The Root of All Evil

Game Master Edward Sobel

current combat map

Current party location

Dairoo's map all assembled


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Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Not hearing any objections Felix steps in and if he doesn't notice any traps

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Goes ahead and slots his key into the closest keyhole.


Male Suli Monk/Druid Ape Shaman 2

Mickey puts his key into one of the slots.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo also puts his key in to one of the slots. And turns it if it's possible to do so.


current combat map group 1

just waiting to see if Conner and Letha will follow suit.

as you place your keys in they all only turn one direction. and they turn with ease. it is apparent that Lissette could not penetrate into this room since she did not have the keys

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

Conner places his key in the center most hole.
gah forgot to click submit


current combat map group 1

Letha goes to the last key hole and places her key in and turns it. the circuit is now complete.

questions:
1: what is the current light source the party is using
2: has anyone even examined the metal bar that makes the circuit?
3: who has the brass ring and are they wearing it?
4: what about the orb does anyone have that? what are you doing with that?

these are all important questions: I need definitive answers here.

I will continue once these questions are answered.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

1. Just the ambient light of the room as far as I am aware. That and the smoldering remains of the corpse pile.
2. No, should we have?
3. Not me
4. Don't know about any orb.


current combat map group 1

Felix i know you would not have any idea about the ring or the orb. but they are kind of important as the door to exit the dungeon is controlled by the orb.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3
DM of the coins wrote:

Letha goes to the last key hole and places her key in and turns it. the circuit is now complete.

questions:
1: what is the current light source the party is using
2: has anyone even examined the metal bar that makes the circuit?
3: who has the brass ring and are they wearing it?
4: what about the orb does anyone have that? what are you doing with that?

these are all important questions: I need definitive answers here.

I will continue once these questions are answered.

1) conner's halo glows as per a light spell

2) yes Conner would examine it, not sure if I've made a post about it though
3) I have the ring and am wearing it
4) I have complwtely forgotten about the orb, refress my memory if you would


I think Tatsuo has the ball.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo has the orb and has been using it as his light source.

Felix made some kind of check for traps before he put his key in and turned it. He got a 20.


current combat map group 1

OK all thanks, and I will be removing Letha from the game, its been several times I had to reach out and his time no response.

All the keys inserted and the orb (being held by Tatsuo) is shedding light (as the daylight spell) the metal circuit begins to hum. and it generates a haunting melody that seems elvish in origin. the ring that Conner wears also hums in concert with the circuit that surrounds the hallway.

the sealed doorway at the end of the hallway suddenly slides up into the ceiling. revealing a large somewhat Oval shaped chamber.

The immediate hint that this room is valuable is the glint of gold from within reflecting the light of the orb.

As the door is finally fully open. you can get a decent view of the room.

link to current map

In the center of the room is a grand sarcophagus. Strange runes cover the surface of the Tomb, and a golden plaque that reads "Kragor NeMoren, Pirate Lord" is visible at the foot of the structure.

Around the room are several chests, piles of coins, rich fabrics, tapestries, paintings, weapons, and a variety of other items.


Male Suli Monk/Druid Ape Shaman 2

*detect poison*
Mickey says something in a language no one understands and gives a wave of his hand in front of the room after removing his key.


current combat map group 1

Once Mickey removes his key the door begins to close as a part of the circuit is again broken.


Male Suli Monk/Druid Ape Shaman 2

Mickey will put the key back in and detect poison at the door.


current combat map group 1

The door goes back open..

I have a whole Indiana Jones scene in my head right now.

Mickey detects no poison within his range of the spell.


Male Suli Monk/Druid Ape Shaman 2

"No poison."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Well, that's certainly something worth protecting. Felix says with a low whistle. Then muttering a quick prayer to the lucky drunk he extends his senses out to detect evil in the room.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

Conner detects for magic and evil. He ten checks to see I he can leave the key in the hole and go in himself.


current combat map group 1

you all can release the keys but they must remain in the keyhole for the door to stay open.

Conner:

the sarcophagus is covered in magical runes all seem to be some sort of warding or protection magic on it.

there is no evil in the room

spots of magic radiate here and there among the treasure varying levels of power, many are buried among the coins or tapestries, or whatever.


Male Suli Monk/Druid Ape Shaman 2

1d20 + 8 ⇒ (12) + 8 = 20Perception
Mickey enters the room warily, looking around.
"Can't just be this easy..."

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

going to take ten for a 17 on spellcraft
Conner looks over the piles of gold and the sarcofogas his eyes glowing blue from the divination magics. "perhaps we should identify the magic on the area before we touch things"


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Well, I don't think the treasure was meant to be hard for us to get to, per se. It's not like they put the undead here to guard it. Those came through other means. Although I suppose that doesn't mean they didn't trap the area."

Tatsuo likewise leaves his position with Sora close behind and looks around for either traps or creatures that had managed to sneak in, not bothering to touch anything yet.

Perception Sora: 1d20 + 5 ⇒ (11) + 5 = 16
Aid Tatsuo: 1d20 + 3 ⇒ (6) + 3 = 9 Fail

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

"Mikey, your animals can understand you yes?"
If he answers in the affirmative Conner will ask him to leave them outside the room in case the walls were to close, they can use the keys to open us up.
If he answers in the negative Conner asks the same of Tatsuo.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

whoever put this here probably figured needing five of these key things was enough of an obstacle Felix comments and moves in cautiously himself his detect evil still on as he moves in cautiously.

perception: 1d20 + 8 ⇒ (16) + 8 = 24


current combat map group 1

As Conner examines the area with his magic sight, and Felix scours the area for other dangers, Letha approaches the sarcophagus. curiosity gets the better of her and she goes to ope the tomb.

With a sudden blast of magical energy as one of the Glyphs is discharged, all that remains of Letha is a pile of ash as she is disintegrated.

there are still other glyphs on the sarcophagus that radiate magic.

I will need perception(search) checks from everyone that wishes to actually search the stuff here.

there are no evil auras in this room


Male Suli Monk/Druid Ape Shaman 2

Mickey seems surprised at first, but then shakes his head slightly.
He nods when Conner tells him to leave Premi and Reeves outside the door. He had already planned to. He was very protective of the two and disliked having them in dangerous places.
As he looks, he only moves thing with his quarterstaff, not touching anything himself.


current combat map group 1

Avoiding the sarcophagus for now and knowing that nothing radiates as evil nor poison. you all manage to uncover the following things

three bolts of rare fabric from Osirion
Two large tapestries.
three rare original paintings
2 Master work Longswords
1 masterwork warhammer
1 mighty composite longbow (+1 strength)
2 small steel shields
1 suit full plate armor (sized for medium person)
1110 gold coins
1530 silver coins
31 platinum coins

the following items are also found that radiate magic:
A ring made of ivory
A silver amulet with a silver chain, shaped as a small disc inlaid with a small opal
A Green silk cloak with silver thread around the edges.
5 vials wrapped in a silk cloth

there are also 5 locked chests

dice rolling:

2d100 ⇒ (13, 98) = 111
3d100 ⇒ (67, 63, 23) = 153
3d20 ⇒ (12, 4, 15) = 31


Male Suli Monk/Druid Ape Shaman 2

He gestures to the chests with his staff.
"Five."
He says, assuming they'll make the connection to the five keys.
Proficient with literally none of the weapons/armor, so you guys get whatever you like.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Holy spirits, what the heck happened! Be careful here guys Felix takes a careful few minutes to search the place.

Is taking 20 on perception fine here? If not here is the roll

Per: 1d20 + 8 ⇒ (10) + 8 = 18

I think the loot post from coins means that we've ransacked the place pretty well. Just wanted to put in a post about it.

Not very read up on magic stuff. Anyone have any idea what the magic items are all about? And this is the stash of Pirate Lord Kragor huh?

Would Felix know who that is?


current combat map group 1

Conner:

the spellcraft DC for the glyph was 20 but the rest of the items are as follows:

Ivory ring: ring of animal friendship.

The amulet: amulet of proof against detection and location

The Cloak: Cloak of Elvenkind

The vials:
Potion cure light X2
Potion Cure moderate
Potion Heroism
Potion Lesser Restoration

Felix: the information you know is in the campaign tab under current story spoiler.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

I'll assume Kragor is famous enough that Felix would know him then

Felix grins easily as he hefts his musket onto his shoulder.

Treasure hunters have been killing themselves to find his stash of riches forever. Me, I'm a monster hunter so I guess it's bad luck to them that we found it instead.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

i suppose the glyph was not expended then?
Conner relates to the others what each of the items do
"Indeed, quite a haul, more money than I've seen my whole life, still from the stories I was expecting more"
not a critique to you, we're level 2


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Character like that probably had multiple stashes hidden away all over the place. That sarcophagus though.. how the heck do we approach it? Don't want anybody else to go poof.

Taking 20 on perception very carefully on the sarcophagus possible? If soo Felix will go ahead and do that for 28

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

does anyone but me have detect magic and at least one rank in spellcraft? If so take 20, I can't till we level up because I took ten and failed the check


current combat map group 1

cannot take 20 on spellcraft you can on perception.

aid another for spellcraft is possible but each person aiding will also need to cast detect magic so they can also see the auras

Letha set off one of several Glyphs that one is expended and it was the most powerful aura. the remaining auras are of lesser power (but still powerful)

I already posted the magic items found

the glyphs can be bypassed by a rogue with trapfinding ability and a disable device check

or you could use dispel magic but I do believe that none of you can cast that.


current combat map group 1
Conner K. wrote:

i suppose the glyph was not expended then?

Conner relates to the others what each of the items do
"Indeed, quite a haul, more money than I've seen my whole life, still from the stories I was expecting more"
not a critique to you, we're level 2

there are more chambers that you have not discovered, and there is a chamber that was blocked by a cave-in that will require some significant work to clear out. (meaning a work crew and mining equipment and several weeks of work)


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Alright, maybe we can let the coffin be for the moment. Felix says. The house is ours by inheritance apparently so we can come back when we're better equipped to take care of it.

He then trains his Detect Magic spell on the magic items and attempts to help the others figure out what the heck they are.

Aid another spellcraft: 1d20 ⇒ 4

Bah, I'm useless at this, have some learning to do. We should leave the things here and come back when we have some wands or scrolls. Got enough coin to take care of that part of course.

He then makes sure his musket is loaded. You guys have any objections to divvying up the coin between us and leaving it here to use as we see fit? It's a damn secure location. We have an umberhulk to hunt down right now and the rest of this area to clear out to boot.


Male Suli Monk/Druid Ape Shaman 2

"Should see if we can open the chests. Have to take them out of the room first."

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

1d20 + 7 ⇒ (3) + 7 = 10
just barely succeeded on my aid another check, add two to the check
"That's fine with me, perhaps later when we can get a crew of people to work on the rubble, I can teach you a bit of the basics"


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Assuming the take 20 Felix used took care of looking at the chests as well. Do the locks look mundane or do they look like the special keys that opened the door are what is needed to open them?


current combat map group 1

examining the chests they do require a key, but it is apparent that the silver keys you possess are not the correct ones.

dice rolls:

1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 8 ⇒ (4) + 8 = 12

both Conner and Felix figure that the keys are probably inside the sarcophagus.

one more aid another for the win on the glyphs

however the locks are simple enough that they could be picked by a skilled lockpicker.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo jumps as Letha explodes. He remains still for a moment as the shock wears off, and then bows his head for a moment of silence as he sends off a prayer for her.

That completed, he moves to help identify the glyphs before then going to look more carefully at the magical items.

Spellcraft (Aid): 1d20 + 6 ⇒ (2) + 6 = 8 Fail. :/

Looks like there are 4 magical things to be identified?
Spellcraft 1: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft 2: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft 3: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft 4: 1d20 + 6 ⇒ (12) + 6 = 18

As he examines the items, he says, "I can't use any of the armor or weapons really. We might want to consider leaving things we can't use here while we clear out the rest of the dungeon."


current combat map group 1

Tatsuo:

between you nad Conner you identified everything so far:

Ivory ring: ring of animal friendship.

The amulet: amulet of proof against detection and location

The Cloak: Cloak of Elvenkind

The vials:
Potion cure light X2
Potion Cure moderate
Potion Heroism
Potion Lesser Restoration

except the glyphs on the tomb

Conner and Tatsuo:

with the aid of your companions you can identify the glyphs to contain Necromantic magic


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Having examined the chest Felix gets up and brushes himself off Looks like regular locks, not the fancy ones that opened the door. Figure the keys are in the coffin which I don't think we should go near without something to dispel the magic that vaporized Letha. Anyone good at picking locks? If not let's leave the chests for later and clear out the rest of this place. That Umberhulk is still harassing the lizardfolk.


Male Suli Monk/Druid Ape Shaman 2

"We could find things to trigger the traps on the box. Like chickens."


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"That might work, Although the glyphs are necromantic magic, so for all we know, triggering some of them could raise more undead for us to deal with. Either way, I am no good with locks."

Tatsuo then walks over to the magical items, still not touching them. "The ring is a ring of animal friendship. Then we have an amulet of proof against detection and location, a cloak of elvenkind, and a number of potions: Two cure light wounds, one cure moderate, one heroism, and one lesser restoration."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Useful things. Felix comments. I'm not much of a scout though. Someone who is could make fine use of the cloak, amulet, and ring. Is anyone hurt? If not I'll take one of the cure light wounds potion.

Felix gets ready to leave Maybe we'll find some items to dispel magic somewhere else and we can come back to the sarcophagus. Otherwise I'd like to get back to the lizard people and discuss how we go about taking out this damn umberhulk.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

"No don't take the potion, I have spells that could do the job of it and better, save the potions for when someone's hurt and I've run out."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Alright let's head out Felix says and picks up a cure light wounds potion to keep in his pack.

Do we clear the rest of this place out or head out to talk to the lizard people? I'm good with both.

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Looking run a Homebrew adventure set in Golorion.

This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.

Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.

Here is the twist for recruitment.

Create a character backstory. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. The character selection will be made via roleplaying and thus moving you to where you need to be to begin and meet your fellow adventurers through the role-playing.

Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…

Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.

Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well.

I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).

Now on to the meat and potatoes of the character:

20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.

a hint:

If you include the basis for your traits in your backstory you have a better chance of selection (still not a guarantee though)

Allowed Races:
Core (human, dwarf, elf, etc.)
Aasimar
Fetchling
Tiefling
Changeling
Kitsune
Samsaran
Suli

Allowed Classes:
All Paizo (including ACG playtest)*

The following are exceptions:

No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)

Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutegens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.

No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.

No 3rd party – Period - do not ask (this include psionics)

I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…

*ACG classes may require changes as the playtest is updated.

About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.

I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.

I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.

An Alias is not required initially, but it is appreciated.

Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)

I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.

I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.

Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.

hints on the adventure, don’t peek if you want to be surprised:

This adventure will put you in many locations, from the oceans of the Shackles, to the jungles of the Mwangi Expanse, to the Osirion desert. Old Thasselonion ruins even a dragon (or two) thrown in for good measure.

There will be headhunters, and cannibals, old fortresses (and new ones as well), even undead, Old senile sages and young ones as well, Pirates and bandits, maybe even slave traders and Pesh dealers.

Intrigue and scandal, curses, and disease. Maybe some blackmail as well


I am interested in doing some homebrewed golarion stuff. With that said, I do have a question or two about the setting:

where will it initially be set? is there a central npc that will be bringing the group together? Will/can we be pathfinders, or will we just be local heroes?

thanks for your responses in advance =)


Dotting for interest. Will have character posted hopefully tonight or tomorrow.

Shadow Lodge

I'm going to post either a sorcerer or a paladin, if sorcerer maybe a mystic the urge,
As for race, I'm going either aasimar or suli


Interest, going for a human ranger.


Also are you ok with posting a link to Mythweavers for a character sheet or would you prefer we send you the info and you enter it in Hero Lab?


I was actually going to message you asking for this stuff. XD

I think I'd like to play a Suli monk. I was in the market for a new game too as it looks like someof mine may be winding down into dying. :/

I'll work on a profile today. :)


Alternate question number 1: would you allow someone to play a male changeling? (it says in the race entry that they're always female, but I don't have the capacity to play a female, unfortunately).

If the above is yes, I would be submitting a Changeling Oracle.

If the above answer is no, I would be submitting a Half-Orc monk/fighter (actually a Ninja, but that's his story and he's sticking to it!)


Ok all will get answers as soon as I cai quick post to say I have read them.

I have an AA meeting tonight, will post lore after the meeting.

real quick though no on the male changeling (sorry)

Mythweavers is blocked at work may make some thing difficult. sorry.


okay, I understand about the changeling. I can bring back my half orc who died too soon....


I am definitely interested, and would like to bring in a tiefling inquisitor .. probably or either sarenrae or desna. I will have a story and character posted later tonight.

Shadow Lodge

My character is/will/may be a devout worshiper of iori and instead of suli I might go for one of the lycanthrope touched races


just be aware of the racial choices in the opening post...

@Vrog. start you character in any part of the world you think you would be from. I will work with those chosen to put you in the correct place.

there will be a central NPC. but I don't want to divulge too much. lets just say he/she will not make an appearance till later on.

do not worry about a central NPC to bring the group together. that is part of the introduction if selected. It will not be anyone you would have met.

@ Bane I prefer the info be in your alias. hero-lab is just a means I use for tracking and planning encounters based on party composition and abilities.


Alright here as Bane88's Ranger WIP


Looks interesting. Presenting Edrin the Tiefling (Rakshasa blood) rogue (chameleon).

Crunch is in the profile.

Fluff/Backstory:

Edrin looked down at the cards on the table and furrowed his brow, his mouth angling in a brief display of confusion. He did not lose at cards often, especially not against old men with wind-blistered faces and a persistent cough. Still, a loss was a loss, and he himself was so surprised that he decided to give the old man his money, despite his instincts telling him to slip away. He placed the round’s hand down on the table, drummed his fingertips against it once, and carefully edged the stack of gold pieces towards his opponent with the ball of his thumb. The old man smiled from behind his whiskers, as white as the snow falling outside. He pushed the small column of gold back and shook his head.

“Keep your money. I want a story,” he said before coughing.

“A story won’t keep you warm, your belly full, or hot mead in your throat,” Edrin stated, unsure of the man’s play. “Take the gold or nothing.”

“I’ve gold enough already, lad. When you’re my age, its tales that pique your interest, just like when you were a child. I won the game, I’ve the victor’s right to name my prize. I want a story. Your story. You seem an interesting fellow, and I want to see if I’m right.”

“My story? How do you know I won’t tell you whatever tale comes to mind; some bard’s fancy that perchance crossed my ears in my travels.” Edrin was not amused when the old man smiled again.

“If it’s a bard’s tale I’ve like as not already heard it, and I’ll claim my right as victor for the truth, lad. And besides, I’m good at catching a bluff, as you just saw.” His wider smile showed a missing tooth. “Humor me, lad, your tale, from when you can remember to now.”

Edrin narrowed his eyes at the man, but sighed in defeat. He did lose, after all.

“Maybe my tale is interesting, maybe it’s not. It starts seven-and-twenty years ago, or close enough that it makes no difference. I was born in Mendev, which might sound surprising, but it is more common than you might think for those such as I to find life there. The dark influence of the Worldwound manifests itself in many ways, and sometimes tieflings are born. I learned later that my being born had nothing to do with the demons there, as it happens, but that’s for later. Needless to say, common or no, there are many places within Mendev where my kind is not looked on favorably. Mendev is a confusing place masked heavily in a façade of order, where things threaten to crumble away beneath the varnish. Still, the zealotry is strong, and tieflings are often looked upon there as curses or punishments or the planting of some demonic seed. My village was particularly sanctimonious, a superstitious lot corralled in a flyspeck of a settlement. I was cleansed in holy water often, mostly as a test to see if I was truly a demon, but also I suppose there was some hope that my limited fiendish qualities might somehow slough off in the sacred waters. Obviously, they did not, and so I was scrutinized every moment of my life, treated much as the unstable chemicals of an alchemy lab prone to explode at any second. I became good a hiding in those years. Hiding, lying, moving about unawares, disguising myself. I learned to find the fun in all of that, despite the circumstances. Well, that went on until a group of crusaders came riding through one morning. They were going about searching for those potentially under demonic influence. Demons have a way about them, you see, and they’d bribe, seduce, possess, and the like. Obviously I had no supporters in the village and it only took a few minutes before I my name was thrown out and they rounded me up to take me away. I never found out what they were to do with me, whether it was to question, imprison, or otherwise. When we stopped in the next town I gave the crusaders the slip and went on my own way.

“Now, I was still young at this point, not quite a child but not quite a man - so to speak. Still, I had my ways, and my practice in stealth led to a knack for thievery, so I got by. I knew anyone who saw me in Mendev was like to kill me or turn me over to the crusaders so I knew I had to get out of that country, so I did. First I debated just going to the Worldwound, thinking that maybe the demons would take me in as one of their own, but despite everything I knew that I’d be better than dead there, so I went south. I don’t remember much about traveling through Numeria and I don’t know why…maybe my mind blocked it out. I do remember being quite afraid at the time, however. Scared and covered in darkness. I mostly remember ending up in Ustalav. I found that people there either liked to gawk at me as if I were a mummer or street performer, or they seemed afraid. It made sense to me once I learned about Ustalav and the many horrors that roam that land. Another dark place, but I felt more at home there than anywhere I had been. I learned much of Ustalav and of myself soon after coming to the country, when I crossed paths with a traveling show - a circus of sorts, one that displayed a fondness for strange beings and creatures with strange powers. I was offered a…position, I suppose you could say. There were actually a few others like me, a few other tieflings, but they were different. Some had horns or hooves or whiplike tails.. One of them was quite old. Kanezzer, his name was. He was a sort of de facto father-figure to the tieflings in the caravan. He was the one that told me that I was no demonspawn. I asked him what I was, but he decided to keep it from me. He was as an odd fellow, a bit touched by madness in his age. He always thought someone or something was out to get him so he spoke in riddles and half-truths in some attempt to protect himself. I learned a lot about misdirection, wordplay, and such from him, whether or not he intended to teach me. He did tell me later what I was, but I will get to that.

“I traveled with the caravan for a good while. A few years, in fact. My obligatory “strange power” manifested in that time. Perhaps it was awakened by the exposure to all of the other abilities around me. I’m not sure, but as it turned out I had some manner of oracular ability. Mental divinations. I could pick up on thoughts, so they had me reading palms and telling fortunes. Mostly rubbish, but I could sense enough to get people to part with their silver. That went to the showmaster, a big but even-tempered man named Dalinov. He kept pretty much everything we earned, though. We got enough to eat, but that’s about all. I took to cutting purse strings half out of instinct and half out of rebellion. Maybe boredom played into it a little. I was about twenty when I parted ways with Dalinov and Kanezzer and the rest of them. A sickness had been ravaging the area and it hit the caravan. A lot of people I was traveling with contracted it, which put a stop to the show. Kanezzer got it, but in his final days he started spitting out all of the information he had accumulated or thought of that he’d withheld all those years. He was something of an oracle, as well. That’s probably what made him so crazy. He told my that my blood wasn’t from a demon, but a rakshasa. A rakshasa that he knew was once in Irrisen. Now, I don’t know how he knew that, oracle or not. I don’t know how old he truly was and how long he had lived, or how long rakshasas lived or anything about them, but he kept telling me overtime I looked in on him that the progenitor of my bloodline was a rakshasa that once dwelled in Irrisen. He was slow in dying. Everyone else had either died or fled the caravan, abandoning the wagons of the sick. Pretty soon it was just me and Kanezzer left, and I don’t know why I never left, but I figured that as long as that old bastard could hang on, I could too. I never got sick, either. Luck, perhaps? Anyway, he got to the point where he was only suffering and making less sense than usual, but he still refused to die. I gave him a merciful end with a knife to the throat and in his final moments I picked up on his thoughts. He said “thank you” and “Irrisen.”

“Nowhere to go, I learned some things. About rakshasas, about Irrisen, about tieflings. Read books and consulted with sages and scholars, picking up as much information as I could. Spent the next few years doing that and honing my crafts and skills, but mainly sticking with the research. Then I left Ustalav and came here, to your fine realm of your Mammoth Lords. I was put up for a few weeks by that blizzard that hit east of here, and kept moving after that. Then I stopped at an inn for a hot meal and lost a game of cards to an odd old man whose thoughts I couldn’t read, then I told my life story.”

Edrin finished his tale and was surprised at how easily it flowed. Perhaps after so many years of guile and deception the truth was wont to flow free. The old man clicked his tongue and nodded in approval.

“Interesting, but I’ve heard better,” the old man said with a laugh and a cough. “Say, you never said where you got that key you wear ‘round your neck. You’ve been playing with it the whole time you’ve been talking.”

Edrin hadn’t realized that he had been fumbling with it. He glanced down at it. A simple silver key on a length of black string. It shone slightly in the firelight, just as it did when Kanezzer’s blood ran from his throat over it.

“It was given to me,” Edrin said simply.

“Aha! One of those half-truths that mentor of yours taught you.”

“Something like that,” the tiefling replied. The key had been Kanezzer’s, but he had never mentioned it at all. Edrin couldn’t recall if he had even ever seen it before that night when he put the man out of his misery. “But I think he would have wanted me to have it. Regardless, as I see it, your victor’s right has been claimed, and I’ve places to be.”

I couldn't find a picture for what I wanted (every tiefling is demon/devil-themed while everything rakshasa was far too catfolk). For a physical description, Edrin looks human with a few bestial traits, perhaps making him look more akin to a therianthrope-descended person than a rakshasa-one. He is six feet, of lithe build with medium length hair that is a mix of black, red-orange, and brown, as is his moustache. His eyes are catlike, amber in color, and many of his teeth are sharp. Where many tieflings have horns, Edrin has feline-like ears but they barely poke out of his hair. He has growths of fur on his forearms and his chest, also a mix of black, orange, and brown, and his feet are a touch pawlike, with short claws in place of toenails.

As for a theme song, this works nicely.

Liberty's Edge

I'm interested... I've been in one pbp that died quick...am in a good, but slow one. Bane knows me. ;)

I'm pretty open on class...maybe a sorc... kitsune looks stupid fun...so do so many others. I have yet to enjoy a magus, and they may be my favorite. :)


Hunchback Fox Sorcerer GO!

Liberty's Edge

Bane88 wrote:
Hunchback Fox Sorcerer GO!

LOL!

Shadow Lodge

We seem to be a martial heavy group that doesn't have any healers
Was going to build a paladin, but perhapse I should make an oracle instead, and make the party healer

Perhapse a necromancer... Hmm
Maybe a mystic theurge


Theme song!

Here


Just cause I have no idea whats in store, GM any suggestions on a favored enemy?


The story of Mickey Harvard:

Mickey Harvard was kind of screwed from the start.
Born the illegitimate son of an unexceptional woman living just outside of Sandpoint, Mickey lived a fairly normal life until the time he was about seven. That's when his father came home. Many people believe that humanity is the perfect balance of the four elements, this may even be the case, but in no way are they the masters of them. Mickey's father was a perfect balance of the acid of the earth, the cold of the water, the heat of fire and the lightning that falls from heaven, with a following of elemental creatures at his command, he arrived at his humble home. Eight years previous he had done the same and left what would become Mickey with his mother and a vow to return for his future heir. Now he had returned to fulfil his promise. Unbeknownst to the spirit, Mickey's mother had hidden him away well enough that he wasn't found. Enraged by this, the spirit slashed his mother's throat and disappeared.
Mickey crawled out of his hiding place to hear his Mother's final words. "This key is very important. Take it. Take it and run. Run as fast and as far as you can. And don't stop running until you're out from under his shadow. I love you." She takes a key from her pocket and with the sharp end cuts off a strip of her long dark hair. She ties it through the loop and with her last breathe of 'I love you,' leaves it in Mickey's grasp.
Mickey follows his mothers advice. He begins running. He runs the whole of Golarion. He trains himself in the ways of elemental spirits left in his lineage. Every element has a weakness and now Mickey trains to control them all to find the meaning of his key and hopefully end his father's evil existence.

Mickey is a master of many styles, eventually using all of the elemental style lines.
He has long dark hair and a heavy, deeply tanned build. His eyes shift from yellow blue green and red when he uses the styles.
He can really start from any place as that's kind of his thing. He uses strong kicks in combat trained by his constant travel.


Well, I was going to post my interest and then go be useful in the world, but instead I went on Hero Lab, and then dithered around googling for images.

Past:
Tenebral Sam's mother was captured by raiders on her way to join her husband in Absalom. She was sold to the most unscrupulous of slavers, and ultimately found her way into the Court of Ether, as housekeeper to one of the Svartalfar nobles. She was with child on her arrival, and the fey's fascination with the impending birth terrified her, such that she bargained with a dark outsider to rescue her child.

The demon transported her to the shadow plane, and left her in the care of a small clan of exiled humans in the Shadow Absalom. Though she had saved her child's life, he was born within arm's reach of his father who, on the material plane, still mourned the loss of his wife. When Sam was born, the demon returned, claiming that the bargain had been to save the child from a life of servitude. Sam's mother was returned to live out her days as a slave of the svartalfar, and Sam himself grew up in the shadow of the greatest city on Golarion.

From his adopted parents he learned stealth and secrecy, and he absorbed the essence of his birthplane. He also learned of his history. At the age of twelve, he found a portal to the material plane. He found his father, with a new wife and other children. Though his father welcomed him, his step siblings found him strange and alien, and he knew he could not remain there. Neither could he return to his adopted family in the shadow city, so he did what was necessary to survive.

His natural gifts made him a successful thief, but it also brought him to the attention of the local thieves guilds. For several years he has managed to remain an "independent contractor" in Absalom's underworld, but he knows he is walking a tightrope without a net. He will have to align himself with one group or another soon, or find a new occupation, preferably somewhere far from Absalom.

On his last heist, he found a little something extra among the spoils that he hadn't noticed rifling through the house. A silver key...

Present:
Tenebral Sam
Fetchling Ninja 1
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +1, Ref +6, Will +1
Defensive Abilities shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +0 (1d6/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 11, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes
Traits indomitable faith, resilient
Skills Acrobatics +7, Bluff +7, Diplomacy +7, Disable Device +7, Escape Artist +7, Perception +4, Perform (dance) +7, Sense Motive +4, Stealth +9, Use Magic Device +7; Racial Modifiers +2 Stealth
Languages Aklo, Common
SQ poison use
Other Gear Studded leather armor, Shortbow, Wakizashi, Backpack (empty), Grappling arrow, Silk rope, Thieves' tools, 16 GP, 10 SP
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Future:
I've always liked the feel of the shadow dancer, and a fetchling ninja seems like the right way to go to get there.


I would like to submit Dred Delgath for your consideration.


Pics to come, BTW.

He he.... Mick Pics....


I would like to submit Allie "Cat" Calico for consideration.

Thanks!


This song fits pretty well.
It's in Japanese, but the lyrics are below and make some sense. It also sounds like him, the way he fights. He swings his legs a lot and is really mobile. It kinda looks like break dancing with how he swings his feet.


Does anyone know what putting a 6 in the pathfinder point buy gives you? Mine only goes to 7.


Ooooooon second thought.
It appears that there is a big controversy over taking the elemental style feats and such with Master of Many Styles, so it would appear that I'm having to take Monk of the Four Winds, which is a bit less original, but I'm still taking the style feats at later levels.
:/

Shadow Lodge

you can't go that low in point buy, sadly, so no 3 int barbarian types sadly enough, lowest you'll get is 5 (with racial mods)
what are you dumping so low?


Charisma and I only wanted to go to 6 or 5. That gives me an 8 or 7 with racial mods.
My idea of him is more of the strong silent type (go go cliche rangers) and doesn't need to be liked so much.
It's mostly that I can't go as low as I'd like to portray him as. I don't really need the extra points.

Shadow Lodge

makes enough sense, I've always disliked dumping charisma, no matter how much I am called a munchkin by you I've never had a character with an intentionally dumped charisma, which is the archetypal munchkin dump stat


I'm really not doing this to munchkin him, he gets Cha bonus racially and I just don't see him as a people person.
It really wouldn't be all that low if I /could/ buy it that way.

Shadow Lodge

I know, I just find it amusing
Hmm paladin, oracle or sorcerer
We have pleanty of martial characters for selection and there is a rouge,
What we lack is a blaster and a healer


Why not cleric?


You know even with a low charisma it states that he is just unsociable and possible weird and has weird quirks about him.


Dotting and is interested.

Shadow Lodge

I prefer oracles over clerics


with the right mystery, you could be a blaster and a healer


Got the flu

Too sick to post

Shadow Lodge

right, I'm thinking either bones or flame, depending in part if the party wants a necromancer (and if the DM will allow one) and getting the bonus cure spell known per level (boom automatic healer :P )
hope you feel better soon


posting for consideration.

doh! just realized I was ninja'ed by Tenebral. will have to reroll Torah.

Liberty's Edge

Working on Kiernan, a kitsune lost in the world...

It won't let me use the alias. Hmmm.


Hmmm. Now it will. :p


blondebandit posting Kisari Montali Bard 1(Dervish Dancer)[WIP] for consideration.


Sorry Torah. Wasn't trying to steal your spot or nothing. If you have your heart set on a ninja, I can get where I'm going another way.


Just a note, i am reading submissions.

Fever down to 100 feeling a little better.

Taking some sleep aid pills to help me sleep better.

Plus theraflu liquid flu medicine i suspect i will be out cold within an hour or so


Hope you feel better soon Ed.

BTW, I will fully flesh out the profile if I get chosen, I know what I plan to do with him.

Also, found a better ♪song♪
The elemental symbolism thing is very him.

He is also named Mickey in honor of my Jujitsu teacher, not the mouse.


I'm almost done with the crunchy bits...will be adding them soon.

Edit: mostly up, spending and minor stuff from here.

Get well soon! Flu sucks. :p


I would be interested in trying this. I've done a decent amount of Pathfinder, but this would be my first PBP. So far I've only used my account for buying things, so I'm not really sure how this generally works for character proposal/if I really shouldn't propose another sorceror character with elemental influences given that two other people have done that. But I thought the tattooed sorceror archetype sounded cool, and that's the type of character he ended up being.

Tatsuo Arashi: Human tattooed sorceror with the crossblooded draconic/elemental bloodline. In terms of gameplay, he's an offensive spellcaster focusing on electricity damage. He might take some levels in Dragon Disciple later on, but I haven't decided just yet.

I guess I'll fill out the profile more as I decide on more details? I can also provide a HeroLab file, but it may not be complete since I don't have all of the sourcebooks. Tatsuo also may not have a theme song, but he will definitely at least have some poems written for the the first part of his genpuku.

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