Grimm Tales

Game Master Red Velvet Tiger

A dark fairytale-based campaign where heroes stand against The Five, a coven of five evil witches whose sinister schemes threaten the known world.


551 to 600 of 826 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Arwyne Feywatcher wrote:

And now...

*puts on super-stylish tophat and coat-tail'd suit*

We RP!

I simply MUST see how well you can act as your characters.

Are you implying that I haven't subtly been playing in character this whole time?


*Xerxes appears again, also in a suit and tophat*

Please, Emmeline, you should probably placate Arwyne...

*rears up to get higher and puts a tophat on Emmie*


Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

And now...

*puts on super-stylish tophat and coat-tail'd suit*

We RP!

I simply MUST see how well you can act as your characters.

Are you implying that I haven't subtly been playing in character this whole time?

No, I just wanted an excuse to put on a fancy suit while we're out of continuity.


Fear the magnificent powers of the top hat! Where be thine monacle?!


NO! The powers of mine top hat are negated! I stepped on my monocle three days hence...
I know Ar just said that she stepped on her monocle three days afterwards. :P


I'm nearly done, but I've a question. We get 2 traits, plus our proposed campaign traits, plus a single story feat from what you've proposed?


Maena would actually also bring another companion, her raven familiar named Fletch. His story is also in my background.

I changed her to being Dual-Cursed by the way, with both Clouded Vision and Tongues, the latter not progressing.

EDIT: Hmm, I haven't grabbed a story feat yet, lets see if any of them fits Maena.
EDIT2: I guess Mortal Enemy is the closest thing for her, though in Maena's eyes the hag isn't her enemy by default, more someone she inexplicably linked to and she want to find out more before she can decide whether she truly is her enemy.

Background:
For a moment it looked as if Maena's presence on this earth was not to last as a hag tried to steal her from her crib while her parents were sleeping and then replace her with her own child. Had it not been for her aunt and uncle she would have no doubt ended up in the hag's kettle. The two of them were visiting and staying in the family's living room where the hag hadn't bothered to check and as such she only ensorcelled Maena's parents. While they did manage to surprise the hag and drive her of they were cursed by the vile witch, as was Maena.

The curse on Maena became apparent as soon as she was picked up from her crib as her eyes had turned a milky white. While her vision did not seem to be impeded at first the full effects of this curse did not show until she was old enough to leave the house and as such it was initially assumed to only affect her looks.
What was far more disconcerting for her parents where Maena's first words as they were in some strange, eldritch language that neither of them understood. They were relieved when she also started speaking in the common tongue but sometimes the weird language still creeped in, something that caused great discomfort in both of them while Maena herself didn't even seem to notice.

Despite these impediments Maena's childhood were relatively uneventful. Her sight developed in strange ways as while she could not see far into the distance she did have neigh perfect sight during the night. Her stress predicament did not change though, as she'd still slip into that eldritch language whenever situations got hairy.

The truly strange things did not start to happen until her 18th birthday. From that day on she'd wake up at night, hearing strange sounds like a friendly old woman calling for someone, promising something good. The voice did not call her though, it called someone else but she could hear it. The strange thing was that she seemed to be the only one who could hear them apart from the family dog, who crawled away under Maena's bed every night the calls came. The calls first came once a week but as time went on they became more frequent until they came every night. Then, just as sudden as they started, the calls stopped.

While most people would be happy by such an event she became worried. Through research she conducted through interviewing dozens upon dozens of people, from village elders to monster hunters to hedge witches, she came to the conclusion that somehow her curse linked her to the hag's changeling child. The calls she had heard had been intended for this child, to call her home to her hag mother. The end of them meant that either the girl had come to her mother to be turned into a hag herself or the mother had died. Maena figured that she needed to know what went down for, perhaps, she could be relieved of her curse.

Together with a hunter she went to search for the mother Hag's den. This hunter volunteered to come along, claiming he had lost a wife and daughter to a hag. Together they found the den but it did not contain what the had expected. Inside they found a dead hag, torn limb from limb by large claws. What they also found was a loose skin, looking like that of a girl Maena had known who lived one town over as well as the remains of a ritual. As they continued to search the hovel Maena suddenly heard a shriek coming from outside. She hurried outside but also she found there was a pile of clothes, the hunter's clothes. Crawled up in this pile she found a raven, a raven with the same scar running across his beak that the hunter had had on his face. As she picked it up she heard a laughter in the distance, filling the forest. A laughter that sounded faintly familiar.


Stats:
Emmeline Meadowgaze
Caliban Tetori 3
CG/F/Monstrous Humanoid(14 years old)
Init: 5=2(Dex)+1 (Trait bonus)+2(Trait bonus)Senses: Perception +8

-------------------------------
Defense
-------------------------------

AC 16 Touch 13 Flat-Footed 14
HP 30 (3d8+6)
Fort 6 (Base 3 + 2 CON +1 enhance)
Reflex 6 (Base 3 + 2 DEX + 1 enhance)
Will 6 (Base 3 + 2 WIS + 1 enhance)
CMD 22; 24 against grapple attempts (3 monk levels (Graceful Grappler) + 5 STR + 2 DEX + 1 Size bonus + 2 WIS (monk bonus) + 10 base)

-------------------------------
Offense
-------------------------------
Speed 40 (30 + 10 ft [Fast Movement])
Base Attack Bonus 2 CMB 9; +11 when grappling. (3 from monk levels, 5 STR, +1 from Large size)
Melee 6= BAB 2 + STR 5 -1 size
Unarmed Strike +7 (1d8+5); Crit Range/Multiplier 20/x2 Range 10ft.; Bludgeoning
Cold Iron Monk's Spade +6 (1d8+5); Crit Range/Multiplier 20/x2; Range 10ft.; Bludgeoning/Piercing/Slashing
Ranged 3= BAB 2 + Dex 3 - 1 size

-------------------------------
Statistics
-------------------------------
STR: 20 [+5] (Focus= 18 +2 racial bonus)
DEX: 14 [+2] (Base 10 +4 points)
CON: 15 [+2] (Base 10 +2 racial bonus +3 points)
INT: 10 [+0] (Base 10 +2 points -2 racial penalty)
WIS: 14 [+2] (Foible= 08 + 8 points -2 racial penalty)
CHA: 08 [-1] (Base 10 -2 racial penalty)

-------------------------------
Skills
-------------------------------
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge(History), Knowledge(Religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Ride
Skill Ranks/Level: 5= 4 + 0 INT + 1 FCB per level
Total Skill Ranks: 18 (5 skill ranks per level +1 bonus rank in Profession per level)

Acrobatics 6: 3(Ranks)+2(Dex)+3(Trained)-2(deformity penalty)
Bluff -1: -1 (Cha)
Climb 11: 3(Ranks)+5(Str)+3(Trained)
Diplomacy -1: -1(Cha)
Disguise -1: -1(Cha)
Escape Artist 2: +2(Dex)
Fly 2: 2(Dex)
Heal 2: 2(Wis)
Intimidate -1: -1(Cha)
Perception 8: +3(Ranks)+2(Wis)+3(Trained)
Perform(Sing) 5: +3(Ranks)-1(Cha)+3(Trained)
Ride 2: +2(Dex)
Sense Motive 9 +3(Ranks)+2(Wis)+3(Trained)+1(Trait)
Stealth 2 +2(Dex)
Survival 2 +2(Wis)
Swim 11 +3(Ranks)+5(Str)+3(Trained)

-------------------------------
Languages
-------------------------------
Common

-------------------------------
Feats
-------------------------------
Lvl 1: Weapon Focus(Unarmed Strike)
Lvl 1 Tetori Bonus Feat: Improved Grapple
Monk Class Bonus Feat: Improved Unarmed Strike
Lvl 2 Tetori Bonus Feat: Stunning Pin
Story Feat: Mortal Enemy- Character gains bonuses to all rolls when facing a foe or their servants, but their foes gain an equal bonus against them.
-------------------------------
Traits
-------------------------------
Fleeting Childhood: As twisted as Emmeline's body may be from the Blood Maiden's experiments, Emmeline has managed to hold on to most of her mind...for now. +2 trait bonus against mind-affecting effects cast by fey (Story Trait)
Survivor: +1 trait bonus on initiative checks, +1 trait bonus on Sense Motive checks
Reactionary: +2 trait bonus on Initiative checks

-------------------------------
Class Features
-------------------------------

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike]At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Stunning Fist]At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion]At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Graceful Grappler]A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check.

This ability replaces flurry of blows.[

Bonus Feats]A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Chokehold, 18th level—Neckbreaker.

These feats replace a monk’s normal bonus feats.

Fast Movement] At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind] A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

-------------------------------
Equipment
-------------------------------

Equipped:
Cloak of Resistance +1 (1 pound)
Bracers of Armor +1 (1 pound)

-------------------------------
Carrying

4Antitoxins(0.1 lb each, total 0.4 lbs)
2Bags of Powder(0.5 lb each, total 1 lb)
5Weapon Blanches(Cold Iron)(0.5 lb each, total 2.5 lb)
4Ghost Salts(0.5 lb each, total 2 lb)
1Bedroll(5 lb)
2Pavilion Tents(50 lb each, total 100 lb)

-------------------------------
Carrying Capacity

Light Load: 352 lb
Medium Load: 704 lb
Heavy Load: 1056 lb

Lift Above Head: 1056 lb
Lift Off Ground: 2112 lb
Drag and Push: 5280 lb

All done! That only took...forever...


Emmeline wrote:
** spoiler omitted **...

You still forgot to pick up your 3rd level feat


Stats:
Emmeline Meadowgaze
Caliban Tetori 3
CG/F/Monstrous Humanoid(14 years old)
Init: 5=2(Dex)+1 (Trait bonus)+2(Trait bonus)Senses: Perception +8

-------------------------------
Defense
-------------------------------

AC 16 Touch 13 Flat-Footed 14
HP 30 (3d8+6)
Fort 6 (Base 3 + 2 CON +1 enhance)
Reflex 6 (Base 3 + 2 DEX + 1 enhance)
Will 6 (Base 3 + 2 WIS + 1 enhance)
CMD 22; 24 against grapple attempts (3 monk levels (Graceful Grappler) + 5 STR + 2 DEX + 1 Size bonus + 2 WIS (monk bonus) + 10 base)

-------------------------------
Offense
-------------------------------
Speed 40 (30 + 10 ft [Fast Movement])
Base Attack Bonus 2 CMB 9; +11 when grappling. (3 from monk levels, 5 STR, +1 from Large size)
Melee 6= BAB 2 + STR 5 -1 size
Unarmed Strike +7 (1d8+5); Crit Range/Multiplier 20/x2 Range 10ft.; Bludgeoning
Cold Iron Monk's Spade +6 (1d8+5); Crit Range/Multiplier 20/x2; Range 10ft.; Bludgeoning/Piercing/Slashing
Ranged 3= BAB 2 + Dex 3 - 1 size

-------------------------------
Statistics
-------------------------------
STR: 20 [+5] (Focus= 18 +2 racial bonus)
DEX: 14 [+2] (Base 10 +4 points)
CON: 15 [+2] (Base 10 +2 racial bonus +3 points)
INT: 10 [+0] (Base 10 +2 points -2 racial penalty)
WIS: 14 [+2] (Foible= 08 + 8 points -2 racial penalty)
CHA: 08 [-1] (Base 10 -2 racial penalty)

-------------------------------
Skills
-------------------------------
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge(History), Knowledge(Religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Ride
Skill Ranks/Level: 5= 4 + 0 INT + 1 FCB per level
Total Skill Ranks: 18 (5 skill ranks per level +1 bonus rank in Profession per level)

Acrobatics 6: 3(Ranks)+2(Dex)+3(Trained)-2(deformity penalty)
Bluff -1: -1 (Cha)
Climb 11: 3(Ranks)+5(Str)+3(Trained)
Diplomacy -1: -1(Cha)
Disguise -1: -1(Cha)
Escape Artist 2: +2(Dex)
Fly 2: 2(Dex)
Heal 2: 2(Wis)
Intimidate -1: -1(Cha)
Perception 8: +3(Ranks)+2(Wis)+3(Trained)
Perform(Sing) 5: +3(Ranks)-1(Cha)+3(Trained)
Ride 2: +2(Dex)
Sense Motive 9 +3(Ranks)+2(Wis)+3(Trained)+1(Trait)
Stealth 2 +2(Dex)
Survival 2 +2(Wis)
Swim 11 +3(Ranks)+5(Str)+3(Trained)

-------------------------------
Languages
-------------------------------
Common

-------------------------------
Feats
-------------------------------
Lvl 1: Weapon Focus(Unarmed Strike)
Lvl 1 Tetori Bonus Feat: Improved Grapple
Monk Class Bonus Feat: Improved Unarmed Strike
Lvl 2 Tetori Bonus Feat: Stunning Pin
Story Feat: Mortal Enemy- Character gains bonuses to all rolls when facing a foe or their servants, but their foes gain an equal bonus against them.
Lvl 3 Feat: Combat Reflexes
-------------------------------
Traits
-------------------------------
Fleeting Childhood: As twisted as Emmeline's body may be from the Blood Maiden's experiments, Emmeline has managed to hold on to most of her mind...for now. +2 trait bonus against mind-affecting effects cast by fey (Story Trait)
Survivor: +1 trait bonus on initiative checks, +1 trait bonus on Sense Motive checks
Reactionary: +2 trait bonus on Initiative checks

-------------------------------
Class Features
-------------------------------

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike]At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Stunning Fist]At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion]At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Graceful Grappler]A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check.

This ability replaces flurry of blows.[

Bonus Feats]A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Chokehold, 18th level—Neckbreaker.

These feats replace a monk’s normal bonus feats.

Fast Movement] At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind] A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

-------------------------------
Equipment
-------------------------------

Equipped:
Cloak of Resistance +1 (1 pound)
Bracers of Armor +1 (1 pound)

-------------------------------
Carrying

4Antitoxins(0.1 lb each, total 0.4 lbs)
2Bags of Powder(0.5 lb each, total 1 lb)
5Weapon Blanches(Cold Iron)(0.5 lb each, total 2.5 lb)
4Ghost Salts(0.5 lb each, total 2 lb)
1Bedroll(5 lb)
2Pavilion Tents(50 lb each, total 100 lb)

-------------------------------
Carrying Capacity

Light Load: 352 lb
Medium Load: 704 lb
Heavy Load: 1056 lb

Lift Above Head: 1056 lb
Lift Off Ground: 2112 lb
Drag and Push: 5280 lb

Updated, NOW it should be finished.


Emmeline, you are correct regarding feats/traits.

Monkey, I don't see why such a feat wouldn't be available. Feel free to make one. Also, here's a story trait for you: Dual-Aspected Prince(ess)- You gain a second aspect. However, infused by the unnatural and chaotic energies of the First World, you take extra damage from Cold Iron weapons and gain a thematic weakness of some sort. What do you think?

RECRUITMENT CLOSES IN ABOUT 11 HOURS, SO IF YOU HAVE QUESTIONS, FEEL FREE TO ASK THEM. THERE WILL BE TIME LATER AS WELL, AFTER DISCUSSION IS CLOSED.

ALSO, WHAT DOES EVERYONE THINK ABOUT ME MAKING A LOVECRAFTIAN MYTHOS CAMPAIGN LATER?!


I'll have to pass on the Lovecraftian campaign. I've never really studied the mythos or cared much for it, sadly.


I already have a Miskatonic University student I worked on for another game, but its moving along very slowly atm.

What kind of setting were you thinking, RVT?

Modern? Custom? Classic Arkham? (Do you think Batman and his villains are a nod to Lovecraftian lore?)

I haven't read a lot of the mythos, unfortunately.


I'm a big fan. I'd definitely be up for it.


I was thinking either a Golarion setting (For those who wanted easier access to magic and such,) or 1930's Earth (The classes would be distinctly non-magical and magic could only be performed with risky rituals gained from Mythos tomes,). In the former case, it would be set in Ustalav, if the latter, the location would be up for debate (America or England seem good choices!).

What would people like to play IF I agree to found the campaign? I have an interest check up under recruitment, so post there.


Red Velvet Tiger wrote:

I was thinking either a Golarion setting (For those who wanted easier access to magic and such,) or 1930's Earth (The classes would be distinctly non-magical and magic could only be performed with risky rituals gained from Mythos tomes,). In the former case, it would be set in Ustalav, if the latter, the location would be up for debate (America or England seem good choices!).

What would people like to play IF I agree to found the campaign? I have an interest check up under recruitment, so post there.

Are you thinking of using the Sanity rules? I think it provides a good "how does Magic work" for a more modern (Earth 1930s) as well as the lovecraftian themes


RVT, it's now 7:00 where you are. I thought you said recruitment would close today at noon? It doesn't really matter to me; I still need to finish redoing my stats with the changes to the Feywarden class.


Red Velvet Tiger wrote:

Emmeline, you are correct regarding feats/traits.

Monkey, I don't see why such a feat wouldn't be available. Feel free to make one. Also, here's a story trait for you: Dual-Aspected Prince(ess)- You gain a second aspect. However, infused by the unnatural and chaotic energies of the First World, you take extra damage from Cold Iron weapons and gain a thematic weakness of some sort. What do you think?

RECRUITMENT CLOSES IN ABOUT 11 HOURS, SO IF YOU HAVE QUESTIONS, FEEL FREE TO ASK THEM. THERE WILL BE TIME LATER AS WELL, AFTER DISCUSSION IS CLOSED.

ALSO, WHAT DOES EVERYONE THINK ABOUT ME MAKING A LOVECRAFTIAN MYTHOS CAMPAIGN LATER?!

What about tales feats and campaign traits for those of use who are still waiting on input?

And as for the lovecraftian campaign, I'd have to pass. Pathfinder isn't really a system designed to handle what you're proposing. It'd be too difficult to make work in my opinion.


7:00? No, it's 2:00 P.M. East Coast USA, remember? Where I'm from and where I live are two different things! 0_0


I thought I answered...?


Etither way, it's past noon, Cake!

What part of the East Coast?


I prefer my mythos stories to draw from the original source material as much as possible. New England America is my vote, though a mythos story set in Hyboria (the Conan setting) would be pretty cool too.


Red Velvet Tiger wrote:
I thought I answered...?

You never approved my campaign trait. As for my tale feat: I suggested two options but you said neither was powerful enough, then offered to provide input but never did to my knowledge.


Emmeline Lvl. 3 Final Sheet

Final updated sheet, I believe.

Edit: I forgot to put down the Reactionary trait, but the bonus is there, soooo...I'll get around to that.^^.


This is Tiasar. My character is all done, crunch and fluff all. Posting with his alias, always love feedback!


Whirrun Bligh wrote:
This is Tiasar. My character is all done, crunch and fluff all. Posting with his alias, always love feedback!

You appear to be missing two feats, the tale feat, a trait, and then the additional campaign trait.


Am I missing anything, Neils?


Doctor Rogers wrote:
Am I missing anything, Neils?

Ha Ha you sly dog

Just the tale feat, which most of us are missing anyways. Other than that the armor I assume you're wearing isn't listed under your equipment, and are you intentionally running with no melee weapon whatsoever?


Doctor Neils, what essential parts am I missing?


Dang, you're right. Totally slipped my mind.

Where were the "tale feats" found at?


I'm not wearing armor, and I don't need a melee weapon!

Gee whiz, kids these days...he says as his mind obviously wanders

But yeah, I guess I gotta work on that tale feat. I'm curious about the selection though, as a combined story tale feat might be cool.


Arwyne Feywatcher wrote:

Doctor Neils, what essential parts am I missing?

...You all.

Your perception skill is 1-3 points too low (+1 from wisdom, +3 from a class skill, and +1-3 from ranks), your perception is listed twice, your tale feat (Xerxes a level early if I recall correctly, though technically you already have him at first level), and though it's not technically a problem none of your class abilities (green pool, wild lore, faerie beast, etc.) are listed on your profile.


Doc, you could be the storyteller! You would essentially be able to bend fate, at the cost of your own ability to act to affect the story on your own. It would make sense with your Family Man trait!

Xerxes is now a 6' long Lynx with beige-ish fur and a long tail, because I honestly couldn't see the point of having two archers when I get all the abilities. No need to be scared anymore!


Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

Doctor Neils, what essential parts am I missing?

...You all.

Your perception skill is 1-3 points too low (+1 from wisdom, +3 from a class skill, and +1-3 from ranks), your perception is listed twice, your tale feat (Xerxes a level early if I recall correctly, though technically you already have him at first level), and though it's not technically a problem none of your class abilities (green pool, wild lore, faerie beast, etc.) are listed on your profile.

Now I'm going to imagine your character in sunglasses from now on.


Whirrun Bligh wrote:

Dang, you're right. Totally slipped my mind.

Where were the "tale feats" found at?

Top of page 7 of this thread.

Doctor Rogers wrote:

I'm not wearing armor, and I don't need a melee weapon!

I see my mistake, I assumed your 15 AC came from armor, not a class ability. Apologies.


Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

Doctor Neils, what essential parts am I missing?

...You all.

Your perception skill is 1-3 points too low (+1 from wisdom, +3 from a class skill, and +1-3 from ranks), your perception is listed twice, your tale feat (Xerxes a level early if I recall correctly, though technically you already have him at first level), and though it's not technically a problem none of your class abilities (green pool, wild lore, faerie beast, etc.) are listed on your profile.
Now I'm going to imagine your character in sunglasses from now on.

Believe in the me that believes in you, Arwyne!


Proposed Campaign Trait:

Puzzle Solver
You gain a +1 to diplomacy, knowledge (local), and perception checks when trying to unravel a mystery.

Thanks Neils.

I think I'll have to jump on the Buyer of the Magic Bean feat, that looks too much fun to not get in trouble for. What kind of magic item are we limited to?


Neils D. Lafont wrote:
Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

Doctor Neils, what essential parts am I missing?

...You all.

Your perception skill is 1-3 points too low (+1 from wisdom, +3 from a class skill, and +1-3 from ranks), your perception is listed twice, your tale feat (Xerxes a level early if I recall correctly, though technically you already have him at first level), and though it's not technically a problem none of your class abilities (green pool, wild lore, faerie beast, etc.) are listed on your profile.
Now I'm going to imagine your character in sunglasses from now on.
Believe in the me that believes in you, Arwyne!

wouldn't tinted glasses mess with his perception? and why is he naked except for a binding around his stomach, a cape, and baggy pants?


Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

Doctor Neils, what essential parts am I missing?

...You all.

Your perception skill is 1-3 points too low (+1 from wisdom, +3 from a class skill, and +1-3 from ranks), your perception is listed twice, your tale feat (Xerxes a level early if I recall correctly, though technically you already have him at first level), and though it's not technically a problem none of your class abilities (green pool, wild lore, faerie beast, etc.) are listed on your profile.
Now I'm going to imagine your character in sunglasses from now on.
Believe in the me that believes in you, Arwyne!
wouldn't tinted glasses mess with his perception? and why is he naked except for a binding around his stomach, a cape, and baggy pants?

Clearly the reference fell short...

He's a character from an anime named Tengen Toppa Gurren Lagann, he's famously optimistic and high energy.

As for his appearance, anime reasons I suppose.


Tale Feat?:
Contract Magic - Drawback: Whenever you cast a spell on or for another person, that spell requires an additional 50gp per spell level in material components. Benefit: Treat your witch level as two higher for the purposes of Patron spells; this increase applies to caster level as well as granting early access to Patron spells. This also allows a witch to cast Patron spells of a higher spell level than she can normally cast, though she may prepare only one such patron spell this way, and only at even levels.


Spidre wrote:
** spoiler omitted **

I think the first line of your benefit contradicts the second if I'm understanding it correctly.


@Neils: "Believe in the me that believes in the you that believes in the me that believes in myself!"

"...wait..."


Neils D. Lafont wrote:
Spidre wrote:
** spoiler omitted **
I think the first line of your benefit contradicts the second if I'm understanding it correctly.

Jeepers, give me a minute to finish edits.


Arwyne Feywatcher wrote:

@Neils: "Believe in the me that believes in the you that believes in the me that believes in myself!"

"...wait..."

Yeah, he's pretty great in that way.

All you need to know is that there will definitely be some believing happening.


Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

@Neils: "Believe in the me that believes in the you that believes in the me that believes in myself!"

"...wait..."

Yeah, he's pretty great in that way.

All you need to know is that there will definitely be some believing happening.

Please tell me that was an actual thing that was said in the anime?


Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

@Neils: "Believe in the me that believes in the you that believes in the me that believes in myself!"

"...wait..."

Yeah, he's pretty great in that way.

All you need to know is that there will definitely be some believing happening.

Please tell me that was an actual thing that was said in the anime?

Nope, sorry.

Unfortunately he perished fairly early on, though he still managed to deliver a good deal of memorable lines.


So is it too late to join this?


Neils D. Lafont wrote:
Arwyne Feywatcher wrote:
Neils D. Lafont wrote:
Arwyne Feywatcher wrote:

@Neils: "Believe in the me that believes in the you that believes in the me that believes in myself!"

"...wait..."

Yeah, he's pretty great in that way.

All you need to know is that there will definitely be some believing happening.

Please tell me that was an actual thing that was said in the anime?

Nope, sorry.

Unfortunately he perished fairly early on, though he still managed to deliver a good deal of memorable lines.

Don't worry - it's Electric!


RoryDarkmoon wrote:
So is it too late to join this?

You still have approximately 2 hours until the deadline.


RoryDarkmoon wrote:
So is it too late to join this?

Don't worry, I've gotten into campaigns through sheer blowing the GM's mind with my character ideas. You can do it! *cheers Rory on*

1 to 50 of 826 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment for Grimm Tales, a very dark fairytale-based campaign All Messageboards

Want to post a reply? Sign in.