, wizards use intelligence.

They made a Wildblooded sorcerer and chose the Sage mutated bloodline. That uses Int instead of Cha for casting.

Sage wrote:

Scholars of the arcane are always creating new means to use magic.

Associated Bloodline: Arcane.

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Relevant change in bold.

I once made a sorcerer using this archetype. I find it most enjoyable.


Grand Moff Vixen wrote:
GM Jammin' wrote:
** spoiler omitted **
They made a Wildblooded sorcerer and chose the Sage mutated bloodline. That uses Int instead of Cha for casting.

Ah thank you. I missed that.


GM Jammin' wrote:

** spoiler omitted **

@all: Also, I forgot to mention above, make sure that part of choosing a trait from the player's guide is choosing a port that you boarded from.

The Sage is a wildblooded archetype that specifically uses intelligence instead of charisma.

I boarded in Varisia.


Dotting for interest. Can we take a drawback in exchange for a third trait?


Bob Evil wrote:
Dotting for interest. Can we take a drawback in exchange for a third trait?

Yes, I'll allow a drawback for a third trait.


GM Jammin' wrote:
Bob Evil wrote:
Dotting for interest. Can we take a drawback in exchange for a third trait?
Yes, I'll allow a drawback for a third trait.

Where is that rule found? I have never heard of drawbacks before.


I'd like to submit this character. I'll probably make some adjustments after the weekend to fit your creation rules but the background is there.


thegreenteagamer wrote:
GM Jammin' wrote:
Bob Evil wrote:
Dotting for interest. Can we take a drawback in exchange for a third trait?
Yes, I'll allow a drawback for a third trait.
Where is that rule found? I have never heard of drawbacks before.

It's in Ultimate Campaign . You can find it at the bottom of the page.


GM Jammin' wrote:
Bob Evil wrote:
Dotting for interest. Can we take a drawback in exchange for a third trait?
Yes, I'll allow a drawback for a third trait.

Great! I'm tossing around a few concepts, but I'll come up with something.


Inquisitor gold: 4d6 ⇒ (5, 4, 6, 1) = 16 160 gold.


Dotting for interest.


Wolfgang Rolf wrote:
Dotting for interest.

You stalker! :P


Ok, I have made the necessary changes. Here is Malthu, a tiefling Inquisitor. I rolled for gold in a previous post and have accounted for this.

Please let me know what you think GM Jammin'.


Um...kinda new to PbP here. How do you roll dice on the forums?

Got an idea for a goblin rogue, and I'm almost done, just need the equipment to finish up.


1 person marked this as a favorite.
Grand Moff Vixen wrote:
Wolfgang Rolf wrote:
Dotting for interest.
You stalker! :P

GAH! I failed my stealth check.


thegreenteagamer wrote:
Um...kinda new to PbP here. How do you roll dice on the forums?

DH's guide to play by post gaming.

This will give you valuable info on everything you need to know about PbP gaming.

For dice, use the following:

(dice)1d20+20(/dice)

Except use brackets instead of parenthesis.

If you add an equal sign you can name the dice type.

(dice=Perception)1d20+20(/dice) will come out like this:

Perception: 1d20 + 20 ⇒ (16) + 20 = 36

Grand Lodge

I'll dot this....thinking either a ranger(maybe guide archetype) or a barbarian(cuz why not?).


Thanks!

This is thegreenteagamer's character.

Ked is a goblin rogue, of the knife master and scout archetypes. He's been on the ship for a few weeks now, having been caught stowed away in the past, the captain thought him amusing and kept Ked on to hunt rats in the bilges.

Ked stands at just under 3 feet tall, short even by goblin standards, but his frame is broad for one of his species. His eyes are blood red and often squinty, as if he's trying to make out what he's looking at. His skin is a deep gray that seems to slightly change color to match his surroundings (reflected in the color thief trait).

Ked never was quite as vicious as other goblins. He never went out of his way to torture small animals, hunt human children, or even raid villages. Oh, it's not that he thought it was morally wrong or anything, he just never saw the point. Not that he was outgoing, moral, or helpful in any way; Ked was way too selfish for that. He simply didn't -care- for most of those typical goblin pastimes. Except for feasting, of course. Ked may have been atypical, but he was still a goblin.

Starting Rogue Gold: 4d6 ⇒ (5, 6, 5, 2) = 18 x10


Another guide
Here is another incredibly good guide.

I would like to throw my hat into the arena for a go. Going to create a brawler. If someone wants to play a noble of some sort, I would be willing to go with the Push the Cargo Through trait as a mercenary bodyguard for them. Other than that, I will probably avoid that trait.


Quote:
If someone wants to play a noble of some sort, I would be willing to go with the Push the Cargo Through trait as a mercenary bodyguard for them. Other than that, I will probably avoid that trait.

Assuming you really want to play that particular character, you are welcome to link up to my character if you want, as shes a noblewomen, although currently on the run. That said I encourage you to pick whatever trait you wish, don't feel the need to link with someone else if you don't wish to!


Egerton Blakemore statblock:

Egerton Blakemore
Male Human (Varisian) Swashbuckler 1
CG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +2, Ref +4, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) and
dagger +3 (1d4+1/19-20) and
rapier +4 (1d6+1/18-20)
Special Attacks deed: opportune parry and riposte, panache
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +3; CMD 14
Feats Agile Maneuvers, Weapon Focus (rapier)
Traits fast-talker, jenivere crew
Skills Acrobatics +4, Bluff +9, Climb +4, Diplomacy +8, Perception +3, Profession (sailor) +3, Sleight of Hand +4; Racial Modifiers deed: derring-do
Languages Common, Varisian
SQ deed: dodging panache, hero points, swashbuckler finesse
Combat Gear oil (3); Other Gear studded leather, buckler, dagger, dagger, rapier, backpack, masterwork, belt pouch, belt pouch, bullseye lantern, flask, flint and steel, 33 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Deed: Derring-Do (+2 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +4 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having

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

Egerton, for as long as he can remember has always been a wanderer. Not uncommon for a Varisian, but nevertheless he'd always wanted to see more, do more than he could in the rural parts of his homeland. At the very young age of twelve, he signed on to a ship, not particularly aware of what kind of ship it was.
During the first battle, things appeared to be going poorly for Egerton's ship The Peregrine. Egerton, in a panic grabbed a nearby blunderbuss and pointed in the direction of the enemy ship, and fired. It's still not clear what he hit, but the magical explosion that took place took out the side of the ship, along with much of the opposing crew. From that point on, Egerton was considered the crew's lucky charm, and they took care to teach him everything he needed to know regarding the weapons onboard a ship and a fair bit of sailing as well.

For the next decade, Egerton enjoyed life at the sea, on the Peregrine, but as happens, the Peregrine changed owners, and changed captains. Egerton found himself at odds with the new captain, and so took his pay and his leave at the next port, and is now looking to sign on with a new crew. Jenevere? Looks like a right proper ship, I wonder if she's hiring?


Carmen Terpsichore wrote:


`Assuming you really want to play that particular character, you are welcome to link up to my character if you want, as shes a noblewoman, although currently on the run. That said I encourage you to pick whatever trait you wish, don't feel the need to link with someone else if you don't wish to!

Considering our potential for extremely mobile combat, that could be a dangerous pairing mechanically. Roleplay-wise, are you a Chelish noble or some other regional human?


starting gold: 3d6 ⇒ (2, 1, 2) = 5

Game hates me already. Haha! Multiplied by ten for fifty plus 300 for the Push the Cargo Through trait for 350. Too much for a monk type but I am sure I will find a purpose for it.


Starting wealth: 3d6 ⇒ (2, 2, 3) = 7 x 10 =70

This is a character I submitted for another Serpent's Skull game. Didn't make it into that one, maybe my luck will change here.

RPG Superstar 2015 Top 32

Dotting. I'll try to get something up today, currently leaning towards a divine caster of some kind. I've been meaning to try a shaman, so maybe one of those?


Dotting. I'm thinking a human ranger with the trapper archetype...


Dirge Of Hubris wrote:
Carmen Terpsichore wrote:


`Assuming you really want to play that particular character, you are welcome to link up to my character if you want, as shes a noblewoman, although currently on the run. That said I encourage you to pick whatever trait you wish, don't feel the need to link with someone else if you don't wish to!
Considering our potential for extremely mobile combat, that could be a dangerous pairing mechanically. Roleplay-wise, are you a Chelish noble or some other regional human?

Chelish noble.


Dotting. I have had this idea for a orc fighter stow away that can't speak languages. Back story should be interesting. Maybe make him a tetori instead.


wealth: 5d6 ⇒ (1, 1, 4, 3, 5) = 14
Edit: Wow, I put 5d6 x 10 on the dice and it went all wild :D

I present Jordi, Paladin of Iomedae that had to flee from his country and ended working as a cargo protector in Magnimar.

I'll play him as LG, but not as an intorelant jerk that looks other people over his shoulder. One of his traits and even the drawback represents that. Included Iomedae Paladins Code.

Question: thinking on mercenary, merchant or sailor as a profession, but nor sure if mercenary is even a choise. Any sugestions?

Jordi, the idealist avenger:
Jordi, The Innocent Idealist Avenger
Male Human Paladin of Iomedae 1 (oath of vengeance)
[Favored Class - HP:1 Skill:0]
LG Medium humanoid (human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 16 (+1Dex, +5 armor)
hp 12 (1d10+1 (CON) +1 (FCB)) (Vulnerability +1 damage from cold iron)
Fort +3, Ref +1, Will +1 (+2 bonus against death effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+5 Greatsword 2d6+4 // (PA) +4 Greatsword 2d6+7
------------------------------
Especial abilities
------------------------------
Paladin Spells Known
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 10, Wis 9, Cha 16
Base Atk +1; CMB +4; CMD 15

Feats 1-Power attack /-Fey foundling(Human)

Skills (2+1 human)
Craft +1(Int)
Diplomacy +3(Cha) (1) +3 +1(trait) = +8
Handle Animal +3(Cha)
Heal +1(Wis)
Knowledge (nobility) +1(Int)
Knowledge (religion) +1(Int) (1) +3 = +5
Profession +1(Wis)
*Ride +1(Dex)
Sense Motive +1(Wis) (1) +3 = +5
Spellcraft +1(Int)

*Armor penalty -4

Languages: Common, celestial
SQ [b]
[b]Oath of Vengeance

While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven's most definitive and implacable judgment.
Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.
Powerful Justice (Su): At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of justice.
Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.
Oath Spells: 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order's wrath.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Gear
MW Greatsword, Scale mail, backpack, blanket winter, flint & steel, dagger, lantern hood, oilx10, warhammer, Holy symbol of Iomedae (silver)
Total weight: 58/86(light) 173(medium) 260(heavy)
GP: SP:0
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
--------------------
Traits:
--------------------
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Get the Cargo Through: Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea floor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned
her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth.
Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.

Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to town, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks

Drawback:
Dependent:
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.

--------------------
Background
--------------------
Jordi has been raised in a temple at Kenabres, and trained since a child to fight against the hordes of the Abyss with discipline and faith. He doesn't remember nothing of his true parents, just knows they where killed when some demons lured somehow into the protected zone by the wardstones, being himself mortally wounded. Miraculously, he was saved by some crusades that come after hearing the cruel slaughter sounds, though some of them swore the child was dead...
Because of that, he has been observed by clerics and inquisitors, and generally accused on any "witch hunt" that takes places as possible demon possessed. Until now, thanks to being cared by a high-rank Knight, he got free of charges, but things change quick; his protector is getting old, and someone seems to have a grudge against him, so he took the decision of departing, not only from the city, but the country, vowing some day will return, to cleanse his name in the next crusade, even if that means he must start one.

Jordi departed from Kenabres, and traveled several months until arrived to the port city of Magnimar in Varisia,. Once he realized he has nothing to offer except his training and fervor in exchange of incoming, Jordi started to take cargo protection works. With the work he got the opportunity to finish with some outlaws that put in danger the trade routes, so was a mix of vocation and profession that made him feel somehow fulfilled.

His most recent cargo was shipped in the Jenivere, a standard ship for a standard route, so easy work...

or not?

Paladin Code
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
I will suffer death before dishonor.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.


Starting Gold: 3d6 ⇒ (2, 6, 3) = 11

Looks like I start with 110 gold

Silver Crusade

Always been interested in S&S but was always slightly confused on whether it was a nautical, jungle, or dungeon delve style adventure. Or is it a mix of all three?


Rysky wrote:
Always been interested in S&S but was always slightly confused on whether it was a nautical, jungle, or dungeon delve style adventure. Or is it a mix of all three?

As far as I know the ship crashes and the PCs are stranded on an island to start.

Serpent's Skull players guide wrote:
While many of the background hooks described below involve seafaring and nautical adventuring, the Serpent’s Skull Adventure Path takes place on land, amid treacherous jungles, ruined cities, and vast underground vaults. Players who create PCs optimized for adventures at sea will be disappointed; use these suggestions to get PCs on the Jenivere, but don’t expect them to stay there. If you want to play a “fish-out-of-water” character, thrown into adventures where his sea legs won’t help him, consider making your PC a member of the Jenivere’s crew, but keep in mind that aquatic animal companions or skills such as Profession (sailor) won’t benefit him for most of the Adventure Path.

Speaking of which, I need to change the profession I took for my character now. Sailor doesn't do much good here.


Grand Moff Vixen wrote:

Ok, I have made the necessary changes. Here is Malthu, a tiefling Inquisitor. I rolled for gold in a previous post and have accounted for this.

Please let me know what you think GM Jammin'.

Looks good. Solid background and build. Once Malthu's current task is done, does he need to report to somebody? How would he feel if he couldn't complete the task? Or if he couldn't report?

As far as Profession (Sailor), it can still be useful, especially at first. Just don't plan to continue investing in it.


Also dotting for interest. I was thinking about a martial artist monk devoted to the Empyreal Lord Falayna. Speaking of which - it hasn't been specified otherwise, but it never hurts to ask: would you allow the Celestial Obedience feat from Chronicles of the Righteous? In this specific case, it allows a character to perform a ritual every day to obtain a +4 sacred bonus on grapple checks and CMD... plus other abilities which however only kick in at much higher (12+) levels.

In the meantime...

starting gold: 1d6 ⇒ 3

Horay, I'm average! (Actually 0,5 below average, darn)

By the way, does anybody know how much a standard (i.e. non-magical) jeweled ring costs? Wearing two is required to perform the obedience, but the closest thing I've found was a signet ring costing 5 gp on the Player's Handbook...


GM Jammin' wrote:
Grand Moff Vixen wrote:

Ok, I have made the necessary changes. Here is Malthu, a tiefling Inquisitor. I rolled for gold in a previous post and have accounted for this.

Please let me know what you think GM Jammin'.

Looks good. Solid background and build. Once Malthu's current task is done, does he need to report to somebody? How would he feel if he couldn't complete the task? Or if he couldn't report?

As far as Profession (Sailor), it can still be useful, especially at first. Just don't plan to continue investing in it.

He would plan on reporting to those he delivered the goods to. If no further work is available, he is interested in taking employment when in-between jobs as part of discovering who he is.

As for the task, he would do the best he could to get it to its destination. If this was prevented by something out of his control, he would feel that he did failed, though he views failing more as an opportunity to improve for the next time.

If he couldn't report, he would continue trying to get to the person if it was possible. Should this prove impossible he would further his way in the world while serving Sarenrae as best he is able.


Wealth: 5d6 ⇒ (3, 2, 2, 1, 4) = 12 120 gold. Don't need much wealth for the character anyway so this works. Should be interesting.


So far things are looking good. Just so you all know, I am running a RL game today, so I will be scarce


Appearance:
Gur has not had a shower since he swam aboard this ship. Knotted ropy muscle covered in green skin and flowing unkempt hair. At least the smell of the crew and the ship have managed to mask his stench from those who would try to toss him over board.

Personality:
Gur is every inch the dirty, wild, savage creature he looks. Bubbling anger and quick interpretations of the situation. All that emotional explosion can be tempered, focused and pointed towards a purpose. His humor is crude, his wants basic. Through all of this, and with the right hand guiding, he could be turned towards a good nature as easily as he could descend into bestial hatred.

His story so far:
Gur has made most of his life in the jungle home of his fore bearers. Born to a tribe on the day it was wiped from existence, he never new of his peoples ways or the adventuring band that left him orphaned. Gur grew out in the wilds, hunting as a wild beast and thinking nothing of it. A few times he has made more or less peaceful contact with civilization, normally by leaving a rendered animal carcass somewhere on the outskirts of a town in return for the things he has taken in the way of tools and such to survive. Recently he fell afoul of what passes for a watch in Senghor port, caught in the act of stealing a large metal blade from a local store he had to leave behind his pack of trophies and the brace of prize birds he was going to leave for it(not knowing that the beautiful plumage was worth five times what the blade was worth), the chase through the streets was truly impressive. When he saw the bay he knew what he had to do, leaping hard in to the water and swimming as far out as he could he managed to elude capture. Gur spent the night in the water and caught on to the underside of a ship as it made its way from port, finally climbing aboard once night fell. He has since stayed below deck, hiding as he can from the people above deck. Subsisting off of caught rats and stolen supplies he has blessed his luck, it is much better than it could have been. Gur has taken to giving a small amount of this food to the chained man to buy his silence, as far as he can figure this seems to have worked for now. As long as no one else knows of him then he plans to slip off the strange floating nest when next it is near good land.

I am hoping the roll play value should be entertaining enough to keep people engaged. Learning to be part of the party should be interesting and give for some decent interactions.


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Limnen_euron wrote:
By the way, does anybody know how much a standard (i.e. non-magical) jeweled ring costs? Wearing two is required to perform the obedience, but the closest thing I've found was a signet ring costing 5 gp on the Player's Handbook...

According to Adventurer's Armory, the price of non-magical jewlery varies widely by its quality, from a few copper pieces for a commoner's ornaments to at least 100 gp per item for the stuff nobles wear.

In the Gamemastery Guide, a low-quality gem (azurite, tigereye, turquoise, etc.) is listed as being worth 10 gp. I think it would be a fair assessment to add 5 gp to that for the cost of the ring, making it 15 gp for one ring, or 30 gp total for two.

Of course, that's just my take; GM Jammin' says what actually goes.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Call me interested. Shaenol the Witch Sylph at your service. I'll make up a alias here shortly.

Starting Wealth: 3d6 ⇒ (6, 6, 1) = 13

A bit of how he looks:

Shaenol looks a bit too stereotypical for a sylph. In fact, he looks too much like your average sylph female. Smaller and more frail looking than most male sylphs, he's had quite a few clients mistake him and his services for something else.

A bit of personality:
Shaenol may be flighty sometimes, but when it comes to his work, he's on task. When under contract or brokering a trip to the Expanse, he's as grounded as any dwarf. He only considers himself to have two buttons: treating him like a frail woman, and not obeying directions out in the wild. He's been there. Its not pretty.

A bit of history:

Shaenol has long been a resident of the jungle. The sylph has provided protection and guide services to many a traveler into the expanse, and for the most part has gotten them back out again. As a witch he has some few services to offer the locals... if they don't try to kill him first.

But business is dropping off elsewhere in the Mwangi. Perhaps its time to head back to Sargava and see what sort of jobs he can rustle up there?

A bit of crunch:
Shaenol
Male Sylph Witch 1 (Pathfinder RPG Advanced Player's Guide 65; Pathfinder RPG Advanced Race Guide 0)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +4; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (healing)
Sylph Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—feather fall
Witch Spells Prepared (CL 1st; concentration +4):
. . 1st—
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 16, Wis 15, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Airy Step[ARG]
Traits boarded in the mwangi expanse, friend in every town
Skills Diplomacy +3, Knowledge (geography) +4, Knowledge (local) +8, Profession (Guidesmaster) +6, Spellcraft +7, Survival +3 (+5 to get along in the wild)
Languages Auran, Common, Elven, Polyglot
SQ patron spells (agility)
Other Gear light crossbow, morningstar, survival kit, masterwork, witch's kit, 16 gp
--------------------
Special Abilities
--------------------
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Dotting for interest.

CRUNCH:

Mosi Ndiya
Male Tiefling Ranger 1
LN Medium
Init +4; Perception +5
--------------------
Defense
--------------------
AC 17/19, Touch 14, Flat-Footed 13/15
HP 12
Fort +3, Ref +6, Will +2
Speed 30 ft.
--------------------
Offense
--------------------
Longsword +3 1d8+2
Longbow +5 1d8 +2
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 9
Base +1; CMB +3; CMD 17
Feats
Point Blank Shot
Traits
Boarded in the Shackles, Reckless
Skills
Acrobatics 1+8=9, Appraise 0+1=0, Bluff 0+1=1,Climb 0+2=2, Craft Bows 1+4=5, Diplomacy 0-1=-1, Disguise 0-1=-1, Escape Artist 0+4=4, Fly 0+4=4, Handle Animal 1+2=3, Heal 0+1=1, Intimidate 0-1=-1, Knowledge Nature 1+4=5, Perception 1+4=5, Perform 0-1=-1, Profession Skinner 1+4=5, Ride 0+4=4, Sense Motive 0+1=1, Stealth 1+9=10, Survival 1+4=5, Swim 0+2=2
Languages Abyssal, Common
Equipment
Arrows(60), Longbow, composite, Longsword, Shield, heavy wooden, Studded Leather, 25 gp
--------------------
Special Abilities
--------------------
Darkness 1/day
Darkvision 60 ft
Favored Enemy Human : +2 Attack, Bluff, Damage, Knowledge, Perception, Sense Motive, Survival
Resistance 5 Cold, Electricity, Fire
Track : +1 Survival checks to follow/identify tracks
Wild Empathy : improve attitude animal

STORY:

To be born. It should be the start of a new life, hope and …… My birth was nothing like that, is was cut/pulled from my mother’s womb to be sacrificed to some dark entity by the barbarians who had captured my mother from another tribe.
The only thing that stopped them was my odd appearance, curtesy of my father who had been with my mother nine months prior and had left her after a week.
I looked for a better word sacred to them so they saved my life.
This is my beginning.
The next 15 years I would live amongst these nomadic people, it was a hard physical life but I never really felt that I belonged.
In these years my appearance had changed even more, my bald head had 2 small stomps, my skin had a red glow to it and my tail had grown equally to my height.
I was quickly becoming 1 of the finest hunters in the tribe with a feel for stalking my prey, the days away from the tribe, the chase of the prey, that’s what I lived for.
But all this had a downside, the son of the current chief saw me as a danger to his soon to be throne and decided to have me eliminated.
He and his 3 friends waited for me on the next hunting trip and ambushed me. I was quickly defeated and was beaten to an inch of my death. I would have died if not for the fact that a big rhino wandered into the open crossing. He charged the group seeing them as trespassers and chased them away. In the confusion in could escape.
I nurtured myself back to help in the wilderness and decided to take revenge for my wrongdoing. In the months that followed I stalked my new prey, the men who had attacked me and after six months I killed all 4 of them.

I decided to leave and start over fresh and took a boat to the Shackles to try my luck there.


Starting Gold: 4d6 ⇒ (4, 6, 3, 3) = 16*10 = 160
If selected for the campaign, I will create an alias for this character
Alard Gammugw (NG Male Halfling Hunter 1) and Chiko (Female Rhinoceros Animal Companion):

Background:
A troublesome young halfling, Alard wanted little more in his youth than to see the world outside his family's holdings near Eleder. Sneaking aboard a ship bound for the Shackles at 15, he was discovered two days later in the bowels of the ship by it's cook, another halfling and a former Cheliaxian slave named Hardo. Taking pity upon the young man, Hardo began to train Alard in both the culinary arts and in how to best gather nature's bounty. Alard spent most of the next 8 years working on one ship or another throughout the Shackles, demand for his skills as a cook and hunter being supplemented by superstitious captains' desire to have a halfling on their crew.

Everything changed two years ago on a hunting expedition when Alard found a strange young rhinoceros that immediately took a liking to him and that he felt a strange bond with. Naming the beast "Chiko," he convinced his captain at the time to allow him to keep the animal on board. Chiko quickly proved herself useful as less than a week later the ship was assaulted by pirates and, somehow flying across the gap between the ships, she gored the opposing captain to death, quickly putting an end to the attack and greatly increasing Alard's captain's profits for the trip. Since that time Alard has never been more than a few dozen yards from Chiko and never taken on a job where the captain would object to his bringing a rhinoceros aboard and allowing it to roam freely about the ship.

Between jobs at the moment, Alard decided to take advantage of coming off of a particularly profitable voyage to visit his family and the now retired Hardo in Eleder. Hopping aboard the first ship he could find heading that way willing to take both himself and Chiko on as sailors, the Jenivere, Alard has spent the voyage so far almost entirely in the Jenivere's galley.


Personality:
A career sailor and cook, Alard is gregarious and helpful, swapping stories and recipes with anyone willing to chat. He is something of a creature of habit, patronizing the same bars and taverns in every port. Extremely even-tempered, Alard will endure endless streams of insults, often giving as much as he takes. He is extremely protective of Chiko however and has left a ship unexpectedly in more than one port due to disagreements with captains regarding the disciplining of sailors who he felt treated her poorly.

Boarding location: The Shackles (Jenivere Crew)
Background skill rank: Profession (Cook)

Alard's Crunch:
Alard Gammugw
Male Halfling Hunter 1
NG Small humanoid (halfling)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +5, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee quarterstaff +2 (1d8+1)
Ranged halfling sling staff +3 (1d6/×3)
Hunter Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—keep watch, shillelagh (DC 14), summon nature's ally i
. . 0 (at will)—create water, light, purify food and drink (DC 13), stabilize
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 13, Wis 16, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Spirit's Gift
Traits jenivere crew, provider
Skills Acrobatics +6, Handle Animal +5, Knowledge (nature) +5, Perception +7, Profession (cook) +7, Ride +5, Spellcraft +5, Survival +7
Languages Common, Elven, Halfling, Polyglot
SQ animal companion, animal focus, warslinger, wild empathy +2
Other Gear studded leather, quarterstaff, halfling sling staff, sling bullets (30), 59 gp, 7 sp
--------------------
TRACKED RESOURCES
--------------------
Animal Focus (1 minutes/day) (Su) - 0/1
Sling bullets - 0/30
--------------------
Special Abilities
--------------------
Animal Companion (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Fearless +2 racial bonus vs Fear saves.
Provider +1 trait bonus to any roll to get food or water for others.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit's Gift (Life, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Chiko's Crunch:
Chiko
Rhinoceros
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 14 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +3 (1d8+3)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Natural Armor, Mobility
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Work
Skills Acrobatics +6, Swim +6
SQ animal focus, combat riding, spirit animal (waves), work
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spirit Animal (Waves) The spirit animal can breathe underwater.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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