Terrace - Ascension (Inactive)

Game Master inxpitter

Roll 20 Combat Map


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Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

Trini hisses and moves away, rubbing her arm.

"Maybe we shouldn't try and carve it off... wait, wooden forms?! Are the townsfolk not flesh and blood?! I agree with Arnek that you seem to be telling us more than they were."

She thinks of another question. "Have you heard of a glowing blue boy that haunts dreams?"


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

...

Daniel was thinking with the situation at hand. A thought, not too pleasant, creeped into his mind.

"Not to try and worry you Trini, but, you're not turning into one of them, are you?"

Daniel looks at the stranger.
"Is that even possible? She did partake in that peculiar morning blessing ritual."


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

Trini looks worried. "Surely it takes more than one day of that..." She scratches, hard, at one of the patches in irritation. "My poor parents, when I left, they had a daughter, and now they'll be getting back a giant pine cone! I'll never complain about my skin again!"

Her voice takes on a serious tone. "Please watch out for me, all of you. If it does happen, you may need to take me out."


December 26th Update

At Trini's question, the being falls silent. It seems almost sad.

"Our young our born as bright blue flames. They turn to red as they mature. But I doubt any survived the strain the tree must be putting on them. As for your....affliction..."

It steps forward a bit to examine the patch.

"I am not familiar with this, as our bodies would not make it possible for something like this to occur. I am loathe to trust anything they create though."


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"I see."

Daniel thinks for a moment, one arm crossed and the other leaning on it, chin between index finger and thumb.

"Still, they wish for this mine to be destroyed, with any inside probably with it, given we overheard comment about 'it being better to be rid of strangers', along those lines."


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

The question then is what is our next step. My gut says that part of the puzzle for us is to help.... I'm sorry what was your name? My name is Arnek Redding.


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

"So Vicky was lying to us earlier..." says Trini, thinking out loud. "Yes, this must be the Abyss sent us here."

"Of course, how rude of me!" she says after Arnek speaks. "I'm Trini. What is your name?"


December 26th Update

"My name is not pronounceable in your tongue.

He speaks in a language of fire, which sounds of crackling timbers and whisps of flame.

Those of you who know Ignan:

Its hard to translate directly into Common, but his name essentially means "The Last Embers."

"I am loathe to use it, but the knosp gave us names to ease communication you may call me by that, Cinra."

His face flickers to a more normal red and orange hue, the dark black coating fading as his thoughts move from his trapped kinsmen.

"I am thankful for you saving me from captivity, but I must go free my kinsmen from their bonds of that accursed tree. Goodbye."

It moves to walk past you.


Male Human 1 Unchained Rogue(Knife Master)

dex check: 1d20 + 4 ⇒ (19) + 4 = 23
Yes!
Emerich exclaims as his dagger strikes bark, instead of flesh.
He turns to Cinra. Good luck.


December 26th Update

Emerich moves closer and takes another stab at removing the bark.

He does succeed in removing a decent amount of bark. but stops when he discovers that the skin under the bark has become wooden as well.


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

Trini, who has been avoiding watching the process, looks over as Emerich stops. She runs her fingers over what once was skin with mounting dread.

"Looks like it goes deeper than we thought," she says dazedly. She blinks hard. "I don't know how much time I have, but I think we have to destroy that tree."


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Should we find the other people from Terrace and let them know that we think the solution to our problem is to take the tree down? They might be motivated to help out if they here about the explosives.


Male Human 1 Unchained Rogue(Knife Master)

Crap, Crap, CRAP!
Emerich frantically thinks
[i]Burn the tree down? But the townsfolk! They might not know![/b]
But what if they purposely did this?


December 26th Update

The burning man is now out of sight, leavin gyo uto your thoughts and decisions that need to be made.


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

"Yes, we may as well look for the others from Terrace before we decide. I no longer trust the townsfolk."


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"I agree.
I can't blindly trust them after hearing both this and that guard's desire to see strangers dead."


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Arnek will run after the burning man shouting...

Ignan:
Wait... we want to help you. You've been captured once already and they're waiting at the entrance of the cave. Your chances of success will be better with our help.


Male Human 1 Unchained Rogue(Knife Master)

Emerich gulps.Any information in the journal? Emerich flips through the journal, looking for a mention of that cursed tree


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

"Best not let him go alone when we seem to have so many enemies about..." says Trini and hastens after Arnek, beckoning her companions to follow.


December 26th Update

Emerich:

No info.

As your group moves to catch with Cinra you find him just beyond the crossroads of the cave. He stops and turns to you.

"You require something more of me?"


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

I wanted to warn you. Their are knosp just outside the cave and they have explosives set up to cause a cave in. If you go out there and create fire you could set them off dropping allot of rocks on you and sealing us in here. There are also other people in the caves. People the knosp had pretended to help but really just wanted to seal in here as well . I think if we asked the other people in the cave ,they might help you free your people from the knosp. Especially when they find out about the explosives.


December 26th Update

Cenra gives your comment some thought. Normally, he'd still be a bit untrusting even to his rescuers, but you spoke to him in the language of his people...

He nods.

"Lead on then."


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Ignan:
Thank you The Last Embers. We are still trying to figure out how best to deal with the knosp, but I think working together is in everyone's best interest. Your input would be most welcome.

As the rest of the party shows up Arnek will address them.

Last-Ember here has agreed to work with us for the well being of all. Our immediate problem is still the knosp outside the cave with the explosives. Do we go and get the others from Terrace to help with them, try and fight them ourselves, or try to trick them some more? I for one am worried they'll figure out a way to blow the entrance. We've left them alone for a while now.


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"Let's think for a second here.
They set charges around the mine...which without their trigger,
(he smiles) don't go off just yet. We could try and disable them, or wreck them enough to be inept for their function."

"But i agree with your suggestion, of trying to convince any others from terrace to join us, provided there are any left."


December 26th Update

Daniel only:

Roll an intelligence check.


Male Human 1 Unchained Rogue(Knife Master)

We can distract the.... knosp guards Emerich hesitates to say the word, but he continues. and run.


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

GM:

1d20 ⇒ 15


Male Human 1 Unchained Rogue(Knife Master)

Whats the plan? Whatever it is, we better hurry, before she goes full on tree.


December 26th Update

Daniel only:

It occurs to you there must have been a reason the guard singled Arnek out after they had lost the trigger and not gone into get it. Something about the relationships between explosives and fire...


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Okay... The plan is to go warn the other people from terrace of the danger they are in. Then let them go deal with the knosp, which should be a pretty good distraction; eh Emerich! Then we deal with the tree. Huh, I wonder what those explosives would do to the tree.

Well... lets go find the others... Um... does anyone know where to find the others from Terrace?

I believe Trini, Daniel, and Arnek were all onboard for going and finding the people of Terrace, Korunar, is of course on vacation, and Emerich just wants us to get moving and stop talking.


December 26th Update

Gonna give Daniel a chance to post with the info he just got. Will move on tomorrow if he hasn't


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"Arnek, hold on a sec.
We'd have to be careful not to get our friend too close to any explosives we might find. He might just set them off by accident."


Male Human 1 Unchained Rogue(Knife Master)

Emerich rolls his eyes. Further down. Where else would they be?


December 26th Update

With a consensus on action, the group with their new companion make their way away from the makeshift prison, and back down first hall traversed. Beforeyou is the submerged section of the tunnel, the cool water as untouched as when you found it before.

There is an awkward silence as everyone slowly turns to the being made of fire looking at the pool of water.

"This seems to be a problem..." Cinra mutters, sparks of flame flying from his mouth. This is common occurrence when he talks.


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

"Not like we found much here last time we went through... why don't we retrace our steps to that last fork, where all the symbols were?"


December 26th Update

the current layout of the tunnel system is a singular tunnel that leads to a fork. One led to Cinra's prison, the other led to this submerged section. Either its press on or return to the entrance as Cinra's prison is a dead end.


Male Half-Orc Fighter 1 | HP 16/23 | AC 18, FF 16, T 12 | CMD:17 | F +5, R +2, W +0 | Init +2 | Perception +5 | Speed: 20ft, DarkVision: 60ft

As far as I understood the tunnel continues on the other side of the underwater passage. "Just" without fresh air in there.

Korunar looks with hesitation at the water, still unsure about any magic in there.

"Well, that's the only path were the other could've went. We could dive but I have no idea how could Cinra could follow us."

He looks at the others, waiting if one of them has an idea.


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Well as I see it we have two choices. One we continue on and Last-Ember waits here. Two we confront the Knosp outside the cave... and Last-Ember waits here till the explosives are cleared. Last-Ember will you be okay waiting for us?


December 26th Update

Cinra, known as the rough equivalent as Last Ember in his native tongue, replies,

"This tunnel has continued to exist? Remarkable...."

Cinra places one hand against the wall and frowns as he peers down to the submerged section.

" This tunnel led to our underground coal mines. However, when the mine ran dry we used it to store our reserves and valuables. If I remember what my friend told me so many years ago, the traps should hold up well enough to last a lifetime."

He turns to Arnek.

"I will wait if necessary, little one. But I will not wait forever."


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

Whoops, I thought there was an extra end.

"The townsfolk are probably the more pressing need, though I am intrigued by this tunnel. Perhaps if we stay in long enough (maybe investigating the tunnel), we will draw them in, we could run out, and then we could use their explosives against them?"

"I'll follow the group's lead, though if we go through the submerged tunnel, we should rope ourselves together."


Male Human 1 Unchained Rogue(Knife Master)

Hmm.. someone can sneak to the entrance and ask them for help? Tell them the other group killed everyone and they need backup?


Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6
spells:
Fire Ray 7/7; 1st (4/4)

Well I vote that we go catch up with the other people from terrace before they go stumbling into all the traps in the tunnels...


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"Hear hear to that."


Male Half-Orc Fighter 1 | HP 16/23 | AC 18, FF 16, T 12 | CMD:17 | F +5, R +2, W +0 | Init +2 | Perception +5 | Speed: 20ft, DarkVision: 60ft

"Last-Ember can you tell us about those traps? Else we might end up running into them."


Male Human 1 Unchained Rogue(Knife Master)

Maybe the glowing stones are a trap? Else, someone would have already looted them.


December 26th Update

Cinra ponders for a moment, trying to remember those times so long ago.

"I did not have a hand at creating the traps...but a friend I called a brother was more of this mindset. I do not know the order or if there are more, but here is what he told me..."

Cinra begins to describe four traps that his long gone friend had described in helping make. The first was a countermeasure against their own kind, something that would flood a room in its entirety rendering their kind immobile and weak. The second trap he describes was for other races, in its entirety the exact opposite of the first as the room would fill with "the final fury of fire." The third trap was quite deadly to all, an illusion but Cinra knew nothing more than that. The last trap described was the door itself to the main storage area. It is said to be unopenable to anyone who couldn't answer the riddle.


Female Human Warpriest 2 HP 18/19 AC 18/14/14 F5 R4 W5 Per4 Init4
Skills:
Acr +3 , App +2, Blu -1, Cli 0 , Dip -1, Esc +4 , Fly +4 , Hea +6 , Kno(Rel) +4 , Rid +4 , Sen +6, Ste +4 , Sur +6 , Swi 0

"We've got a smart crew here. I'm sure we can handle that riddle. I think luring the townsfolk in is a good idea. Does anyone want to do that? I have little experience in subterfuge or stealth."


M Dwarf Bolt Ace 2 HP 25/25, AC 18/14/14, F+5, R+6, W+2. Perception +7, speed 30ft, Darkvision 60ft

"Well, i could be 'clumsy on purpose'..with a loose bolt."

Daniel looks at Emerich with a smile, hinting at his previous setup.

"Or maybe one of you is good at a nice bluff.
Dwarves aren't seen as the most cunning liars, after all."


Male Human 1 Unchained Rogue(Knife Master)

This room could be the first trap... Emerich considers Trini's question. Well, nothing causes people to rush headlong into danger than a common enemy.... Arnek, or Cinra, can burn one of us. That person, runs out into the town, and concocts a story about creature of living fire. The knosp rush into the cave to re-trap Cinra and his people, of course, Cinra and ourselves would be hiding out of sight. We run out of the entrance after they enter, then explode the whole thing.

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Welcome travelers and adventurers! This is a home-brew campaign I've been creating for level 1 Pathfinder characters. I'm looking for around 4 - 6 players for the adventure.

============
Please Note
============

  • I'm somewhat inexperienced, so please be patient of eventual mistakes.
  • This game may last one "session" or more depending on how things work.
  • This will be a Play By Post with expectation that you will post at least once each weekday, and at least once each weekend.
  • While I've read a lot Paizo material, some of the higher tier rules confuse me.

================
Character Creation
================
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.

• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.

• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

• Feats: Any feat from any Paizo publication will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

• Traits: Character's will start with two traits, with one trait coming from the provided Primer Trait list found below.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will have the option to roll for their hit points or to accept the average for their class (rounded down on even levels, rounded up on odd) whichever is greater.

• Starting Gold: Characters will start with Maximum starting gold for their base class.

========
Primer
========
You, for one reason or another, now live in the sprawling island-city of Terrace. Perhaps you were born there, maybe you were teleporting and the spell matrix misfired, or perhaps you were just unfortunate to emerge from the Abyss yourself. Regardless, you are stuck in Terrace and the only way to survive is to is to be the best in, and out, of the Abyss.

The Abyss can only be accessed by a teleportation gate located in the center area of Terrace. When traversed, it will transport the party to the latest "dungeon," a place entirely constructed in a different plane. Each "dungeon" can vary drastically from an underground cavern complex, to a small village town, or a pirate ship. The Abyss has produced hundreds of different scenarios but each has a certain goal that must be met before the next one will be unlocked. And the longer the Abyss remains on one dungeon, the more terrible it becomes.

You are a prospective member of the Alleyway Guild, an organization that deals as a mediator between all the other guilds and factions of the city. You are meeting your recruiter at the Abyssal Gate for a test to determine if you're good enough to join Alleyway.

=============
Possible Traits
=============
Status Quo You were born in Terrace and have never known an original world to call home. You were raised to know about the current guilds and factions so you could avoid getting caught int eh crossfire. Knowledge (local) becomes a class skill and gets another +2 bonus.

Merchant's Child Your parents owned some sort of shop in Terrace, either high class or lower. You were raised with the intention to taking over the store. Appraise becomes a class skill and gains a +2 bonus. You also gain a pair of parents that hassle you.

From Wealth You hail from the higher class area of Terrace where your family had done well enough in the Abyss to live well without much effort. For one reason or another, you have decided to try your luck in the Abyss anyway. Double starting gold.

Outworlder Somehow, the Abyss sucked you up for your original world. With no obvious way of getting back, you have decided to make the most of your new life. Eager for tales of the outside world, people pay attention when you speak. Diplomacy becomes a class skill, gain a +2 bonus.

Abyssal Construction A rare occurence, you were part of the Abyss's dungeon constructions. Originally destined to be lost forever when the Abyss moved to the next dungeon, you either found the portal back to Terrace or were convinced by and adventurer to return with her. While in the Abyss, you feel most at home and gain +1 Will, Reflex, or Fortitude. The chosen save is decided during character creation.

==========
Guilds
==========
Alleyway: The middlemen of Terrace. While not the largest force, there is nothing that the Alleyway refuses to deal with. Whether it be a noble cause, or an illegal ruse, results are always promised.

Delvers: The largest community of people dedicated to entering the Abyss for supplies and exploration. While a bit roughshod, they are good at what they do and primarily deal in selling unique goods and maps made from their cartographers.

Rat's Nest: With no illusions about what they do, the Rat's Nest is the premiere gang of Southern Terrace with dealings in prostitution, gambling, slavery, and assassination. Their organization is the largest which comes with the number of destitute adventurers ruined by the Abyss. While you may squash one nest, there are hundreds more.

Filigree: Rumored to be the strongest, these adventurers have made their claim in the Abyss and returned rich and triumphant. Their base is in the Northern district of Terrace and while membership is the lowest of the four guilds, each member is force to be reckoned with. However, there are whispers that as wealth is inherited from members to their children, problems are arising.

========
Districts
========
Nothern: home to mostly wealthy and affluent.

Southern: The largest district. Poor wooden constructions serve as most of its infrastructure, but people eek out a living nonetheless.

Central: A large area where people are free to come and go. There are several stalls set up as shops and its a lively and peaceful place. This is because the souls of anyone who dies in Terrace become chained to it, and serve as its protectors in the Central area. Not many live in Central because of rumors that the Abyssal Gate will suck in those who have overstayed their welcome.

West and East Alley: The Alley are two narrow segments that separate the North and South districts from each other. The Alleyway guild is also located in these two areas.
===============================================================

Its a lot, not too much I hope, but its the general skeleton of the world I wish to create. Better too much info than a vague village out in the middle of no where. Feel free to flesh out the traits to your desired fluff. I am more likely to choose interesting characters with good backstories. If you'd like a particular detail, fee free to add it. As I'm still creating the world, its very malleable right now.

Looking forward to seeing your submissions. If you have any questions feel free to PM me or post on the board. After getting a few submissions, I'll start a scene to begin role-play.


Dotting in

My idea is a Rakshasa Beast Blood Tiefling Sorcerer, Out worlder Trait


Dotting. I'll probably submit a dwarven fighter to learn some more about these combat maneuvers.


Dot


Are the Core races all present normally in Terrace? Specifically coming to mind are Gnomes; their standard lore would force them into either Outworlders or Abyssal Constructs. If I were to design a Gnome, would I be relegated to one of those traits, or could she be native; and related, how would the Bleaching play in?

Also, hello! Fancy meeting you here! ;)


All core races are found in Terrace. The vast majority were either born there are "snatched" from their home planes. However, a rare few were actually constructed by the Abyss.

Essentially, no matter what you want to be, you can be a native, a recent arrival, or Abyssal made.

And hey :D, small world (forum).


Syrnisha Altholt
Tiefling Synergist (witch of portents)
CN
Outworlder with the Alleyway Guild working the Alley and Central District.

Let me introduce Syrnisha Altholt, a tiefling witch that was a recent arrival having left helping a village she wandered into thought she had defeated a demonic crystal skull without any lasting affects. Then, the world turned a bit fuzzy and the next thing she knew was that her fox familiar, Kitrja, and her were standing in an alley dazed and confused. Over time she realized what the Abyss did to people and joined the Alleyway Guild.


Dot. Probably a unchained rogue knife master. A spoiled noble's son would be the basic idea of my backstory


Dot.

Silver Crusade

Dotting.


Would you allow this third party class?


TwelvePointFivePercent wrote:
Would you allow this third party class?

I'm going to say it's fine for now on the contingent I can meet your character if I see it's becoming too powerful.


dot


DM Default wrote:
TwelvePointFivePercent wrote:
Would you allow this third party class?
I'm going to say it's fine for now on the contingent I can meet your character if I see it's becoming too powerful.

*nerf. Dammit autocorrect.


Hi Default,

Is it going to be a PbP or Roll20? I ask because you said something about "it may last only one session".


The Archlich wrote:

Hi Default,

Is it going to be a PbP or Roll20? I ask because you said something about "it may last only one session".

It'll be play by post, though I might utilize roll20 just for mapped combat.


Are you willing to allow Dreamscarred Press materials? Path of War or Psionics


Johnnycat93 wrote:
Are you willing to allow Dreamscarred Press materials? Path of War or Psionics

Only on a case by case basis.


inxpitter wrote:
Johnnycat93 wrote:
Are you willing to allow Dreamscarred Press materials? Path of War or Psionics
Only on a case by case basis.

Does that mean "submit a character and I'll decide when I see it"?


Johnnycat93 wrote:
inxpitter wrote:
Johnnycat93 wrote:
Are you willing to allow Dreamscarred Press materials? Path of War or Psionics
Only on a case by case basis.
Does that mean "submit a character and I'll decide when I see it"?

Pretty much. I'd like to allow as much freedom as possible when designing characters, but I also realize there is some blanking issues with #rd party publications at times. That being said, I'm willing to look at anything submitted, but I'll lean towards the official publications more often than not.

Though, a kickass character personality and background is always huge points.


May as well go for the gusto then. I'll be submitting a character that relies heavily on Psionics. Don't know if you plan on us leveling up in our adventure, but I'll be mixing Aegis and Soulknife levels.


I'm for this goes far enough for multiple levels, depends on how things work out.


I'd be applying with Alice Arclane. Haven't written backstory or bought all my gear yet, but it'll be coming.


dotting for interest, considering a Negotiator Bard.


Can we take a drawback for a third trait?


Johnnycat93 wrote:
Can we take a drawback for a third trait?

I'm going to say no on that for now, just for simplicity sake.


This is the submission for Johnnycat. Any feedback/commentary/criticism is welcome and appreciated.


Taunk Ironthane wrote:
This is the submission for Johnnycat. Any feedback/commentary/criticism is welcome and appreciated.

I'm fairly certain that you can't be both a gifted blade and war soul - both replace your Psychic Strike class feature.


Taunk has sent me some publishing details about letting the two archetypes work together. I'm still looking it over for now, but if chosen I may have him reduce to one for balance.


Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.


does anybody have any abilities to counter traps(or is anybody pretty good at finding and disabling them?)? because Knife Master loses trap finding....


Anyone can take a trait for Disable Device as a class skill which is all that's really necessary. Otherwise the GM would have to allow the campaign trait from mummy's mask.


thanks


Taunk Ironthane wrote:
Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.

Could you link to the statement? I'd like to show it to my GM. Gifted Blade War Soul Soulknife is certainly something I'd want to try out sometime.

Edit: Ah, ok, nevermind. I found it. It's for high Psionics campaigns, right?


TwelvePointFivePercent wrote:
Taunk Ironthane wrote:
Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.

Eh. Both the Gifted Blade and War Soul are basically free archetypes. And they give significant stuff in return, at that. Psychic strike is bad, and trading it away is something most people do as a matter of course.

Could you link to the statement? I'd like to show it to my GM. Gifted Blade War Soul Soulknife is certainly something I'd want to try out sometime.

https://docs.google.com/document/d/1XZ7YUgvH7vgDqJvJs8vaQYCPV6K6wh8YAbW_ElF UHX4/edit

Quote:
Soulknives, High Psionics Campaigns, and You: Depending on the type of campaign world you play in, if the GM would call it a ‘high psionics campaign’, it would be within reason to allow soulknives to add the manifesting and power progression of the Gifted Blade archetype to all soulknives by default, for a more ‘psionic’ soulknife. This gives the soulknife more of a competitive edge in a world where manifesting and/or magic is highly dominant without compromising the combat abilities of the class. The Gifted Blade archetype in return adds some additional flexibility as well as in and out of combat versatility to the soulknife that lets it stand as both a combative and psionic equal to classes like the psychic warrior or marksman. In games with higher levels of expertise, powerful classes and abilities, or just generally better toys available to people, it would be considered prudent to add the Gifted Blade archetype’s powers to the soulknife to keep them competitive.


Taunk Ironthane wrote:
<Quote snipped>

Thanks a lot!

Grand Lodge

Ok, I think I have the crunch entered...


To what lvl will you go with this?

I was thinking of a dwarven bolt ace.
On the side, would you, like arrows have their variants like blunt and serrated, allow bolts in similar fashions? Considering DR and all.


Chyrone wrote:

To what lvl will you go with this?

I was thinking of a dwarven bolt ace.
On the side, would you, like arrows have their variants like blunt and serrated, allow bolts in similar fashions? Considering DR and all.

For now, I'm hoping to get a few levels at least (hopefully to level 3). But I'm open to going further or stopping if people aren't feeling the campaign.


So far I've had submissions from:

Syrnisha Altholt
Taunk Ironthane


Well, aside from adventuring gear, i think i'm done with the info.


Me too. I guess I'll just finish adding gear then post the info in an alias.


Chyrone wrote:

To what lvl will you go with this?

I was thinking of a dwarven bolt ace.
On the side, would you, like arrows have their variants like blunt and serrated, allow bolts in similar fashions? Considering DR and all.

I'd probably allow for something like that, makes sense in real life and all.

Thanks for the submission Daniel Chelas.

Also, Syrnisah, I can't seem to read your character sheet unless I create an rpgcrossing account, which I don't want to do really. Any chance you can put that info on your sheet here?

Grand Lodge

DM- click on the name Syrnisha above the avatar and it should show you the character sheet here.


DM:

I'd not particularly mind, to change my wanderlust trait for a disable device, if the 4th/later doesn't have it.

But i'm hoping of course, other applicants take it, since a dwarf walking at 30 feet speed has possibly more survivability.


Are the deities the same?


Æroden wrote:
Are the deities the same?

Yes, deities are the same.


I created my character using Pathfinder Autosheet(a google spreadsheet)
Should I post a link or post the info in my alias?


While I prefer an alias, if I can access the information without logging into an account or such a link would be fine.


This is legoguy4492 reporting in!
need my backstory
link in profile of alias

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