Trouble in Atlantis

Game Master Ebonnard Raloon

The unknown warriors have been chosen for their worth, and to prove their loyalty to the crown, where will this take you?


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Okay, Mechanically both of them are done. He and his Goliath (his shark) are geared toward damage, though both can take a hit as well. I've got an idea for a personality and a more detailed backstory for Garret as well and will start writing them up now. So, for you're approval, here are their character sheets for now.

Garret and his faithful companion Goliath


Marko wrote:

Okay, Mechanically both of them are done. He and his Goliath (his shark) are geared toward damage, though both can take a hit as well. I've got an idea for a personality and a more detailed backstory for Garret as well and will start writing them up now. So, for you're approval, here are their character sheets for now.

Garret and his faithful companion Goliath

Awww yeah. More submissions :). I will defiantly take a look at this guy :).

MORE PEOPLE SUBMIT -_- so command-eth LORD DRAVIS -_-


Also, rolling for height. (Because I like rolling for something... XD)

2d10 ⇒ (7, 9) = 16

Edit: Oh, wow, he's a big one.

And DM, think we can get a sneak peak at the campaign idea? Like a

In a world where...

or a

Deep beneath the sea, a great and might race of people live. But something threatens their way of life. Something etc etc

As long as you can pull off the summer block buster trailer voice.


Statted out a bit; gear isn't done (how much starting $? etc.) and background isn't done either.

Maaryni Culiagna
Female Undine Bard (Watersinger) 1, Sorcerer 2
CG Medium Outsider (Aquatic, Native)
Init +1; Senses: Darkvision 120' Underwater only; Perception +6

Basics:

--Defense--
AC 12, touch 11, flat-footed 11
CMD 11
hp 19/19 (1d8 (Full)+2d6+3 CON)
Fort +1, Ref +3, Will +5

--Offense--
BAB +1; CMB +0;
Melee Dan Bong -6 (1d3 / 19-20x2 / B / Blocking, Monk) OR Dagger +0 (1d4 / 19-20x2 / P)
Ranged --

Speed 30 ft.; Swim 30 ft.
Init +1
Languages: Common, Aquan, Auran

Statistics:

Str 8 (10-2), Dex 12 (10+2), Con 13, Int 12, Wis 10 (8+2), Cha 18

Languages: Common, Aquan, Auran

--Carrying Capacity--
Light: 26
Medium: 53
Heavy: 80
Lift Over Head: 80
Lift Off Ground: 160
Drag & Push: 400

Traits & Racial Features:

--Traits--
Maestro of the Society (Bard, Pathfinder Society): Benefit: Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.
Magical Lineage(Fireball): Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

--Racial Features--
Undine
Native Outsider: Undines are outsiders with the native subtype.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Deepsight: The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all. This racial trait replaces darkvision.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Energy Resistance: Undines have cold resistance 5.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.


Feats & Class Abilities:

--Feats--
Lvl 1
Lingering Performance: Prerequisite: Bardic performance class feature. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Lvl 2
Eschew Materials: Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Lvl 3
Rime Spell (Metamagic): Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell's actual level.

--Class Abilities--
Bard; Watersinger
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Watersinger Spells: A watersinger adds certain water-themed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level. 0—create water; 1st—hydraulic push , slipstream 2nd—aqueous orb , hydraulic torrent , water walk; 3rd—fluid form , ride the waves ; 4th—control water, communal water walk ; 5th—vortex 6th—seamantle.

Sorcerer; Elemental (Water) Bloodline
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Skills (*trained):

+1 Acrobatics
+1 Appraise
+4 Bluff
-1 Climb
+1 Craft
+8 Diplomacy*
-- Disable Device
+8 Disguise*
+1 Escape Artist
+1 Fly
-- Handle Animal
+0 Heal
+4 Intimidate*
+6 Knowledge (Planes)*
+2 Knowledge (All others)
-- Linguistics*
+6 Perception*
+10 Perform(Sing)*
+8 Perform(Dance)*
-- Profession
+1 Ride
+0 Sense Motive
-- Sleight of Hand
+5 Spellcraft*
+1 Stealth*
+0 Survival
+11 Swim*
+10 Use Magic Device*

Gear (0/100 lbs.):

--Combat Gear--
Dan Bong
Dagger
Haramaki

--Other Gear--

--Money, Gems & Jewelery--
Unspent:

Spells Known:

--Bard: CL 1, CHA 18--
-Lvl 0: DC 14-
Create Water
Lullaby
Read Magic
Sift
Unwitting Ally

-Lvl 1: DC 15, 2/day-
Hydraulic Push
Share Language
Slipstream
Solid Note

--Sorcerer: CL 2, CHA 20--
-Lvl 0: DC 15-
Acid Splash
Detect Magic
Detect Poison
Disrupt Undead
Message

-Lvl 1: DC 16, 5/day-
Color Spray
Ear-Piercing Scream

Appearance, Personality & Background:

--Appearance--
137 yrs old; 5' 4"; 140 lb; blue-green skin, green hair, green eyes.

--Personality--
<Under construction>

--Background--
<Under construction>


Marko wrote:

Also, rolling for height. (Because I like rolling for something... XD)

2d10

Edit: Oh, wow, he's a big one.

And DM, think we can get a sneak peak at the campaign idea? Like a

In a world where...

or a

Deep beneath the sea, a great and might race of people live. But something threatens their way of life. Something etc etc

As long as you can pull off the summer block buster trailer voice.

Lol i thought about it. But i decided i would give the epilogue when we start. If that's cool with everyone :). I want the campaign to be a bit more spontaneous as opposed to everyone building their characters around the campaign. I want it to be like you just calmly walking your shark and... BAM! a kraken lol. But not really. I want mystery in this campaign. And prepare for puzzles. I have like two weeks to prepare and i have absolutely no life. You guys with think your in SAW lol. I have been known to give my (irl) campaign members cabin fever lol. They ended up trapped in an underground ruined city for 7 hours (real time) because they didn't pay enough attention when they walked into the huge city and got TOTALLY lost. the only reason they got out was because i threw in a genie (and went EXTREMELY easy on them). So two members ended up buried up to their necks at the base of the entrance to the ruined city. lol They really should have been more specific with their wish :). But that game was with friends and was crazy. But i will make you think lots, so get ready for brainteasers :)


Odea wrote:

Statted out a bit; gear isn't done (how much starting $? etc.) and background isn't done either.

Maaryni Culiagna
Female Undine Bard (Watersinger) 1, Sorcerer 2
CG Medium Outsider (Aquatic, Native)
Init +1; Senses: Darkvision 120' Underwater only; Perception +6
** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Love it. and the usual for level five, 10,500 gp. :)


But my thinker box not work well.

XD Sounds good man. Now I just need to think of a way to make Garret a little less serious. Outside combat, Goliath is going to turn out to be really lazy, so that might be funny. But Garret himself was straight faced as I originally imagined... need to change that.


Marko wrote:

But my thinker box not work well.

XD Sounds good man. Now I just need to think of a way to make Garret a little less serious. Outside combat, Goliath is going to turn out to be really lazy, so that might be funny. But Garret himself was straight faced as I originally imagined... need to change that.

Whatever you think works man :)

Also just thought i would throw in that sharks that stay still suffocate. And this will probably come into play in the campaign lol.


I actually have a friend who took Itchy classes (there's a longer version but it basically boils down to fish study), so I know why Sharks like Goliathh can't do that. More then likely Goliath will lazily swim around the party in circles. In the city he'll swim just above the paths used.

Hmm... got any suggestions for why Garret might not be such a straight faced guy? I was thinking maybe making him a drinker, but I have no idea how that would work under water. XD


Well im sure they still drink lol. Especially in atlantis they will have all sorts of things. The game will run the same just with water. So there will be bars :P

Liberty's Edge

k I was leaning toward a merfolk cleric but seeing as how someone else is going to go for that I think I will try something else.

And since I haven't played a Fighter in a while I will submit a fighter. Give me an hour or so and I will have one built with a backstory.


Question: Do we get traits?

I will be submitting Marianna, Mermaid Cleric of Gozreh. I'll be cooking most of tomorrow for Thanksgiving and spending time with family, so I may not get the character created until Friday.


Pyris Magmus wrote:

k I was leaning toward a merfolk cleric but seeing as how someone else is going to go for that I think I will try something else.

And since I haven't played a Fighter in a while I will submit a fighter. Give me an hour or so and I will have one built with a backstory.

You can never have enough merfolk :)


Joy wrote:

Question: Do we get traits?

I will be submitting Marianna, Mermaid Cleric of Gozreh. I'll be cooking most of tomorrow for Thanksgiving and spending time with family, so I may not get the character created until Friday.

Yes'm. Sorry you get two :) as usual :P


Oh wow, lot of Merfolk so far. XD


Dat merfolk lol

Liberty's Edge

K here is my Character.

Azure the Male Merfolk Fighter.

Azure Character Sheet:

--------------------------------------------------------------------------- -
Basic Information

Character Name : Azure
Height :
Weight :
Character Race :Merfolk
Eyes : Black
Alignment :NG
Hair : Blue
Deity :N/A
Size : Medium
Total Level : 5
Speed : 50ft Swim 5ft walk
--------------------------------------------------------------------------- -
Character Class Information

Class and Level :Fighter 5
Class and Level :
Class and Level :

Favored Class(es) : Fighter
Favored Class Bonus : +1 hit point or +1 skill point
--------------------------------------------------------------------------- -
Ability Scores

Strength : 15 (+2) 7 point buy + 0 racial + 0 level + 0 misc
Dexterity : 15 (+2) 3 point buy + 2 racial + 0 level + 0 misc
Constitution : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc
Intelligence : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Charisma : 12 (+1) 00 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 000 lbs.
Lift Overhead : 000 lbs. (equal to Maximum Load)
Lift : 000 lbs. (equal to Maximum Load x2)
Drag or Push : 000 lbs. (equal to Maximum Load x5)
--------------------------------------------------------------------------- -
Combat Statistics

Hit Points : 55
Base Attack (BAB) : +5
Initiative : +6 2 Dex + 4 misc

Base Melee : +7 5 BAB + 2 Str + 0 misc
Base Ranged : +7 5 BAB + 2 Dex + 0 misc

Combat Maneuver : +7 5 BAB + 2 Str + 0 misc <- CMB
Maneuver Defense : +19 10 + 5 BAB + 2 Str + 2 Dex + 0 misc <- CMD

Armor Class : 24 10 base + 9 armor + 0 shield + 2 Dex + 2 misc + 1 Misc
Touch AC : 12 10 base + 2 Dex + 0 misc
Flat-Footed AC : 22 10 base + 9 armor + 0 shield + 2 misc
--------------------------------------------------------------------------- -
Saving Throws

Fortitude : +8 4 base + 4 Con + 0 misc
Reflex : +3 1 base + 2 Dex + 0 misc
Will : +1 1 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties : +1 bonus on will saves against fear. (From Bravery)
--------------------------------------------------------------------------- -
Racial Abilities and Features
Aquatic
Amphibious
Low Light Vision
+2 Natural Armor
Legless

--------------------------------------------------------------------------- -
Class Abilities and Features
Bravery 1
Armor Training 1
Weapon Training (Spears) 1

--------------------------------------------------------------------------- -
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff : +00 0 ranks + 0 Cha + 0 class + 0 misc
[x] Climb : +00 0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[x] Craft: : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Diplomacy : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Disable Device ^ : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Fly : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[x] Handle Animal ^ : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Heal : +00 0 ranks + 0 Wis + 0 class + 0 misc
[x] Intimidate : +06 2 ranks + 1 Cha + 3 class + 0 misc
[ ] Know: Arcana ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[x] Know: Dungeon ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[x] Know: Engineer ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^ : +02 2 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : +02 2 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : +00 0 ranks + 0 Cha + 0 class + 0 misc
[x] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc
[x] Ride : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^ : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[x] Survival : +05 2 ranks + 0 Wis + 3 class + 0 misc
[x] Swim : +00 2 ranks + 0 Str + 3 class + 0 misc - 5 armor
[ ] Use Magic Device ^ : +00 0 ranks + 0 Cha + 0 class + 0 misc

Languages : Common, Aquan, Draconic, Sylvan
--------------------------------------------------------------------------- -
Traits and Feats

Trait #1 :
Trait #2 :

Level 1 Feat :Improved Initiative
Power Attack
Cleave
Great Cleave
--------------------------------------------------------------------------- -
Money and Equipment

Armor : Masterwork Blue Dragon Scale Full-Plate
Belt : Aquatic Cummerbund +4 competence bonus on swim check (even if distracted or endangered.
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists : Bracers of Armor +1

Weapon : +1 Keen Trident 1d8 19-20x2 10ft reach Piercing Special Ability: Brace
To Hit +9 Dmg: 1d8+2
Weapon :

Armor: Masterwork Blue Dragon Scale Full-Plate AC:+9 MAx Dex: 1 (2 with Armor Training) ACP: -6 (-5 with Armor Training) Speed: 20ft

Other Equipment :
Masterwork Backpack
100ft Silk Rope
Mithril Manacles

Money : 135 GP

--------------------------------------------------------------------------- -
Magic

Level 0 0 spells per day 0 bonus DC 10 (10 + level + 0 ability)
Known/Prepared:

Level 1 0 spells per day 0 bonus DC 11 (10 + level + 0 ability)
Known/Prepared:

Level 2 0 spells per day 0 bonus DC 12 (10 + level + 0 ability)
Known/Prepared:
--------------------------------------------------------------------------- -
Spellbook

Level 0 :
Level 1 :
Level 2 :
--------------------------------------------------------------------------- -
Background (from RTJ)

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

I have a backstory for him but it is really late here and I am tired. That; and sleeping on the details of the backstory wont hurt either.


Pyris Magmus wrote:

K here is my Character.

Azure the Male Merfolk Fighter.

** spoiler omitted **...

Ok man np. You have plenty of time to work on story :)

Shadow Lodge

Desktop is running through a virus scan so I cannot alter my character sheet for now but I added some campaign backstory to Nathaniel's profile; nothing too flashy.


Would I be able to play a fey? For some reason I've always liked Nixies, and would like to play one (Bestiary 3, page 201). Nixie Sorcerer with the Wildblooded Archetype for Seaborn bloodline. Nixies do have some powerful things that I'm happy to waive or at least lower, such as racial hitdice, DR, SR, though I'd like to keep the spell-like abilities and Wild Empathy.

If this is okay with you then let me know and I'll work her up; though there is the issue of stats. If you wanted to boil the nixie's stats down to the standard sort of stat array, I'd say it would be -2 Str, +2 Dex, +2 Cha.

Of course if you want to avoid the whole thing I'll understand :)


Peanuts wrote:

Would I be able to play a fey? For some reason I've always liked Nixies, and would like to play one (Bestiary 3, page 201). Nixie Sorcerer with the Wildblooded Archetype for Seaborn bloodline. Nixies do have some powerful things that I'm happy to waive or at least lower, such as racial hitdice, DR, SR, though I'd like to keep the spell-like abilities and Wild Empathy.

If this is okay with you then let me know and I'll work her up; though there is the issue of stats. If you wanted to boil the nixie's stats down to the standard sort of stat array, I'd say it would be -2 Str, +2 Dex, +2 Cha.

Of course if you want to avoid the whole thing I'll understand :)

Ummm... Im not sure of they woudl fit :P. I mean their main source of movement is fly and you are completely underwater :P


Pyris Magmus wrote:

K here is my Character.

Azure the Male Merfolk Fighter.

** spoiler omitted **...

Darn, another spear wielder to compete with. Looks like I have a rival to get into this game! (-completely understands that the damage limit on slashing and bludgeoning weapons will make things like spears very popular-)

Question to all you Merfolks! You guys want to 'team up' a little with our backgrounds, having them come from the same settlement and having them all picked as emissaries?

Would that be okay DM, if they wanted to?

Edit: Also, do Sharks count as Bipeds or Quadrupeds for carrying capacity limits?


Marko wrote:
Pyris Magmus wrote:

K here is my Character.

Azure the Male Merfolk Fighter.

** spoiler omitted **...

Darn, another spear wielder to compete with. Looks like I have a rival to get into this game! (-completely understands that the damage limit on slashing and bludgeoning weapons will make things like spears very popular-)

Question to all you Merfolks! You guys want to 'team up' a little with our backgrounds, having them come from the same settlement and having them all picked as emissaries?

Would that be okay DM, if they wanted to?

Edit: Also, do Sharks count as Bipeds or Quadrupeds for carrying capacity limits?

Yeah you guys can be from the same settlement. I was going to say that anyways :P. and i would say quadruped.


:P Sounds good! Thanks for the quick responses! I think I know how I'm going to play Gerrat now too!


Marko wrote:
:P Sounds good! Thanks for the quick responses! I think I know how I'm going to play Gerrat now too!

Well whoever ends up in the campaign will realize i have no life and will probably post ore than the players :P. And if you say you wanna do something well it's done and rolled for, not two hours later after a bunch of commentary and conversation between other players it happens :P


I have a profile for Azure now, and since I had little to no campaign background to pull from I simply made one up using Golarion.

I didn't know we were all from the same place so I made my character a member of the Pathfinder Society.

If the background must be altered I think I would scrap it in favor of something completly diffrent, since I rather like it as is. Just let me know what is needed.

Also I altered my characters skills some to fit more with his back story than they had before.

I also added my two traits.


Azure wrote:

I have a profile for Azure now, and since I had little to no campaign background to pull from I simply made one up using Golarion.

I didn't know we were all from the same place so I made my character a member of the Pathfinder Society.

If the background must be altered I think I would scrap it in favor of something completly diffrent, since I rather like it as is. Just let me know what is needed.

Also I altered my characters skills some to fit more with his back story than they had before.

I also added my two traits.

Nah you guys aren't from the same place :P. i was just saying i may have put the merfolk in the same place. But you can be from wherever :)

Lantern Lodge

Pathfinder Adventure Path, Rulebook Subscriber

GM Darvis - I'm guessing you might not have the material, but you'd find some great material for this in the Cerulean Seas Campaign Setting. 3rd party, but one of the most well-regarded ones for the PFRPG. Kobold Press also has a fantastic supplement in Sunken Empires.


michaelane wrote:
GM Darvis - I'm guessing you might not have the material, but you'd find some great material for this in the Cerulean Seas Campaign Setting. 3rd party, but one of the most well-regarded ones for the PFRPG. Kobold Press also has a fantastic supplement in Sunken Empires.

Lol im sure i can find a way to get the information for it. :P


Marko wrote:
Darn, another spear wielder to compete with. Looks like I have a rival to get into this game! (-completely understands that the damage limit on slashing and bludgeoning weapons will make things like spears very popular-)

Sorry but when making a merfolk no other weapon really seemed to feel right.

Marko wrote:
Question to all you Merfolks! You guys want to 'team up' a little with our backgrounds, having them come from the same settlement and having them all picked as emissaries?

I am fine with our character's knowing each other or being friends or something, but I see the greater part of Merfolk society shunning him like half-elves would be shunned because he was raised by Gillmen and doesn't hold much of merfolk society in high regard.


I have decided to choose 6 people for a party :P just thought i would tell you guys.


Nathaniel. wrote:

Arkwright here- Character sheet finished. I can't breathe underwater for 2 hours a day but I can take care of that if you like what I have.

Char sheet

Hey i was just looking at your character sheet and didn't see you eidolon stats anywhere :P. (also wouldn't hurt to know his evolutions).


Azure, I can see them certainly becoming friends, but my guy will probably be very new to the Atlantian waters. XD

And GM, here's a basic right up of the Paladin Order. Tell me what you think!

Order of the Spear:
The settlement Garret is from is new. Barely a dozen years have passed since it was built. And it's only been about twice that time that the Merfolk tribes in that part of the ocean allied themselves for defense and prosperity. There are still some arguments within the sprawling, yet simple, settlement. Tribes who have scuffled with each other in the past will argue, sometimes even fight. The Merfolk had always been a wild race, respecting strength and cunning. But while such a mindset worked well for roaming tribes, it made creating a settlement difficult.

Laws had been written by the chieftains of each tribe to try and mitigate such things, but their warriors could hardly be considered impartial in upholding them. So it was that, with the building of this Merfolk settlement, the chieftains came together and conceived the idea for an Order of law keepers, one that was loyal not to any one tribe but to the ideals of upholding peace, the law, protecting the innocent and punishing the wicked.

The chieftains argued for days about who amongst them would lead this order when, finally, they decided to raise one of their greatest heroes to rank of 'Chief' too give him authority over these law-bringers. This hero, a man famed for his willingness to help any who asked, took one warrior from each of the tribes so that all would feel that this order carried every tribes best intentions at heart. He took not only the bravest or the strongest, but the wisest, making sure each person could sacrifice their ties to their tribe and serve all of the Merfolk within the settlement equally.

The Order of the Spear and anyone within the settlement could choose to give up their loyalty to their tribe and devote themselves to serving all the tribes. The chieftains had their shamans and druids bless the Order and create an oath. Any who earned the right to make the Oath would be granted great power, but if they failed to uphold this oath that power would be taken from them until they proved themselves worthy again.

Many of the younger folk flocked to the Order's call. The idea of serving under the hero of the settlement and learning to become a great warrior like him was a dream for many of them. The Order took in young men and women both, refusing no one who claimed to wish to prove themselves. Many, in the end, could not make it through the rigorous training and learn the discipline that was asked of them. Only a fraction of those who applied became a Paladin of the Spear, the rest returning to their homes not with disgrace but with respect for those who did make it.

The Order prides itself on many things. It's strength of it's members, it's impartiality when dealing with disputes, and it's fervent belief in upholding the laws. Though it is a huge step forward in terms of civilizations for the Merfolk, they are still new to such things. Their laws are harsher then those of the Atlantians and the punishments equally so. Perhaps, in time, such things will soften.. But for now it is this strength that holds the people together, this impartiality that shows that no one of any tribe is above the law that lets the Alliance continue and lets the blending of the tribes continues. This often leads to harsher law makers. While they will do anything, even given their own lives, to protect an innocent, the Paladins of the Spear are just as likely to hunt down a murderer and execute, when they have evidence of course, as they are to protect.


Marko wrote:

Azure, I can see them certainly becoming friends, but my guy will probably be very new to the Atlantian waters. XD

And GM, here's a basic right up of the Paladin Order. Tell me what you think!

** spoiler omitted **...

Cool :P. Yeah very paladin-ish


XD Your tendency to use :p gives you a very good poker face. Remind me to do that next time I play a card game with some friends.


Marko wrote:
XD Your tendency to use :p gives you a very good poker face. Remind me to do that next time I play a card game with some friends.

your welcome :P (lul)


Here are Garrets Background, Description and personality. I imagine a lesser version of a fish out of water story on top of everything else for Garret. He'll be coming from a settlement that, for his region of the ocean, is spectacularly large. But compared to Atlantis, it's basically a small village.

Personality:
Garret is a very friendly sort of person. He's learned through his years in law enforcement with his own settlement that it's better to diffuse a situation with words then it is with violence. Because of this, he has a very open way about him. With most people, he'll be calm and respectful.

Amongst his friends and allies, Garret doesn't change much, but what little that does change is noticeable. His open nature is a little bit more blunt, his confident mannerisms a little bit more braggart, and he often fancies making a joke or two at the expense of a friend or ally, though it is always in a tone that makes it obvious he is joking.

Despite believing that a situation is best solved with peaceful words, Garret is still a Merfolk, one of the wilder humanoid races in the ocean. He enjoys a good brawl just as much as the next Merfolk. Because of this, he might seem a little too enthusiastic when it comes to fighting. He has demonstrated his willingness to yield the moment an opponent has surrendered though, both thinking it dishonorable to continue fighting and thinking it no fun to fight someone whose already given up.

Because Merfolk tend to favor more rowdy activities, it's no surprise that someone like Garret is a fair hand at drinking. While he can certainly go without it, Garret is of the opinion that celebrations and other joyous moments can always be improved with a fine ale of some kind.

Description:
Garret is a large person, nearly as tall as the largest of his race. Much of him is layered with thick, hard muscle as well, giving him an imposing appearance.

The joyous, even kind expression on his face offsets this almost perfectly. His features are rugged and wild, yet in a noble looking way. His manner of speaking tends to be friendly, going so far as to refer to anyone he meets as Neighbor and treating them with respect. He also holds himself in a very confident manner, though considering his size and so on that's not really surprising.

Garret has long brown hair that hangs loosely as he swims, but is more often then not tied back when danger is expected. His eyes, a sea-foam green, reflect a similar kindness to his demeanor.

More often the not Garret can be seen wearing a breastplate of fine craftsmanship, with two spears crossed on the front that represent his order. Usually on a sling in his back, if not in his hand, is a wicked looking spear.

Background:
Garret was born to one of the southern Merfolk tribes, 13 years before the day the Alliance of the tribes founded the settlement that all of the tribes now reside in. He was raised in the ways of his tribes, which were excellent warriors and even managed to tame a school of local sharks and breed them. Because of this, he was given the chance to raise a shark of his own, one that was given to him when he turned five. The shark was, interestingly, the runt of the litter. But in direct defiance of this Garret named the creature Goliath.

Garret and Goliath became fast friends, often wrestling or racing each other. Goliath proved to be a very energetic whelp, eager to please his companion Garret. Even when Garret began his training in how to ride and hunt with Goliath, the shark proved an able companion.

Garret was, for as long as he could remember, a very proud person. As a matured man now, Garret recalls the times when he would challenge his father or older brothers to wrestling matches. Like Goliath, he was small for his kind and often found himself on the losing end of them. But always he would be confident in winning the next time he tried.

It didn't help that he was raised on stories of heroes who transcended tribes and were simply remembered by all as great warriors. Garret would eventually join the Order of the Spear in the hopes of achieving similar glory and fame, hoping to prove his worth to his family and tribe. Thankfully Goliath was allowed to join him as well, since Garret couldn't consider a life without one of his closest friends and companions. Granted, the order took every chance it could to instill responsibility into it's trainees. Garret was often given extra training so that he and his friend Goliath could fight together as a team.

The training was rigorous and the discipline that Garret was forced to learn matured the young man rapidly. Thoughts of glory were replaced with thoughts of honor, dreams of slaying enemies were replaced with dreams of serving his people. And he and Goliath both continued to grow, physically as well as mentally. Slowly, as the number of trainees thinned, the childish Garret became an able, honorable, and even somewhat kind warrior with a sense of duty. Though he was still as confident as ever, and still enjoyed a good fight as any Merfolk might, Garret's pride was now tempered with the knowledge that he was responsible for the safety of others.

He was part of the first set of people to be elevated to the rank of Paladin, below only the originals and the Chief Paladin. He was proud of his station, but not overly so. He knew now, thanks to the training and teaching he had received, just how important his task was. But he wasn't alone in accomplishing it. There were the other Paladins, of course. But always, by his side, was Goliath.

At this point in time, neither Garret or Goliath were runts. Both of them were exceptionally large for their kind and extraordinarily strong. Something about the Paladin Oath also seems to have blessed Goliath. He is far more intelligent then the average Shark, going so far as to appear to understand Aquan.

And Garret has been now been giving the task of acting as an emissary to the Atlantians. The chieftains all believe that trade and alliances with other races in the water will go a long way to providing peace and security. They asked the Order of the Spear to send one of theirs out, wanting there to be no doubt that the emissary will be both reliable to their settlement and impartial to any specific tribes needs. The Chief Paladin chose Garret to be that representative for his level headed nature, his natural charisma, and his ability to defend himself. Goliath is to join him, both as a mount to carry him across the distance and as an extra source of protection.


Marko wrote:

Here are Garrets Background, Description and personality. I imagine a lesser version of a fish out of water story on top of everything else for Garret. He'll be coming from a settlement that, for his region of the ocean, is spectacularly large. But compared to Atlantis, it's basically a small village.

** spoiler omitted **

** spoiler omitted **...

Wow ok cool :P


Also, I've dubbed your campaign Sea World on the character sheets until I find out the real name. Hope that's okay. XD

Shadow Lodge

Yeah my Eidolon stats are on the second page.


Marko wrote:
Also, I've dubbed your campaign Sea World on the character sheets until I find out the real name. Hope that's okay. XD

Lol well at first its going to be a short adventure to see how you guys like it then i will get you guys in an a truly epic campaign :P


Nathaniel. wrote:
Yeah my Eidolon stats are on the second page.

I see it now :)


GM Darvis wrote:
Peanuts wrote:

Would I be able to play a fey? For some reason I've always liked Nixies, and would like to play one (Bestiary 3, page 201). Nixie Sorcerer with the Wildblooded Archetype for Seaborn bloodline. Nixies do have some powerful things that I'm happy to waive or at least lower, such as racial hitdice, DR, SR, though I'd like to keep the spell-like abilities and Wild Empathy.

If this is okay with you then let me know and I'll work her up; though there is the issue of stats. If you wanted to boil the nixie's stats down to the standard sort of stat array, I'd say it would be -2 Str, +2 Dex, +2 Cha.

Of course if you want to avoid the whole thing I'll understand :)

Ummm... Im not sure of they woudl fit :P. I mean their main source of movement is fly and you are completely underwater :P

Nixie, not Pixie. Two very different fey :)


Peanuts wrote:
GM Darvis wrote:
Peanuts wrote:

Would I be able to play a fey? For some reason I've always liked Nixies, and would like to play one (Bestiary 3, page 201). Nixie Sorcerer with the Wildblooded Archetype for Seaborn bloodline. Nixies do have some powerful things that I'm happy to waive or at least lower, such as racial hitdice, DR, SR, though I'd like to keep the spell-like abilities and Wild Empathy.

If this is okay with you then let me know and I'll work her up; though there is the issue of stats. If you wanted to boil the nixie's stats down to the standard sort of stat array, I'd say it would be -2 Str, +2 Dex, +2 Cha.

Of course if you want to avoid the whole thing I'll understand :)

Ummm... Im not sure of they woudl fit :P. I mean their main source of movement is fly and you are completely underwater :P
Nixie, not Pixie. Two very different fey :)

Oh yeah go for it


Excellent! So how should I do stats and do I get the SR and DR?


Peanuts wrote:
Excellent! So how should I do stats and do I get the SR and DR?

Well first off before we get into that, how do you plan on breathing underwater? 0_o

Shadow Lodge

By my reading they have the Aquatic subtype and thus can breathe and swim in water.


Yeah yeah yeah. Sorry missed that. I thought he was using their ability. Ummm... No DR or hit die from them but keep the spells, sound cool?

Shadow Lodge

Are you permitting the SR? I always find that a very overpowered ability.


Sorry im not all here today, SR?

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