On Abadar's Secret Service (Inactive)

Game Master James Martin

A game of colonization and exploration in a new land with new dangers and threats.


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Bonekeep Slides

Leralt's power flows over the gnome, causing him to shudder. When Leralt speaks in Sylvan, the gnome's eyes narrow slightly, becoming almost feral. You can almost fancy you can see a strange rage bubbling up in those eyes.

Dr Krupt?


Male Human (Chelaxian) Alchemist (vivisectonist) 5 (Init +2; AC 17, t12, ff15; hp 18/41; F+6/R+6/W+1)

Assuming Songan would like some sort of reply to his woodsy chatter, Krupt halts his upraised arm from descending on the now-grappled gnome. He keeps a wary eye on the little pale man, and glances through the doorway to ensure no others are coming to his aid.

"I'd trade words with the nice catman if I were you. It's preferable to most other alternatives," the good doctor mutters.

Ready action to strike with his cane should the gnome get free, or any others reveal themselves within reach.


Bonekeep Slides

As the party attempts to subdue the gnome, Leralt's words seem to trigger a strange response in the small man. He snarls beneath Songan's hand and suddenly his skin seems to vibrate violently. The skin all over his body peels back as dozens of tiny metal spikes erupt from the gnome, injuring Songan for 1d6 ⇒ 6 physical damage and 1d6 ⇒ 2 electrical damage! The spikes produce a loud SNAP as they electrify, burning the catfolk's fur where his hans grasp the gnome. At the same time the gnome begins to emit a series of loud, rapid buzzing sounds that grate upon the ears of all around! Please roll a Fort save, DC 12 or be sickened by the siren!

If anyone has any readied actions, this would most likely trigger them. Feel free to take them now!

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Is this a sonic effect?


Male Human (Chelaxian) Alchemist (vivisectonist) 5 (Init +2; AC 17, t12, ff15; hp 18/41; F+6/R+6/W+1)

Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20

Krupt's eyes widen in surprise at the gnome's transformation and he swings his cane around in a wide arc.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d6 + 1 ⇒ (3) + 1 = 4

No sir, I don't like it...


Male Tiefling Void Elementalist 5

Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge (Arcana): 1d20 + 13 ⇒ (3) + 13 = 16

Leralt takes the siren as if it were nothing, nothing was surprising him anymore on this island. He wondered if anything he encountered was normal, that would be a surprise. None the less he studies the gnome.


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

"What the-?"

Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19

Flinching at the sudden noise, Lena quickly shuts it out and focuses on the strange spiky gnome, hoping to gain some insight into what in the world it is or maybe a weakness

Knowledge checks:

Arcana: 1d20 + 9 ⇒ (6) + 9 = 15
Dungeoneering: 1d20 + 10 ⇒ (9) + 10 = 19
Planes: 1d20 + 10 ⇒ (4) + 10 = 14

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Fortitude Save: 1d20 + 1 ⇒ (3) + 1 = 4
Well nevermind the last question then...even if it was a sonic effect, wouldn't boost the save by enough.

HP = 15

Songan cries out in pain as the strange metal spikes suddenly erupt from the gnome's skin, then crackle with electricity that courses through his own body. Reflexively, he releases the grappled creature, but the damage had already been done.

The combination of that with the siren suddenly being emanated by the gnome was too much for the Catfolk to take, and his head suddenly spins, leaving him feeling woozy and light-headed. He collapses to one knee behind the gnome, clearly on the verge of retching.

RPG Superstar 2010 Top 16, 2011 Top 32

Knowledge Arcana:
Wracking your brain you cannot recall any tales or research of metal gnomes or sirens. You have heard of clockwork creatures, but this is clearly a living gnome.

Planes:
Perhaps the gnome hails from sort of mechanical plane where the creatures are made of living metal?

Songan releases the gnome as the siren suddenly stops. The gnome's spikes instantly retract, returning the gnome to its pre-attack look. In heavily accented Common it snarls "Intruders! Intruders in the barracks, sector Alpha! Initiate defensive measures!"

Dr Krupt swings his cane at the gnome, but he has to pull the swing to avoid Songan and misses. Songan takes a knee as the siren's disconcerting noise overwhelms his senses momentarily. Next round you'll be fine, Songan.

Lena, Leralt and Catila?

Init:
21 Gnome
19 Lena
17 Catila
9 Dr Krupt
8 Songan
6 Leralt


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

"Sounds like we're going to have company"
Do I have a clean shot to the gnome now that Songan has stepped back? If so, I'll shoot it with my crossbow

Crossbow: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 ⇒ 3

If there isn't a clean shot, I'll draw my Falcata in right hand (keeping crossbow in left) and advance on the gnome, moving to flank with Songan and making a melee attack

Falcata: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 2d6 + 3 ⇒ (7) + (5, 3) + 3 = 18

pants


Bonekeep Slides

In what seems like turnabout is fair play, Catila launches a ray of sound at the gnome-thing. Touch Attack: 1d20 + 5 ⇒ (11) + 5 = 16 The ray hits, and the gnome winces slightly, the first really human moment it has displayed. Damage: 1d3 ⇒ 2

Lena's crossbow bolt skips off the doorway, clattering into the room beyond. Leralt continues his study of the gnome, noting its expression of pain when the sonic ray hits it.

Init:
21 Gnome
19 Lena
17 Catila
9 Dr Krupt
8 Songan
6 Leralt

The gnome-thing backs away from the party, back into the small room it had come out of. The room it moves into is only 10 feet square, with a metallic desk and flat bed-like table. As it backs up, it hits the wall. Suddenly its limbs fold backwards, and it crabwalks up the wall, until it perches in the corner where the walls meet the ceiling. Once there it hisses if anyone comes near.

Inside the small room, there is a pneumatic hiss as a hatch opens in the ceiling. Out drops a strange insectile construct the size of a man, but with many legs and clacking scorpion-like claws. Where its mouth should be are two metal rods, between which arcs electricity. Having fallen to the ground, landing like a cat upon its feet, it raises its claws defensively and holds it position.

Your turn!


Male Tiefling Void Elementalist 5

Leralt keeps looking at the new oddities, constructs closer to clockworks then golems he figured. He wondered why such advanced magic was not being used against the other groups. He pushes those thoughts aside and attempts to speak to the gnome creature again as it has yet to respond.

All known languages:

"Will you remain silent, you do not even know if we are your enemy. But at this rate we will be. So I guess you are a Bone Taker, attacking people and attempting to trick them with demonic illusions claiming to be a god. Setting drunken beast on villages. Then again if you have such constructs it makes me wonder why bother with such tactics."

Leralt will delay for now.


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

Lena calls on the power of Abadar to punish those who have threatened those who do His holy work.

activate combat expertise (AC 19)

Cast bane on the robo-gnome and the electro-scorpion


Bonekeep Slides

When Leralt speaks, the gnome stares until he reaches Sylvan. In Sylvan, it replies: "We are the Vishcarii!(He pronouces it Vish-Car-Eye) You were warned to leave this island! You were given reason and opportunity! Leave! Leave this place, leave this island! You are not wanted here, you are not required! Your presence taints the balance! Go, go away!"

Lena takes up a defensive stance and calls upon the grace of Abadar to curse her enemies. A wave of disapproval falls upon the gnome and scorpion thing!

Songan, Catila and Dr Krupt!

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Fighting off the wave of nausea, Songan replies to the gnome in Sylvan himself, glad to now have an avenue of communication with their apparent foes.

Sylvan:
"And we told you that we CANNOT leave! Our ship is destroyed, our only method of getting off this island is no more! Vishcarii, Bone Takers, flat-faced floogle-horse, it matters not what you are! Your only chance for a quick resolution to this conflict was lost when YOU destroyed our ship!"

Getting to his feet, he takes up a defensive posture against both the beings, drawing his longsword and shield.


Bonekeep Slides

The gnome snarls. "We did not destroy your ship, invader! Seek your quarrel elsewhere!"

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

"Then point us in their direction! Our problems are not mutually exclusive! When our maladies are resolved, so will be yours! We need not be enemies!"


Bonekeep Slides

The gnome pauses, starts to speak, but a sudden THRUM, followed by a voice that echoes in all your heads stops him. When the voice begins speaking, he falls from the wall where he is perched onto the ground, lying prostrate and completely still. The spider-scorpion likewise seems to retract in on itself.

"SILENCE! CEASE THIS PRATTLE. UNIT 132-C: BRING THE INTRUDERS TO ME IMMEDIATELY. THEY ARE TO BE GIVEN SAFE PASSAGE TO THE CORE VIEWING CHAMBER. UNIT 93-A: RETURN TO YOUR POST."

The voice stops and the scorpion immediately leaps straight up toward the ceiling, clinging to it as a hatch opens. It scuttles into the hatch and is out of sight as the hatch closes.

The gnome stands, his face a carefully dispassionate mask, and gestures toward the door. "You have been summoned. Please follow me. Your safety is guaranteed." He strides toward the door, clearly not pleased with this turn of events. He turns left out the door and approaches the other door, which opens as he approaches.

If you follow him, he seems to follow a central corridor that turns slightly right as you go, seemingly spiraling toward a central area. You pass metal corridors, more iris doors, and in one length of corridor, a line of windows looking upon a large open metal room. The room is filled with tables of varying sizes, upon which rest the carcasses of dead creatures. You spot deer, a young bulette much like the one you fought, large bears and a wyvern. All the bodies are dead and have been for some time. Metal arms move about the room on metal bases that flow across the floor as if on wheels. They seem to be systematically dismantling the dead creatures, separating bone from skin and flesh and organs. You can see piles of bones in the corners, stacked high and cleaned to a bleached white.

Finally you stop before a large iris door in the right side of the walled corridor. It hisses open and the gnome leads you into a semi-circular room with a single metal chair facing the door. He sits in the chair, and closes his eyes as thin metal tendrils erupt from the chair to sink into his skin. Behind him the metal wall becomes transparent as the gnome's eyes open. The transparent wall reveals a hideous sight: a gigantic spider-like creature with eight arachnid legs and a squid's eight tentacles erupting from the top of where the spider's head would be. Atop three of the tentacles are masses of eyes, which swivel and aim toward you. The creature is huge, at least 20 feet tall and as wide, and it seems to be floating in a pinkish fluid with several of the metal tendrils imbedded in its skin, attached to the walls around it.

When the gnome speaks, the voice is the same booming one from before.

"WHY HAVE YOU INVADED OUR HOME? WHAT IS YOUR BUSINESS HERE?"


Male Tiefling Void Elementalist 5

Leralt takes it all in, getting a grasp of what they were dealing with.

"Well we were responding to a unprovoked attack on our settlement by the Bonetakers. We tracked them here. I would guess they did this on purpose to have us fight you and yours. No doubt to weaken or destroy one or both of us. We intended to make them pay for their latest crime. I would ask you what your business is here, I rather doubt this was your original home."

Is their any knowledge DCs or such to figure out anything?


Bonekeep Slides

Probably knowledge planes might be the closest...

"WE CAME HERE 10,000 CYCLES OF YOUR SUN AGO. WE ARE A SURVEYING MISSION FROM <static buzzing noise.> WE SEEK TO REPAIR OUR VESSEL AND RETURN TO OUR HOME. TO THIS END WE COLLECT BONES TO PROCESS INTO RAW MATERIAL FOR REPAIR. THESE HUMANOIDS, SUCH AS UNIT 132-C, AID US IN RETURN FOR LONGEVITY AND PROTECTION FROM THE NATIVES OF THIS ISLAND. DO YOU WISH TO JOIN THE COLLECTIVE AS WELL?"


Male Tiefling Void Elementalist 5

Knowledge (Planes): 1d20 + 13 ⇒ (14) + 13 = 27

I find it a little funny these guys are from some world in the void which is my speciality. ;)


Bonekeep Slides

Knowledge Planes:
Clearly these aliens are not from any planet in Golarion's solar system. The name of their world was so alien as to sound like mere noise to you. If you had some sort of star map, or planetary reference, you may be able to glean more information on where they come from...

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan stares openly, agape at the...the..whatever-the-heck-it-was that was in front of the group right now. Some strange, otherwordly horror that he could scarcely wrap his humanoid brain around. He thought as hard as he could, hoping to come up with some shred, some miniscule piece of evidence from history that might tell him what exactly this thing is.

Knowledge (Arcane): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (History): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Planes): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Religion): 1d20 + 8 ⇒ (8) + 8 = 16

Is that a good enough Planes roll to look at the spoiler tag above?


Male Human (Chelaxian) Alchemist (vivisectonist) 5 (Init +2; AC 17, t12, ff15; hp 18/41; F+6/R+6/W+1)

Krupt is utterly fascinated with the creature, taking the time to observe it and its containment while it speaks. When it asks about joining the collective, he glances sidelong at the rest of the group.

"I believe 'no' would be the safe answer. Between Abadar and the People we're already considerably entangled without considering snaring ourselves in a further alliance."

"Since it's been here so long, perhaps someone should ask it about the factions on the island. If these Bonetakers did not destroy the ship, then there are other power bases on this island as yet unknown to us...perhaps they even lured us here so one side or the other would be destroyed."


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

Too awestruck at the strange environment she found herself in and the even stranger creatures inhabiting it to formulate a proper response, Lena simply mouths
"Wha-?" as she stares up at the monstrous tentacled thing.
"Bonetakers... so are these the same who released the bullette on the town? Ask them how many more bones they need to finish the... repairs?"


Bonekeep Slides

Songan, you can read the spoiler.

The gnome again opens his mouth and the voice booms forth.

"WE CAN HEAR YOU PERFECTLY WELL. WE ARE AWARE OF OTHER HUMANOIDS ON THIS ISLAND. WE HAVE MADE CONTACT WITH THE AMBULATORY FUNGI, AS WELL AS THE DEEP ONES. WE CURRENTLY MAINTAIN A STANDING ORDER OF ATTACK AGAINST THE AMBULATORY DEAD AS WELL AS AGAINST THE WORSHIPERS OF THE ONE WHO IS BOUND. SURVEYS HAVE INDICATED THAT OUR FAILED EXPERIMENTS HAVE ESTABLISHED A COUNCIL OF SORTS. WE BELIEVE YOU HAVE A MEMBER OF THAT EXPERIMENT WITH YOU CURRENTLY. WE DID NOT DESTROY YOUR SHIP. WE DID NOT SEND ANY CREATURES AGAINST YOU. WE HAVE NOT INITIATED CONTACT WITH YOU. YOUR INTRUSION IS THE FIRST WE HAVE HAD CONTACT WITH YOUR PEOPLE."


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

"Experiment? You mean the People? Why did you create a load of talking animals?"

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan raises his hands to his temples, rubbing them slowly as he draws in a deep breath. "So...let's recap. You are not responsible for what happened to our vessel. You have made contact with the Olo-tumbo...the..ambulatory fungi, as you call them. By 'Deep Ones', do you refer to the People? Large, sentient, mammalian quadrupeds? Or are they the experiments you referenced? If the People are the results of your experiments, who are the Deep Ones? It is you whom the People refer to as the Bone Takers? It was not one of you who fed the creature we call a bulette fermented fruit to inebriate it, then led it straight to the humanoid colony?" he asks, still rubbing his temples as he struggles to assimilate all the information.

"I wish to address you directly, but I have no name by which to call you. If you please, I am called Songan. I would like to know what I may address you as in the Common tongue."

After a response is given from the..whatever it is...Songan continues. "I believe we have gotten off on the wrong foot. It was not our intention to invade your realm...at least not in the sense of an outright attack. There was a trail, a very obvious one, that led from the rock that disguised the entrance to this place to just outside our colony. It was clear that someone had made the bulette that attacked us get drunk off of the fermented berries, then set it loose where it would almost certainly assault the colony. We followed that trail back to here and found the entrance to your..your...whatever this place is. If you are not responsible for that attack, let me be the first to apologize for making false assumptions and accusations against you. It would seem that there is perhaps another party in play here that sought to pit us against each other."


Bonekeep Slides

"THE ONES YOU CALL THE PEOPLE WERE OUR INITIAL EXPERIMENT IN BONDING OUR TECHNOLOGY WITH THE NATIVES OF THIS ISLAND. IT WAS NECESSARY TO UPLIFT THE MAMMALIAN LIFE, TO ALLOW FOR BETTER SYNTHESIS. ALAS, THE LIFEFORMS LACKED THE REQUISITE FINE MOTOR CONTROL FOR PROPER USAGE. IT IS INTRIGUING TO SEE THAT THEY HAVE CONTINUED THEIR EVOLUTION IN OUR ABSENCE. WHEN THE DESIGNATION 'GNOMES' ARRIVED TO THIS ISLAND, THEY SUITED OUR NEEDS MUCH MORE SATISFACTORILY. OUR AIMS COINCIDED AND THEY CHOSE TO JOIN OUR COLLECTIVE. AS FOR NAMES, WE ARE CALLED NIIMAN IN YOUR TONGUE. WE BEAR YOU NO ILL WILL. WE ONLY WISH TO BE LEFT ALONE TO COMPLETE OUR REPAIRS THAT WE MAY LEAVE THIS PLANET AND RETURN TO OUR STAR. WE ESTIMATE THE REPAIRS WILL BE COMPLETED WITHIN 500 PLANETARY CYCLES."


Male Human (Chelaxian) Alchemist (vivisectonist) 5 (Init +2; AC 17, t12, ff15; hp 18/41; F+6/R+6/W+1)

"Finally, something on this island that is initially reticent about killing us. Praise Abadar."


Male Tiefling Void Elementalist 5

"Would you mind going into more detail about the deep ones and those who worship the one who is bound. I assume the ambulatory dead are undead as we call them. Would you also happen to have any expertise in biological manipulation?"


Bonekeep Slides

"WE HAVE EXPERTISE IN THE MANIPULATION OF BIOLOGICAL FORMS, YES. AS FOR THE DEEP ONES, THEY ARE THE ONES WHO LIVE BENEATH THE WAVES NEAR THE EDGE OF THIS LAND MASS. THE ONE WHO IS BOUND IS THE VANQUISHED EXTRAPLANAR FIEND WHO CAME TO THIS LAND LONG AGO, SHORTLY AFTER OUR ARRIVAL. IT WAGED BATTLE AGAINST THE OTHER EXTRAPLANAR ONES, THE BIRD-WINGED ONES. THE BATTLE WAS A DRAW, UNTIL THE BIRD-WINGED ONES SACRIFICED THEMSELVES TO BIND THE FIEND AND HIS FOLLOWERS. THEN THE LAST WINGED ONE USED SOME SORT OF ARCANE RITUAL TO SEAL THE FIEND AWAY. IT THEN CAST THIS ISLAND ADRIFT IN A PLANAR FLUX. IT REMAINED THUS UNTIL 7 PLANETARY CYCLES AGO WHEN THE FLUX ENDED AND THE ISLAND RETURNED TO THIS MATERIAL PLANE. WE REMAINED OUTSIDE OF THIS CONFLICT, SHELTERING THE DESIGNATION 'GNOMES' AND OURSELVES IN THIS PLACE. SOME OF THE OTHER DESIGNATION 'GNOMES' WERE INVOLVED IN THE CONFLICT; WE DO NOT CURRENTLY HAVE RECORDS OF THEIR FATE. WE GROW TIRED. THIS METHOD OF COMMUNICATION TAXES US AND UNIT 132-C. WE SHALL ANSWER AS MUCH AS WE ARE ABLE, BUT NOT MUCH LONGER."


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

"So I assume then that the creatures we found growing under ground are your responsibility also?"

Lena thinks for a moment.

"If you and your... kind do not seek any violence towards our colony then let us come to some sort of agreement. You seem to have great knowledge of anatomy and biological forms, perhaps even surpassing our good Doctor here. If we were to agree to leave your 'hideout' alone, would you agree to help us in return?

There is a strange affliction among some of our colonists and I fear it may be beyond our abilities to heal. If we don't find a cure for this disease soon, our colony will face destruction. Might you posses some ability to counter this maladie?"

flutter eyelids (Diplomacy): 1d20 + 7 ⇒ (8) + 7 = 15


Bonekeep Slides

So in return for doing nothing, you want him to do something? Hmmm... ;)

"WE POSSESS THE MEANS TO CURE DISEASE, YES. SIMPLY JOIN YOUR AFFLICTED WITH THE COLLECTIVE AND WE CAN GUARANTEE THEM LONG LIFE IN OUR SERVICE. HOWEVER WE KNOW NOTHING OF THE UNDERGROUND CREATURES OF WHICH YOU SPEAK. PERHAPS YOU SHOULD SEEK THE AMBULATORY FUNGI? THEIR PURVIEW IS THE UNDERSIDE OF THIS ISLAND."


Female Half-Elf Rogue 1/ Inquisitor 4. Init: +5, hp: 30/30 F: +4, R: +4, W: +7, AC: 18

worth a shot! :D

"What would happen to those who joined your collective? Would they come to any harm? Would they be bound to you?"


Male Tiefling Void Elementalist 5

Leralt shakes his head, he expected as much.

"So your ability to cure disease is based off your absorbation of the subject. You can not create a cure based off information or knowledge?"

He thinks for a moment.

"Well at your current rate you will be done in 500 years. I wonder if your supply of bones increased would that time be shortened? After all we recently aquired a bulette skeleton. In fact I would say if our settlement was given time we would gather a great deal of bones as a by product of life. If you could aid us we could pay for that aid in bones. That is if you would be interested?"

The dead had no need of their bones. From his early observations it did not matter the type of bone. Bones from animals, enemies, and those that simply died of old age would serve. Not as if their was use or need of them by the settlers.


Male Human (Chelaxian) Alchemist (vivisectonist) 5 (Init +2; AC 17, t12, ff15; hp 18/41; F+6/R+6/W+1)

Krupt's eyebrows raise, looking sidelong at mage with something akin to approval. He takes the time to mutter:

"I applaud your initiative, Leralt. Just be sure you don't promise overmuch. The commoners can get violently sentimental over the disposal of their dead."


Bonekeep Slides

"MEMBERS OF OUR COLLECTIVE COME TO NO HARM. THEIR LIVES ARE SIGNIFICANTLY PROLONGED. WE PROVIDE FOR THEIR WELL-BEING."

The gnome's head shakes as the voice takes on a regretful tone.

"OUR TECHNOLOGY IS BASED UPON MICROSCOPIC BIOMECHANICAL ORGANISMS THAT EXIST IN SYMBIOSIS WITH THE HOST. OUTSIDE OF LIMITED RANGE WE CANNOT SUSTAIN THEM AND THE HOST WILL SUFFER. THIS HAS LIMITED OUR EXPLORATORY AND RECOVERY RANGE. ONCE THE SYMBIOTES ARE BONDED WITH THE HOST, IT CANNOT BE REMOVED OR BOTH PERISH. WE CAN PERFORM SOME SURGICAL ACTS WITHOUT THE AID OF THE SYMBIOTES, BUT DISEASES REQUIRE THE SYMBIOTE'S BOND."

The gnome's arm lifts while the voice booms from him and the skin on his arm retracts. Something that resembles metal sand bubbles out from the gnome's arm and sits on the surface. It then retracts back into the arm and the skin recovers the wound, leaving no sign it was ever there.

"IF YOU WERE TO PROVIDE US WITH RAW MATERIALS, WE WOULD BE WILLING TO DO THE SAME. WE HAVE WOOD, METALS AND STONE THAT WE HAVE NO USE OF. WE MAY BE ABLE TO HELP YOU CURE YOUR DISEASE, IF A TEST SUBJECT COULD BE EXAMINED BY OUR COLLECTIVE. THIS IS AGREEABLE TO US."


Female Gnome Bard (Detective)/ 5

Seems like you guys have been doing just fine without the detective! ; )

From the moment she entered the incredible strange, amazing and fascinating underground facility, Catila has been almost overwhelmed into silence by sensory input and curiosity.

As the going's on only continue to get stranger and more interesting, she, very uncharacteristically for her, follows along completely silently. When they meet the alien creature her interest increases exponentially.

When the offer is made to join, she feels a strong calling in a deep part of herself, a pull of the fey and eternally curious of her blood. 'Imagine! The possibilities of being able to live for so long! With access to such information! The secrets and mysteries to be uncovered! And just look what they did for the People.' she thinks.

Out loud, before she can stop herself, after such a long silence she finally speaks and asks "What other benefits would there be to joining your Collective? And would the decision be a final, and irreversible one?"


Male Tiefling Void Elementalist 5

I think you missed some stuff Catila, most of those questions are already answered in the posts above. Joining has alot of heavy cost. ;)


Bonekeep Slides

With a sigh, the gnome slumps forward in his chair as the metal tendrils withdraw from him. The viewing window remains, but the voice that issues from the gnome is his own, but tired.

"I have been in the Collective for seven centuries, as were my parents and their parents before them. We cannot leave. While the creatures in my blood grant us long life, health and enhanced physical abilities, they also bond us to the Collective. Removing them is death for us. Still, it is not a bad life. I have learned much about the Collective and much about the workings of stone and rock. I study such things. We each have our hobbies, in addition to our duties." The pale gnome's Common is accented, as if he has not had to use it very much.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan seems in awe of all the new things they are learning, his cat-like eyes wide with wonder. "I do not believe joining their Collective in our best interest, though a mutual non-aggression seems to have already been fostered as well as a trade agreement, as it were. Bringing deceased colonists here I am completely against...there are values and traditions that must be respected, even if they are not the most efficient way to deal with the situation. Things we slay in the wild, though, I've no qualms of bringing here. There is actually more advantage in our not joining the Collective, in that regard, as we would be able to range farther and secure specimens outside your normal sphere of influence. So...it is true that some of the Gnomes that are associated with the Collective escaped and still roam this island? Are they still bound to the Collective even if they ran away? If that is so, can they be tracked by you?"

"Further, in regard to the disease infecting us, I believe we have ascertained that it is of a magical nature, not a natural one. It will eventually kill us and turn us into the undead. We all are currently infected...this investigatory procedure that was mentioned is not terribly invasive or harmful, I would be willing to submit to an examination."

A thought suddenly occurs to him. "Did Surrek follow us into this chamber? Where is our little Ambassador?"


Bonekeep Slides

The gnome listens to you speak and nods slightly. "According to our histories, our people came to this island from the First World. Faced with a new land, some despaired and left to find death. Instead they came across this place and joined the Collective. We are their descendents. From what we know of the others, they fought in the angel/daemon war between a powerful fiend and the host of celestials. We know not what they fought over or why, but we know the last remaining angel used the power of the sacrifices of his brethren and the binding of the fiends to cast the island adrift in its own planar space. It returned to this plane recently, though we know not why or how. The other gnomes are not bound to us. We know nothing of their ways or their motives. We have come across their bones, as well as the bones of their kills. They kill in a savage way. And the bones... the bones show tooth marks. Even the bones of their own." The gnome shudders. "I apologize for attacking you before. You startled me and I thought you raiders after the technology here. We have encountered humans in the near past who assaulted this place and stole several of the collective. I thought you the same sort."

At his name, a small furry head pops up from Catila's pack. "Surrek is here. Surrek is happy to hide. Giant squid-spider make Surrek nervous!"

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan's ears perk up. "There were other humans here before us, this is true...they are all dead, to our knowledge. We were sent here to find out what happened to them and to try and re-establish the colony they were sent to build. We know that the person sent as the leader of that colony was heavily into black magic."

Songan goes on to describe the strange mural showing some sort of battle scene, with small humanoid figures fighting humanish figures with animal features who are all dancing around the feet of a gigantic creature with the body of a humanoid insect, with many serpentine heads and three rat-like tails, before continuing,"We also discovered a movanic deva bound by we assume the same person, whose name was, or is, Japheel. It is likely he is the same person who stole several of your Collective. Were they Gnomes that were taken? Or some other race?"


Female Gnome Bard (Detective)/ 5

Catila smiles fondly and pats Surrek's head reassuringly as he pops up and expresses his concerns. Yet while she does seem to continue to pay attention to the conversation, her gaze seems slightly distracted, as if she is still pondering or considering something.


Male Tiefling Void Elementalist 5

Leralt gave Songan a harsh look. You do not give away information more so to a being that is amoral. If the thing thought them a true threat it could well consider the safest course of action to kill them then and there.

"Songan due shut up, not only are you speaking on things that do not concern our host. But you are incorrect on a number of points. For example the disease is not purely magical or it would not be so hard to get rid of. It is made up of magical and biological components, you treat one without the other and you will only be reinfected. After all we have magical means to cure the disease but no means to stop it from reinfecting the cured. Also we are not certain or have any proof that the dead of this disease become undead."

Seeing as undead were the enemy of their host he was going to be clear on that subject.

"What we know is that the souls of the dead are taken by the one who is bound from what we have learned. We have yet to run into any undead ourselves and none have been found anywhere near the settlement site. For all we know the traitor simply used necromatic spells to create undead out of the bodies. Best not to speculate."

He comes on an idea.

"Would you happen to have come across any fiendish statue's? Could you also discribe these humans who stole from you and what they stole in detail?"


Bonekeep Slides

The gnome watches the disagreement between the party dispassionately. "Seven members of the Collective, all gnomes, were taken. As were two constructed defense drones of the sort you saw in my chamber, as well as a repair kit full of spare parts: fusion chambers, servos and replacement fuel cells. As for the disease I can take you to one who can help you." He stands, slowly and slightly wobbly. "Interfacing with Niiman drains my energy. His presence is... vast. As for statues, we have noted the location of several near this site, but our experts deemed them too unstable to move or experiment upon. We quarantined that area and avoid them during our sweeps. As for the humans, I can do better than describe them." He holds up his hand and once more the skin peels back. A cloud of the small silver dust floats up and resolves itself into a figure, even tinting slightly to provide you with a color image, if a bit washed out. The figure is thin, tall and bald. He stands in a commanding pose, wearing dark armor that seems to flow over his form. He holds a morningstar in his left hand and is gesturing with his right. After a moment, the dust reconfigures into several other figures. These are all wearing dark robes and iron skull masks that obscure their faces. They wield rods that glow at the tip with energy.

"These humans entered our facility and abducted the others. There were 12 of the robed ones and the leader. They used those rods to immobilize the members of the collective and to steal the drones. We do not know how much they understand of our technology, but three of those taken were technicians tasked with constructing more drones. The others were medical personnel. They did not seem to be chosen at random."

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan casts a sidelong glance toward Leralt. "Well if I'm speaking out of turn, it's certainly not intentional, but you can find a more polite way of telling me to hold my tongue. I disagree that these matters do not concern our host. Niiman has obviously been here a very long time and has had a much wider net than we have had up to this point. His capabilities are clearly vastly superior to our own; we would be no more a threat to him than a gnat would to us, that seems clear. It seems only logical to me that he may know something about what went on before we came here that could give us a hint as to our next move."

"Further, Tarquin himself is the one who told us that the sickness is what caused the dead to rise and attack the living. I do not think him an outright liar, and while it is possible his observations were in error, he and the People are also the only beings that have seemingly witnessed the transformation first-hand. I believe him to be a reliable eye-witness. He has done nothing to show himself untrustworthy."

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

*Crickets chirping*...Where'd ever'body go?


Female Gnome Bard (Detective)/ 5

Still here! : ) But good question! Will post on the weekend

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This is a game I've been toying with for some time. It would be a 20 point buy, 3rd level character starting in Absalom with 2,500 gold. If you're interested, submit a character idea and brief background below. Also please submit how you're indebted to the Church of Abadar; specifically how you're indebted too much to be able to pay back. I would like to start with five good characters. Newcomers to PbP are welcome, as are veterans of the boards. This will be a mix of sandbox and story, hopefully in much the same way as Kingmaker is.

The Abadarian Prelate, Archcanon Hausivius paused, taking a long moment to draw his thoughts before continuing. "You're each in debt to the church of Abadar. The time has come to pay your debts. What I am about to tell you is secret, not to leave this room. Should you choose not to pursue this opportunity I will trust that you will not breathe a word of what you hear in this room to anyone. Measures will be taken if my trust in you proves unwarranted."

"Three years ago one of our priests came into possession of a nautical chart detailing the location of an unknown large island to the west of the Inner Sea. We determined the veracity of the map, sent a charter expedition and confirmed that the map was true. The island, which we dubbed Abadaria, after our lord, is vast, mineral rich and potentially a very viable place to begin a civilization modeled on the principles of Abadar. We mounted a colonization expedition of three ships, carrying 250 colonists. A town was founded, defenses raised and in all accounts, it began to thrive. However, when our supply ship landed there six months ago, the town was deserted. No sign of attack or foul play was found, but no trace of where the colonists disappeared to, either. We have chartered the second wave of colonists, only 100 men and women this time, but we'd like to send along a group of capable persons able to deal with unknown threats, in case our initial colonists did indeed meet with an untimely end. I want you lot to be among that group. Here are your terms: if you join the expedition you will be deposited near the settlement to investigate the disappearance and prevent any future problems. Your term of service will be one year; a supply ship will arrive at that point and if you've decided to leave you may return to Absalom then. If you would rather stay, I have titles of record granting you each deed to 10,000 acres and the title of 'Baron' of Abadaria. I will now give you time to ponder your response." The Archcanon sits back, to answer any questions and to await your decision.


sounds interesting :D count me in for now, I'll get a character draft up as soon as I can


Dotting for interest, Benefactor. Any limits on character race or class? What about the manner in which the character is indebted to the Church of Abadar? Does it have to be monetary indebtedness or can it come in some other form? When will you be closing recruitment?


I don't have any objections to any Pathfinder race or class. If there's something you really want to play that's not standard, let me know and we'll talk. As for indebtedness, the sky is the limit. Could be just about anything, really.

I think I'll close recruitment on Tuesday June 5th, depending on how submissions go.


I'm interested, but I'm at work right now, so I don't have time to detail a character concept at this moment. I've got plenty of ideas and should be able to put together a couple of paragraphs this evening.


Intrigued - and will ponder a while. Either Cleric or Paladin of Abadar.

Sovereign Court

I'm definitely interested as well, dotting for a Wizard character for this game that I will flesh out and put up once I'm home from work. Thinking of going the Conjurer route and most likely his debt to the temple are student debts from his apprenticeship and training as a Wizard.


I am thinking about a sage arcane sorcerer born of a wizard family and a great disappointment for not following the family tradition or an archaeologist bard with an aptitude for spycraft.


Definitely interested. I'll get workin on a build!


CROATOAN

Color me interested. I've got in mind a less scrupulous character, possibly a rogue, whose debt is mainly that they might be rotting in a cell somewhere were it not for the convenient intervention of the church. Repayment of his debt is a bit more grudging.


Ok, I'm going to dot this one for interest. Great concept


This idea sounds so good, it should be a 25 point buy! :)


A few questions:
Do you use traits?
Do we roll for hp after first level?
Are we allowed to by magic items?
How detailed do you want the gear to be?
How much do you care about encumbrance?

RPG Superstar 2013 Top 8

I'm interested in this. I have a couple of other "applications" pending but I'll shoot for this one too.

Character will be an elf magus (dervish style). He inherited his mother's magical talents but was always interested in swordplay. Naturally restless, he left his seaside home and came to the big city to train as a swordsman. After being repeatedly insulted by an influential noble's son, he challenged him to a duel and gave him a nice scar on the face. The noble pulled some strings and the young elf ended up with an overly harsh jail sentence. Now the prelate is offering to get the charges dropped if he is willing to go on this dangerous mission.


Great campaign concept! Thinking of applying with an archaeologist/inquisitor of Abadar. Probably not the most opitimized of builds, but could be interesting. Will get to work.

RPG Superstar 2013 Top 8

Are we supposed to use the pregenerated numbers from the PFS guide?


I have never been in an online game before but I would love to give it a try so I am tossing my hat in the ring. I have two builds in mind depending on what races you allow.

First is Tazidir formerly of the Swifttalon roost, now of the Church of Sarenrae.
Name: Tazidir
Race: Tengu
Stat Block: STR: 14 DEX: 14 CON: 12 INT: 11 WIS: 14 CHA: 14

Feats: Two Weapon Fighting, Weapon Focus(Bastard Sword)

Background:
At a young age Tazidir was training to become a blademaster of his roost until chance saw fit to draw the eye of rogue necromancer to their hold. Using dark arts and vile magics, this bloodmage tore the life from every single living soul within the roost, one at time until only Tazidir and his father, Blademaster Virizi, were left. Just when they thought the end upon them there came a blinding flash and in stormed knights and warriors, all bathed in holy light. After the battle dust has settled Virizi lay dead and Tazidir swore a silent oath to grow strong avenge his roost. He left with these knights, these warriors of Sarenrae to train, to live, to grow. Even since he has fought many battle, both rom without, and many more from within. Now he seeks to leave the confines of the Church, and bring light and justice to the world.

Also, if you are not allowing Tengu, I would play just a human whose block would look like the following:
Name: Mercer Frey
Race: Human
Stat Block: STR: 14 DEX: 12 CON: 14 INT: 11 WIS: 12 CHA: 16
Feats: Exotic Weapon Prof(Bastard Sword), Two Weapon Fighting, Weapon Focus (Bastard Sword)

Background:
Mercer was born the only bastard son of a noble in a small holding in the southern seas. Though his father always showed affection to him, his father’s wife held nothing but scorn for the boy. She saw him as a constant reminder of her husband’s infidelity. Upon reaching the age of 12, she handed him a cloth wrapped bundle and sent him to be fostered with the Church of Sarenrae far to the north. Her parting words were “A sword fit for a bastard.” Upon leaving Mercer decided to take up that sword, to earn his place in the world and to return someday, having many great deeds upon him, to look upon is foster mothers face, and see her weep for the son she could have had but chose to scorn. After years of training, Mercer seeks to bring light to the darkness both in the world, and within his heart.

I may or may not be taking an archetype, I have not had the chance to look through all the paladin ones yet.


Traits: yes, 2.
Magic items: if you can afford them, sure!
20 Point buy. Details can be found here.
Races: Tengu are acceptable.
Gear: if you get chosen, then we can talk about specific gear.
Encumbrance: unless your combat gear pushes you into medium or heavy loads, then I don't have an issue with carrying a lot.

Shadowborn: Exactly ;)


Are you cool with us submitting more than one character?


I'd rather you focus on a single character and submit the one you'd most like to play. I find that when people submit a character they really want to play, they tend to stick with it longer. Sorry!


NP. Good to know :)


For Traits I'm thinking

Taz:
Adopted (warriors of old), and Blade of Mercy

Mercer:
Heirloom Weapon, and swapping out my exotic weapon prof for something else, and Reactionary.

Also I just remembered that 15 is the dex requirement for TWF so changes are:
Taz: STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 14 CHA: 14

Mercer: STR: 14 DEX: 15 CON: 13 INT: 11 WIS: 13 CHA: 14


If that is the case and Tengus are allowed I will focus on Tazidir as he was the main idea behind the character concept.


This campaign sounds interesting.

I'm thinking about a LN Monk (Sohei?, Master of Many Styles?) 2 / Magus (Kensai?, Bladebound?) 1.

Quick and dirty backgound:
He was rather spoiled by his parents. They put him through the best (and most expensive schools), bought him the fashionable clothing, etc. Whatever he wanted, they paid for. They paid the regular "donation" to allow him to join an Abadarian monastery to train as a monk, hoping that it might instill some discipline upon him. It may have for a while, but he left it, feeling a tug upon his soul when he walked by an exotic weapons merchant. That katana just had to be his. It was practically calling out to him, so of course he bought it... at a premium no less. Afterwards, however, he became more focused. He went back to the monastery under the tutalage of of a (rather expensive) magi. He had found his calling... Unfortunately, his parents penchant for never letting him want for anything put them deep into debt. All would have been fine, as his father had a good investment that was about to pay off except that, in a tragic accident, his parents were killed. The investment was null and void and the debt was transferred to the child. How was he to pay off this incredibly large debt to the Church of Abadar???

Still have to think of a name and the background needs refining (and I still have to actually make the character), but I think it shows the gist of it.


Ok here is my submission:

Lena Relani, Inquisitor of Abadar
http://paizo.com/people/LenaRelani

Here is a draft of her backstory

quick backstory:

Lena grew up on the streets of Absalom when her human mother died of a plague. Lena was 8. Her father (her mother told her) was an Elven Pathfinder and was away saving the world from one danger or another and soon there would be many stories about him. Those stories were never written.

Lena spent her early years scrounging for food and eventually fell in with rough types, in particular a gang of thieves. The thieves treated her well enough and promised riches and fortune. Having been used to nothing, the paltry handfuls of silver and gold they paid her seemed like a king's ransom.

Eventually she got better and better and her last job was robbing a temple of Abadar. Promised a chest full of platinum, Lena was blind to the danger. She was caught and imprisoned by the Temple's Paladins. She begged forgiveness and the Paladins were lenient on the starving street-girl. They let her work off her debt as a cleaner and servant at the Temple.

During her years at the temple she learned the ways of Abadar, in particular the ideals of civilisation, community and law. She learned that her previous ways were wrong- not the desire for wealth but the way she enacted that desire. She has always held the church in high regard since that day. Not only did they show her mercy, they gave her a new life away from the mean streets and criminal activities. She eventually joined the church as a promoter, spreading the word of Abadar throughout Absalom, using her past experiences as a way of connecting with the downtrodden or unlawful. She excelled in this role, her passion for wealth and society winning over many to the Golden Judge's worship.

She began to take on more important roles, including hunting down those who broke the laws of Abadar or Absalom. She learned all about the different creatures which threaten civilisation and their methods of defeat. She found her old skills transferred well to this role, and the supplementary training from the knights at the temple allowed her to stand up to armed gangs and monsters.

During one these latest missions she encountered her old mentor, the leader of the gang she grew up with. She was sent to arrest him, but when she arrived Lena found she couldn't do it. The man knew her too well and she allowed his honeyed words to cloud her mind. She let the man go and made up a story that he had overpowered her and escaped. Lena later learned that the crime ring he headed was actually a front for a cult of Lamashtu! The cult had infiltrated the city through deception and planned to release a horde of monsters into the sewers!

Luckily, the cult was stopped by a brave band of adventurers and the city was saved but the heroes lost one of their own during the raid.

Lena knew that many hundreds of lives could have been lost and the structure and security of the city of Absalom could have been threatened. With her failure filling her thoughts, she submitted herself before the master of her temple and handed over her sword and holy symbol. The church of Abadar had given her everything and she had let them down.

Lena awaits whatever punishment the church deems appropriate for her.

EDIT: I've applied for a few PbP games but never made the cut, I'd really love the opportunity to play PF as I GM all our games in RL. Good luck to everyone who has applied :D


Here's my proposal for a Dwarven Druid
Do have a question though: This seems like our characters might be pretty isolated. I take it that acquiring things like minor magic items, such as wands and potions, is going to be difficult once we get to the island?

Background:

Orin was always drawn to growing things, mostly because they are delicious. As a youth he spent his time helping out in the great fungus farms that fed his people. As he grew older, he ranged further afield, scouring the mountain side looking for herbs and other edible greenery. Eventually, he decided to travel to the great city of Absalom to learn at the feet of the herb masters and great chefs that plied their trade there.
Using what he learned, through a program of cross breeding, he developed a number of exquisite tasting herbs and root vegetables. Deciding to expand his operation to comercial levels, he borrowed heavily from the bankers of the Church of Abadar to buy a small farm. Things were going well until he lost his entire crop to an unseasonably late frost. This led him to defaulting on his loan and losing his farm. Still indebted to the church, he has been working as a gardener on the church grounds to work off his debt. At the current rate, he will be debt free in about 50 years. An opportunity to pay off his debt and the potential to discover new plant and animals, would be something he would be most interested in.

Concept:

Dwarven Druid
Str:16, Dex:14, Con:12, Int:10, Wis:16, Cha:8 (includes racial adjustments)
Traits:
Reactionary (he got picked on for not being more traditionally dwarf like)
Devotee of the Green: (knows his way around shrubbery)
Feats: Toughness, and I don't know yet...
He will have a wolf companion and focus more on wild shape than on spell casting. He should have decent melee damage output, while still being able to provide devine spell casting support. I intend to play him as light hearted and inquisitive, with an unhealthy tendency to sample the local foliage.
Rest of the crunch will follow, if selected.


I've tried to play Flori in a couple of PbP games. One died on the second page, the other had too many players and was too long-winded for my taste, and I bowed out. Roleplay is fine, but I like some action with my talk.

She's an orc-bloodline sorcerer who's friendly and likes to flirt with human men, but has an ornery side, too, when she feels threatened.

I'll get her adjusted to spec shortly.

I GM 2 games here, and play in another. I'll gladly step aside for someone who hasn't had a chance to play at all. Flori will live again somewhere!


Orin: you may assume that. Things might turn out differently.. ;)


Roscoe "Quick-Stick" Oldfur, here to serve your needs.

This is Kybryn from above. Unfortunately i'm running out the door and don't have time to write a backstory. For now, i'm mostly interested in seeing if you're willing to sign off on the race. You'll find his statblock in the alias, and a link to the race details!

Thanks!


Here is my guy. He is half way built but he has all the basics. Background below, let me know if anything needs changing.

Background:

Leralt Littlehorn is the result of a Cheliaxian affair. Like many his mother did not survive the birth of her child, were it not for his human apperance he may well have joined his mother. He grew up like many cheliaxian children until his early teens when he noticed the first signs of his tainted blood. Well aware of what became of such children he escaped Cheliax the first chance he had. He made his way to the only place in the world where a tiefling would not be shunned from the start. Upon arriving in Absalom he was penny less with no real skills, finding his way to the church of Abadar. The clerics of Abadar listened to the story of the boy before him. In a rather strange move the clerics agreed to loan Leralt money to apprentice himself out to a teacher in a skill or proffession. Leralt tried a number of skills and trades but he seemed to have no talent for any. It was after one such failure that his debt had grown yet again and fate gifted him with a strange encounter. A pair of mages were dueling, one calling on fiendish words Leralt knew all to well while the other, a small pale man with dark robes, simply pointed at the diabolist who suddenly twisted in pain. Still his casting complete a devil came forth out of hellfire, only to turn on its summoner. The pale man walked off, his enemy's soul being dragged to the hell he had attempted to control. Leralt followed the man and become his apprentice. Finally he had found his calling. Yet the debt to the church of Abadar would take a lifetime to repay even after he had found his skill.


Pay no attention to the stat block for now! Its totally wrong. Well not totally but in a lot of ways.


I'm getting Flori a falchion. I like the Grosse Messer near the bottom, but she's undecided. Any thoughts? She likes stylish but simple.

Flori's all done but the gear.


Here's my character concept for your consideration. I'll flesh him out if you decide to accept it.

Dr. Gellius Krupt
Chelaxian alchemist (vivisectionist) 3
CN Medium Humanoid

stat block:
Str 12 (+1)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 10 (0)
Cha 8 (-1)

HP: 23 2d8 + 14 ⇒ (6, 3) + 14 = 23
Base Atk +2; CMB +1; CMD 15
Fort +5, Ref +5, Will +1

Class Abilities:
sneak attack +2d6
Brew Potion
mutagen
Throw Anything
poison use
swift alchemy
bleeding attack (rogue talent substituted for alchemical discovery)
Torturer's Eye (adds deathwatch to formula book as 1st level extract)
Cruel Anatomist (uses Knowledge(nature) in place of Heal)

4 extracts per day
Formulae: ant haul, comprehend languages, cure light wounds, deathwatch, expeditious retreat, negate aroma, shield, touch of the sea, true strike

Skills: Appraise +10, Craft(alchemy)+10, Craft(poison)+10, Disable Device +10, Knowledge(arcana)+10, Knowledge(nature)+10, Perception +6, Sleight of Hand +8, Spellcraft +10

Feats: Combat Expertise, Extra Discovery, Weapon Finesse

background, rough draft:
A child prodigy, Gellius Krupt was until recently one of the best and brightest students of the Arcanarium. Only a year from graduation, he was caught in a horrendous scandal involving graverobbing and desecration of the dead. With the Chelish Embassy deaf to his pleas and destined to spend the prime of his life in a cell, he jumped at the chance of reprieve when the church of Abadar arranged a release into their custody. Now he regrets that decision, as it has meant spending the last two years jumping at their command, and precious little time to devote to his research.


Ok. Ridge here:

I had a hard time whittling down which of the three concepts I wanted to go with but finally settled on Marius Hektor Voralo III. He's not fully geared up yet (Going to use some coin to buy some healing potions or the like) and I haven't rolled his level 2 or 3 hitpoints yet.

There's a much bigger version of the backstory in his profile, but for a shorter version:

Marius is the descendent of a noble house of Cheliax that was essentially erased from all official records when it tangled with the triumphant House Thrune and its allies. When Thrune took over, House Voralo fled the land with nothing more than the shirts on their backs and little to know way to prove their nobility to the nobles of Absolam. Marius became a warrior in hopes of providing for his two younger sisters, and so that he might one day reclaim his lost heritage.

Fortunately, the Church of Abadar keeps meticulous records of purchases, sales, and so on. They found and provided the evidence Marius sought, and now he is utterly indebted to them for something no amount of coin can truly repay. The chance to become a baron should he survive? That's enough to drive him to risk death a hundred times over.


I'll be away for the weekend so I'll try to flesh things out a bit more on Monday.


I am intrigued by the game concept, and I like the idea of the debt.

Still thinking of an overall character concept, but the debt jumped out at me; someone who owes money for a Raise Dead (or even Resurrection).

Very tempted by the idea of someone who always pays his debts, but is not like anyone the church could normally have drawn on, like an assassin or diabolist or something.


Here's my submission, Benefactor:

Character Sheet:
UNNAMED HERO CR 2
Male Catfolk Bard 3
CG Medium Humanoid (Catfolk)
Init +3; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 17 (3d8)
Fort +1, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+2/20/x2)
Special Attacks Bardic Performance (standard action) (10 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 3, +4 melee touch, +5 ranged touch):
1 (4/day) Silent Image (DC 13), Charm Person (DC 13), Grease (DC 13), Delusional Pride (DC 13)
0 (at will) Read Magic (DC 12), Mage Hand, Message, Prestidigitation (DC 12), Ghost Sound (DC 12), Detect Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 10, Int 14, Wis 8, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Bard Weapon Proficiencies, Point Blank Shot, Rapid Shot
Traits Charming
Skills Acrobatics +9, Climb +6, Diplomacy +8, Escape Artist +7, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Perception +7, Perform (Act) +8, Perform (Oratory) +8, Sense Motive +8, Spellcraft +8, Stealth +10, Survival +1, Use Magic Device +8
Languages Catfolk, Common, Elven, Sylvan
SQ Bardic Knowledge +1 (Ex), Cat's Luck (1/day) (Ex), Sprinter (Ex), Versatile Oratory +8 (Ex), Well Versed (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Versatile Oratory +8 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Character Background (abridged):
Songan, always a charmer with the ladies, ends up turning on the charm with the wrong person: the secret mistress of a prominent member of a noble family in Absalom. When discovered, he fled to the Church in Absalom seeking asylum, which he was granted. However, the noble he crossed was not without his pull in the community; as a result, the Church gave Songan two options: go to Abadaria or be turned back out to the streets, where he'd have to fend for himself in escaping the noble. If he chose the first option, the Church would provide evidence to the noble that Songan had been exiled to a far-off island that, as far as they knew, was deserted.

Truthfully rather liking the idea of going to some unexplored wilderness, as well as the potential of being granted land and a title, Songan accepts the offer, knowing that at the very least, he'd be better off on Abadaria than out on the streets of Absalom.

I also wanted to ask: I know the rules say you're only allowed to have one trait of each type, but I was wondering if you might let me take two Social traits: Charming and Poverty-Stricken. If not, it's fine, but I figured It can't hurt to ask.


I have a Varisian urban ranger that needs some modifications. Just dotting for now, until I can make those changes.


Character: Dr Jardlon Riverside
Player: Harakani

Character Idea:

Outcast Elven Bandit, turned Alchemist, turned Assassin, turned Academic.
Theme: You do not easily cheat death
Theme: Who are you?
Theme: An Honest man stays bought
Theme: What strange bedfellows commerce makes
Inspirations: Joseph Banks, Riddick, Dr Moreau.

Brief Background:

Jardlon was born into a group of outcast and half-blood elven Bandits living in the Stolen Lands.
When a local "King" killed his family, he swore vengeance.
He discovered that his lineage rendered him an outcast among elves, so 'humanised' his name into River's-Side and joined human society.
Worked his way through a number of jobs until he could join a university, where he studied alchemy.
Used his elven patience, alchemical knowledge and bandit skills to assassinate the people who had killed his family. While his first assassinations were personal, he proved to be quite good at it and went professional.
Needing a cover to explain his travel, he studied biology, zoology, pharmacology and medicine and wrote some books as Dr Jardlon Riverside.
Was very successful - started becoming a manufacturer and middleman for other assassins. Unfortunately a very successful assassin/paladin of Abadar eventually caught him
(would love for this to be another PC)
He was executed for his crimes.
Pre Mortem he cut a deal with the temple to Raise him from the dead after he died.
Post Mortem they did, but not without complication. It feels like not all of him came back. Worse, sometimes it feels like something else did.
The Temple will report him if he breaks the law, and they look in on him a lot, so he's having some trouble making his extortionate monthly payments.
As a man with skills in zoology, biology, pharmacology, medicine, engineering, cartography, wilderness survival, archery and pyrotechnics he is an excellent fit for this mission. His skills as an assassin are really just a distraction.


Is this a "party" (as in all on the same side) or will there be PvP?


I would much rather avoid any PVP. It ends up not being fun for at least one person.


Presenting Pasaro Foucault, a sage sorceress. I will created an alias later on when crunch is done.

Background:

Pasara Foucault was of Taldan descent, she never knew her real father. She was the result of an affaire her mother had while married to Sebastian Foucault a man she grew up thinking was her father. While he knew of his wife’s infidelity he never treated her different than her two brother, one older and one younger.
From a young age her stepfather, who was an accomplished wizard, taught her the craft, but she never seamed to learn, much to her stepfathers disappointment. Her older brother however had a talent and soon became a promising apprentice. He never treated her badly because of her lack of skill. Her younger brother however, who also had no talent for the craft, constantly mocked her and it grew worse when he learned the truth about her heritage. She was a constant reminder to her mother of her misstep and thus she was never very affectionate towards the girl.
On that faithfull night when her mother told her the truth during a heated argument, she ran away. Roaming around the streets of Absalom, she soon joined the wrong kind of people, helping the thieves with scams and putting her fathers training to good use identifying stolen goods. However during the stay with the thieves her powers began to develop. Scared by what happened she wanted to return home to her stepfather for help, but the leader of the gang forced her to pay a fine for leaving. Not knowing what to do, she turned to the church of Abadar for money, believing that her parents would turn her away should she come back asking for money.
Her stepfather and older brother were ecstatic when she came home, but her mother and older brother wasn’t pleased.


I'm just noting a lot of "selfish or self-absorbed" type personae. Trying to imagine a successful party dynamic.


Just missing gear, otherwise set. :)


Here's a hint: I'm not likely to choose a party that's designed to not get along. Selfish or self-absorbed characters are not likely to be chosen. At least, not more than one.


Is this a good time to mention Marius is doing it for family? ;)


Did my guy come off as selfish or self absorbed?

He is just trying to find his place in the world. Also repay the debt he owes to the church that helped him when he had nothing and no one. Granted a little bitter about that insane interest rate they pinned on him but he does not hold grudges, just trying to solve the problem. ;P


Pathfinder Adventure, Adventure Path Subscriber

I'm thinking of Nagaji Draconic Bloodline Sorcerer, who has been contracted to the Church of Abadar via a trade agreement with Tian merchant house. I expect he would be Lawful Neutral, with a leaning towards good. I can flesh the story and stats out later, if a Nagaji is a permitted race in your game.


After consideration I'm going to withdraw.

Wish you well in your gaming to come.


I made my character a Catfolk, a race from Bestiary 3. Is that alright, Benefactor? Also changed his alignment from CG to NG.

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