Strange Aeons

Game Master Nayr Trebrot

The stars are right, and they beckon.

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Welcome, welcome; please come by and say hello


Hey there :)


Hello, so how many are we expecting for the game?


Hi guys, and welcome. I'm aiming for 5, figuring 1 always drops out eventually. I could go 6 if needed. Currently have only 3, but I'm loathe to open up recruitment...that's a trying process.

I have some feelers out there, but if you know anyone reliable, let me know.


GM Nayr wrote:
Hi guys, and welcome. I'm aiming for 5, figuring 1 always drops out eventually.

Hah, they really do ^^


Five is usually a good number. Any specific build rules you want us to follow?

Also, what are you guys planning on playing classwise?


Good question:

Creation:
Max HP
Max Gold
Lvl 1
20 point ability buy
2 traits (one campaign)

Please run any goofy 3rd party items past me


I'm thinking Barbarian (with the savage technologist archetype- not necessarily for guns, but because it's better for range and defense in general), though I have some backup options I can switch to.


I can get on board with that; I'm not too excited about using firearms, is that a deal killer for the archetype for you? If we could use a hand crossbow instead of a gun for that 2nd level power, would that work for you?


Oh, that'd be perfectly fine for me! The plan is for her to be a merfolk, so having range to make up for speed is good, handcrossbow is no problem.

Dark Archive

Hey everyone. Pretty excited about this one!

I'm thinking either Occultist or Elder Mythos Wizard.


Welcome to the group Elodin, feel free to get started on your character using the info above.


Klassalka Hulh, Savage 'Bow' Barbarian

Stats:

Name: Klassalka Hulh
Species: Merfolk
Alignment: Chaotic Good
Sex: Female
Gender: Female
Height: 6'3"
Weight: 225 lbs
Age: 20 years
Class: Savage Bow (Technologist) / Elemental Kin Barbarian
Campaign: Strange Aeons

Hair color: Green (occasionally dyes it)
Eye color: Grey
Skincolor: Tanned, with dark orange scales
Level: 1

BAB: +1
Melee: +4
Ranged: +4
CMB: 4
CMD: 17

HP: 16

AC: 18 (studded leather + natural + 3 dex) / 20 (Rage)
Touch: 13

Int: +3

Fort: +5
Ref: +3
Will: +0 (+2 vs mind affecting, +2 in rage)

Speed: 25 ft. land, 30 swim

Low-light vision

Str 16 +3
Dex 16 +3
Con 16 +3
Int 8 -2
Wis 10 +0
Cha 14 +2

Rage powers:

Barbarian abilities:
Rage- As a Free action, may enter state of rage with +4 strength +4 dexterity +2 morale bonus to will. While in rage cannot use Cha, Dex, Int-based skills (except Acrobatics, Fly, Intimidate, Ride) or any ability that requires patience or concentration. Ending rage is free action. Fatigued for rounds equals to 2x rage length when rage ends. 8 rounds/day (4 + con + level)

Fast Movement- +10 speed

Racial abilities:
Amphibious- Merfolk are amphibious

Armor- Merfolk have +2 natural armor

Legless- Merfolk have no legs and cannot be tripped

Low-light vision- Merfolk possess, low-light vision

Skills (3 ranks + 2 background)-
Acrobatics Dex +7 (1 rank), Appraise Int -1, Bluff Cha +3, Climb Str +3, Diplomacy Cha +6 (1 rank), Disguise Cha +2, Escape Artist Dex +3, Heal Wis +0, Intimidate Cha +2, Perception Wis +4 (1 rank), Ride Dex +3, Sense Motive Wis +4 (1 rank), Stealth Dex +3, Survival Wis +4 (1 rank), Swim Str +3

Feats:
Power Attack- (-1 hit for +2 damage/+3 two-handed)

Traits:
Strongtailed (15 land speed/30 swim)
Steadfast Personality (+ cha bonus to will vs mind-affecting)
Pugnacious (+1 to-hit when threated by 2 or more foes, 1/day extend reach 5-feet or increase weapon size for damage purposes for 1 round)

Languages:
Common, Aquan

Important Equipment:

Weapons:
Greatsword (2d6 19-20/x2)
Cestus (1d4 19-20/x2)
Shortbow (1d6 x3)

Armor:
Studded Leather (+3 armor, -1 checks max dex 5)

Background:

Background:
Born Cessera, somehow this young mermaid got it into her head to leave the safety of the lake her isolationist tribe lived in or the known safe stretches of river and stream connecting to it, and swim the river Sellen all the way up to Numeria. She ended up, still a young girl of no more than five or six, being pulled from the river by a 10 year old Kellid boy. She promptly headbutted him, then laughed when he fell in the water. Then, seeing he couldn’t swim and was actually having trouble, pulled him out. His parents had been watching, and found the whole thing most amusing. The boy, Lorek, became her brother, Delka and Holrog Hulh her parents, and she was adopted into the Swift Otter tribe, seeing as she had no-one else and the tribe was low on numbers, not having warriors who’d done deeds as great as it’s neighbors. They Kellidized her name into Klassalka, and brought her into their family.

She learned their ways and grew big and strong, helped them catch their rivals by surprise through her use of the waterways, earning her a tattoo of the clan's totem animal, was taught how to use gun, sword, and axe. She spent an amount of time totally atypical for merfolk, finding the adventures of the land more attractive than the safety of the water. When she came of age, though, she desired to earn face for her adopted family, so her father, Holrog, allowed her to travel in the Hulh name. Klassalka strapped on a sword, grabbed a bow, and went on the Sellen once more. She visited Mivon and gained scars in some not-very successful duels. Klassalka met other races, and companions. She traveled to the East, intending to cross Ustalav, where other Kellid tribes lived.

Then…

wait….

A blur covers the rest. Something….

Appearance- a nice image of how Klassalka looks in her youth. She's bulked up a bit since then, and hasn't been able to find another shark. Is known to change haircolors sometimes when imported dyes become available.


Thanks Davia D, good work on the character. My only question would be - how do you plan to deal with the lack of water in the campaign? Merfolk move slow and uncomfortably on dry land, which is where most/all of this campaign takes place. I'm just thinking that may be too much of a disadvantage to overcome.

Don't worry too much about the background, due to the nature of this AP, I'll have to completely change it anyway.


Of the aquatic races, Merfolk are fully amphibious, i.e. they aren't one of the ones that need to refresh water a lot, and between strongtail (the racial option everyone picks) and Barbarian move bonus, I've got a move of 25', faster than someone in medium armor. Though I do look to improving on that, that I'm a bit slower is why I went for an archetype that helps ranged.

So mechanically, I'm set, dealing with lack of water is going to be an RP thing, and even then, more a comfort than a dire thing.

Two questions- will we be using background skills, and would taking a disadvantage to gain an extra trait be an option?


Awesome, thanks Davia D. I dig it.

Yes, you can use BG skills, though given the initial amnesia, you won't know how you got them...sort of a cool RP element. I'm good with the extra trait, but only 1 campaign.


Human Wizard 1 (Elder Mythos Scholar) HP 8/8, AC12 Touch 12 FF 10, Init: +6, Perception +6,

Here's my character I think (Master Elodin). Currently in progress still, but the main bits are all here.


Looking good Artemis! I'll go through the specifics a bit later; mind picking a campaign trait when you can? The Players guide can be found here


Human Wizard 1 (Elder Mythos Scholar) HP 8/8, AC12 Touch 12 FF 10, Init: +6, Perception +6,
GM Nayr wrote:
Looking good Artemis! I'll go through the specifics a bit later; mind picking a campaign trait when you can? The Players guide can be found here

Went with Methodical Mind


Ah, right...sorry missed it on the first pass through.


I will update Ulfric by Friday. In the middle of exam period so I am pretty busy.


Sounds good Rostam; good luck with exams


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

Hey guys,

Looking forward to the campaign. The mystery part of the campaign is especially intriguing. I'll hopefully have my character info uploaded later tonight.


Thanks for popping in, Ramul, and looking forward to it. Please note the specifics of the character building above.


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

Just finished updating my character info. Let me know if I should change anything or if y'all have any suggestions. Thanks in advance!


Hi there folks. Not completely sure which way I'll jump yet, although a Phrenologist Bard, Knife Master Rogue or Oracle of some sort might be on the table.


Hey all, I'm in.

I'm not sure what character I'll make yet, but I'll get there.

A heads up GM Nayr, I might be a little slower to post in May. I have a conference presentation to prepare for...but I'm a pretty regular poster as you know, soso I'll probably get to it most days regardless.


NP Sub; that's all good; I'm fairly certain you'll be able to keep up;)


Here's where we stand:
David D - Klassalka, Savage Bow Barbarian
Rostam - Ulfric, Oathbound Paladin
Master Elodin - Artemis, Elder Mythos Scholar
Zektolna - Ramul, Kineticist
MrApollonax - ?
SubiculumHammer - ?


Human Wizard 1 (Elder Mythos Scholar) HP 8/8, AC12 Touch 12 FF 10, Init: +6, Perception +6,

Should be good, I think.


I'm playing around with the idea of some sort of alchemist, or maybe a mutation warrior. Not too sure though.


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

We could probably use some sort of support/healer based on what we currently have. Just a suggestion, though.


in my other two PBS's ive been playing a bard and an investigator..i was hoping to play something a little different...which is my main problem with an alchemist.


I'm usually of the opinion that you should play whatever you want. Having everything covered in party mechanics is great, sure, but in the end it is a game and you should use whatever you'd enjoy the most.

If you are up for mechanics though, Ramul is definitely right:) Dont worry, I haven't killed a whole party yet.


Looking at other ideas.
Mechanically, a character that excels at dispelling fear and other mind effects might be very useful indeed in this AP On the other hand, a character too tuned to the AP can ruin the fun.


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

Definitely play what you'll have fun with. Also, LOL at "yet."


Sorry for the typo Davia D; my fingers just automatically made that David. I'm ready to start whenever you guys are; once we have character sheets created, at least rough drafts, we can start the opening scene.


I'm a little behind sorry.


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

I'm ready to go when the time comes.


Klassalka, Savage Bow Barbarian --Ranged Barbarian?
Ulfric, Oathbound Paladin --Paladin-ny goodness
Artemis, Elder Mythos Scholar --GodWizard-ish
Zektolna - Ramul, Kineticist -- Ranged Blaster?
MrApollonax - Bard, Rogue or Oracle --Support/Buffer/SkillMonkey isms

If the good MrA is thinking more in terms of a support character, and if Klassalka is wanting to keep her fins behind the front lines, then it seems more front-liner can still fit well.


Half-elf Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

I'm actually using the Kinetic Knight archetype with the earth element, so I'm going for more of a tank role. It won't really kick in properly till level 2, though, when I get medium and heavy armor proficiency and shield proficiency.


And I won't be pure ranged, just that I'll be set up to engage at any range.


Human Wizard 1 (Elder Mythos Scholar) HP 8/8, AC12 Touch 12 FF 10, Init: +6, Perception +6,

Sounds good. I am also good whenever everybody else is ready.


Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3

Ulfric is ready for his fourth crack at a campaign. I need to update his carry capacity numbers and his armor check penalty but I plan to do that tonight. Ready to go when everyone else is.


Ouch, fourth? Hope you didn't get too far in the last times


Sorry, still trying to get my character together.


Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3

The previous games were all abandoned by the DM by the 4-5th encounter, so maybe 2-3 weeks in. As far as PbP goes they were barely even started.

Part of why I agreed to this game was looking at the other games you are running Gm Nayr and seeing that they are long lasting.


Np at all Sub, take your time. I originally hadn't planned to start for a month, so we're ahead of schedule anyway;)

Gotcha Ulfric, sorry they tanked. We definitely have hiccups along the way, but always get back on track. A big part of that is great players of course, I love when there are enough party dynamics that I can take a step back and just read good writing.


Still building my character: a Dread Gnome Rogue (Knife Master archetype) who will be taking the odd dip into Occultist (Divination and Enchantment schools). He's a tad mystical about material objects. This is initially expressed through his larcenous nature but his conviction that the material is the spiritual will eventually lead him down a different path.


Dread Gnome Rogue (Knife Master) 1

But this is he, just not written up yet.

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