Serpent's Skull by GMEDWIN (Inactive)

Game Master Insnare



Shot Putter Funkmeister

Okay, first up will be character generation. I won't be able to start the actual adventure for a few days yet, but once the characters are ready, we can start with a bit of roleplay getting-to-know-one-another stuff.

Character creation rules:
Level 1
20-point buy.
Roll starting wealth as per the core rules using the board's dice roller.
Max hp at first level. Roll future levels. If you are unhappy with roll, you can reroll, but if you do so, you must take the results of the second roll.

Please take a gander at the information in the player's guide which should be a great resource. All Paizo accepted, 3pp may be allowed upon request.

I like to see thorough backstories for my PCs, and why your character would be going to Eledor.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

dot


Shot Putter Funkmeister

As far as I know there are three definite players and maybe a fourth. So if there are only three just give me your characters and then I could put out a recruitment for extra guy...

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

i was going to wait a bit as i really don't mind what type of character to play and try to do something that would round up the party.

:)


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

I will be submitting this fellow, from the Jade Regent game that stopped. Burglar archetype intended to deal with traps and locks. After running afoul of you-know-who in Magnimar, it seems a good time to get out of town. I think this character was more or less created to these standards, but I'll double check details, change traits, elaborate on backstory, etc. later today or tomorrow.


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

First off, thank you for starting this game GMEDWIN!

I'll look at getting something put together tomorrow. Gonna have a gander through the player's guide and see what sparks my creative side.

Any race or class preferences, just so I know what I'm working with?


Shot Putter Funkmeister

Your welcome...

You can choose whatever class you want. Race wise... hmm I generally don't like the cat or ratfolk races...

If you have any ideas through a potential back story as an extra plot hook or something feel free to run it by me. I am really interested in where your character comes from and why they are going to Sargava? I also don't mind if the party isn't perfectly balanced either.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

So trey any idea yet?


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Right now my thoughts are tending along the lines of a halfling summoner. A vagrant from the shackles, he's survived mostly by his eidolon's help. Having ran afoul of someone a little too tough, he snuck aboard the Jenivere to escape. Having gotten caught, he proceeds to have him and his eidolon help on the ship instead of being thrown overboard.

That's a basic outline of my present idea. Figured I'd run that much by first, as I know some people aren't fans of the summoner, and if you'd rather I went differently, I have no problem doing so.


Shot Putter Funkmeister

I am currently playing a summoner... but if you do play a summoner I think a 15 point buy maybe fairer at for that character....

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

our 4th player has advise me that he might be playing an inquisitor.

so it looks like i have to play a divine character.

i'll get to work on it :)


Shot Putter Funkmeister

Why do you need to be divine, an inquisitor is part divine... so you can be part something else. I would suggest a ranger.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Hi everyone,

Thanks for the invitation Algar and thanks to GMEdwin to GM this adventure !

I will play a dwarf inquisitor of Ylimancha.

I try to finish my background in english and all the mecanichal stuff rapidly.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

Because Try and miles and bruse magnet they tend to jump in first and usually end up screaming like little girls for lots of healing :)
(just joking of course)


Wealth: 3d6 ⇒ (5, 3, 1) = 9 X10

i am ready to go


Shot Putter Funkmeister

Virgil you need a campaign trait for Serpent's Skull, it tells me where your characted boarded the ship.

And please add a background story.


its Mwangi Scholar, and i boarded in Pezzack


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Wealth: 4d6 ⇒ (2, 1, 6, 3) = 12 x10


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

wealth: 2d6 ⇒ (1, 4) = 5 Hmm, 50gp. I can work with that. Sorry about disappearing, things came up yesterday.


Get to work now trey (quick draw the whip...)


Shot Putter Funkmeister

Trey, what is your character going to be?


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

I'm going to stick with the halfling summoner idea. I should have something fleshed out background wise tonight. The mechanics might take a tad bit longer. I wanted to make sure I didn't miss anything (I know some of the summoner rules are a bit wonky at times).


Whip noise.

Get back to work trey :)


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Hey now, Trey's new character has an alias at least! Nothing under it is correct yet though (copy/pasted Trey's format for now).


pff trey i am so used to call you trey :(


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Wealth: 4d6 ⇒ (5, 3, 1, 6) = 15x10 = 150gp

Which is great because that's exactly how much cash I originally started with, so I don't need to even adapt the equipment.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

And there we go. Character sheet updated for this campaign and background included.


See trey even miles is done before you :)


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Before I finish my character, what will your eidolon doing ?

Because I don't want to play a character who will be not better than your eidolon in what I want he do best.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Sorry for lack of response, spent most of today wasted responding to a freezer alarm. High anger levels!! At least lots of thinking time.

Trying to figure out the Eidolon is a definite concern. My thoughts are that Copil considers the Eidolon as his 'mother figure', protecting and nurturing him from an RP aspect. I'm going to go with a dark angel type of feel to it, evolving as levels are gained. So starting it will be a typical biped with claws, probably enhanced strength and natural armor to start. Eventually I'll give it wings as we go along. Beyond that, I'm tending to focus more on how the story and RP goes over anything else. I'll be trying to keep a high strength and armor bonus. I doubt I'll take the large evolution (it's good, but thematically I don't think it fits). Not sure how much that helps.

In combat, I'm planning on alternating between the eidolon and summoned monsters for offense. I really enjoy the versatility of the summons in this regard. Copil himself will try to augment everyone with buffs through spells, and UMD as otherwise possible.

Does that help?


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

The fact is that the eidolon can be better than any character.

You can give it bonus in skill witch will shadow any skill monkey or specialize character
You can give it bonus for fighting and it will shadow any fighter character in combat

That's why I ask, because I don't want to be the fifth weel with Grimma in this adventure (and I don't want to play a Zen Archer to be the best at what I want to do)


Shot Putter Funkmeister

I did say that while everyone else would have 20 pt buy that if Copy wanted to be a summoner he would have to take a 15 point buy. But if you all feel that I should disallow a summoner it is fine with me. We currently don't have any arcane person. nor a ranger...


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Considering the concerns, I'm going to go ahead and change my character out. I don't want to cause conflict at all, and I think it may be better.

I shall be re-working my idea! I'll let you know what I decide :P


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

All right, here's my next concept in the bare bones.

Mechanically - Elven witch, going for either Elements Patron (probable) or Animal Patron (possible, but less likely).

Conceptually - Her mother an outcast of Kyonin, she found herself living in a human village in Varisia living among them. Unable to make lasting friendships (the whole age thing), eventually she finds herself in a traveling circus, looking at strange creatures. One of these she finds a strange connection to, purchasing it's freedome (her familiar).

Over the next few weeks, she researches the creature and find's it comes from far to the south. Desiring to know more, she packs up what things she has and books passage on the Jeneviere to learn more.

Like I said, pretty bare bones right now.

Goals - My plan thus far is elements patron as I think it fits better, and I like the concept of staring into a burning flame or listening to the running water, seeming to find more there. I went back and forth between Druid and Witch, and ended up deciding witch to give it a go. Plus with about 20 years experience, I've done a few druids in a few different incarnations of the game.

If I stay elements, I'd probably swap out for a small elemental famailiar with the improved familiar feat at level 5. Beyond that haven't given the exact mechanics much thought.

So how does this concept sound?


having played a few with they are great fun, and you can't go wrong with elements.

other things i like in the class:

i like Hedge witch (to serve as back up healer: having the ability to swap spell for cure spell means you never waste/useful spell)

or

Winter witch prc / archetype as you get to punch trough elemental resistance.

Healing hex, Evil eye / slumber / misfortune / flight are nice base hexe

but remember you have plenty of potion but not enough action to use all your stuff.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Misfortune + Cackle can be devastating to the bad guys.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Moar Gold: 1d6 ⇒ 4


Trey:

Slumber is useless until level 3 (cause making them sleep just for 1 round isn't much)

and misfortune (lasting only 1 round) is not worth it if you don't have cackle.

(so advice is either healing hex, or evil eye or cackle+miss fortune)


Shot Putter Funkmeister

Let Vie do what she wants... maybe she is building for the future...


Shot Putter Funkmeister

OK, so we have a rogue, an oracle, a witch and an inquisitor... interesting... Via give me your background and we can start. Although I may want to get it going today...


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

I was looking at the hexes selected anyway, not 100% on the ones I chose. I might take another look at them. All the ones mentioned are ones I plan to take eventually, just not sure on order. In fact, Cackle was my plan for level 2. I'll swap out Slumber for Cackle. Sorry for the indecisiveness on it.

As far as backstory. I'm retyping it. I had it typed and inserted, or at least thought I inserted it. I did it on word and copy/pasted. I'm actually cursing very silently right now (don't want to wake anyone). I'll try to get it back up tonight, but I work in the morning and feeling sluggish. The quick version is pretty much above, summarized below.

THE QUICK VERSION wrote:
Mother exiled from Kyonin when Viata was a baby. Grew up in Varisian village, no friends (age thing). Mother dies, traveling caravan/circus where she meets Yana her familiar. Yana helps to influence Viata, encourages connection to elementals. Eventually Viata figures out where Yana comes from, books passage on Jeneviere to head south.

It's a slight bit more involved than that, but those are the basics of it.


Yae for starting.

Once again thank you GM Edwin


Shot Putter Funkmeister

I think the Gameplay thread will be the discussion and vice versa... there is so much creation and discussion stuff here any objections to me doing it that way?


or you could just delete (archive this thread and make a brand new one).

whatever works for you


Shot Putter Funkmeister

Finn=Pezzack
Viata=Magnimar
Miles=Magnimar
Grimma, did you board in Senghor or Bloodcove?


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Background retyped. I don't think it was as good as the first draft though. Almost seems like a bad remake to me.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Senghor


Shot Putter Funkmeister

Game is up and running... just go over to the game thread

http://paizo.com/campaigns/GMEdwinsSerpentsSkull/gameplay

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