Tales from the Feralwood

Game Master Kobash

=COMBAT MAP=
=Regional Map=
=Map of Marascar=


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”Long ago there was powerful Sidhe. Her beauty was unsurpassed. She captured the love of one of the eight Eldest, but the Eldest are fickle and selfish. They accused her of coveting a position among them and punished her, ripping out her loving heart and locking her realm away in a demiplane within the First World. There she remained for a millennia, unable to reach the First or Mortal realms except through vague dreams. Then, not long ago, an event in your world cracked the boundaries of her prison. Through that crack a celestial ship arrived. And carried upon that ship, the Ark.”

Hedera pauses to see that you are following.

”The grimoires of the celestial elves have the power to connect with the Ark, but only at certain times and places, and for brief moments. Though limited, for the first time the Lady has been able to communicate directly with realms beyond her own. She is gathering allies, and with their help it is only a matter of time before she breaks free.”


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M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"What do you have to do with all this?" Troxell asks, suspicion dripping in his voice.


Character Image

Myhm sneers at Hedera to spill the rest, "Why do you want it?"


”Though it is forbidden to say her name, The Lady still has those who remember her and find her imprisonment unjust. I am one, and have found myself allied with one of her offspring that wishes to see her freed. You have challenged and defeated him before... Rowan, the Fellnight Prince. He hoped to establish a foothold in the mortal world for his mother.” Hedera turns to Myhm. ”I would have given the grimoire to Rowan, or another ally of the Lady.”


Character Image

I'm forgetting, what did the leprechaun have to do with this whole thing? And does Zerexis have anything to say to Herdera? He was the one that led us back to the First World because the grimoire only worked here. Not sure I'm piecing the significance of the roundabout.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Yeah, Xerexis is the one who cared the most about the Ark, so some input from him would be good. At this point, I'm not sure Troxell has any investment in anything other than trying to stop another fey from taking over the prime material plane. That being said, there could be some aspect that I'm forgetting.


”Can others enter and leave the Lady’s prison?” Xerexis asks.
”Yes.” Hedera replies.
”Can you show us how to enter?” He presses.
”I can show you the gate. Entering is a matter of timing.”

Sense motive DC 28:

She is being truthful, but leaving information out. You suspect she wants you to enter to prison.

From what he has said before Xerexis’ interest in the grimoire revolves its ability to connect to the Ark. His people (the celestial elves) have been trying to find the ship the Ark resides within because it contains knowledge and power that could decide the winner/loser of a civil war among them.

Hedera has implied that the Lady May be using it as leverage to achieve mysterious goals in the mortal realm.

Other information:
The leprechaun was used by Hedera to lure your group to her should you return to the First World. Nothing more to him really.
Myhm’s Brother is being held by some other fey power until the grimoire is brought to it.
Troxell originally came to the Feralwood to study the unusual local nature magics and discovered a sect of druids that tap into the ley lines of the region - these same ley lines create a thin boundary between the Mortal World and the First World. It is possible that the fey could use these ley lines to bridge worlds. This is more than an invasion, it would be a corruption of the natural order of the mortal world.
I think Teena just wants her memories and two normal eyes.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Sense Motive 1d20 ⇒ 13

”So we have to prison and stop the Lady? Seems like you are telling the truth, so tell s how to enter. If you aren’t honest, we will come back out and finish you the next time,” Teena warns.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Thank you for the information, GM. This game has been running for a long time so it's difficult to remember all the details.

Despite Troxell's impressive Perception, his Sense Motive is only +4 so he cannot make that DC.

"If we do not stop this Lady, it could have catastrophic effects on the Feralwood and the barrier between the two worlds. I'm afraid our work is not done yet, assuming any information she provides is true."


Rolls:

Stroud SM: 1d20 + 9 ⇒ (6) + 9 = 15
Shanee SM: 1d20 + 20 ⇒ (6) + 20 = 26
Xerexis SM: 1d20 + 9 ⇒ (5) + 9 = 14

”There is a lake in the First World that mirrors a place in your mortal realm. It is called the the Lake of Long Knives. At twilight the spires of the Lady’s castle can be seen reflected upon the waters. Also within that reflection can be seen two cold iron statues that flank a gate upon a road to the castle. To enter, wade forth and between the statues. Beyond the gate they guard lies the Lady’s realm, Thousandbreaths. Normally it is impossible to enter the realm, but you carry a token, the Grimoire, that bears a connection to the place, which should allow you to pass the gates.”


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

”And when we are successful, how do we exit this gate? Does the reflection work in the opposite direction as well?”


”I imagine you will fail and die, so I think that question is irrelevant. However, should you live long enough to realize the folly of such a journey, I must admit that I don’t know the answer. Those that have been able to leave the Lady’s Realm have done so by means I am unaware of.” Hedera smiles. ”I bid you good luck.”


Character Image

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Myhm sneers are Hedera, still considering for a moment to rip her to pieces, while he considers what to do next.

    So to summarize our quandary:
  • There is another fey power who is holding Brue in a large castle as ransom for grimoire. Was there more detail to this, like who it is, and who told us of it?
  • The grimoire is basically a computer but there's was no signal in the Prime, that's why we came to First World. Why can't it connect now?
  • The Lady (a Sihde) wants to enter the Prime -causing disaster. Any connection to the grimoire?
  • Myhm's motive - Trade grimoire for Brue and go home to Red Haired Lord, doesn't really care about Lady threat as far as he understand it
  • Xerexis's motive - wants to access the information in the grimiore and take info/grimoire home
  • Teena's motive - wants eyes and memories
  • Troxell's motive - just a good guy doing good
  • Shanee's motive - unknown
  • Shroud's motive - revenge on Hedera (just accomplished)
  • Everyone please chime in if I'm missing something.


Bumping for feedback. Myhm’s list seems pretty accurate, which means you might have a couple decisions to make. Going to Thousandbreaths may be a death-trap or one-way trip, and it doesn’t further Myhm’s quest to rescue Brue. But I don’t think most of the group can ignore the threat it’s master, “the Lady”, poses to the Mortal World. We are close to the end here, but what that end is depends on your decisions.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell will vote to attempt to stop the Lady, but will be happy to entertain other suggestions.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena feels the same. Stopping the lady is something that I think we have to do. And that is a very nice summary, Myhm.


Shanee believes it is important to warn the Lords of the Feralwood about the danger of another invasion, so he plans to return to the Mortal Realm.

Xerexis doesn’t really want to fight to Lady, but he does wish to take to Grimoire to the Lady’s Realm and find his people’s ship. This puts him at odds with Myhm, who has other plans for the Grimoire.

Stroud has yet to voice an opinion.


Character Image

Myhm can't quite figure out the whole picture yet. It hinges on one question: What other leads does Myhm have on Brue/Castle/Other Fey?


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

The skeins of fate have brought Stroud here, and he will continue to follow the path that the god's have laid out for him. Stroud will abide the decision of the group.


Myhm doesn’t know enough about the castle or the fey holding Brue. He may want to learn more before taking the Grimoire somewhere with no guarantee of return..


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud looks around, perplexed by the seemingly unending intrigue this troop seems wrapped up in. He takes a breath and says, "You people live very different lives from the one I am used to. However, I have not been bored once since meeting you! Wherever this group decides to go, Stroud Zayiin will be there to assist you."

He turns back to Hedera and says, "Witch. I will proclaim your debt to me even if you will tell me what this magic sword can do." He raises the blade up to Hedera's face in a very non-threatening/threatening fashion.


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Hedera’s eyes cross slightly at the sword Stroud holds uncomfortably close to her long hag nose. She slowly utters a spell and touches the metal with a long dirty fingernail.

”It is a weapon attuned to the wilds of certain lands. Some have called them a sylvan scimitar.”

This is a +3 scimitar , when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.

Everyone make it through the paizo downtime? I think a little more discussion is needed as Myhm’s interests take him and the Grimoire back to Brue, and not to Thousandbreaths, the Lady’s Realm.


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

"Witch! We are now evens, Lord Stevens. You would be wise to change your vile ways lest you find yourself on the end of this Sylvan Scimitar once again."

Stroud steps away, keeping an eye on Hedera, and continues to listen to the groups discussion.


Bump. Let’s try to wrap this up.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena’s opinion remained the same. ”Stopping the lady is paramount.”

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Check in here to discuss character concepts. I'm not exactly sure what we'll do just yet, but I have a few ideas and perhaps we'll just start out approaching this as a sandbox campaign.

Please look at the Campaign Info tab for an introduction to the campaign world.

***

Character Creation Notes:
Point Buy: 21
Allowed Races: Humans are most common, followed by Gnomes, Lizardfolk, Elves and Half-elves. Sylphs and Dwarves are rare. Tieflings are very rare (and will have major social problems). No Aasimar, Halfings or Half-orcs exist anywhere in the region.
Classes: All Core, all APG except summoners, all Ultimate Combat (though gunslingers are exceptionally rare), all Ultimate Magic, and Playtest classes with permission.
Spending Gold: 10,000 (items must be approved)


I'm currently considering playing a Druid. Would two Sylphs in the group be too many since they're rare? I've been thinking about a Sky Druid out of the Advanced Race book. If that's problematic it's no problem, I'll probably go with a Human or (Half-)Elf.

I'm not completely sold on the Druid idea yet, so if someone wants to do something similar, I'll think of something else. Probably something bard-like.


Two Sylphs might be ok, but they would both need to be from Kragis'Aer, and more likely to be elemental sorcerers. If you aren't sold on playing a sylph, I would suggest another race so as not to step on any toes, but that's more a question for the players to discuss among themselves.


Yeah, I'll just go with another race. Mostly I just wanted access to the Liberation Domain that Sky Druids could get. I'm just brainstorming at this point.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Checking in! I'll need to adjust my purchases as I spent 16000. Any of my magic items problematic before I start pruning them, DM?

I'd be fine with Justin as another sylph in the group as well.

Grand Lodge

Male

I'll submit on Monday when I get back into town. I am thinking about a lizardfolk barbarian.


Lordzum, Pathfinder is already playing a human barbarian. Does that change your idea?

To give a little more background, some of you might not know it, but Pathfinder and I are friends in real life. He's a big reason for creating this new campaign. He was originally in my tabletop Kingmaker game, and has played a few times, but life and work has made it hard for him to play more often. I suggested this as an option to stay involved and also further the story I'm weaving in the other game by playing out other plots in the Kingdom (and maybe beyond).

An adventure I'm considering for this group might involve tracking down another party of explorers, called the Brigand's Brigade, that have recently gone missing.

This Brigand's Brigade is made up of men and women who were once bandits under the rule of the Stag Lord (an evil madman defeated by the new Baron). The Baron gave them their freedom after risking their lives by keeping watch against a werewolf in the town outside Knight's Keep during the full moon. He later put one of them in command of the Brigand's Brigade and sent them to scout a dangerous region in the unexplored northern region of his lands. The rumor is the Baron hoped they would get wiped out, but now that they have gone missing there are a few people interested in finding out what happened to them.

Pathfinder's character, a huge man named Myhm, has a brother named Auchs who was one of the Stag Lord's bandits. Though he was not sent with the Brigand Brigade, Auchs is friends with Dovan, their leader. Auchs is a simpleton, and mentally unstable, but he misses his friend and has been pushing Myhm to find him.


Quote:
Auchs is a simpleton, and mentally unstable, but he misses his friend and has been pushing Myhm to find him.

Myhm (pronouced Mim) is pretty much like Auchs (Ox), minus the mentally unstable part.

***

Myhm is no lead character - for the benefit of the rest of the players determining the mix. We'll be a complete party on it's own I think, so one or more of you will be the more cognizant. Here's the primer on Mhym. He's slow, in fact I think his mentally damaged brother may actually be more intelligent (INT). For those familiar with the references, Myhm is part Fezzik, part Bluto, part The Hulk and probably a little Chewbacca. Basically, big, slow, dumb, loyal (7 feet tall, 280 lbs); although he does have a sparkle of humbling wisdom. Raised in the woods as a hired local woodsman, happily living on copper pieces as brute labor, until forced away after the evil men came.

Currently, The new Baron exchanges a little wealth and land for brute services in reclaiming/taming the land.

This previous post-IRL game discussion quote might serve well: In character, Myhm wouldn't ask for a thing. He'll actually wait until someone (Lord Bronin) notices a match or need, and hands him something. That aside, as proxy to my character, Myhm will not be bidding for items this round, he'll take the loot in gold value 4346gp in any form and bury it next to his other buried treasures (dead puppy, some cow pie frisbees, 'funny' rocks, other shiny stuff).

Myhm's Character Image


Actually, Myhm has grown even bigger. He's currently about 7'4" 380 lbs. (For reference Shaquille O'neal was 7'1" 330lbs during his NBA career)

I've added a few maps to the Campaign info tab for player reference. You will probably start either at Knight's Keep, Bixen's Grotto, or Oleg's Trading Post.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

How would be the best way to introduce the rest of the party to Myhm?

Would we also be a group sent out by the Baron?


I'm still working out how to manage introductions. The Baron would not send another group after them, and I think it might be better if your PCs have a personal connection to the Brigand's Brigade. Either you have a friend among them, or perhaps one of the PCs could be a member that got separated from them and is trying to form a rescue party (I like this background.. if someone wants this I think they would need to play a human fighter, ranger, or rogue (or maybe hunter or slayer).


I'll have a Druid prepared by sometime Tuesday if not earlier.

Grand Lodge

Male

I did not have my heart set on a barbarian. How would an unseen variant Feral natural attack (fighter/ranger/witch)focused Lizard folk work?

Would the Lizard Folk take a level hit from racial hit dice?

Also I have been wanting to play a human Noble Scion. Escpecially if the game is a super sandbox. Will we be playing as a group, or playing with the world?

unseen variant:
The Unseen: The Unseen are lizardfolk with the ability to change their skin color instantly and at will, allowing them to blend into their surroundings. This ability gives them a +10 racial bonus on Stealth checks. [classic monsters revisited]

Grand Lodge

Male

How about this?

I play a LN Human Noble Scion from cousin of the Baron, who assisted him in his expidition and rise to power against the Stag Lord.

While fighting alongside a group of the Bandits Brigade during the expedition, I met and feel in love with a common girl.

Knowing that my responsibilities come first, when the war ended I went ahead and fullfilled my royal obligations and married someone of station. I never forgot about my one true love, but remained true to my wife until she died in child birth. Knowing that I could never love anyone as much as my Bandit Mistress I chose to remain single and not marry again.

Whether or not the Baron knows how I feel about my common girl is not known to this character, but he never the less sent my beloved on this latest mission. Distraught with the thought of her death and thoughts of my inactivity and cowardice towards the establishment in proclaiming my love for her, decided that a rescue party was needed.

Just some ideas, not a complete history by no means.


Looking good! Teena is very unique, and I like LZ's Noble's background.

Grand Lodge

Male

I went ahead and built a human fighter 5/ Noble Scion 1. He specializes in knowledge of the nobility and aristocracy, his families heirloom falcata, and being considered the most just of men. His priorities are The kingdom, his deity, his family, then finally himself. He knows that being a noble is his right, but also knows that it is a privilege.

I don't know if I could get a part on the map marked as my realm, or potential realm once certain parts of the forest are cleared. I'm thinking this character is a very minor lord, that was probably cheated by the baron out of his fare share after the Stag Lords defeat, but accepts it as his duty.

Rah let me know some details and what you would prefer. Half brother, cousin, bastard brother, or something else entirely. What deities are available, I need someone with law and nobility as portfolios.

Abadar seems like the best fit at first glance, but for some reason The Lost Prince feels right for this character. Ragathiel could work as well.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Where are most of the sylphs from in the world, DM? Are they normally wilderness based, or dwell in the cities?

I suppose Teena could have a friend who was in the party and taken.or she could have had some sort of business to be conducted when the bloke returned, but he hasn't done so. She would then be looking for some others to go searching with her.


Lordzum, I'm looking your Noble Scion concept and I have a couple comments.

1. Bronin, the Baron of Syradel is not much more than a kid himself (he's 21, hotheaded, and a bit rash). He is from a desolate region called the Ascari Lostlands (sort of a mix of Aiel and Mongolian horse nomad), and personally a mix of Ascari, northern Empire blood, and something else (his mother is an Ascari "Queen" and his father is Brogan of the Shalm - one of the demi-god Godslayers). Being from his family would mean that your character would basically be a nomad only recently given any sort of real link to nobility, and only tenuously through Bronin.

2. The Barony of Syradel is very new, and 90% of the land is completely unsettled, wild, and dangerous. Keep in mind the Chartered Lords only arrived in these lands about a year ago, and Syradel itself was only officially founded about 6 months ago after Bronin defeated the Stag Lord and arranged for supplies and settlers to make their way to his stronghold.

With this as the background, I'm thinking that your character might be a noble scion from elsewhere who has come to the Feralwood for some other reason. Perhaps his family had lands here before the Kor Empire withdrew. He could also be related to one of the other Baron's, perhaps sent to "visit", which basically means spy on, Syradel.

On another note, what draws your interest to the Noble Scion prestige class? It seems you could have the same story without it. (Personally I'm not a fan of the leadership feat and all the headache that comes with it).


Teena, Sylphs are almost entirely from Kragis'Aer (though you might find a rare one in the Kor Empire) and are the product of relationships with outsiders in the elemental plane of air. They are civilized and knowledgeable, and one of the most powerful forces of magic in the area.

Grand Lodge

Male
DM Rah wrote:
On another note, what draws your interest to the Noble Scion prestige class? It seems you could have the same story without it. (Personally I'm not a fan of the leadership feat and all the headache that comes with it).

The ability to play the leadership feat, and the awesomeness it brings to a sandbox game. Anyhow let me know.

1. I was planning on being the same age as the Baron.

2. Maybe my character came to assist Bronin against the Stag Lord for the small nominal fee of his sisters hand in marriage.

3. After we married then deployed in our campaign against the Stag Lord, his siste/my wife caught a fever and died. His only option was to give me fief, but as a slap in the face, for it is located deep within the forest and I can not claim it until I can clear the land.

Or how about new concept 3. I am investigator that was hired to find out what happend to the bandit brigade by one of their mothers.


Lordzum, an Investigator would make my life much easier. Do you already have a background in mind?

A quick note on Alchemy: It was brought to the world only recently by a race of mysterious elves that see it as more science than magic, but its use has begun to spread beyond their use and putting it in the hands of investigator would be an interesting introduction for that class.

Or, if a race of strange elves intrigues you, that might be a possibility as well.

Grand Lodge

Male

So elf investigator?


I'm in the middle of making up my Druid now. Probably a Half-elf protector of the untamed forest that composes most of Syradel. He'd prefer that it wasn't being settled into a kingdom, but realizes that it's probably become inevitable now, so he's just trying to mitigate the effects and stop anything terrible from happening to forest or the people settling in.

His mother is an Elf Druid who served in a similar position as guardian, while her relationship with his human father was just a brief affair so the Druid never met him. He was raised to follow in his mother's footsteps and was isolated from most other people, so he's a bit rustic and doesn't suffer fools gladly.

His concern with the Brigand's Brigade is mostly curiosity. He's interested in finding out what happened to them in case it's some type of serious threat to the balance of the forest.

If any of this is problematic, let me know. At the moment I'm trying to decide between a Domain or an animal companion. It would be easier if the Domains were a little better.


Lordzum, The mystery elf race is a bit of a secret, so give me a few to send their info in a PM.

Justin, a druid protector is fine, but I have a couple notes for you as well. The Feralwood is your classic enchanted forest inhabited by fey and other magical creatures. It is a place where the boundary to the First World is very thin and the balance is always in peril from both mortal and fey ambition.


Cool, then his primary concern is keeping the balance between the prime material plane and the First World in check. I'm also happy to see that the Druid's +4 saving throws against Fey will come into play.


??? Even I have no idea about these 'secret elves'... muy sneaky GM, muy sneaky. ..

Grand Lodge

Male

I'll submit an elf today, though I may go ranger to add to the recon angle.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

"Anybody see where the brigands brigade went?"


Character Image

statblok coming.

So hard to find a matching avatar compared to envisioned. Any votes against the real picture?

http://s23.postimg.org/i6cud5uqz/539_2013_12_10.jpg

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

I vote 3


I vote number 3 as well.


Character Image

Done


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Wazzup?


Perception: +18

holy monkey


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena with her 0 Perception wants to be best friends with Trox with his 18!

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Perception envy


Perception envy LOL.

Ok, I'm liking what I'm seeing. I'll write up some backstory information for each of you, but it might take a day or two.

Current group:
Myhm - Human barbarian (brutal pugilist)
Teena - Sylph sorceress (primal air)
Xerexis - Nexus elf ranger (trophy hunter)
Troxell - Half-elf druid (is he an archetype?)


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Nope, just vanilla. Although I'm open to suggestions.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Looks like Knowledge Religion and Disable Device are our main skill weaknesses, at first glance.


Troxell should probably have a basic knowledge of religion.

If you think you need it, Teena or Xerexis are good candidates to have some training in Disable Devices. And if you took the Vagabond Child or Criminal trait you could get access to it as a class skill. Xerexis is the probably the best suited, considering he has the highest dexterity and gets a lot of skill points.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell now has a rudimentary knowledge of religion. If you all think we need more than that, I'll grab a trait that gives it as a Class skill.

EDIT: Misspelling

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

I'll pick up some disable device ranks, but my traits are locked.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

If you all want, I could pick up Vagabond Child and grab Disable Device. I've got enough skills to dump two or three ranks Into it. I just took Resilient without much thought. Actually the more I think about it, that's what I'll do as my second trait.

Trox can point out the traps and I'll disarm them!

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Do we have a plan for magical traps?


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll
Xerexis wrote:
Do we have a plan for magical traps?

Run away!


Xerexis wrote:
Do we have a plan for magical traps?

Someone might want to pick up a wand of healing. ;)


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*
Xerexis wrote:
Do we have a plan for magical traps?

Detect Magic and Dispel Magic?

DM Rah wrote:
Someone might want to pick up a wand of healing. ;)

I have one on my Equipment list (pending GM approval).

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Yeah, the druid is not quite high enough, but the Sorceror is.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

When we gain some gold, I need to buy a couple scrolls, Haste, Fly, and Dispel Magic


Everything is looking pretty good with this group so far, but I want to take a few days to look over character sheets and make sure everyone feels comfortable with their character, the world, and how they fit in it. I don't want to rush it and have dissatisfaction or confusion later.

My plan is to give everyone a 2-3 paragraph background summary based on what we've talked about. After that, if you think you are good to go, let me know.

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