The Aquatic rise GM Espíritu (Inactive)

Game Master Riuk

-random ship you know nothing about-


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-random ship you know nothing about-

im most games i run /play in the pet just goes on the turn of its master


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

Unsure of how to be useful without his normal gear, Qwop will sheepishly follow the rest of the crew.


Riom, still dizzy from lack of water moves slowly to behind Qwop, not saying anything but raising his fists, his hippocampus legs pushing his fish tail along slowly over the floor.


-random ship you know nothing about-

round #1:
Isuri-is standing ready pet did not do anything
Mrogan-has found a sleeping man
Alex-full withdraw
Riom- dragged his sea tail forward
Maz-still has a action
Gripfoot-is sharking in his webbed feet

going forward with biddies turn
@mrogan can post your action when ever since your not technically in combat

the sailors move forward and see all of you save morgan

"well it seems some of the fish are out of the pen.."

New round #2 since the whole move was spent getting to you ^_^ players are up


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Those other rooms downstairs were cells as well right? Ah well the others will let me know if there is a problem.

Loath to just murder the man in his sleep,Sharky looks around for anything with which he could disable the lock and trap the man, also keeping his eyes open for anything else that would be useful.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
stealth: 1d20 + 6 ⇒ (14) + 6 = 20
and to lock,jam the door once i am done, pleas add modifiers as appropriate for what i find tools wise
disable device: 1d20 + 6 ⇒ (7) + 6 = 13


-random ship you know nothing about-

Morgan finds a short sword and three daggers he finds that since the door opens outwards he can use one of the daggers to stop the door from opening. By wedging the dagger under the door it's not a permanent solution but it would stop someone for a little bit of time from getting out

-Posted with Wayfinder


-random ship you know nothing about-

fate: 1d100 ⇒ 38

-Posted with Wayfinder


-random ship you know nothing about-

He also found one spell component bag yay For Someone. .. ^_^

-Posted with Wayfinder


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Jackpot, this should improve the odds of getting out of here. And that should hold him up for a while.

Heading downstairs to hand out the loot.
"So look what uncle Sharky found y... What the hell?I am gone 5 minutes..."

Seeing the fight about to begin Morgan moves to the back of the group handing out the loot to whoever wants it, but keeping 1 dagger for himself.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri will cast long arm on herself. She directs her mantle of seaweed to drop to the ground and be ready to intercept any foes.


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

Qwop will take the component pouch, peering into it and sighing slightly to himself.

"Such crude components these are. How am I expected to make my incredible potions with these? Bah, they will suffice."

Qwop will retrieve some of the components and starts to mix them together.

Do I have any extracts (spells) for the day? Can I mix them quickly?


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

further clarifying my action and adding some flavor, because its fun.

As Isuri's arms grow freakishly long, her claws drag menacingly along the floor and she smiles nakedly across the stairway opening at the sailor.

Her seaweed will make a 5' position to a spot in the choke point. What are the sailors using for light? It was basically dark for us here, do they have lanterns or torches? I'm hoping the seaweed will be more or less unnoticeable if its pitch black. (It has stealth +7 if you require a roll, It will creep slowly.)


-random ship you know nothing about-

Round #2 recap so far
Morgan= uncy mogan handed out weapons
Isuri=arms have grown in length
Gripfoot=now has a component bag-you can make your bombs with no issue according to the rules ^_^, but no on the extracts since those have to be prepared at the begging of the day and take 1 min per to make and mutagens take 1 hour so...
riom=can still act
alex=can still act

also can you all please use a post your actions like this when in combat
example
Round 1, Initiative 22
AC15, HP 5/8
MA:
SA:
Damage:
or
Round 2, Initiative 13
AC 15; HP 1/11
Full-round:
MA:
thanks


@Isuri= the sailors in the back are holding lanterns


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11
GM Espíritu wrote:

Gripfoot=now has a component bag-you can make your bombs with no issue according to the rules ^_^, but no on the extracts since those have to be prepared at the begging of the day and take 1 min per to make and mutagens take 1 hour so...

Ok, perfect! I can now do something!


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

Yeah I got nothing either. No useful weapon and or spells. Guess I go grab the shortsword. I assume I no longer have a Divine Focus?


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11
Alexander Drake wrote:
Yeah I got nothing either. No useful weapon and or spells. Guess I go grab the shortsword. I assume I no longer have a Divine Focus?

Oracles don't need divine foci for their spells.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

I'll be damned. Didn't see that.

Alex retrieves the lone shortsword from Morgan and tests its balance. Satisfied, he gripped it tightly and focused. A blue aura shoots up the blade starting from his hand and settles into a thin sheet along the edges.

Round 2
AC 13, HP 6/12
MA: Get to Morgan and grab a weapon
SA: Magic Weapon


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Just a little 'bump' post now the wknd is over.
Having handed out the weapons, Morgan readies himself for the fight, testing the the dagger in his hand he thinks Well it isn't as sharp as i would like, but it will do. If i can just get behind them, they won't like where i stick this!
A wicked smile now lines his face.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri crouches ferally, staring down the sailors a few yards away, ready to fight. Her mismatched eyes flash with a predatorial gleam. Her hands and daggerlike claws, drip with sticky blood from her previous victim.

welcome back everyone, lets kick some butt!


-random ship you know nothing about-

ok lets see recap
every one just got ready right? so baddies turn ^_^

the first man steps up walking right by the seemingly random piece of sea weed on the floor as it lashes out at him attack: 1d20 + 2 ⇒ (19) + 2 = 21

it strikes Damage: 1d4 ⇒ 2 him hard on the arm as this sentient vine attempts to entangle him grapple: 1d20 + 5 ⇒ (16) + 5 = 21 and it dose "what kind of witch craft help me kill them but help me!!" the other two men are too dumb founded to act and just stand transfixed by what just accrued

players up


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

With her elongated claws, Isuri attacks the sailor.

Should the silor actually be in the same square as the seaweed? Either way I can reach blue guy or green guy without moving. Just making sure who went where.

Claw Attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs. grappled foe.
Claw Attack: 1d20 + 3 ⇒ (17) + 3 = 20 vs. grappled foe.

Claw Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Claw Damage: 1d4 + 3 ⇒ (4) + 3 = 7

If he still lives, the vine will attempt to maintain the grapple, and if successful pin him.

Grapple maintain: 1d20 + 5 ⇒ (1) + 5 = 6


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

Fairly sure he is dead. Nice rolls. Also, Maintaining a Grapple gives you a +5 to the check.

Alex goes to stand next to the vicious changeling and twirls the shortsword lazily. "Next?"

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Round 3
AC 13, HP 6/12
MA: Move next to Isuri
SA: Readied action to attack the first target to get close.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Oh yeah forgot about the bonus to maintain. Also forgot about properly formatting my rounds. Here's that.

For what its worth:
Round 3
-
Isuri
AC 12, HP 9/9
Full Attack: 2 claws
-
Plant Companion
AC 15 HP: 11/11
Standard Action: Maintain Grapple with 'do damage option'
an extra +5 would be an 11 vs the sailors CMD.


Riom, slithers up to the nearest guard and uppercuts him in the chin.

Round 3, Initiative 1d20 + 3 ⇒ (5) + 3 = 8
AC11, HP 13/13
Attack (unarmed strike) : 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Also gm, Yay or nay on animal companions from the cerulean seas bestiary?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Unable to get to his usual place behind the enemy this turn, Morgan moves closer "Not only are we out of the pen, but now we are armed and dangerous. We have already killed some of your colleagues and you are next!"
Morgan will move up behind the front line if possible, if there aren't any spaces he will move to the entrance to room 7.
Round 3
AC 12, HP 9
MA: Move behind front line or to entrance to room 7
SA: Demoralise opponent

Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3
Ha ha, about as scary as a pink bunny rabbit!


-random ship you know nothing about-

ok good work all ^_^
The man tangled in the living vine is held up as if ready to be sacrificed to some god Isuri comes up and using her horribly sharp nails she gives that puppet two swipes across his abdomen and as he shakes to get free his entrails fall out with a sickening spat he convulses but the vine as if to end his suffering snaps his neck and he goes limp.

Alex moves forward and runs one of the men trough holding him as the life drains from his body and spills to the floor, Riom see this as a chance to move well and using the spilt blood as lubricant he slithers across the old wood as he would slither on water using this movement he delivers a strong hit on the last mans jaw shattering it and when he falls back his head hits the wall and stops blood slowly falls from his eyes as tear drops and it plane to see a miss hammered nail has entered this sad mans head ending his life.

Uncle Sharky moves up spouts off some threats then he blinks oh I seem to be late to the party again ...well... he thinks to him self

@Riom that's a no I have not had a chance to buy the book yet, but once I do ill look it over and you can change your companion if you want to ^_^

were too now? and sorry for the absence every time I sat down on a computer I had to go fix a new problem to day ...work


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Haha love the sliding on blood mer-man thing.

Did rooms 1-4 get checked earlier?

"We should find your gear, and then escape, although I plan to sink this ship somehow. We should move quickly. Once the bodies are found, we will be fighting the entire crew. Down, Up, or check around here more?"

With a wave of her hand, the vine drops the man and climbs back onto Isuri, a mantle of green combined with the red of the blood and gore.


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

If Qwop did no actual fighting during the fight, did he have enough time to mix at least one extract?


-random ship you know nothing about-

@Isuri you don't find anything of interest
@Gripfoot rounds are only 3 seconds so no but you can make 1 extract if you want in this time ill just say it takes an hour as you all looking for stuff


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Ok everyone so i think we are best off working our way up to the top, where we can go over the side if it all goes pearshaped. If we ignore the deck below and carry on up. So far I have found a store cupboard and a cabin with a guy asleep, which i have wedged the door so he can't get out too easily. Shall i head on up and see if I can find us more weapons and loot?


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri nods at Morgan. "Before you go..."

Isuri casts Message on Morgan. "This will last 10 minutes and let us communicate in whispers remotely. It will be difficult for others to hear, but not impossible. I suspect you can go anywhere on the boat and still be within range. I will whisper a single word from time to time and you will be able to respond."

Isuri needs some copper for this to work, If she can find copper in any of the rooms or on the sailors, in the form of crude jewelry, belt buckles, copper pieces, lanterns, candlesticks, tools, trinkets, door or furniture hardware, eating/drinking ware, navigation tools, map cases, or any other of the million things that might have copper it them on a ship, she will sliver a coil off and roll it up.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7
Isuri wrote:
"We should find your gear, and then escape, although I plan to sink this ship somehow. We should move quickly. Once the bodies are found, we will be fighting the entire crew. Down, Up, or check around here more?"

"How do you sink something that shouldn't even float? Its made of metal." Alex also searches the men and the room they inhabited until recently for their stuff or something better than his current weapon.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

"We steer it into the rocks, or light their black powder on fire. Or both."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Sounds good, and be ready, I may need some help out there. Anyone want to bet on what if find in the next room?"

Would I be able to see a difference between an outside door (1st door on left after the stairs main deck) and an inside door (room 9 main deck)? Maybe profession sailor or perception? Looking for a legitimate player reason not to go out on the deck yet

Disguise in place, Morgan heads back upstairs.
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri waits with the others and decides the best place to maintain vigil.


-random ship you know nothing about-

OK that was my bad ad I look at the map the only way to get up stairs would be to go to the main deck but sint that was my mistake...lol the only way up is from the stairs by floor 8 and after the right onto the main deck

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Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

In this time, Qwop stands at the ready, a few vials of pre-mixed concoctions at the ready.

"Look all, I have my things ready!"

He turns to show his new found comerades, only to notice they were all busy with their respective tasks.

"No matter, my expertise is undeniable..."

Now I can use my bombs and 1 extract of Adhesive Spittle.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16
Qwop Gripfeet wrote:

Now I can use my bombs and 1 extract of Adhesive Spittle.

Sweet that will up our level of shenanigans nicely :)

Isuri fixes her gaze upon Qwop, who had been busy until now fussing over reagents. It was well that everyone was improvising what they could from the situation.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3
I said wrote:
"Ok everyone so i think we are best off working our way up to the top, where we can go over the side if it all goes pearshaped. If we ignore the deck below and carry on up. So far I have found a store cupboard and a cabin with a guy asleep, which i have wedged the door so he can't get out too easily. Shall i head on up and see if I can find us more weapons and loot?

I missed that with the map too, would it make it easier if i changed this previous post to the one i have put below, to bring it all back in line?

"Ok so when I got the weapons, it involved going out on the main deck and I only got away with it because of my disguise. We are clearly not ready for that yet, so how about we go down into the hold and see if we can find more weapons first, before we have an all out fight in our hands? What do you reckon?"

If everyone is ok with that slight dislocation of what happened, i will start searching in the hold (steerage deck, main area and room 5 to start)


-random ship you know nothing about-

yes that's fine

-Posted with Wayfinder


Will be away an unable to post for a few days, sorry 'bout that.


-random ship you know nothing about-

ok thanks for letting me know

Morgan moves to the lower deck his knowledge of ships tell him there is no possible way this entire craft is made of metal but once he reaches the room marked 5 it plane to see as even the doors are made of metal...

Morgan opens the door to room 5 to find two more men sleeping on cots one above the other so as to save space.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri keeps an eye on the stairs from the decks above.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7
Alexander Drake wrote:
Alex also searches the men and the room they inhabited until recently for their stuff or something better than his current weapon.

Anything?


-random ship you know nothing about-

I forget alex is it you and morgan who look completely human

fate: 1d100 ⇒ 69

-Posted with Wayfinder


-random ship you know nothing about-

Alex pushes past Morgan and he stares on in horror as he looks around the room to find anything useful but just buy some grace he does not wake up the two sleeping men in the cots

no you don't find anything save for some clothing and a really nice pair of boots

-Posted with Wayfinder


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

I am not talking about that room I was talking about the one the men we just slaughtered came from. There are still rooms on this floor we haven't checked right?


-random ship you know nothing about-

oh lol no isuri already checked them

-Posted with Wayfinder


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

We could probably break up some furniture, improvised table leg club or something.


-random ship you know nothing about-

yes that can be done

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Right then here we GO!
No one could have thought that this would have happened, 10 years ago all was well until a new power rose up in an explosive way. The ancient Elvin city "Thalangrad" has been destroyed now only know as the "Skull wood grave". This new power can from a what was thought of as a small human "cult" was all most thought of them but, they could never had imagined the strange power these Purest which is what they call them selves had. It only took a day to end every Elvin life women, children, the infirm. They were all beheaded and placed on cold iron spikes then used to decorate the land that once was a place of power for the Evin race now nothing but bone and ash.

This new found power came from the guidance of a New human god known only as "the Paragon" his symbol the outline of a human Face on a black field.

Father Baccus was given the secret of black powder and steam, allowing him and his flowers to quickly grow in power and influence, for what this Paragon[i] wants is a world for human free of all other influence. Ever since that massacre the purest have taken city after city with these [i]guns as they are known that can fire farther and faster that any archer ever could and the ever terrifying steam golems that can stand attacks from even the most powerful spells and keep advancing....the war rages on and others try to hide as in mountains, caves, or deep in the woods for fear of what might happen to them should the Pure ever come...

that completely came form off the top of my head in the last hour lol, sorry anyway

how that characters start the game ^_^:

you wake up in pain for a moment the memory of what happened on that shore escapes you, then you remember how you and your friends were fishing when that harpoon sunk into your Mothers back as men came out of the water and a ship came into view. She told you to run as she welt limp fell onto the sand. you run as all you can hear is screaming and the sound of thunder booming behind you, buildings explode in a fiery ball. Something hits you and the world went black.

Now bound and beating you know from the movement on you surrounding then only place you can be, must be that same ship you saw before you ran. A bearded man is in front of you with a wicked grin on his face as he ruts into some girl who you might have known if not for the swelling on her face, her eyes are dead looking at nothing and falls limp once he is done. It must have been a few days since that horrible event, there are others around you and even in this dark damp place you can see all of them are not human....

Basic requirements:

This game won't be happening at a breakneck pace. I've learned my lesson with past games, so we'll be taking things a little easier this go around. I encourage people to post whenever and as often as they are able, but in general we'll be aiming for a bottom floor of a few posts at least every other day. Prolonged absences or breaks should be announced ahead of time. If people go dark for an extended period of time with no heads up, they'll be canned and replaced.

I'm going to be shooting for a grittier game for this outing. This will be reflected in a lower point-buy entry and (hopefully) in descriptive text and goings-on in the game itself. I'd say. Descriptions are going to trend towards gory.

I will be looking for players who are able to greatly expand on posts and give them some meat/heft. Perfunctory descriptions and dialogue are likely to get passed over. The greatest strength of the PbP format is a greater insight into what the players are feeling and thinking. Take advantage!

Leveling will occur at moments I feel necessary, rather than by tracking experience totals. More simply put, I'll keep your group's XP tracked behind the GM Screen and tell you when to level your characters up. Rest assured, you will keep pace with where you need to be.

I will also be making limited use of GoogleDocs It will mostly just be a place to host maps. Beyond that it will simply be a place to lounge and chat with one another.

Good! Great! Grand! Now let's get into character creation guidelines.:

Level: Characters will be starting at 1st Level.

Attributes: Characters have the choice between a 15-Point Buy or Rolling. There's a catch: I will be rolling for characters who choose to do so (4d6 and drop one once, then 3d6 five times). Be cautioned, the Dice Gods giveth and the Dice Gods taketh (but mostly taketh). I feel this forces players to think rather than try and over power.

Hit Point Generation: Max first level, after that you can ether roll or take the average +1

Classes: Pretty much anything officially released by Paizo is fine. i am manly looking for thematic characters more than filling roles, this is a Sea/Aquatic campaign after all.

Races: Again, pretty much anything officially released by Paizo that works for a Sea/Aquatic game is fine. i will allow any race 8 RP or below to change any part of the race RP by allowing them to trade away 2 RP of racial features for gills, swim, etc (like Kevin Costner water-world ^_^).

Alignment: Any, but you should keep in mind I don't like player conflict unless it's natural for it to happen and fun for all but, please just don't kill one another.

Starting Wealth: You have None you have been taken captive on a ship so there you go ^_^.

Traits: Everyone will begin two traits of their choice. Each player may take a single Drawback to gain a third trait. Traits should inform your back story and feed into your character's overall narrative. In addition players will choose from one of the character Flaws i have made

• Angry – you anger quickly causing you to become violent at little provocation.
• Coward – you will run, hide or generally try to avoid confrontation.
• Drunk – you never turn down a drink or know when to stop.
• Gambler – you never refuse a chance to bet and will continue to do so until you run out of funds or are stopped by someone else.
• Lazy –you are the last to get to work over sleep and generally do the bare minimum.
• Liar – you are a compulsive liar boasting exaggerating and passing the blame.
• Pessimist – you always see the worst in a situation and express this to all others.
• Prideful – you will not accept any affront to your character or work this will cause you to become argumentative or maybe violent.
• Problem with authority – you hate to take orders arguing with superiors questioning their motives attempting to pass responsibility or being flat out insubordinate.
• Rude – you insult and belittle you peers, have little to no respect for others.
• Thief – you are compelled to steal so that to have a little more than your fellows.
• Two faced – you talk about others behind their back often questioning their character or motives

These provide no statistical penalty but I expect you to play your character with these flaws in mind. If I perceive you to not be playing the flaw correctly will in the first case receive a warning and then a temporary penalty. (I.e. -1 to saves, skill rolls, attack and damage.) Note. Overdoing it will result in the same consequences.

Submissions: Create a profile with relevant info Following this -character template-. Feel free to add spoilers and hyper links were you want.
i will also need a reference photo or two in you appearance, this helps me to have NPC's react the way they should to you.

All submitted characters will require the following: Character Description, Personality, and Background. Put some effort into this. As mentioned before, I'm not looking for perfunctory descriptions. A couple of bland sentences is not going to inspire me to consider an application.

In regards to Background, everyone should be considering why their character has a feat/trait/skills/why or how they decide to learn the classes they did you can have to gestalted classes you chose have a new name and have that be part of you story

One final step, and we're all finished. this was used and i feel it was a great toll i could use to help me make my decision since most players like to post a small bit of Rp with their submissions

In order for me to consider a submission completed, I am requiring that everyone respond, in-character, to a few spoilered scenarios below. I'm not going to take a look at crunch or backstory or anything in between until this final step has been completed. I'm doing this so I can get a good idea of what sort of posts to expect from prospective players, as well as provide a little more insight to the characters themselves. And that's how you should all treat these little scenarios; respond to them as if you were responding to a post in the game itself. You can post them in your profile

Don't hold back this will help me greatly, to see what kind of player you are ^_^

Scenario 1::

You awaken to a blood-curdling scream that ends as abruptly as it began. You turn to the sound, as much out of reflex as curiosity, but find yourself in strange surroundings. Enclosed in a crude prison, a cage shaped out of the bones of some huge creature, the bars obstruct much of your vision. Further within the cavern, looming above a fiery cauldron and clutching the crushed, spasming remains of what might have once been an adventurer, is a malformed brute twice as tall as any man. Tattered bits of fur and cloth conceal much of its pudgy bulk, but beneath its garb you glean a blubbery, grey hide with a hideous array of pustules.

The giant deposits the broken, bleeding corpse it grips into the cauldron, where it lands with a splash in some unidentifiable concoction. Judging from the stench it kicks up, you would likely rather not know. One bulging eye seizes you as it begins stirring its feast, drool running unmitigated down the rolls of its chin and neck.

"Oi there, another one awake! Another awake. Maybe this one tells Old Brulk'tha a pretty tale. Maybe this one doesn't fill her belly tonight! Hurhurhur!" Her voice is wheezy but booming, and her jowls jiggle with each word.

Scenario 2::

The strange fellow smiles broadly as he takes a seat across the table from you. The bustle of the tavern thrums all around as excited conversations crescendo and wain, only to be replaced by another. His flaxen hair, pale skin, and burly frame mark him as unmistakeably Ulfen. Judging by his garb—and lack of any noteworthy weaponry—he is likely a merchant of some stripe. Without being prompted, he slides one of the two horns of mead he carries across the table to you, raising his own in a toast.

After a modest mouthful of his own drink, he speaks, "Rumors flit about this place like a bee to the flowers. But all seem to agree that your. . . skills are worth every copper and more. Tell me then, friend: what brings you here and how can Ingmund convince you to allow him the honor of employing one such as yourself?"

Scenario 3::

Behind you, the tomb's double-doors slam shut. Try as you might, you are unable to pry them open by any means. A disembodied voice laughs unnervingly as soft blue flames begin to dance to life along myriad braziers lining either side of the room.

"Arlanghar the Brave and Bold; the Wise and Learned; the Sly and Cunning. All truth and lies. Dead and alive, a tomb and a mansion." Another peal of laughter emerges before the voice trails off into silence.

At the center of the square room stands a three-armed gargoyle, each hand grasping a different weapon: a sword, a staff, and a bow. The far wall is dominated by a mural depicting what appears to be three versions of the same hero, each wielding weapons that correspond to those held by the statue.

some good info for those that don't know too much about gestalt

Geastalt

Top ten rules of gestalt:

1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.

2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.

3) Strengthen Each Other's Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.

4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats

5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)

6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.

7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).

8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side

9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)

10) DM/GM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."

and since this has come up in other gestalt games i have run, when it comes to things like bonus feats,

bonus feat rules:

unless it is written as a bonus magic feat/teamwork feat it dose not stack if gained at the same time.

so a fighter/ monk would Not gain two bonus feat at level 1 and so on. since the ability on both classes are Bonus Feats

but a 6th level Inquisitor/ Cavalier Would gain two feats one teamwork and one bonus. this should clear any question about it.

lastly, I have opened up the Discussion thread for players that wish to make a collaborative story or to ask me any questions about their character. I love having player input it's really all that stops GM burn out for me and i want this game to last. If all goes well i will be making a whole world that i can keep using for other games ^_^.


Dotting, I'm assuming cerulean seas classes and races are not allowed then?

Silver Crusade

Bring it on dice gods! Bring it on!!!!!

What about a ranger combat style feat (is not named as a bonus feat) and say a fighters.


Well the races yes since they are on the -site- but not the classes, I want to give everyone a fair choice in the class selection

-Posted with Wayfinder


rorek55 wrote:

Bring it on dice gods! Bring it on!!!!!

What about a ranger combat style feat (is not named as a bonus feat) and say a fighters.

that written as combat style feat so yes it stacks

the fateful dice:

4d6 ⇒ (2, 3, 2, 2) = 9can't you start with a stat bellow 8...4d6 ⇒ (3, 6, 4, 2) = 15 =13

3d6 ⇒ (4, 4, 4) = 12 =12

3d6 ⇒ (2, 6, 5) = 13 =13

3d6 ⇒ (2, 6, 1) = 9 =9

3d6 ⇒ (4, 4, 1) = 9 =9

3d6 ⇒ (1, 3, 6) = 10/1reroll: 1d6 ⇒ 6 =15

15,13,13,12,9,9 not bad

Silver Crusade

10pt buy. I may have to pass on this game lol.

I also misread it as 4d6 drop on all :3

Edit: never mind. Read it wrong again. I'll see what I can come up with.


rorek55 wrote:

10pt buy. I may have to pass on this game lol.

I also misread it as 4d6 drop on all :3

you can always go with the 15 lol


Dotting! If we're allowed to see what the dice gods offer before choosing (as it seems for Rorek), then I too would like to see what they would have in store for me...

Silver Crusade

Any 3pp classes? Allowed?


Ooooh. What about 3pp archetypes?


Potentially interested in some combination of monk, inquisitor, and cavalier, who's trying to resurrect a forgotten/persecuted knightly order of the sea.

Would something like a squid/dolphin/sea horse mount be appropriate for such a character? (With the mount potentially staying behind on dry land)


Dot. Still got to decide what I want to submit >.<

I'm leaning heavily towards a somewhat senile Grippli Alchemist (Bog Born Archetype), eventually leading into the Natural Alchemist Prestige Class. I'm having trouble deciding my other class. I'm considering Ranger for the Throwing Combat style (for my bombs), but very much open to suggestions.


Please bow your heads in silence

"Mighty dice lord, please smile upon me... that I might not suck!

Roll me up! Let's see what happens.

@GM - Do you expect enough underwater combat that we should build it into our characters, or will this be more of an occasional situation?

(i.e. - should we be taking aquatic companions (druid, ranger, hunter, ect), aquatic bloodline (sorcerer), ect?)


rogor:

14d6 ⇒ (3, 5, 1, 1) = 10=9
23d6 ⇒ (3, 1, 6) = 10=10
33d6 ⇒ (2, 5, 1) = 8=12
43d6 ⇒ (3, 3, 6) = 12=10
53d6 ⇒ (3, 1, 6) = 10=10
63d6 ⇒ (5, 1, 3) = 9=9
------------------
rerolls
1=2d6 ⇒ (6, 3) = 9
2=1d6 ⇒ 3
3=1d6 ⇒ 2
5=1d6 ⇒ 3
6=1d6 ⇒ 6

14, 12, 9, 12, 12, 14 =brake even
-------------------------------

gossamar4:

14d6 ⇒ (5, 5, 3, 1) = 14
23d6 ⇒ (4, 4, 4) = 12
33d6 ⇒ (2, 2, 4) = 8
43d6 ⇒ (5, 2, 1) = 8
53d6 ⇒ (2, 2, 3) = 7
63d6 ⇒ (1, 5, 4) = 10
---------------
rerolls
1=1d6 ⇒ 1
4=1d6 ⇒ 5
5=3d6 ⇒ (2, 1, 2) = 5
6=1d6 ⇒ 2
-------------
rerolls round 2
1=1d6 ⇒ 6
5=3d6 ⇒ (2, 1, 4) = 7
-------------
rerolls round 3 oh come on lol
5=3d6 ⇒ (2, 2, 5) = 9

17, 12, 12, 11, 9, 8 broke even too lol
-------------------------------------
about the other class questions im allowing Psionics,Path of war and the occult play test

and with the animal companions

I am going to have a good part of the game be in the sea/ under water...

oh and I forgot in order be safe around the "purest" the Disguise
skill will be important,


Hrm, dotting, and I will take my chances with the dice gods.

Got a cool character concept I am trying to get of the ground at the moment


Working on a Kai-lio brawler/barbarian. Disguising me would be quite difficult when my lower half is that of a hippocampus. If I take the barbarian archetype that gives you an animal companion (can't remember the name). Can I take something from the cerulean seas bestiary.


Angelpalm wrote:
Hrm, dotting, and I will take my chances with the dice gods. Got a cool character concept I am trying to get of the ground at the moment

I'll have your rolls up soon it's just a pain to do it on a phone ^_^ just a notice I am looking for thematic characters and at minimum I'm going to have to holy trinity roles filled fighter, Rouge, mage

-Posted with Wayfinder


Silverseabird wrote:
Working on a Kai-lio brawler/barbarian. Disguising me would be quite difficult when my lower half is that of a hippocampus. If I take the barbarian archetype that gives you an animal companion (can't remember the name). Can I take something from the cerulean seas bestiary.

I'll have to look into them to see the power level I just got the book myself ^_^

And it's a cool idea the race is interesting but, the whole campaign won't be in the water you might have to enter a human city to save some other amphibious npcs or to avenge them

-Posted with Wayfinder


Hrm, welp my character fills all three of those roles too be honest. But yeah you got your trap finder/maker right here.


Hm... The fins to feet spell exists. I'm sure I can use that for land.


Anyway I'll take my chances with the dice lord for now.


Angelpalm:

14d6 ⇒ (5, 6, 3, 5) = 19
23d6 ⇒ (4, 4, 2) = 10
33d6 ⇒ (4, 4, 3) = 11
43d6 ⇒ (1, 5, 6) = 12
53d6 ⇒ (1, 2, 3) = 6
63d6 ⇒ (3, 5, 6) = 14
------------------
reroll

41d6 ⇒ 1
53d6 ⇒ (6, 3, 5) = 14
---------
reroll 2
41d6 ⇒ 6


17, 14, 12, 11, 11, 10..nice good for you ^_^

------------------------------

Silverseabird:

14d6 ⇒ (3, 2, 4, 4) = 13
23d6 ⇒ (6, 5, 4) = 15
33d6 ⇒ (2, 4, 5) = 11
43d6 ⇒ (2, 1, 5) = 8
53d6 ⇒ (2, 2, 4) = 8
63d6 ⇒ (6, 4, 5) = 15
--------------
reroll
41d6 ⇒ 5

15, 15, 11, 11, 11, 8...hay you broke even too ^_^


Can I just go with the point-buy?


Oh yeah no go ahead, I was mainly just using the roles as to give players a chance to get a higher point buy. it's really Players Choice cuz I do not want to force players into stats that they don't want. I really want this campaign to go for a long time cuz im really taken by the idea of this and I hope to get at least 5 players

-Posted with Wayfinder


I think I'll go with the dice gods on this one.


Well, please roll me up a set of stats. I'd like to see if I get lucky.

Thanks GM!


cavetoad:

14d6 ⇒ (4, 2, 4, 1) = 11

23d6 ⇒ (4, 1, 6) = 11

33d6 ⇒ (1, 4, 1) = 6

43d6 ⇒ (6, 5, 5) = 16

53d6 ⇒ (5, 3, 4) = 12

63d6 ⇒ (6, 4, 5) = 15
-----------------
rerolls

11d6 ⇒ 2

21d6 ⇒ 2

33d6 ⇒ (5, 1, 5) = 11
-----------------
rerolls 2
31d6 ⇒ 5


16, 15, 15, 12, 12, 11...wow

ordhen:

14d6 ⇒ (5, 1, 4, 3) = 13

23d6 ⇒ (4, 3, 1) = 8

33d6 ⇒ (6, 6, 4) = 16

43d6 ⇒ (1, 6, 3) = 10

53d6 ⇒ (2, 3, 5) = 10

63d6 ⇒ (2, 1, 5) = 8
-----------------
rerolls

11d6 ⇒ 2

21d6 ⇒ 6

41d6 ⇒ 3

61d6 ⇒ 2


16, 13, 13, 13, 10, 10...not bad


Fine, I'll take my odds with the dices.


Alynthar42:

14d6 ⇒ (1, 5, 3, 6) = 15

23d6 ⇒ (6, 6, 2) = 14

33d6 ⇒ (1, 3, 2) = 6

43d6 ⇒ (3, 4, 2) = 9

53d6 ⇒ (5, 4, 1) = 10

63d6 ⇒ (5, 3, 4) = 12
-----------------
rerolls

11d6 ⇒ 1

33d6 ⇒ (1, 3, 5) = 9

51d6 ⇒ 6
-----------------
rerolls 2
11d6 ⇒ 4

31d6 ⇒ 2


15, 14, 12, 11, 15, 9..not bad


May I ask for something that my normal DM often allows? He lets me move one point from an eleven to another odd number. The 11 is extremely annoying because it's worthless by one point, and the 15 is just shy of getting me an 18 with racial modifiers.


Wait, is this a gestalt game? I thought we decided no gestalt.


I believe the opposite was decided. More were in favor or had no opinion.


Crap. It must have been the other game where he took a poll about it that they decided no on. Ah well. I'm gonna bow out, then. Good luck, all.

Sovereign Court

Yark! I join group? Madic would love to play!

Sovereign Court

william Nightmoon wrote:
Me kobold sorc! New build me trying out, fun talking like kobold!

Sovereign Court

Im new to this, would like some help. I do play offline, but this is oviously different


Orodhen here, presenting my character, Qwop Gripfeet. I couldn't find a good avatar picture, but I linked a reference picture in my bio. Let me know if I am missing something.

My aquatic capabilities come from my Bogborn Alchemist Archetype. While under the effects of my mutagen, I gain the amphibious quality. I can also get the Underwater Bombs discovery.

Scenario 1:
Qwop lets out an audible gasp, stricken with fear while the giant observes him. He tries to gather his wits, sweat beading down his face as he tries to come up with a way out of this situation.

"M-me?!", he stammers.

"Eat me! Oh no, no no no no! You wouldn't want to do that. I assure you! You see, I'm poisonous. One drop of me in your savory", he winces, " soup and poof, no more madam grotesque! I mean that in a good way!"

At this point he is speaking very fast, oblivious about if she is even keeping up with him.

"Now you see, wouldn't your rather have me around to help you get rid of those nasty boils? I can brew a mean newt-tail ointment that can zap those straight off! You'll feel like a new ogre-lady-thing!"

Scenario 2:
"Ah, seems you know my skills are next to none! Except that one time that man turned into a woman, I don't speak of that very much. My skills are nonetheless top notch!"

He sips from the horn, immediately feeling it's effects given how small he is.

"And you know one other things, I'm a great dancerrs too! *Hic* Never seen webbed feet like mine before, with all the grace of a graceful grace-thing."

He ignores the man's attempt to communicate further by lying low to the table. When the man tries questioning him, he holds up one of his webbed fingers to his mouth in a 'shh' gesture.

"The dice have been rolled...", he whispers. He looks back, somehow spotting a group of men gambling with cards at a table.

"What say you to a bit of cards? If you manage to beat me, I'll give you one of my very own bottles of rat liver, great for exfoliating your pores!"

Scenario 3:

"Hello? Do you reside here? You should really consider changing the colour of your fire, it does not do a very good job at lighting this room."

He sneezes, completely ignoring any potential danger.

"And you should really dust in here, do you never receive any guests?"

He opens his pouch, seeking a certain bottle from within. Those that do not match, he tosses to the side. Some explode, some shatter and cause weird effects and some remain intact.

"Aha! My allergy medicine!" He takes a swig and sighs happily. "Now what is this you were going on about, some sort of tomb or other? Sir, why are you brandishing such dangerous armaments. Do you not care for your guests safety?"


I feel your pain about finding an avatar. Especially for an obscure race.


Qwop Gripfeet wrote:

Orodhen here, presenting my character, Qwop Gripfeet. I couldn't find a good avatar picture, but I linked a reference picture in my bio. Let me know if I am missing something.

My aquatic capabilities come from my Bogborn Alchemist Archetype. While under the effects of my mutagen, I gain the amphibious quality. I can also get the Underwater Bombs discovery.

** spoiler omitted **

** spoiler omitted **...

i have started to look over your character and i cant look at your reference pic can you please copy it onto, googledocs with a drawing and add a hyper link so i can see it thanks


roll it up


Bane88:

14d6 ⇒ (5, 4, 3, 3) = 15

23d6 ⇒ (1, 1, 3) = 5

33d6 ⇒ (4, 6, 4) = 14

43d6 ⇒ (5, 1, 2) = 8

53d6 ⇒ (4, 1, 6) = 11

63d6 ⇒ (3, 3, 3) = 9
------------
rerolls
23d6 ⇒ (4, 4, 5) = 13
41d6 ⇒ 5
51d6 ⇒ 1
------------
reroll 2
51d6 ⇒ 4


14, 14, 13, 12, 12, 9...not bad

---------------------

oh for any one that wants to, i am allowing you to change one or two things about a class or ability so it would work for this world {ie,i have one player that wanted to have tumor familiar, and i just will require that player to have the improved familiar feat and their good to go ^_^

this game will be more of a sandbox type and will flow were the players lead me.

oh since i have only had one character so far but, can every one end their backgrounds to reflect the story of your capture.please and than you ^_^


Sure I'll place a link when I get the chance. I'm currently on mobile.


Roll it up GM.

At first thougt, a Cleric (theologian) / ??


This should work:

Reference


Interested.
Have this idea for an Oracle/bloodrager that could end up fun.
Though will need to see if the dice gods agree and give me an array to make it work.


Gilthanis:

14d6 ⇒ (5, 1, 6, 6) = 18

23d6 ⇒ (6, 4, 5) = 15

33d6 ⇒ (1, 1, 1) = 3

43d6 ⇒ (4, 3, 2) = 9

53d6 ⇒ (6, 2, 2) = 10

63d6 ⇒ (5, 6, 2) = 13
---------------
rerolls
11d6 ⇒ 5

33d6 ⇒ (4, 1, 6) = 11
--------------------
rerolls 2

31d6 ⇒ 3


17, 15, 13, 15, 10, 9...good for you
----------------------
a note on stats no one can have a stat above 18 or below 8 after race mods

i really hate went players dump 3 stats to get those few 18s...i want everyone to be at lest somewhat well rounded

--------------------------------

Movin:

14d6 ⇒ (4, 2, 1, 1) = 8

23d6 ⇒ (3, 1, 1) = 5

33d6 ⇒ (5, 2, 3) = 10

43d6 ⇒ (6, 5, 4) = 15

53d6 ⇒ (2, 3, 1) = 6

63d6 ⇒ (1, 5, 6) = 12
---------------
rerolls
12d6 ⇒ (6, 3) = 9

23d6 ⇒ (1, 3, 5) = 9

53d6 ⇒ (3, 3, 6) = 12

61d6 ⇒ 1
--------------------
rerolls 2

21d6 ⇒ 3

61d6 ⇒ 5


------------------------
16, 15, 13, 12, 11, 10..wow the dice have been nice lately lol

Sovereign Court

Would you roll for my kobold? If that's okay.


Have a couple of ideas, mostly divine based. Could you give us a roll please and i will see which works.


GM Espíritu wrote:

** spoiler omitted **

17, 15, 13, 15, 10, 9...good for you
----------------------
a note on stats no one can have a stat above 18 or below 8 after race mods

So, I am thinking an Undine Cleric (theologian) / fighter (ustalavic duelist)

So for stats, I was thinking

Str 17-2=15
Dex 15+2=17
Con 10
Int 9
Wis 15+2=17
Cha 13

Acceptable?

My computer is broken, so total crunch may take a bit. I can answer the scenarios fairly easily enough :)

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