Charles M Wright, Expert |
So, I've been playing Pathfinder for a few months now and have really loved the PbP method of playing online a lot. My local group doesn't have the chance to get together more than once every month (if we're lucky). Given that it'll be a long while before I can really hone my GM skills in real life, I want to have a go at running an Adventure Path here on the forums. Expressions of interest are appreciated, as is any advice in regards to GMing.
At present, I'm looking to run one of the following APs:
-Second Darkness
-Carrion Crown
-Skull & Shackles
I'll decided based on what seems popular, although I'm entirely open to changing to something different if there is demand for it.
EDIT: S+S it is then.
Mug |
Well I think you're off to a smart start by choosing an AP, be sure to (if you need) refer to the PRD frequently as it's just a great and quick resource. Set a firm and realistic expectation for posting frequency, just to get things off on the right foot. This includes your commitment as GM as well, you may sometimes have to drive things ahead as the GM, so plan accordingly.
As for popular AP's, it seems Skull & Shackles gets the most interest lately, but a glance at the Recruitment board shows people want to play pretty much anything. :)
I am running a Carrion Crown game myself at the moment, and I don't know much about Second Darkness, and I'd be extra interested in a S&S game. Anyways, good on you for flexing your GM muscles and I'll most likely be submitting a character depending on what you decide!
Charles M Wright, Expert |
As for popular AP's, it seems Skull & Shackles gets the most interest lately, but a glance at the Recruitment board shows people want to play pretty much anything. :)
Well, Skulls+Shackles is probably my top preference anyway. I love me some Pirate action, and I have a few fun character concepts that I can port into the AP as NPCs. Assuming the next few posters aren't ardently against it, I might just make this a skulls and shackles game.
Nullpunkt |
My advice would be to try a module first before you commit for an entire AP. PbP has a much slower pacing than RL games (for obvious reasons) and I think for a satisfying experience it would be better to get to play through something in a reasonable amount of time.
You can always move on to another module or a full-blown AP if you want to take the party further.
So if you decide to play a module, I'd be happy to lend you my axe.
Astein Longblade |
I'm interested.
Astein Longblade
Male Human (Varisian) Witch 1
CN Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Spear +0 (1d8/x3)
Witch Spells Prepared (CL 1):
1 (2/day) Mage Armor, Ear-Piercing Scream (DC 15)
0 (at will) Spark (DC 14), Mending, Dancing Lights
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 19, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Brew Potion, Extra Hex, Extra Hex
Traits Harrow Born (Varisian), Harrow Chosen (Varisian) (2/week)
Skills Craft (alchemy) +12, Heal +4, Knowledge (arcana) +8, Knowledge (history) +8, Perception +1, Profession (fortune-teller) +4, Profession (sailor) +4, Spellcraft +8
Languages Aquan, Common, Elven, Hwan, Polyglot, Varisian
SQ +3 to appraise checks, empathic link with familiar, hero points, hexes (cauldron, fortune, misfortune [dc 14]), patron spells (portents), share spells with familiar
Combat Gear Potion of Infernal Healing, Acid; Other Gear Dagger, Spear, Backpack (6 @ 18 lbs), Belt pouch (1 @ 0 lbs), Cauldron, Cooking kit, Grappling hook, Harrow deck, Silk rope, Spell component pouch, Torch (2), Trail rations (2), 8 GP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Dagger - 0/1
Harrow Chosen (Varisian) (2/week) - 0/2
Potion of Infernal Healing - 0/1
Spear - 0/1
Torch - 0/2
Trail rations - 0/2
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Harrow Chosen (Varisian) (2/week) +2 caster level for divination when using heirloom deck as focus.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Harrow
Female Parrot
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Bombard [Trick], Detect [Trick], Fetch [Trick], Get Help [Trick], Sneak [Trick], Watch [Trick]
Skills Acrobatics +2 (-6 jump), Climb +2, Fly +6, Heal +3, Perception +9, Spellcraft -1, Stealth +10, Swim +2
Languages Common
SQ bombard [trick], detect [trick], fetch [trick], get help [trick], hero points, improved evasion, sneak [trick], watch [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Bombard [Trick] Drops item on designated point or opponent.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
--------------------
Familiar Spells
--------------------
[bold]Level 0:[/bold] Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
[bold]Level 1:[/bold] Burning Hands, Ear-Piercing Scream, Ill Omen, Infernal Healing, Mage Armor, Sleep, Summon Monster I, Unseen Servant
This young man’s skin is red-bronzed by years in the sun and his longish dark hair is well tangled by the winds and falls to his muscular shoulders. A closely trimmed beard and his well-kept gear show a fastidiousness and carefulness that belie the colorful Vasirian scarves that he wears about his leathers in the fashion of the Sczarni. Dark, intelligent eyes keenly take in his surroundings, as one hand drifts towards a well-worn oiled leather pouch that seems to hold a squarish object about the size of a deck of cards. Astein is rarely seen without his colorful pet parrot on his shoulder or nearby, green with blue yellow and red plumage the beautiful animal seems oddly intelligent and calm for such a bird.
Born near the docks of Magnimar to a long line of Sczarni fortunetellers, Astein grew up in the city dreaming of becoming a great warrior and leading a life of adventure. Though exceptionally intelligent, becoming a warrior and blademaster were his childhood dreams, based in part on the fact that his father – killed as a tuff in a clan turf war – was famous for his skill with the greatsword. Not wanting that for her son, his mother also trained him in the Harrowing and Astein humored her by sitting long hours with his grandmother learning the ways of the fortuneteller. Unfortunately for Astein, however, the old deck attuned to him and, on his sixteenth nameday, told his fate with great alacrity.
For a full month every time a Harrowing was performed by or upon Astein the same cards fell in the same way – and no interpretation could be reached that Astein was under a fateful curse. The Harrowing, repeated in such specificity, indicated that whatever city Astein made his home, great misfortune would befall all around him and eventually Astein would die in misery. One week after the Harrowing first showed the curse, Astein’s youngest sister was trampled by a runaway carriage and left crippled. The following week a slate shingle fell and crushed his mother’s shoulder. One week later, his grandmother died of a stroke. The Harrowing still told misfortunes ahead and Astein fled the city on the first boat he could find.
For two years Astein wandered, and as long as he did not spend much time in the same place, his own Harrowings bore normal tidings, and he could predict the futures of others. As soon as he grew comfortable, however, the cursed Harrowings would return, and if he stayed to long ill-fortune would follow. To solve the issue, Astein took work as a sailor, learning the craft easily with his keen mind, and learning the ways of the world. Whenever he arrived in a port, Astein sought out hedge wizards and preachers to see if they had heard of a curse such as his, but no luck. Astein would spend several months on a ship sailing and learning, but eventually the ship would return to its home port – and as soon as it did the cursed Harrowing would begin again. Astein would have to find a new ship and a new start, uprooting himself again.
These travels continued for two years, until a wandering priest of Besmara observed Astein’s perform the Harrowing when it showed the curse. The priest realized that Astein was unfortunate enough to be a Chosen of Besmara, called to the life of piracy – and no other life could he have. The next Harrowing Astein drew showed him that this was true – he was cursed to have no home but a ship that had no home, called by Besmara to a life of piracy. Knowing at least there was a live he could lead, Astein took crew with a disreputable ship and began to turn his growing sailor skills to the life of piracy.
Soon after making his choice and coming to peace with his destiny, an oddly intelligent parrot came to Astein, and he immediately felt a magical bond to the creature. Soon the innate talent that had manifested in his supernaturally accurate Harrowings bloomed, and so his parrot shared the name Harrowing. As his magic blossomed, Astein began to realize that his fate had not been so unkind, though he still missed the idea of a normal life. Besemra's blessing had brought him this life, and with Harrowing and the power the bird brought to him it began to be a good life. With his nascent magic skills, his skills as a cook and sailor, and his general knowledge and smarts Astein has become a boon to any crew that would have him. Since accepting his fate, Astein's Harrowings have been clean and deadly accurate and Astein only knows peace when he is aboard a ship and without a home - as long as Harrowing is with him.
As Astein's Harrowmagic has emerged, his ability to read the future and affect the luck of those around him has lead his crewmates to nickname him the "Luckblade," based on his surname. They have quickly realized that having him around brings fortune to their ship and misfortune to those who oppose them. Coupled with his cooking, especially his signature "lucky stew," Astein fills both the role of good luck charm and a decent ship's cook - two things that a crew can really appreciate.
Considering himself cursed, there is a dull acceptance and depression that once permeated Astein's existence. Knowing that he can never truly have a home or return to his family and clan used to make Astein a dark, brooding presence with a tendency towards bitter sarcasm and pessimism. This attitude sometimes returns when Astein gets homesick or angry, and his temper is something that many know to avoid. However, with his newfound magical skills and his significant abilities both physically and intellectually, and his attitude has improved though he would never be described as having a sunny dispositoin. He has the makings of a highly capable seaman and if he had the personality to take the lead on a boat, would someday surely make captain. Lacking that spark, he appreciates his role as sailor, cook, and lucky charm for his fellow crewmates.
Not able to have a true family or home, Astein feels very possessive and protective of his crewmates and companions. While he is not overly personable he is someone who can be relied upon to do his part and help his substitute family however he can. By promoting the goals of his crew and companions and helping them gain wealth and notoriety, he feels that being the best pirate he can be is the only way to defy what he feels is his cursed fate.
When not otherwise occupied, Astein has a habit of constantly shuffling and cutting his Harrow deck, often mindlessly performing tricks. This deck is also often the source of Astein’s rare glimpses of excitement – fortunetelling. As he does this, his parrot, apparently named for the deck, always grows calm and looks closely at its master. When performing a Harrowing and having the cards fall as they are destined to and not showing his curse, Astein feels reconnected to the life he could have had, and he trusts with certainty that his new magical skills and attunement with his Harrow deck give true fortunes.
GM Tallgrass |
I LOVE Skulls & Shackles, but I think it would be a bit of a beast for a new GM. A ship full of NPCs to track, daily dice rolls for various effects and some unique rule sets make S&S a pretty tough AP to tackle.
That said, if you decide to press on, you'll definitely get flooded by applicants.
Good luck!
littlehewy |
I'm pretty full up with games and undecided applications, but just poking my head in to say good luck! I took the easy route of GMing a game for some of my RL group and a far-flung buddy from back in the 2nd Ed days, so the pressure's right off, but I'm looking forward to GMing an open submission game sometime too.
GMing online is really fun, I'm sure you'll have a blast.
Strom Burlog |
I'll add to the character creation questions to ask what your alignment preferences are. In the past S&S has been created with evil characters in mind.
Oh and I'll just submit my character now and modify as needed. Crunch is under the profile.
Strom Burlog
Human Barbarian (Sea Reaver)
He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them.
Everyone on board, even the captain, was happy to see the retreating mans broad back, now criss-crossed with old scars gained during his 'education', walk away from the Murky Gull that day. Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the resting place of his youth, and subsequent rebirth as... something more.
Rafael The Silent |
Well I'm in for skull and shackles with either a witch doctor =D or a wind, water focused spellcaster.(Will have to think about what class works better)
That said you should probably go with either Carrion or Second Darkness. You can find conversions online for Darkness. if I'm not wrong the ogc has them.
Also: This is my opinion Charles, but you should go with something you like as setting, preferably with characters you will like to play. Of course you cannnot have only heroic NPCS and bosses but even so keep what you like in mind. What makes you excited, in my experience, that is the more important thing, it is what will keep you working in things. The worst thing that can happen is you as a GM to lose interest.
Charles M Wright, Expert |
Sorry about the delays, I've had both some real life stuff and timezones get in the way.
CHARACTER CREATION
Additionally, Tengu, Tiefling, Aasimar and Gillmen :P
Lawful: This should probably be 'Law of the Sea' lawful. You follow a pirates code, which I might just post up partway through the game.
In the event that the dice gods spite you (we're talking an 8 point buy), you can go for full reroll.
Also: This is my opinion Charles, but you should go with something you like as setting, preferably with characters you will like to play. Of course you cannnot have only heroic NPCS and bosses but even so keep what you like in mind. What makes you excited, in my experience, that is the more important thing, it is what will keep you working in things. The worst thing that can happen is you as a GM to lose interest.
Thanks for this advice. The three that I picked were all APs that I was equally interested in either playing or GMing. I'll be sad to not get to play as pirates without some massive internal spoilers, but it does mean it'll keep my attention :D
YoricksRequiem |
Oh man I'm excited for this. I know exactly what I want to make. Let's hope the dice favor me.
4d6 ⇒ (5, 3, 1, 2) = 11 = 10
4d6 ⇒ (4, 3, 2, 3) = 12 = 10
4d6 ⇒ (2, 1, 5, 6) = 14 = 13
4d6 ⇒ (6, 2, 3, 1) = 12 = 11
4d6 ⇒ (3, 4, 5, 4) = 16 = 13
...F#!! you dice. That's like a 10 point buy.
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (5, 2, 1, 3) = 11 = 10
4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (1, 2, 5, 1) = 9 = 7
4d6 ⇒ (4, 5, 1, 4) = 14 = 13
You've got to be kidding me.
LEXIBEAN TOOK ALL THE GOOD DICE.
Tie My Shöelace |
DIIICE
4d6 ⇒ (3, 5, 3, 5) = 16=13
4d6 ⇒ (4, 4, 2, 4) = 14=12
4d6 ⇒ (3, 4, 6, 3) = 16=13
4d6 ⇒ (1, 3, 2, 2) = 8=7
4d6 ⇒ (6, 5, 2, 4) = 17=15
4d6 ⇒ (2, 2, 4, 1) = 9=8
.......
that isn't even a ten point buy
4d6 ⇒ (2, 6, 1, 4) = 13=12
4d6 ⇒ (5, 5, 2, 5) = 17=15
4d6 ⇒ (2, 6, 4, 4) = 16=14
4d6 ⇒ (3, 5, 5, 3) = 16=13
4d6 ⇒ (4, 2, 1, 5) = 12=11
4d6 ⇒ (2, 5, 6, 6) = 19=17
But this is XD
>.< don't know what to do. I'll play a super bad, worse than a commoner character if you want me to though. Big stupid fighter most likely. except he probably won'y be big... just stupid.
Charles M Wright, Expert |
Lexi: definitely play the five, we'll work out the role playing requirements depending on what ability score you stick it on. In regards to the gnomic tiefling, how would it differ from a regular tiefling apart from high?
Yorick: play the second set, that should be fine.
Shoelace: I don't think that second set is anything like a commoner :P EDIT: that barbarian actually sounds pretty cool.
It's worth mentioning as well that I'm a really big fan of uniquing and interesting Roleplaying first and foremost. I'll be looking to put together a party they is going to interact well together. Lexi can vouch for my weird character designs
Justin L. Warren |
I'm interested, let's see what the dice say...
4d6 ⇒ (1, 1, 3, 3) = 8 = 7
4d6 ⇒ (3, 4, 2, 3) = 12 = 10
4d6 ⇒ (1, 2, 2, 4) = 9 = 8
4d6 ⇒ (2, 2, 4, 6) = 14 = 12
4d6 ⇒ (1, 2, 3, 6) = 12 = 11
4d6 ⇒ (5, 1, 1, 3) = 10 = 9
If my math is correct, that's a -3 point build. The Dice gods hate me.
Trying again
4d6 ⇒ (4, 6, 2, 5) = 17 = 15
4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (4, 3, 3, 6) = 16 = 13
4d6 ⇒ (1, 1, 2, 1) = 5 = 4
4d6 ⇒ (4, 1, 5, 6) = 16 = 15
4d6 ⇒ (2, 4, 2, 3) = 11 = 9
I was happy with this, until I got the 4. I might be able to work it though.
YoricksRequiem |
I'm dying for someone to put a <7 in intelligence.
Yorick: play the second set, that should be fine.
Neat, will do. I know exactly what I want to do, just need to write up the background and crunch some numbers. I'll have it up tomorrow. It'll be an Oracle, for anyone who cares (nobody).
Charles M Wright, Expert |
1 person marked this as a favorite. |
Hahah, I'm loving these single super dump stats. Could make for some very interesting pirates, with very obvious flaws :D
In regards to the <7 int, I heard a story once about a 4INT 18WIS half-Orc, who mostly said very very stupid things in stunted common... Until he came out with a perfectly organized battle plan involving pincer movements. All the fellow PCs did double takes.
lexibean |
Here's the start of Bratix:
Bratix the Mad
Female Tiefling Alchemist 1
CG small humanoid
Init +4 Senses Darkvision (60 feet) Listen +1 Spot +1
DEFENSE
AC 18, touch 12, flat-footed 13
hp 10
Fort 4 ,Ref 6 ,Will -3
OFFENSE
Speed 20 ft
Ranged Alchemist Bomb +5 (1d6+4/x2)
Space 5 Reach 5
STATISTICS
STR 13 DEX 18 CON 15 INT 19 WIS 5 CHA 14
Base Atk 0 Grp10
Feats Extra Bombs
Skills Appraise +8, Bluff +2, Climb +0, Disable Device +6, Knowledge (arcana) +8, Perception +1, Sailor +1, Sleight of Hand +6, Spellcraft +8, Stealth +3
Languages Common, , Abyssal, Elven, Halfling, Infernal
Gear Crossbow - light, Alchemist’s kit , Alchemist’s lab - portable
Obviously, a lot left to work on. Will write up some fluffers after I nap.
Basically, that low Wisdom score is her madness - she's super smart, just doesn't have much of a grasp on reality. A mix of Fey an Infernal blood does not do the sanity good. She'll be mostly interested in her research. She's also Good - in a generally misguided kind of way. Not a bad person, just erratic and unpredictable.
Rafael The Silent |
Corvo
Male Human Witch (Sea-witch) 1
CG Medium Humanoid (Human)
Str 10, Dex 12, Con 11, Int 19, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 12
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
Speed 30 ft.
Melee Dagger +0 (1d4 19-20/x2)
Ship's Surgeon: You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
Shipboard Caster:You feel an affinity with ships and the sea, and the rolling rhythm of the waves helps focus your mind. When on a ship or other water-going vessel, you gain a +3 bonus on concentration checks.
Lavel 0 (3 Slots):Daze, Light, Read Magic.
Level 1 (2 Slots):Warding Weapon, Chill Touch.
Level 0: All spells from the Magus spell-list.
Level 1: Burning Hands, Chill Touch, Corrosive Touch, Warding Weapon, Vanish.
Weasel
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Alertness, empathic link, improved evasion, share spells, store spells.
Attach (Ex)
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Patron Spells:At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Familiar:At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Sea Creature Empathy:A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures. This ability replaces the witch’s 1st-level hex.
Cantrips:A witch can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Hex:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Know Direction:So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.
Witch kit.(backpack, a bedroll, a belt pouch, a clay
mug, a dagger, two fishhooks, a flint and steel, a sewing
needle, a signal whistle, 50 feet of string, 50 feet of thread,
a waterskin, a week’s worth of trail rations, and a whetstone)
143 GP.
Corvo was found by a sailor drifting in the sea, adopted at a very young age (4 or 5) Corvo only life has been that of the sailor. He learned carpentry to keep his home afloat, he learned how to treat wounds and cut of limbs to keep his families (For Corvo has no other family besides the crew of the ships he has sailed) alive.
Corvo discovered that the sea called to him when he was an adolescent, after a long storm had left the hip he was one without captain and navigator most of the crew was desperate, but not Corvo who felt which direction they should go towards. The sailors without other alternative heard Corvo words and were led to safety.
Corvo is already an middle-aged man, but he keeps sailing the seas, he knows no other way of life. And he hopes do die on sea.
Somehow I dended up without a negative score. That being said there is still quite a lot to finish. (Spells, Feats, Skills, Work background better)
Astein Longblade |
May Desna Smile:
4d6 ⇒ (2, 5, 6, 3) = 16 = 14
4d6 ⇒ (2, 2, 4, 6) = 14 = 12
4d6 ⇒ (6, 2, 5, 6) = 19 = 17
4d6 ⇒ (3, 5, 2, 6) = 16 = 14
4d6 ⇒ (2, 6, 6, 6) = 20 = 18
4d6 ⇒ (3, 2, 4, 2) = 11 = 9
Desna smiles indeed...
Sticking with same concept but I will update the crunch. Very excited about this campaign.
Viluki |
4d6 ⇒ (4, 1, 2, 6) = 13 10 (12-2) cha
4d6 ⇒ (4, 2, 2, 3) = 11 9 wis
4d6 ⇒ (2, 6, 6, 5) = 19 19 (17+2) dex
4d6 ⇒ (3, 2, 5, 1) = 11 10 str
4d6 ⇒ (6, 6, 6, 2) = 20 20 (18+2) int
4d6 ⇒ (4, 3, 6, 5) = 18 15 con
opposition schools abjuration and divination
hp 11, initative 10+, ac 14
spells lvl 0 spark, mage hand, message and dancing lights, lvl 1 spells flare burst, gravity bow, Ear-Piercing Scream and grease.
feat Improved Initiative
skillpoints per lvl 7, knowledge history, knowledge the planes, knowledge, religion, knowledge, local, knowledge arcana, knowledge nature and spellcraft.
lauguages Common, Infernal, Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin and Cyclops
traits Ancient Explorer and Reactionary
gp 120 crossbow heavy (50 gp), crossbow bolts 30 (3 gp), scholar's oufit (free outfit for each class), wizards spellbook (blank) (15 gp) and Spell component pouch (5 gp).
familiar toad (grants me 3 hit points in addition to the 8 I already had)
What the witnesses have to say...
I tell ya one moment he was going to kill him, next moment the tiefling had fired a crossbow bolt so big that it had to have come from a ballista! shocked guard telling the tale of how "Skull smasher" the half orc died.
Don't speak his name! If you do he might come back and wreck my bar again! Traumatized barkeep after the "Incident".
Tis was strange the tiefling was so fat that I could have swore he had been spoiled all his life, then he moved so fast that he was there and then he wasn't. Stunned barmaid after witnessing Varithuda's most legendary escape from justice.
Surviving on the streets of Cheliax, Varithuda's already noticable girth only expanded when he discovered a highly interesting fact about being tiefling:You were at least semi fireproof. This allowed him to raid many a bakery through the one place no one would expect a thief to enter:The Chimney.
As his skill at raiding bakeries became more and more prounouced so did his girth, this results in him eventually being able to raid only one bakery on a constant basis. Unfortunately this baker was exceptionally vindictive and perceptive. It only took him a week to realize what was happening, and more to the point devise a way to stop it...by putting several large 5 foot iron forks sticking upright in his oven.
Barely evading the forks and grabbing one, Varithuda stepped out of the oven and prepared to face his foe. As it turned out his foe was a middle aged man with arms like slabs of meat...armed with a massive meatcleaver. Barely dodging the enraged mans strike, he got behind the baker and pushed hard with his fork...the man bellowed as the forks prongs entered his buttocks. With a feat of impressive strength Varithuda shoved the man into the oven and closed it shut.
Obviously the man had expected that he would either be skewered alive or that he would killed with a meat cleaver, as he had left a lot of logs beneath the oven. Quickly setting them ablaze and brasing random bits of furniture against the oven door, he set to work on pillaging the bakers stores. Which included surprisenly enough a thousand gold coins tied in neat little pouchs.
His fat would prove an advantage as he stored the coins around his belly by using a long piece of cord. Hardly anyone would question Varithuda the fat looker even fatter then usual.
Varithuda was many things, dumb was not one of them. Using the gold he bought an apprenticeship from a wizard and quickly displayed his talent for evocation magic, in particular his abilities manifested themselves in the form of being able to change a spells energy.
Now fleeing to the Shackles on pure whimsy and of course the urge to explore (or more accurately destroy) it. Varithuda winds up at the local tavern and becomes dead drunk.
Charles M Wright, Expert |
Ok crunch for Beval cleric of Besmara is done. Will do background at a later time. Do you want us to write up equipment if so how much gold do we start with rolled, average, max?
Max Gold now, please do buy your gear, but I'd appreciate if everyone would indicate 2 small items separate from their maingear. These could be items of personal significance (i.e. holysymbol, wizardbook, love letters from a flame) or just too small to have taken off you (string, a vial of ink).