Rhea's Serpent Skull (Inactive)

Game Master MayDay


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Haha, T.E.D. Luvit. And if you really want to be informal, just call him T-dawg!


can't my spell check hates when I spell dawg like that,

The biggest problem with the T.E.D. reference is I keep picturing him as a fat brown teddy bear who drinks a lot.

Dig the 7 players, your right something always happens


Robert, also, Dembe seems to be a melee inquisitor (from Hrothdane's post), which is more Melee/Skill Monkey than divine, in my opinion. It's all a basic classing system, anyway. I mean, does anyone use these anymore?

::Looks to see what dirt she can dig up to throw on the druids::


So many ideas... Such anguish


Might submit a Human Arcane Bloodline Sorcerer.

As far as who I am, I've played pathfinder for about a year, live in New Zealand (which actually works out nicely with the Friday / Saturday night times), and like playing APs. I'm playing with Duke in a RotRL game atm ^_^


edit wrote:
It's all a basic classing system, anyway. I mean, does anyone use these anymore?

Ha, yeah, remember the days when you rolled 3d6 for your str and took what you got? You decided on a class AFTER you rolled the dice. Yes, younger players, that really IS how we used to play, haha!


I posted my cavalier because there was a shortage of martials, now there are a bunch.

I am in Central time, 11pm here works out great since the rest of my family is usually asleep by then (and I'm a night owl).

Myles Brightgard's family name was bestowed on his great-grandpa, a gardener, but it fits him as a cavalier also. (Don't you know halflings like to talk about their genealogy? ) He is optimistic, curious, and brave enough to go toe to toe with the big folk (and can eat as much as one!). He grew up on a farm so is comfortable around animals.

He is a young cavalier recruit in Andoren, recently pledged to the Order of the Dragon. He was sent as an envoy by his order to train with some freed halflings in Sargava. He jumped at the chance--he always wanted to see a dinosaur. Did you know they have dinosaurs? And elephants!


Oh yes! Dinosaurs and much more...

Welp, signing off tonight folks. Thanks for the flurry of posts. Blessings.

-Rhea

RPG Superstar 2013 Top 8

Uncle Taco wrote:
I tend to be diverse in my race selections. The only reason I'm playing an elf this time is because I had a chance to play something a little different from the usual. If I were to break down the numbers I've probably played humans more than any other race.

I really like playing fantasy races, so I rarely go for humans.


Rhea Stardust wrote:
edit wrote:
It's all a basic classing system, anyway. I mean, does anyone use these anymore?
Ha, yeah, remember the days when you rolled 3d6 for your str and took what you got? You decided on a class AFTER you rolled the dice. Yes, younger players, that really IS how we used to play, haha!

yeah I remember those days, I also remember cheating a lot when the DM wasn't looking too, glad them days are over :)


I think, I might want to go as a straight Ranger with a variant combat style path suited to Irori.

Improved Grapple, Improved Unarmed Strike, Monastic Legacy, and Two-Weapon Fighting. At 6th level, he adds Improved Trip and Spring Attack to the list. At 10th level, he adds Ki Throw and Stunning Fist to the list.


Pacific time here; GMT -8:00.


I have an idea for a bloodrager


Got most of the stat block done, just need to finish making purchases. I'll move on to writing up the description and personality after in the next day or so.

The Exchange

ginganinja wrote:

Might submit a Human Arcane Bloodline Sorcerer.

As far as who I am, I've played pathfinder for about a year, live in New Zealand (which actually works out nicely with the Friday / Saturday night times), and like playing APs. I'm playing with Duke in a RotRL game atm ^_^

As it turns out I'm in a game with ginganinja too. She's pretty cinematic, if a bit fiesty. I'm looking forward to seeing what she brings here.

Also 7 with two potential drops sounds good. Though I'm always wary of large parties. Those who can post many times throughout most of a day sometimes drown out those who cant post as often. Either way looking forward to your final selection.

@Rukea: I'm going to be maneuver focused as well. Should we both get in, we're going to have to coordinate our maneuvers to minimize overlap.

Grand Lodge

Darn, I missed the flurry of posts last night... Though I did have fun watching Interstellar with the wife!

What will you do if no one drops? Any idea why that is, btw? The Iron Gods I run has lost 2 players as well. Luckily I started with seven, too bad their healer dropped.


Here is Evelina the Swashbuckler.

I almost didn't submit her because I thought the Duke was the Swashbuckler class, not the Rogue archetype *facepalm at self*. I even started theorizing another build because I like the idea of getting into a fast paced game.

As for my experience:
I am very new to Play by Post gaming, but so far I am enjoying it a lot. Outside of PbP, I have been playing Pathfinder for a little over three years, DMing for about one year and playing Tabletop RPGs in general for about 6-7 years.

Also I am Eastern Time, which works out great, because 9ish might have been tough for me on Fridays and Saturdays, but midnight isn't a problem.


Here is my application. :)
Morgrym Stonestepper

basics:

Morgrym Stonestepper
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

Offence, Defence, and Stats:

OFFENSE
Speed 20 ft
Melee
Dwarven Longaxe +2 (D12+3/x3), Warhammer +3 (1d8+2/x3) or Pick, heavy +2 (1d6+2/x4) or Battleaxe +2 (1d8+2/x3) or Dagger +2 (1d4+2/19-20/x2)
Ranged
Heavy Crossbow+1 (d10/19-20 x2)

DEFENSE
AC 17, touch 11, flat-footed 16
hp 10
Fort 4 Reflex 1 Will 4
Space 5 Reach 5

STATISTICS
STR 15 DEX 12 CON 14 INT 14 WIS 14 CHA 10
BAB 0 CMB 2 CMD 13

feats and traits:

Feats
Steel Soul,
Weapon Focus (Warhammer) (Class Feature)

Racial Traits

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Jump Modifier (Core 88): You gain a -4 to jump checks.

Traits

Boarded in Varisia: Choose to gain either a +2 trait bonus on all Bluff checks made against inhabitants of the jungle, or treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle. [Selected Caster Level]

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1*.

class features:

Class Features

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level
The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

blessings:

Blessings
Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

skills, languages:

Skills
Acrobatics -5, Appraise 2, Bluff 0, Climb -4, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 6, Intimidate 0, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 6, Swim -4, Use Magic Device 1

Languages
Dwarven, Common, Undercommon

gear:

Gear
Armour
Scale Mail, Buckler
Weapons
Warhammer, Pick - heavy, Battleaxe, Dagger, Dwarven Longaxe, Heavy Crossbow -40 Bolts
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Kit - Grooming , Kit - Gear Maintenance, Fishing Kit, Grappling Hook
PP
GP 75
SP 5
CP

Spells Prepared:

0 Level
Detect Magic, Read Magic, Guidance

1 Level
Divine Favour, Divine Favour

background:

Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again.

At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torags church was expected to undertake at any time.
It was during this aptitude testing that they found out he had an affinity for the martial side of the church, and less so for the preaching side.

To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard.

From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards.

At the age of 41, he asked, and received permission to proceed to Sargava, looking at opening up some trade with both the humans and dwaven companies in the jungle. To that end, he proceeded slowly south to the city of Magnimar, where he boarded the ship Jenivere for the journey.

Will make an alias if selected.


Viskous wrote:
What will you do if no one drops? Any idea why that is, btw? The Iron Gods I run has lost 2 players as well. Luckily I started with seven, too bad

I have NO idea why this happens. Everyone seems so excited at first and then two or three just quit. Mabe it's because we suck as GMs, haha!


Is anyone still waiting to post a submission? Cause if everyone interested has already submitted, then no point waiting any longer!


Ginganinja & mcridil both stated possible interest, and I think Dembe is still working on background and personality.


Yes, must wait for ginganinja. Lot of great submissions... this is going to be awesome!


Oh yeah I forgot...sorry. No problem waiting at all. Good things are cooked on simmer, ya'll!


I haven't finished yet.


I finished my Crunch ^_^

Just putting the finishing touches on my backstory and then I'll have it all up.


Here is Captain Albrecht Von Krauss of the 8th Gnomish Panther Cavalry Brigade.

Background:

Greetings, I am Captain Albrecht Von Krauss of zee 8th Gnomish Panser Cavalry Brigade and zis is my mighty steed Bartimaeus.

The only thing you need to know about the 8th Gnomish Panther Cavalry Brigade is that it doesn't exist. Albrecht invented the brigade because he was disappointed with his real life story.

Albrecht was born the son of a gnome clockmaker. Gripped with a fierce disinterest in clocks and possessing a connection with his fey roots he was the odd son of his family. His father indulged his oddity by gifting him a panther cub and sending him out into the world at his coming of age. (It's dangerous to go alone! Sending a baby man-eating animal with you will somehow help.)

Albrecht followed his wanderlust through the world with Bartimaeus the panther at his side. Eventually he created the persona of the cavalry captain to help him in his search for less boredom. His quest lead him to purchase passage aboard a ship to the Mwangi Expanse.


Appearance:

Mandatory Gnomish Silly Hat: Fur-lined aviator cap and goggles with roman style "mohawk" of panther fur

Less important details: Albrecht wears a heavy olive green coat with broad shoulders and gold piping that is his interpretation of an officer's coat. He also bears a modest handlebar moustache.


Annnnnnd wrong alias. This is his page. I will have crunch ready after I get all the necessary sources on Herolab and math has happened.


dyoood...KILLER avatar Captain Albrecht. I love leprechauns, lol!


I'm still flushing out my backstory.


No problem guys, take your time. You can't rush AWESOME...right?


ginganinja again, I set up my sorcerer in this alias so you can get a solid idea, while I tinker slightly if there is anything else I can work in.


Rhea’s Serpent Skull

subject to your approval

skill monkey
The Emerald duke: Julian "Knives" Veartoll; elven swashbuckler (rogue)
MannyGoblin: Groot; Half-orc strongman (rogue)
Camris: Navarro Nedraid; human archaeologist (bard)
Arkwright: Irra Shattertongue; Gnome sound striker (bard)
Typhina Blightsworn'sEibon Allister:Investigator 1 (Empiricist)

combat
Robert Henry: Ivar ; human weapons master (fighter)
Typhina Blightsworn: Io Ren; Dwarf stonelord (Paladin)
yazo:Anton Farzare; Human bounty hunter
Uncle Taco: Sese Seko; Elf magus (hexcrafter, staff magus)
Dark Child/LetcherMan69: Rukea; Drow Ranger (variant combat style)
Wolfwaker: Myles Brightgard; Halfling Cavalier {beast rider, honor guard)
Mokshai:Morgym Stonestepper; Dwarven warpriest
mcridill: bloodrager
ElenionAncalima: Evelina Silverblade; Human Swashbuckler
Hrothdane: Dembe of Lost Tears; Half-Orc (rainkin) infiltrator (Inquisitor)

divine
Goldmyr: Druid
Lufien “silvertongue” Loamin Merelinda Falvian Human Cleric of Calistria
Nohwear: tree singing druid

arcane
Seth86: Rokea drow cavern sniper on to arcane archer
Viskous:Jinda Copperflask; Dwarven Arcanist
The_Lake: Captain Albrecht Von Krauss of the 8th Gnomish Panther Cavalry Brigade gnome sylvan sorcerer
Paladin of Baha-who? Bayani Nishou Elf arcane archer, by way of fighter, wizard
ginganinja Tusara Khione;human Arcane Bloodline Sorcerer

undecided

Joshua Hirts: swashbuckler or hunter
Silvertounge: arsonist or cleric
Lord Inventor Reldic Emerson: aasimar sorcerer OR ronin samurai merc.

Again if any changes are needed please post them and I will happily fix

I'm in the process of tweaking Ivar, I will post him shortly

@Rhea, what is your opinion on a Haramaki being repurposed as leather and metal instead of silk; to be worn with a war kilt when on shipboard? When he put on his armor he would put the armor on over it and loose any benefit for it. (trying to go with the shirtless look, as much as possible, to show off the tattoo)


yeah yeah, I see what you are doing there. That's fine. Robert, seriously, thanks for tracking everyone's submissions. Nice way to "snake" yourself into a game...pun intended. You know, cause it's...serpent skull. nevermind.


It's never a good thing when the crickets are applauding. :p


aaawwww, I always liked Jimminey

what happened to our flurry of posts

by the way this is RH's character Ivar

the reason I picked Ivar:

at my first post I pointed out that I would like to play Ivar or Salt. I picked Ivar because we start on a ship, that's where Ivar would be. Also, because I really like Vikings and I have been reading a lot of Joe Abercrombie and I want to play a northerner IE. The neutral alignment. If you look closely I did change Ivar a little. going with "dual talent" so I don't need to "min/max" him and I changed him to weapons master, a small nod to Salt.

the reason I asked about a Haramaki (seems I cant afford one anyway) is cause he will go shirtless to show off his tattoo.

tattoo:
tattoo: an abstracted representation of his peoples totem. the Sea Wolf. this monster looks like a combination of: wolf, Orca and Linnorm Dragon. The tattoo of blue wode begins with its wolf like head on his left shoulder and breast and snakes over his shoulder onto his back around across his abdomen, twisting around him, ending on his right hip.


here is my samurai

Spoiler:
Derick Ryuu human samurai
Traits:
Seeker
Rich Parents
Indomitable faith
attached: signet ring
AC:18 T:12 FF:16
HP:12
Saves: Fort:+3, ref:+2, Will: +2
Str: 18
Dex: 14
Con: 13
Int: 12
Wis: 12
Cha:8

Feats: combat reflexes, power attack,

arms and armor: MWK cold iron naginata, MWK breastplate, Katana,

gear:backpack, belt pouch, rations (40), Hammer, Flint and steel, Fishhook, Waterskin (3), Bedroll, Silk rope (100ft), Torch (10), Grappling hook, Signet Ring, canvas, cold weather outfit, explorer's outfit, Noble's(asian) outfit.

heavy combat trained horse+saddle w/ studded armor

Skills:
Acrobatics-1
Climb-1
Ride-1
Craft arms and armor-1
Diplomacy-1
Perception-1

Backstory- A street urchin, a gutter child, Derick group up alone after the age of 6, he was taken in by a band of urchins that had a bad reputation as thieves and burglars. As he aged he began to take leadership over “heists” his tactical mind making them ever easier, though his charismatic aspects were lacking. And so it went until one day, after a fierce argument with an older child about the codes of the “gang” he was betrayed. During the “heist” (really just mostly food theft) he was caught, somehow the man knew exactly where to be, at the exact moment. The price for attempted thievery within the city, was your hand. Derick fought fiercely with his dagger, showing a talent with it few possessed (at the age of 12!) but was overpowered. Luckily for him, a wanderer, passing through town and happened upon the scene, and before the merchants guard could take the toll he stopped him. He paid for the boys food, and offered to take him off the cities hands. The merchant, happy he had been paid, and happy for the possibility of the trouble maker being taken away, agreed to drop the incident. The wanderer, wearing a strange garb of distant lands walked with a curved blade at his side. He had long, jet black hair and sparkling green eyes, just like young Derick. Shortly after leaving the merchant Derick thanked the man and turned to leave, but was caught by his shoulder. The man, naming himself Akio, Akio Ryuu, offered to teach the boy Bushido. He told the child he believed he had a gift and that he could one day master the way of the sword. But that first Derick and to vow to follow his teachings, and vow to use his strength for aid others, not just himself, after a moment’s thought, and a glance towards the urchins hideout, he cheerfully agreed as he had always yearned to train in swordplay from a teacher, and had himself spent many of the past two years practicing alone with his dagger. However, not long after leaving the city he realized he wouldn’t be learning sword techniques any time soon… Akio made Derick write out a code of edicts, or, life morals that he would be sworn to follow and defend at all times. Luckily for Derick, his edicts mostly agreed with his masters.
-Defend those weaker, who cannot defend themselves,
-Stand for the truth, and what is right, even if it is detrimental to you.
-Take credit and or payment when it is due, but never when unwarranted.
- Loyalty to Family, either blood, or bond, is the uttermost goal
-Honor in all things
- Resort to the blade only when necessary.

After that, came months of physical training, training that pushed Derick to and past the limits of his body. Many a time he had contemplated running away, even life as an urchin must be better than this! But, whether through sheer stubbornness or fate, he stayed. He was taught about the history of the arts he would learn, and taught much in the way of arts. Finally, a year after he agreed to go with the wanderer, after he held true to those edicts he wrote long ago. He was given a wooden sword and taught his first techniques. The movements came easy to him, and he learned at a rapid level. His year of hard work was paying off. Always there was a twinkle in his eye, whether learning the blade, or learning the art. At the age of 17, Akio, Derick’s master told him it was now time for him to have his first blade. At first Derick thought it would be given to him. But the next day, they entered into a large smithy, and Akio began to teach Derick the art of smithing. For weeks Derick toiled and learned, he learned how to meld the metal, how to make it bend and fold. Finally, a month later, with the help of Akio, he forged a blade, it was crude, and a tad brittle. Derick while proud of his work, longed for better. He toiled for yet more weeks, and finally, 2 months after his first lesson, created his very own blades. They were of excellent quality, surprising even his master, Akio. He learned to fight with katana and naginata, using the speed of one, and the strength and length of the other. He was taught to fight from horseback, and how to use his knees to direct and steer the animal. It would be on the plains where he would catch, and tame his own stallion, and soon forge of strong bond of friendship with it. Life was grand for Derick, he had come to see Akio not only as a teacher, and master, but as a father. Then, on his 19th birthday, His Sensai disappeared. All that was left was a single handwritten parchment.
-You have learned all you can as of now under my wing, it is time you went out and led your own life, made your own decisions, truly, your own. Gather the experiences of life under your belt, expose yourself to the wonderful, and dreadful things of this world. Grow rich and strong from the experiences, and fear not. For you when are ready to continue further, you will find me. Until then, take this ring as my parting gift, and may it always shine a light for you, and remind you of your duty.
That was 2 years ago, Derick has experienced much of the world since then, living as he had with Akio, as a wanderer, coming into town, and always changing a life before he left. Now, he has completed his last assignment as a caravan merc guard, and has come to the jungle lands to test his skill and resolve ever further, against both the wild beast and wild men that dwell within. Slight changes had overtaken the young man, a sense of need to prove himself, to continuously sharpen and hone his martial skills and a need to ever onward find more dangerous and challenging foes to ever more test his resolve, the way of the wandering warrior, The path that defies destiny. That is the path he walks. It is the hardest of all paths to undertake, but is always the most fulfilling to those that navigate its perilous trenches. The way of the Ronin.

-As the boat draws near to the shore, Derick looks down at his ring as he twists it around his finger. soon, he thought. soon I we see you again. Until then, I will prove myself, and make you proud. my duty will be completed.... though I know not truly what to do.


Rhea Stardust wrote:
No problem waiting at all. Good things are cooked on simmer, ya'll!

Suddenly my ineptitude at cooking makes a lot of sense...Not enought patience.


I think I'm going to be a standard ranger.

Also I would like some more time to fully flush out my background, right now its just a sketch.

The Exchange

I'm actually doing a small amount of refactoring myself to take advantage of the ACG and ISG because slashing grace and deific obediences are bewitchin' flesh Seko out some more. I'm also hoping Merelinda gets in so that Seko's not the only Calistrian in the party if he's selected.


Rukea

Ranger - lv 1

Female

Drow

Str 13 = 13
Dex 14 + 2 = 16
Con 14 - 2 = 12
Int 10 = 10
Wis 15 = 15
Cha 10 + 2 = 12

Stats:

-----------------
Racial Abilities
-----------------

Ability Score: +2 Dex -2 Con +2 Cha
Size: Medium
Base Speed: 30 ft.
Weapons Familiarity:
Spell Resistance:
Keen Senses:
Spell Like Abilities:
Poison Use:

Alternative Race Trait
---------------------------
Surface Infultraitor: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Suducer: Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level).

----------------
Class Abilities
----------------

Favored Enemy: Human
Track: +4
Wild Empathy: +2

-------
Traits
-------

Heavy Hitter
Armor Master

------
Feats
------

Improved Unarmed Combat

-------------
Languages
-------------

Undercommon, Elven, Common

Skills:

Acrobatics: 1 + 3 = 4
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal: 1 + 1 + 3 = 5
Heal:
Intimidate:
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography): 1 + 3 = 4
Knowledge(History):
Knowledge(Local):
Knowledge(Nature): 1 + 3 = 4
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics: 1
Perception: 2 + 1 + 3 = 6
Perform:
Profession:
Ride: 3 + 1 + 3 = 7
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:

Combat Stats:

Initiative: +3

--------
Offense
--------

BAB: 0
CMB: 1
_____________Attack____Damage
Unarmed Strike 1d20 + 3 1d4 + 2
Quarterstaff 1d20 + 2 1d6 + 1

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

Hide Shirt +3

HP: d10 + 1 = 11
AC: 10 + 3 + 3 = 16
Touch AC: 10 + 3 = 13
Flat-Footed AC: 10 + 3 = 13
CMD: 10 + 1 + 3 = 14
Fortitude: 2 + 1 = 3
Reflex: 3
Will: 2 + 2 = 4

Animal Companion: Black Tiger:

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).
[ /spoiler]

[spoiler=Equipment]
Explorers Outfit 8lbs
Quarterstaff 4lbs
Hide Shirt 20gp 18lbs
Rangers Kit 9gp 28lbs
Masterwork Backpack 50gp 4lbs
Total 91gp 62lbs

Appearance:

A pale gray skinned lithe girl, with purple eyes. She can often be seen wearing her explorers outfit. Her hair flowing and wild and free. Her every look and movement feral and predatory.

Personality:

A harsh girl, harsh from growing up in a harsh environment. She only believe what she sees and what she has seen is cruelty savagery and the triumph of the strong. From this she has learned to be strong. In the the Jungles of the Magwi expanse she has seen the strength of the animals. From this she has drawn strength and learned to fight. Their movements ingrained in her every movement their attitudes reflected in her eyes. Above all she reveres the Tiger, the apex predator of her adopted home.

Character Backstory:

Rokea was a young cavern sniper in training, when she went on a mission to the surface, She got lost and upon finding way back was accused of desertion. Rukea, her younger sister tried to defend her but way quickly shut down by her mother and the authorities. Rokea's sentence was exile. Rukea angered by her mothers abandonment of her sister ran away to join her. They maid their way to surface but somewhere to a wrong turn and ended up in the middle of the Magwi Expanse. The spent the several ears living in the wild until they met up with a group of travelers. After finding out where they were and following the explorers back to Sargarva. After learning about local cities they take up jobs as guides to explorers.


Rukea, doesn't a Ranger get her animal companion at 4th level? I used to know most of the rules but Pathfinder ALWAYS has something new for me to learn.

The Exchange

Backstory v1.2:

He was supposed to be a warrior. He was a noble’s son who learned to commune with the spirits like the shamans, run as fast and silently as the panther, wield a staff with the grace and power of Ekujae who had practiced for centuries before he walked this world. He was beloved, feared, and respected among his peers and they knew — they all knew — that he would be the one to lead them. He was Mobutu Sese Seko Kuku Ngbendu Wa Za Banga — the all-powerful warrior who, because of his endurance and inflexible will to win, goes from conquest to conquest leaving fire in his wake. His accolades and trials all prepared him for greatness. When his tribe named him, those words meant everything to both he and them. But those words meant s@%# to his would be captors.

He was captured during a raid and taken as a slave to Eledar. Barely twenty years old, Seko — as his captors took to calling him, found himself being auctioned off to potential buyers. Though he protested, and would often try to escape his confinement, his rebellious streak was eventually beaten out of him. He only spent a few short years in Eledar, just long enough to become proficient in the common tongue and learn who his new masters were. Due to his elven heritage and the fact that he would stay relatively “cute” for many decades to come, he was bought by a wealthy Kintargoan trader and shipped off to Cheliax.

For the next century Seko lived as a house elf; an occupation that took him all over infernal Cheliax. He cleaned cisterns in Kintargo, tucked noble brats in to sleep in Westcrown, polished organ pipes in Egorian, and even wiped the sweat from the queen of Korvosa’s head while she sat on the crimson throne. In his life he read the Asmodean Disciplines twice over, and memorized enough Chelish by-laws that he could engage barristers and attorneys in idle chat on legal minutiae and even challenge their interpretations. By all means, he was well liked, and maintained his relative popularity with the wealthy even after the old nobility was pushed out and the devil worshippers moved in to fill their void. His captors sometimes romanticized his primitivism, saying he was such a loyal slave because he was not corrupted by their Chelish ideals. They however, were too proud a people to ever be in such a sorry state. Many thanked their infernal masters for such a meek “friend” to wait on them hand and foot. The young elf entertained their prejudices for the most part. When he didn’t, he often found himself regretting it. Whether he was tied down and poked under the fingernails by malicious imps or locked in a box for a few weeks, his captors would always find creative ways to punish his insolence. So rather than test the limits of their creativity, he learned to play his role. Though he had his outlets.

There is no culture without counter culture, and within each city there is always a second city, sometimes a third or fourth. When Seko first arrived in Kintargo, slaves who lived there already showed him their city within the city: a place where he could laugh, gamble, drink, and make love away from the oppressive eyes of his captors. Whenever he found himself sold to a family in a new city, he would seek out that city’s second city, and there he would release himself and forget, if only for a few hours a night, that he was not once destined to be a great warrior. But it was also there that he practiced, holding onto the few tricks he was taught as a young elf. He supplemented these tricks with new ones learned from his Varisian counterparts. They had learned to use their ceremonial scarf, the Kapenia, in beautiful and deadly ways and he often found himself wanting to mimic them. He had one made for him, embroidered with silken wasps in honor of his people’s Goddess and lined it with blades so that one day, should he need to, he could lash out at his captors. At night he often wrapped himself in it to imagine his revenge. It would not be violent revenge, no, it would be a triumphant one. When he returned to the Mwangi Expanse he would retake his name and his people, and he’d die richer and more powerful than any of his Chelish captors. Then one day, suddenly, he was free.

The elf had found himself back in Kintargo after an extended stay in Korvosa. His owner, a moderately wealthy man who bought Seko for company, had stipulated the elf’s freedom in his will. Though at first glance, this looked like an act of benevolence, it turned out the old man only freed his slaves to spite his son, who Seko recalled was a failure and disgrace in the old man’s eyes. Now free, the reality of Seko’s situation began to set in. He was a stranger in a strange land. Every elf he met in Cheliax looked down on him twice over; once for being a wild elf and once again for being a slave. He had no relatives nearby and the second cities expelled him in good will as the one who made it, the one who could go back to living his life before enslavement. Lost and feeling unwelcome in infernal Cheliax, the elf scraped together the gold that he had kept with him over the years and bought passage back to the Mwangi expanse.

Crunch:

Sese Seko
Male elf magus (kapenia dancer, eldritch scion) 1 (Pathfinder Player Companion: Varisia, Birthplace of Legends, Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +0
Defensive Abilities canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed scarf +4 (1d6)
Special Attacks eldritch pool (+1, 4 points), spell combat
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—dream
Magus (Kapenia Dancer, Eldritch Scion) Spells Known (CL 1st; concentration +4)
. . 1st (1/day)—frostbite{super}UM{/super}, shocking grasp
. . 0 (at will)—acid splash, detect magic, ray of frost, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 14, Wis 7, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse, Weapon Focus (scarf, bladed)
Traits jenivere crew, magical lineage, talented
Skills Intimidate +7, Perception +1, Perform (dance) +4, Spellcraft +6 (+8 to identify magic item properties), Survival -1; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ arcane focus, bloodrager bloodline (arcane), disruptive bloodrage, dreamspeaker, elven magic, mark of slavery
Other Gear bladed scarf, 288 gp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Canny Defense +1 (Ex) +INT bonus to AC (max Magus level).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Eldritch Pool +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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Crunchy Crunch:
Captain Albrecht
Gnome sorcerer (wildblooded) 1 ( Pathfinder RPG Ultimate Magic 70)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger -1 (1d3-2/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +8)
1/day—dancing lights , ghost sound (DC 16), prestidigitation, speak with animals
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +8)
1st (5/day)— enlarge person (DC 16), grease
0 (at will)— arcane mark , daze (DC 15), detect magic , light
Bloodline Sylvan
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 13, Int 12, Wis 10, Cha 20
Base Atk +0; CMB -3; CMD 8
Feats Eschew Materials, Spell Focus (conjuration)
Traits animal friend, focused mind
Skills Acrobatics +1 (-3 to jump), Bluff +9, Handle Animal +9, Knowledge (nature) +7, Perception +2, Ride
+2; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ gnome magic
Other Gear dagger, explorer's outfit, smoked goggles, travelling spellbook (stamped "Logbook"), 252 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as
touch spells.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as
having 20% concealment.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

So. Everyone who's planned on submitting has submitted, right?


I think we have three people who have put up character ideas, but not specific characters and two more people who have shown interest with a couple of ideas. Buts its Rhea's call, obviously.


Yes, I think it's time to wind things down and get of the recruitment boards. Let me confer with my associate the DUKE. I should be able to post the luck list in a FLURRY OF POSTS tonight after 9pm PST.

Thank you guys for showing interest in SERPENT SKULL wapum-Rhea-Style...

I got lots of great fun in store for this one:)


I haven't created a profile yet, but I have submitted my samurai in full.


Once again, will create an alias if selected. :)
Good luck all. :)


Great submissions, all of you. I have submitted my input to Rhea... and trust me when I say this: even narrowing to a list of preferences was no easy feat. Those that get in I am very much looking forward to playing with... and I wish that we could play with several of you that space will not allow for. Rhea will be posting the final selection list as she said. I echo her thanks to all of you for showing interest.


*Fingers crossed*

Good luck to everyone

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