Ruins of Pathfinder: The Quest for Arcadia (Inactive)

Game Master Robert Brookes

“There are no foreign lands. It is the traveler only who is foreign.”

Robert Louis Stevenson

Current Encounter Map Axebeak Hills Encounter


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This thread is crazy :p Anyway, Peanuts here with my Archaeologist Bard who can contribute on the Diplomacy front, dabbles in traps but mostly interested in the ancient past. Intending to take crafting feats to get Craft Construct (because who wouldn't want to make golems and other animate monstrosities.) with him, so he'll also be able to craft wondrous items and weapons/armor eventually. Pretty good with UMD with the Story feat Artifact Hunter. Will work on finishing his gear and getting background up soon, but wanted to get him down so I could see about joining the gameplay :)


Nice seems like everyone just abiut is going the crafting route. I plan on taking up knowledge architecture and profession next lvl. So I can over see the building of things. Someone has to keep you lot straight.


Well we are dwarves :) The campaign is well suited to it too, so not too surprising.


Exactly no need to mine for balrogs today lol.


The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazbad-dum. A CR 20 Encounter.


I have Knowledge (Engineering), but it's... weak, as it's not one of my class skills. So we need an expert. xD


Funnily enough I don't have greed as a race trait lol. I have lorekeeper instead lol.
Also its not a class skill here either but I'm thinking about multiclassing so it will be perhaps bard or something. Or I might do a lvl in fighter just for the feat have to do loremaster though lol.


Well I've got Engineering at +7, but we are building a whole fortress city, so the more the merrier :) Quint's knowledge is more academic than practical, more used to ruins than construction. I'm sure that will change once we get over to Arcadia however.


I don't have any useful skills like that, just Profession (Miner). In fact my only other skill is Heal.

I decided I should put a post in with actions for if we are spoken to my Vigar or not, as I am off to bed and then have work first thing. So expecting about 30-40 posts by the time I get on. This way I won't hold anyone talking with me up for too long.


Craft(Alchemy) +17, Knowledge(Nature) +8, and Knowledge(Arcana) +7, here! Instead of truly contributing in the construction of our fortress, I'll be making sure everyone is healthy thanks to my medicine. Accidents are common in construction efforts, so I forsee my skills being useful! :D

And as Rob has said, that Craft(Alchemy) can be used for brewing too..


Apollo here,

I've got to write up my backstory, hometown and reasons for adventuring and finish up with my gear, but here's my complete build, including the story behind my choice of Campaign Feat (Nemesis):

Name: Rindovaan ‘Curly Stubs’ Avarack
Age: 57
Height: 4’7
Weight: 172lb’s
Eyes: Green
Hair: Blonde with red dyed tips
Style: Shaved corn rows on left side of head, long swept over dreadlocks on the right that hang down to his pecks.
Facial Hair: Blonde with red dyed tips
Style: Thick stubble shaved to shape swirls between his chin and mid cheek, with two long curly swirls hanging from either side of his chin and a thicker Bill the Butcher (Gangs of New York) styled moustache.
Alignment: Chaotic Good
Deity: Trudd
Class: Barbarian 2
Level: 2
Favoured Class: Barbarian - +1 HP and +1 Round of Rage per Barbarian Level
Languages: Common, Dwarven, Giant, Elven and Bullsh*t.

Build:

HP: 30
AC: 19 (23 vs Giants), Touch: 10, Flat-Footed: 19 (23 vs Giants)
Spell Resistance: 7

Speed: 30ft, Initiative: 0
Darkvision: 60ft

Str: 16
Dex: 10
Con: 15
Int: 16
Wis: 11
Cha: 11

BAB: 2
CMB: 5
CMD: 15 (19 vs Bullrush or Trip)

Fort: 5
Ref: 0
Will: 0

Combat:

Large Bastard Sword: +4, 2d8+4, 19-20x2
Rage – Large Bastard Sword: +6, 2d8+7, 19-20x2

+1 to Confirm Criticals
+1 dmg vs Clay, Crystal, Earth, Metal or Stone Creatures/Objects
+1 atk vs Humanoid (Giants)

Traits:

Warsmith: You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge(engineering) is a class skill for you.

Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Skills: (7)

Acrobatics*: 5 (2 ranks, 3 class)
Climb*: 8 (2 ranks, 3 str, 3 class)
Craft (Armour)*: 8, 10 with Metal and Stone (2 ranks, 3 int, 3 class)
Craft (Weapon)*: 8, 10 with Metal and Stone (2 ranks, 3 int, 3 class)
Knowledge (Engineering)*: 8 (2 ranks, 3 int, 3 class)
Perception*: 5, 7 to notice strange Metalwork (2 ranks, 3 class)
Survival*: 5, 7 to track Giants of the Humanoid Subtype (2 ranks, 3 class)

Feats:

Exotic Weapon Proficiency (Bastard Sword)

Rage Powers:

Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Class Abilities:

Fast Movement
Uncanny Dodge
Rage
Rage Powers

Story Feat – Nemesis:

On one drunken night, an Ogre smashed his way into a pub and threw Rindovaan Curly Stubs through a wall, claiming the Dwarf’s Aunties, Uncle’s, Nephew’s, Son’s best friend was caught sneaking into his household, placing tiny “pokey prods” (caltrops) on every chair in the Ogres (Ballac HasselHeart’s) household. When the boy (Turpin Reynold’s) was caught…..and before his skull was brutally ripped out through the front of his face, the boy, out of fear, told the Ogre that it was Curly Stubs idea and that Mr. Curly Stubs hates all Ogre’s, gaining excitement from making a fool out of every one.

This wasn’t the case however, as Rindovaan hadn’t met an Ogre or even heard of Ballac before this point, and due to the lies of one foolish and mischievous boy not even related to Rindovaan, the Ogre’s family (the HasselHeart clan) now relentlessly hunts down the Dwarf, spawning undead and ambushing him seemingly whenever he lets his guard down.

As such, Mr.Curly Stubs wants his revenge and plans to humiliate the three of them by tying them together with a few of his ridiculously strong Dreadlocks (which won’t take him long to regrow), and leaving them hanging over a cliff until they learn their lesson.

Ballac HasselHeart – Ogre Brutal Pugilist Barbarian
Necron HasselHeart – Ogre Necromancer Sorecerer
Filo HasselHeart – Ogre Beastmaster Ranger

Gear:
Masterwork Large Bastard Sword, Full-Plate, Goggles.

Dwarf Characteristics:

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

Darkvision: Dwarves can see in the dark up to 60 feet.

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

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

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

Metalcunning: Dwarves gain a +2 bonus on Perception checks to notice unusual Metalwork, such as traps and hidden doors located in Metal 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: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


Well Quint come to my table perhaps you can be my tutor lol. Lets talk about it.
Also Faelar I waved at you in thread if you don't mind us knowing each other from training.


Kinda waitin to see how Vigar responds to us at the dais before I progress much further, cause I'd like to avoid a need to retcon.


I know that's why I put the ince you turn from the high table part in it.

The Exchange

Rob, I have a *odd* *evil grin* question: This campaign is set in your Ruins of Pathfinder setting... has the Jade Regent events occurred in Minkai at this time? I know you did a write up for it but does the following stand?

"Stories from the far east tell of the fall of Imperial Minkai under the sway of an army of powerful oni that have enslaved the empire's peoples and begun to wage war on the surrounding dragon empires."


Dr. Logem, Ph.Dwarf wrote:

Craft(Alchemy) +17, Knowledge(Nature) +8, and Knowledge(Arcana) +7, here! Instead of truly contributing in the construction of our fortress, I'll be making sure everyone is healthy thanks to my medicine. Accidents are common in construction efforts, so I forsee my skills being useful! :D

And as Rob has said, that Craft(Alchemy) can be used for brewing too..

needs moar alchemies.

That profile pic looks like a lighter, nobler Samuel L. Jackson, hah!


Dwunderbran Vulgarbeard wrote:
Dr. Logem, Ph.Dwarf wrote:

Craft(Alchemy) +17, Knowledge(Nature) +8, and Knowledge(Arcana) +7, here! Instead of truly contributing in the construction of our fortress, I'll be making sure everyone is healthy thanks to my medicine. Accidents are common in construction efforts, so I forsee my skills being useful! :D

And as Rob has said, that Craft(Alchemy) can be used for brewing too..

needs moar alchemies.

That profile pic looks like a lighter, nobler Samuel L. Jackson, hah!

Aye it does.. though its the closest one to the one I was looking for. That of a Medic from TF2 + Beard look. Had to skip out on the beard for the profile pic, sadly.


How many of us are in other campaigns at the minute?

I'm in two, with a third not counting due to being updated with maybe one post every 5 days, so have applied for this as things are pretty slow right now, and this is something I'd love to join, having never played a Dwarf before.


+17 alchemy. At level two. There's a threshold between "optimized" and "nah, no need to roll, you make it guaranteed." I think you missed the left turn at Greyhawk.

And Curly Stubs? the accent. Dear lord the accent. Had to re-read it just to make sure I heard the whole thing right in my head, lol. Glad that's not the only qualifier for selection, or you'd have us all beat.


Haha!

Yea, I had to re-read it myself to make sure it was readable!

I was trying to do something like a northern Scottish-ish accent, but I think it came out as a new language!

If anyone wants to put a rank in linguistics to understand his language of "Bullsh*t", feel free!

Though, I've not used that yet. I'll save that for his moaning, grumpy rambles.


Maven Brewbane wrote:
+17 alchemy. At level two. There's a threshold between "optimized" and "nah, no need to roll, you make it guaranteed." I think you missed the left turn at Greyhawk.

He's more focused on non-combat than combat, to be fair. Rob mentioned in the interest check thread that there may be two 'mini-groups' within the main group, as some may stay behind and others might go spelunking. Although not always going to stay behind, Dr. Logem *Is* a doctor, and needs to take care of his people. While.. you know.. performing experiments on the unlucky..

Plus, I figure, if I'm going to be utilizing the downtime rules more than others, which is likely, the faster I can make alchemical items, the more you guys can have access to! I'm thinking of the group :P


Oh if anyone's going to be grinding out that downtime, it's yours truly. Having craft magic arms and armor two levels early is going to be SWEET. Also means I don't have to use a slot for it, and can go straight for gunsmithing, RAWR. then I can overhaul EVERYONE's arsenal!


Hmm, I'm wondering if there's any chance of a time/level skip at some point in this? As I said before, planning to grab crafting feats aiming for a construct, and those things take months to build, which I can't do until level 7 (unless I manage to get an extra feat at 5th level somehow)

If we find any Azlanti ruins on the other hand, Quint'll be all over those crafting be damned :)

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Celeador wrote:

Rob, I have a *odd* *evil grin* question: This campaign is set in your Ruins of Pathfinder setting... has the Jade Regent events occurred in Minkai at this time? I know you did a write up for it but does the following stand?

"Stories from the far east tell of the fall of Imperial Minkai under the sway of an army of powerful oni that have enslaved the empire's peoples and begun to wage war on the surrounding dragon empires."

That certainly holds true and has happened by the time of the funeral. The Pathfinder society would have spread word of Minkai's fall from the lantern lodge across Tian-Xia in Goka.

Lantern Lodge RPG Superstar 2014 Top 4

Also I have a couple PMs I haven't addressed yet, and some folks in the gameplay thread. I intend on getting to those come morning.


I've got it!

I've been approaching the problem from the wrong direction. Thanks to the existence of the "Underground" homeland for dwarves...

Bare bones background: Rogath was born underground, and didn't see the sun until he was in his late 30's. When he first emerged, it was a clear, moonless night and the stars were especially bright. Having completed his own personal Quest for Sky, he fell in love with the stars. Hence Desna. From there, I should be able to get to fortune teller pretty easily. Rather than trying to follow Densa because he's a fortune teller.

Now to finalize things.


Amazing what a simple change of perspective can bring, isn't it?


Almost done with Isoldda's background. I vomited it all out onto virtual paper. I just need to edit it when I get home from work tonight.

Dark Archive

I was thinking of playing a Transmuter, but I see we already have one. Baring that I could play a generalist wizard. We don't seem to be too short on anything really, so I think I will start rolling up a wizard tomorrow, assuming there's still room for me.


edrukk only took the craft skills that made sense for a soldier to have for weapon maintenance purposes. he has craft alchemy but no alchemy set, his gunsmithing kit allows him to make black powder with alchemy but not anything else. he has craft (gunsmithing) of course and craft (armor) to maintain his armor. i paid full price for his hammer because he didn't take craft for it, no real need when hammers are a dime a dozen compared to guns (which favor maintenance over expensive replacement)


True enough. Stick with me and gimme time to pick up some feats and I'll turn that pea shooter into a cannon...that blows up other things. Not you.


yeah, a big ol' howitzer would be nice.


I will pick up some crafting skills just to be able to help out. Once we all get picked.

Hey how many of us are you picking for the first wave?

Also how deep do we have to dig to find the terror of shadow and flame.


So I was looking for more alcohol related feats, and I came across fast drinker. That's pretty much an essential for her, so I had to bump con up to 18, which means she's now much dumber (actually kinda fits how I've been RPing her) and even more brassy and socially clueless.


Magnus I am more than happy to have already known you, it should help with the roleplay and trust purposes. As you may have fingured from reading the gameplay thread, you know that Daelric can't handle any alcohol apart from a couple of tankards of mead. Once he gets to his 3rd he is usually drunk. He was also a miner before being recruited by the temple, but you know that in his time off he goes to a mining site and continues to mine, for fun.


Still here, just kinda written into a corner. Just didn't want anyone to think I'd lost interest.


I am in the same situation as Dolgrin. Can't get up and walk away as that would be rude to Vigar, but not being able to say or do anything else does make it seem like we have both lost interest.

I can assure you that I haven't lost interest and keep on checking every 10 minutes (otherwise I miss a load of posts) and as soon as Vigar makes a move, then I shall continue to role-play based off of that action.

Magnus : Seeing as we know each other, have you been to Janderhoff ever? Just had an idea for an additional part of my backstory. You could have been the one to recruit me to the temple and brought me to Highhelm ... sound reasonable and like your character?


I'm enjoying the exchanges, but also trying to make sure I make that my 8 charisma actually means something and isn't just a dump stat. (I philosophically oppose dump stats just for the sake of stats. By beard and belly they must be ROLEPLAYED!!!


Maven I agree completely, which is why I made sure that my Charisma is still a 10. As you mentioned, Daelric is very well spoken. That is the result of the 10 Charisma. But he also has a few facial scars, which is why it isn't a little higher.

In terms of Con, I shouldn't have made him drunk, but I was roleplaying that he never drinks and I thought it would be more amusing. If only Paladins could mutliclass as Barbarian, I would make it that whenever Daelric was drunk and someone mentions an Orc or Goblin, he would fly into a drunken rage :P


I wouldn't sweat it. If nothing else, being momentarily indisposed gives the newcomers and latecomers an opportunity to mingle and introduce themselves. Still got a little over a week yet til the deadline.


Okay, maybe I missed it, but what is the deadline? You say a week, but what time and day?

Thank-you for posting as Vigar, Rob. Now to carry on socialising and trying to improve my role-play ability.

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1st post in thread wrote:


SELECTION

I will be selecting 8 dwarves from the submitted characters who participate in the gameplay prologue at the funeral. Recruitment ends on July 19th 2013 at 11:00pm -5GMT. Late submissions will not be considered.

STRIKE THE EARTH!


How on Earth did I miss that?!?!


Bi0philia and Robert, background is up in the alias. Let me know if you don't like any of the slight freedoms I took with the Skuldafn house/Vigar's personality.

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Isoldda Ironbloom wrote:
Bi0philia and Robert, background is up in the alias. Let me know if you don't like any of the slight freedoms I took with the Skuldafn house/Vigar's personality.

It looks good and fits with the Skuldafn personality as a family. Small typo at the end citing "Viggar's" funeral, instead of Hraggir.


Fixed, thanks!


@Faelar. I'll give ya an escape opprrtunity here in a minute (rather an hour, rate I type :p).
@Maven, I agree as well. I figure storytelling is so engraved in dwarven culture that even someone like me or Vulgarbeard can tell a decent story. My low charisma comes out in my personal apperance, the whole rockface thing, my sullen attitude, my stutter, my lack of social graces and my complete disregard for those around me (I did just walk over someone. Literally!) Yet even then I can hold up a conversation and tell a good story :)


Minor character tweaks and undated backstory...


Slayer Dragonwing wrote:
I was thinking of playing a Transmuter, but I see we already have one. Baring that I could play a generalist wizard. We don't seem to be too short on anything really, so I think I will start rolling up a wizard tomorrow, assuming there's still room for me.

Have you looked at a Cyphermage? I don't know about you, but a wizard specializing in glyph magic and having magic that more effectively affects Giants seems very Dwarfy. Not to mention their ability to use scrolls more effectively.

Its a PrC, and a Generalist Wizard would be best suited for the route to that PrC. Even the Crafter-Wizard subschool for a Generalist Wizard would work.


I like how we all seem to more or less get on straight away, but Dwarves have always been social and compassionate with regards to their own race, so it makes sense. :p

This accent takes longer to type than it would normally, but I like it. I'm thinking about creating an accent dictionary for every word I use, but so far have just been winging it and it seems to match/go well!

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