Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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Agreed... I think it would be cool to use one of the AP specific races or even go as far as to build something using the Custom Race Builder :)


Inactive

Okay! They seem interested; should I go ahead and have them post here in Discussion?


Palomia Kasic wrote:
Okay! They seem interested; should I go ahead and have them post here in Discussion?

Awesome!!! Yep, if they go ahead and introduce themselves we could start talking about what would fit with the party, etc...


Hello all. I am the adorable apprentice of death and I am thrilled to be here! Palomia sent me a PM while I was at work. She mentioned Goblin, Aliens, and mythic stuff so I am rather interested. Never played with aliens and I love new things. My first play by post game was We be Goblins. So goblins hold a special place in my heart, I store them right next to the musicals where they are happy. And I love the mythic stuff. Thus far I have managed to get into one mythic game but the GM bailed so I only get to run the mythic stuff. Which is crazy fun.

A few questions so I can get to thinking.
Palomia said you all could use a healer. Is there anything that anyone else feels that they would want brought in to the group? Mechanically or fluff wise? I see that it looks like you have a good melee front line but not a lot of magic.
What are the build rules and posting requirements?
Where can I find information on these aliens I could maybe play as?
What are the deities available?
Are there any taboo things I should avoid?
Do you all have any questions for me?


This was the original recruitment requirements (also note I aim for daily posting as a rule but kinda relaxed about weekend posting - if you want to, that's cool but as I can't guarantee I will get to posting, I don't put that requirement on my players).

In addition to the below, we are also using Pathfinder Unchained's Automatic Bonus Progression...

*********

Interplanetary Adventure, New Worlds, Ancient Civilizations, Alien Species, and more, with a delightful mix of magic and technology, Legendary Games brings you a sword-and-planet adventure path; authored by some of the biggest names in the RPG business. Legendary Planet will take your characters across the multiverse, traveling alien gateways created by ancient, god-like beings to exotic worlds and back again in an incredible campaign like none other. Sword-swingers and spell-slingers stand alongside scoundrels and seekers for cosmic enlightenment as they unravel conspiracies and cryptic alliances bent on universal domination... or annihilation!

The ‘Crunch’

  • Characters start the adventure as Level 1 3
  • All classes are acceptable (including the oft-maligned Gunslinger, Samurai, Ninja and Summoner – note that the Pathfinder Unchained version of the Summoner is preferred to the original APG version).
  • 20-point ability buy (no stat lower than 8 / higher than 18 AFTER racial bonuses / penalties).
  • Maximum HP for your class (further level increases in HP shall be average for class rounded up)
  • Core and Featured Races from the Advanced Race Guide are acceptable.
  • One trait maybe selected – a further campaign trait from the Legendary Planet Players Guide will become available when you reach Level 3 and start the ‘To Worlds Unknown’ adventure (this has happened and I'll dig up the link to the new traits),
  • Half WBL for Level 3
  • Non-evil alignments only.
  • All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials - (although for new characters, we could explore using one of the Legendary Planet specific races)
  • …and, the number one important rule…build a character that you care about…and have fun!!!

...also, it might be kinda helpful if someone posted an abbreviated Story so Far?


Umm, might be a dumb question but insomnia has me in her clutches again so my google skills are weak. Where would I find these so far the only thing I have found is the players guide for like $2.99. Which is not a bad price.

I will give a little while to see if the players have any opinions on what the might like to see come in. I am really flexible with what I could play class wise. I have been playing pathfinder for around four or five years now and I still have that 'Oh shiny! I wanna play everything' feeling.


2 people marked this as a favorite.
Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Abbreviated Story :

There was once a really dumb but lucky longshanks who luckily could summon a semi-smart four legged companion. Even more luckily, a very smart goblin gunsmith took a liking to her, mostly because she was kind of cute in her complete incompetence (especially in combat, as she couldn't hit a sleeping troll with a bottle of acid if she was 5 ft from them) took her under his protection. The brave gallant goblin gunsmith spent most of his time palling around with the competent panther creature, both marveling that the longshanks had managed to survive long enough to learn to summon the panther creature.

As the panther and goblin (and the panther's pet human) were looking for work, they happened across a rumor of a meteorite crashing in a swamp known for it's gobby hordes. The panther and gobby managed to keep the longshanks alive when they found the gobby village, and even rescued a few gobbies along the way (including a half-breed gobby/giant... male gobby parent and female giant parent.. don't ask). They also rescued a completely insane gnome who thought she was a gobby (don't ask) who wanted to put the sun in her pocket (really don't ask).

They tried to find the meteorite, but all they found were insane gobbies with black goo on their back. They eventually found the source of the goo was some sort of weird goo creature, and everyone was nearly killed, until the brave goblin gunsmith shoved a keg of black powder into the goo creature and then lit a fuse and walked away. The goo creature made a nice pattern on the walls and ceiling (and the longshank!) when it exploded. The panther creature thought it was a great way to get rid of goo creatures.

The next day, the gunsmith and the others woke up in vats, having been kidnapped in their sleep by some lizard things. After rescuing the others, the gunsmith led the group through an enemy fortress, cunningly saved two dozen dog people (who were not very bright and kept getting killed by poking their noses into beast dens), another long shank, and a gobby who's parents slept with radiation stones and put them down in it's crib to chew on after it was born. He also turned an enemy construct into an ally and got it to help them escape the Gar Silt prison facility.

They escaped from the research facility through a magic gateway after a friendly lightning spirit powered it up for them. The dog people, the long shank caster, the insane gnome, and a musical gobby all got lost after going through the gate. Fortunately for the lucky but dumb long shank, she landed with the gunsmith goblin so she still had her protector. They then fought some more Klaven creatures and some war dogs, and escaped the mad temple of the insane war god. But since it was a long walk to town, and it was late, they went back in the mad temple of the insane war god and camped out in his library for the night.

The end.


Deaths Adorable Apprentice wrote:

Umm, might be a dumb question but insomnia has me in her clutches again so my google skills are weak. Where would I find these so far the only thing I have found is the players guide for like $2.99. Which is not a bad price.

I will give a little while to see if the players have any opinions on what the might like to see come in. I am really flexible with what I could play class wise. I have been playing pathfinder for around four or five years now and I still have that 'Oh shiny! I wanna play everything' feeling.

When I checked with Legendary Games, they said it was fine to share the content in the Player's Guide just so long as it wasn't being widely shared - I can PM you (later today) with further details of any of these races if they pique your interest:

Auttaine - Amalgamations of man and machine, it is rare for one auttaine to look strikingly similar to another. Their human ancestry still runs the full gamut of ethnicity, and follows much the same rules of nature prior to receiving their implants. Their gear, however—the term they use to describe their clockwork augmentations—is much more highly personal and stylized, uniquely grown and tailored to their environmental needs. Auttaine also further customize this gear with adaptations of their own design, and their coming of age is usually marked by the moment they install the final piece to see them through the rest of their lives.

Chlorvian - Chlorvians are a race of humanoid plants known for their diplomatic grace and easy charm. Most have vibrant personalities and impressive analytical abilities, particularly when assessing emotions and influencing those around them. As such, chlorvians often adjust their outward demeanor based on present circumstances to become more socially acceptable and comforting, just as a flower bends its stem to follow the sun’s movements across the sky. Chlorvians make fast friends and loyal companions, always seeking ways to cultivate new social bonds and personal experiences.

Tretharri - Stoic philosophers, seekers of self-perfection, and devout worshippers, the tretharri are a humanoid race seeking balance both internal and external. Members of the four-armed race are known for their calm, understanding demeanor, but those who raise a tretharri’s ire soon discover their incredible strength and rage first-hand. The cultural mores of tretharri inclines many towards professions such as monk, psion, or wizard, owing to their focus on the acquisition of knowledge, practice, and self- perfection. A sense of community is also important for the tretharri, as they believe it’s the best way to share knowledge and mutual support. Most adventuring tretharri seek to create small communities among their companions, driven by desires for exploration and shared life experiences as a means of gauging their progress towards self-perfection.

Zvarr - Zvarr are a race of winged, saurian humanoids with an eclectic range of ethnic distinctions displaying traits and similarities with salamanders, dinosaurs, and even dragons. Renowned for their cunning, greed, and subterfuge, zvarr enjoy longer than average lifespans and incubation periods, but much to their chagrin, their vestigial wings do not grant them the ability of true flight, leading them to more of an opportunistic society rather than a truly dominant one.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
GM Zed wrote:


In addition to the below, we are also using Pathfinder Unchained's Automatic Bonus Progression...

Which means do not go for a multi-weapon fighting build unless it's like a monk or something (in which case a multi-armed Kasatha works nice).

As far as what we could really use is a healer. Exactly what type depends on what you want to do :

Channel Focus : Spirit Guide Life Oracle or Life Spirit Shaman both work awesomely as channel focused healers, and both have spells and other abilities that work really well for healing.

Gish Healer : Either a Hospitaler Paladin, a Warpriest, or a Hospitaler Paladin/Life Oracle multiclass all work well. The HP/LO multiclass is more of a Channel Focus/Life Link healer, but has the most potential for martial damage and hit points (let he me know if you need a link to the build).

Support Healer : Cleric hands down is probably the best support healer, by far. They get combat spells, buffs, debuffs, and spontaneous healing and channeling. They aren't the best healer, but they are the best at healing while being able to stay flexible on a daily basis. If you want to be a combat medic, look at the Merciful Healer archetype.


Thank you Ravboom! You sound incredaby brave and valiant :)

I really want to ask about the Gnome that thinks she is a Gobby and wants to put the sun in her pocket. That is just odd.

Both the Auttaine and the Chorvian sound fascinating and fun to play. It is very likely that I will go for one of those. I look froward to the extra info!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

The insane gnome, alas, did not survive. Her ghost was eaten by the gateway. And yes, she was very odd.


Just a really weird thing. So that makes two votes for a healer. I know I want to avoid the paladin. I am actaully playing a Hospitaler Paladin in a Kingmaker right now.

Oracles are probably my favorite class. I think I am playing two of them and am more than willing to add a third.

And I have only role played a cohort cleric in the game I run. I would need to know about the deities available.

I have yet to actually read up on the shaman. Cause I am lazy and there is a lot but I will look into that one. And it is the same with the warpriest.

Oh and does the game have crafting time? Mythic has some amazing options for crafters. Like awesome options. My group is having a blast with it.


Deaths Adorable Apprentice wrote:

Thank you Ravboom! You sound incredaby brave and valiant :)

I really want to ask about the Gnome that thinks she is a Gobby and wants to put the sun in her pocket. That is just odd.

Both the Auttaine and the Chorvian sound fascinating and fun to play. It is very likely that I will go for one of those. I look froward to the extra info!

PM sent with the details of the Auttaine and the Chlorvian... w.r.t. The gods, there is a Legendary Planet pantheon but whether you use that rather depends upon your backstory... if you are an abductee like the others then we can just use the Golarion ones... if you are resident on this planet then we'll work out how to use these new gods.


Now that I have looked into the Shaman I am really torn. Shaman or cleric. I will have some at least basic premise by later today. We are moving soon so I will be packing and thinking on what I want.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

This is my Shamanic Life Witch Doctor, if you want to see a Witch Doctor Shaman healer build.


All I can find on Krila is the Eidolon stuff. But the witch doctor is a really cool archetype. Really all of them are. This was what I was expecting when I heard about the witch class. The Shaman is a wonderfully crafted class.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Check the link where it says 'Asimar HP (38)'


Ok that is better. Thank you.


Ok so insomnia trapped me spent the 2.99 and got the players guide. Drivethru RPG is apparently having a sale so I bought me some presents as well. I am rather glad I did too. That was in interesting read.

I really like the Auttaine and the Chorvian. And I am still a little torn between the cleric or the shaman but I am leaning very heavily towards the shaman.

I have one or two ideas floating in my head of what I think I want. But I have few questions.

Is there crafting time in this campaign? The Auttaine seems like a natural shoe in for a tinkerer, being part mechanical themselves.

Will I be starting off mythic or will that come later?

I saw hero points on someones profile, cause I am noisy. Are those in use? And if so how many do I have?

Since this is a planet hopping campaign, which is fascinating by the way, could you tell me a little about the planet I will be meeting the party on?


Deaths Adorable Apprentice wrote:

I have one or two ideas floating in my head of what I think I want. But I have few questions.

Is there crafting time in this campaign? The Auttaine seems like a natural shoe in for a tinkerer, being part mechanical themselves.

Most definitely... the next part of the adventure is city based and assumes several weeks of pseudo-downtime...

Deaths Adorable Apprentice wrote:
Will I be starting off mythic or will that come later?

I'm inclined to say that you would not start mythic...

Deaths Adorable Apprentice wrote:
I saw hero points on someones profile, cause I am noisy. Are those in use? And if so how many do I have?

We are using Hero Points... Gaining 1 per level / Major Objective (per GM discretion)... anyone new starts with 1 Hero Point.

Deaths Adorable Apprentice wrote:
Since this is a planet hopping campaign, which is fascinating by the way, could you tell me a little about the planet I will be meeting the party on?

...can do but that would tie your character into being a resident (either permanent or semi-temporary) on Argosa.


No clue if I am a resident I know nothing of the plant. If you want me to be from there or somewhere else. Some where else sounds like fun. I suppose I need info on why I am on that particular planet. And maybe a little one of the ones the Auttaine come from. I do believe I like that one a little better.

If it makes it easier I can be a new arrival. I am more than fine with the easy option :) I know nothing of the setting really so I am a little lost there but I should have my character done soon.

With the mythic stuff. How did that happen to party and is there a way you would like for it to have happened to me?

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Hi, I'm here! I'm the oversized goblin (not part giant by the way), and could really use a good healer. Glad to see you join up!


Thank you all. And I am pleased to meet all of you. I think I failed to mention that. Also very excited to get to play in space as a weird part mechanical human. They are a little build your own so I am going though the racial options that are scattered across the pages. I am going to go for the shaman class,, it is new, shiny, and seems flexible. Once I have the racial stuff down I will finish up the crunchy bits.


Sorry I realized I asked the mythic question twice. Opps.

So I get a familiar and I was thinking about getting an Ioun Wyrd. I rather like the flavor of it but I was wondering if I could put the Sage Familiar Archetype I would like it to be able to speak.

It says that they are typically created but can be found. I was thinking that she found or inherited one. If not no big deal but I wanted to ask before I got really attached to the idea.


So I guess the challenge here is that we need our new character(s) to have some kind of reason to want to align with the main group and to track down their abductors... one way of doing that, and keeping the 'stranger in a strange land' feel would be for the new character(s) to have been similarly abducted (although maybe not for the same underlying reasons that Palomia, Ravboom, Blekk and Biggun were) and to have been brought directly to Argosa rather than awaiting vivisection in Garsilt... that would allow for the character(s) to be given a free hand in preparing a character background and would still allow full access to all of the Legendary Planet races. And, from a selfish GM perspective, it makes your eventual arrival at Zel-Argose (the main city to which you are headed) easier to manage of none of you have been there before.

In terms of how the group became mythic, there was some kind of 'awakening' when they travelled through the gate - I would anticipate that, in time (yes, there will be more gates) something similar will happen with anyone who joins us...

...and, w.r.t Ioun Wyrds, sounds good!!!


Yay I wake up to fun news! I am more than fine with me getting abducted for reasons I might not understand. That would give a potential kinship to the rest of the group. Do you have an requests or suggestions on how or why I was kidnapped? Or shall it appear random to my little shaman?

And yay I have a pile of floating rocks that talks to me! Is it weird that I am so excited about that?

Whenever I have my mythic awakening I know I will be going Hierophant, because they are awesome.

Since you are using Pathfinder Unchained's Automatic Bonus Progression is there just not a lot of magical items. Not a lot of stat, saves, or numerical magical weapons and armor? That way I know what is available for all of those fun crafting feats.


Inactive

Your best buddy is a sentient pile of rocks? Oh boy, you're gonna fit in just fine then :3


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Be nice to Knick Knack. He.. She.. It is a wonderful creature!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Deaths here. Other than gear, which I am almost done with all I have is languages to pick from and that trait. And I am working out a backstory, it should be done soon :D
Are the traits the ones from the players guide?
And with the languages are all the normal Golarian ones still available plus whatever is listed in the players guide?
And are there any ones I cannot currently know?
And are you using background skills?


"I am the sentient pile of rocks."

Mechanically Knick Knack should be able to fill in some of the knowledge checks while providing side commentary.


On the deities can you give me more info on Haymot Steel-Arm and Nimsharu? Those two look like my kind of deities.

Is there a planet you would like me to come from? Or shall I make up a name?


Vael Dahl wrote:

Deaths here. Other than gear, which I am almost done with all I have is languages to pick from and that trait. And I am working out a backstory, it should be done soon :D

Are the traits the ones from the players guide?

Yep, use one generic trait and one from the player's guide... note that 'Stranger in a Strange Land' is not available to you.

Vael Dahl wrote:
And with the languages are all the normal Golarian ones still available plus whatever is listed in the players guide?
Vael Dahl wrote:
And are there any ones I cannot currently know?

Just keep it to typical Golarion languages...

Vael Dahl wrote:
And are you using background skills?

Yep, Background Skills are go...


Deaths Adorable Apprentice wrote:
Yay I wake up to fun news! I am more than fine with me getting abducted for reasons I might not understand. That would give a potential kinship to the rest of the group. Do you have an requests or suggestions on how or why I was kidnapped? Or shall it appear random to my little shaman?

...all you will know is that you have awoken in a strange world!!!

Deaths Adorable Apprentice wrote:
Since you are using Pathfinder Unchained's Automatic Bonus Progression is there just not a lot of magical items. Not a lot of stat, saves, or numerical magical weapons and armor? That way I know what is available for all of those fun crafting feats.

There are magical items (and some technological bits and bobs also)... it's just the simple numerical bonus items that the ABP system gets rid of...


Deaths Adorable Apprentice wrote:
On the deities can you give me more info on Haymot Steel-Arm and Nimsharu? Those two look like my kind of deities.

Sending PM

Deaths Adorable Apprentice wrote:
Is there a planet you would like me to come from? Or shall I make up a name?

...entirely up to you where you come from!! You've kind of got free rein here...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Since this is all unusual stuff, everyone remember that at 3rd level, we all gained a +1 Resistance. Not being used to ABP, I'm sure some of us forgot that (I certainly did).


Inactive

Yeah, I forgot as well and was trying to figure out why Palo's saves all jumped like they did (and this is with having access to HeroLab, too)!

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Yeah, as soon as ABP was mentioned I went through and fixed that. Good looking out, Ravvie!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Brilliant! I have altered the skills and I went with the Jagladine Experiment #14073 trait. I liked others better but that one seems like a fun role play option. Skills have changed. Thank you for the deity stuff. She will have a mixture of those two making up her religious structure.

I have only been in one game that uses the ABP stuff, that one was mythic too, but he had magical items being really rare so I wanted to check.

Thank you. She should be done tomorrow. Work has a mandatory meeting and I think because of that my normal 8 hours in a warehouse at night in the cold has turned into a 10 hour night. I hope that is not the case. But if it is I will finish her tomorrow.


Inactive

Eee, looking forward to having you in the game DAA! :D

And I guess this also makes the rest of the re-recruitment a little easier for Zed; one new PC for each team now instead of two and one.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am so excited! Thank you for asking if I could join. And thank you all for letting me. I will finish her hopefully after work tomorrow but it was almost a 11 hour work day and it was cold so I am off to bed.


Vael Dahl - Looking forward to welcoming you into our most strange group of interplanetary wanderers...

AllAs I said was likely, I have opened a recruitment thread looking for new players for both Legendary Planet games:

Legendary Planet Re-recruitment thread is HERE!!!

If there are any players that you really enjoy playing with and who you think would be up for a bit of interplanetary travel, point them in the direction of that thread... or get them to PM me.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am a little lost on how Vael gets away from her captors and on to the current planet. If anyone has suggestions please let me know. Sorry it is so long, sort of :)

As to Knick Knack I am going to have its past come out as it rebuilds its body. If you have anything you would like to add to its history I am more than happy to do so. Otherwise I will come up with something over time.

Background:
All and all Vael had an relatively easy life as a child. She had the occasional procedure to fix her weak organs and to modify their size as she grew bigger. Her family was more than happy to let their little gear eyed child tinker to her heart's content. It was the normal thing to do after all.

She learned how to create mechanical and functional beauties at her parents knees. Her parents were part of a group that left their walled city to dig though the ruins of the long dead cities of this relatively barren planet. Finding resources and salvaging them for the community.

Her parents and really the community as a whole are a logical and no-nonsense people. They came to this mostly barren planet in the pursuit of a peaceful place to grow. Far from the drama of the more populated planets so that they as a whole could dedicate themselves to their eidos, their ideal self. Not only was personal perfection sought but they wanted to for a perfect society. A culture that existed for the individual and for the whole community. No infighting, no suffering though negligence. Everyone had a purpose and everyone worked to make their home a better place for themselves and the coming generations. They called the planet that they found, about four generations ago, Haym, after Haymot Steel-Arm .

When she was first born and during her childhood her parents alternated who would leave with a group but by the time she had reached puberty Vael began to go out with her family to learn firsthand.

It was shortly after this time that her idealic life began to shift. She started to have strange dreams that made no logical sense. She did not sleep, no one really did. These vision harried her anytime she closed her eyes or relaxed. There were two reoccurring people in these.

One, and this was the most common one, had her following a humanoid looking elderly woman. Deep wrinkles lined her face, long pointed ears heard all the suffering around her, and her tan fingers soothed that suffering. It was rare that she heard anything in these dreams, they were more like random flashes, but with this woman she could sometimes hear a whisper. She traveled miles and days to help those in need. And the whispers, a plea, to find us. To save us. Waking from these visions anytime she felt like resting left her reeling between a deep seated sense of satisfaction and a desperate need to find this person. Though she had no idea where or how.

The other two dreams had her following a small male humanoid who was painfully thin. No matter where Vael saw in these dreams with the child it was always in a massive city. Tall stone and metal building reaching high into the sky. There was always a strong sense of desperation in these dreams and she always woke with this pain in her abdomen, a growling, gnawing feeling that she had never felt before.

Ultimately these repetitive dreams pulled her from the safety in numbers and the security of her the large group. They were days from their walled city and picking though a long since abandoned town. She had been going out foraging with her family for just under a year and since this location was empty, as they almost always were there was no real issue with Vael entering a decrepit building on her own. That voice, the one she heard the most often in her dreams had started to whisper to her the moment she entered the crumbling settlement Lingering peaceful spirits moving about the world unseen.

Searching though the building she spotted a glimmer of metal. Paydirt! Metal was greatly prized and that whisper stopped the moment she touched the little golden orb. Which she promptly threw across the room when it started talking to her. Only it could apparently move. It pulsed with energy with each syllable it uttered. Staring in awe at this strange floating golden orb, it only had a few little bent gears and a second smaller cracked golden nodule making up its form. She had found the voice and it had been looking for her too apparently. It did not remember its name, where it came from, nor was the odd creature able to really articulate that very well. Frequently stumbling over words and getting distracted. All that it knew for certain was that it needed her.

This took a little more convincing for her parents but once they were certain that the creature was no harm the allowed her to keep it. That creature is called an Ioun Wyrd and it was probably left behind from whatever once populated this settlement. Since the confused creature could not remember its name Vael decided to call it Knick Knack. It was constantly adding things to its 'body' and then discarding them, claiming that it was not a good fit.

Things seemed better at first once she had Knick Knack but in time the visions returned. Knick Knack said that she could feel and find wondering spirits. Not the cruel lingering undead that filled the planet but peaceful unseen spirits. But if they were unseen then how were they there? And more importantly why was she seeing them.

The visions continued and life went on. He reached her majority and the bulk of her major enhancements were completed. The last enhancements she added to herself before her world shattered was to her ears. She stretched her ears to a long and sharp point. She wanted ears like that the woman from her visions.

Everything fell apart when the sky lit up with ships and their harsh spot lights. Someone, one of the elders, screamed Jagladine. The ensuing battle was a blur after Vael watched her parents cut down protecting her. The fight happened around her while she collapsed at their sides. It did not matter what Knick Knack said she would not move. Forcibly pulled up and drug by her limp arms away. Knick Knack hid among her clothing.

There is not a lot she remembers much of her time on that ship. Hours of being pulled apart and put back together. Brief moments of respite curled up on the floor with Knick Knack trying to sooth her.


Vael Dahl wrote:

I am a little lost on how Vael gets away from her captors and on to the current planet. If anyone has suggestions please let me know. Sorry it is so long, sort of :)

As to Knick Knack I am going to have its past come out as it rebuilds its body. If you have anything you would like to add to its history I am more than happy to do so. Otherwise I will come up with something over time.

** spoiler omitted **...

Awesome stuff... if you don't mind, I'd prefer you just left the backstory exactly where it is... after you last blacked out, the Jagladine will have brought you to Argosa - and the group will find you in an organic stasis tube en-route to Zel-Argose...

Basically, I am going to assume that Lomrick has planned on bringing you through to his residence / facility in Zel-Argose for further experimentation (maybe for the same reason as he was experimenting on Ravboom, etc or maybe for something else)... but, for some reason, your canister had to be abandoned somewhere near the temple that the rest of the folks gated into...


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

That is more than fine by me and I am glad you liked it! I need to add a little more for why Nimsharu is venerated on par with Haymot Steel-Arm. And one or two other things but it will not change the narrative. More for my own preference and to help me get a better feel for her. But that should be done after work. I think I have all my purchased figured out, though I have a lot of left over gold.

Is she going to have all the gear I am buying for her on her? I ask because she is a captive.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Malvourge heard the BoomRav turning his doggies into meat, and decided to head back to see what was going on, and left the tube nearby.


Vael Dahl wrote:

That is more than fine by me and I am glad you liked it! I need to add a little more for why Nimsharu is venerated on par with Haymot Steel-Arm. And one or two other things but it will not change the narrative. More for my own preference and to help me get a better feel for her. But that should be done after work. I think I have all my purchased figured out, though I have a lot of left over gold.

Is she going to have all the gear I am buying for her on her? I ask because she is a captive.

Your gear will be immediately available...


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

So much sleep was had and it was glorious. So have like 647 gps left. Any suggestions on what to get? Or I can keep a hold of that and use it towards a cure light wounds wand which is very useful.

I can and will make things look a little more orderly soon. I sort of went right to bed after work. It was nice. If there are anything I need to change, remove, or embellish on please let me know!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

You missed the Goblin Ear Masseuse feat. You need to drop one of your existing feats to take it. It's a mandatory feat for any non-Goblins in the party.


Inactive

"The horror! The horror!"


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I was never told this! Why was I never told this! Why! :D

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