STRANGE AEONS (Inactive)

Game Master Daniel Penfold 351

You wake up not knowing who or what you are, the campaign revolves around solving this mystery

Strange Aeons treasure list

Strange Aeons specific treasures

clues

images

maps


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Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Will 1d20 + 11 ⇒ (13) + 11 = 24 +1 v. Charms and compulsions


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

will: 1d20 + 7 ⇒ (14) + 7 = 21 soooo close


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Will save: 1d20 + 8 ⇒ (7) + 8 = 15

COLORS!


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Will: 1d20 + 15 ⇒ (11) + 15 = 26


Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7

Will: 1d20 + 10 ⇒ (3) + 10 = 13


Male High Azlanti DM

Senn initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Trevor initiative: 1d20 + 12 ⇒ (4) + 12 = 16

Penith initiative: 1d20 + 8 ⇒ (18) + 8 = 26

Atajay initiative: 1d20 + 12 ⇒ (13) + 12 = 25

Domeric initiative: 1d20 + 5 ⇒ (11) + 5 = 16

The Keeper (Exscinder archon initiative): 1d20 + 5 ⇒ (7) + 5 = 12


Male High Azlanti DM

Initiative order:

Block 1: Penith, Atajay, Domeric and Trevor

Block 2: The Keeper

Block 3: Senn

So block 1 your actions


Male High Azlanti DM

Penith, Atajay, Domeric and Trevor, over to you.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay waits to see if there is a diplomatic way out of this, or if a hail of arrows is the only answer.


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Trevor is dazed so he babbles


Male High Azlanti DM

Penith and Domeric, what are you doing?


Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7

Domeric begins his song and casts Haste on the party.

+2 to hit and damage, Haste


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

sorry, sir, checked at work yesterday, then forgot... and today has been one thing after another, penith is waiting...

Penith shakes in the worry of What Was That. She gets out a good rock, one with lots of jagged bits, with a decent helf, to make sure it never makes that sound again.

But Atajay is hesitating and his hands aren't in the least bit shaking, so she pauses as well.


Male High Azlanti DM

The archon flies forward and attacks Trevor

flaming longsword: 1d20 + 26 ⇒ (15) + 26 = 41

damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21

Block 3 your actions


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Senn sends Bitey running in.

Bite: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d6 + 15 ⇒ (5) + 15 = 20

Bite: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 15 ⇒ (4) + 15 = 19

Talon: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 15 ⇒ (5) + 15 = 20

Talon: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d4 + 15 ⇒ (1) + 15 = 16

Claw: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d4 + 15 ⇒ (4) + 15 = 19

Claw: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d4 + 15 ⇒ (1) + 15 = 16


Male High Azlanti DM

Despite a series of blows, Bitey only manages to hit the creature twice for hardly any damage.

Block 1, back to you


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

The archer makes his arrows Bane and fires away.

Attack with rapid shot and PBS, IC, Haste, and Bane 1d20 + 13 + 2 + 1 + 2 ⇒ (8) + 13 + 2 + 1 + 2 = 26
Damage 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 plus
2d6 ⇒ (4, 6) = 10Bane

Attack with rapid shot and PBS, IC, Haste, and Bane 1d20 + 13 + 2 + 1 + 2 ⇒ (9) + 13 + 2 + 1 + 2 = 27
Damage 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 plus
2d6 ⇒ (2, 2) = 4 bane

Iterative Attack with rapid shot, and PBS, IC, Haste and Bane 1d20 + 8 + 2 + 1 + 2 ⇒ (1) + 8 + 2 + 1 + 2 = 14
Damage 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6 plus
2d6 ⇒ (4, 2) = 6 bane

Haste attack with bonuses 1d20 + 18 ⇒ (4) + 18 = 22
Damage 1d8 + 5 ⇒ (3) + 5 = 8 plus
2d6 ⇒ (5, 1) = 6 bane


Male High Azlanti DM

All of Atajay's arrows miss the target


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

The flaming longsword answers the question as to whether to attack or not, so Penith follows suit mentally shooting her perfect rock at the bad thing.

telekinetic blast, inspiration, bulls eye, pbs, shaken: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (6) + 12 + 2 + 1 + 4 - 2 = 23
damage: 5d6 + 11 + 2 + 1 ⇒ (5, 4, 2, 6, 3) + 11 + 2 + 1 = 34


Male High Azlanti DM

The creature manages to easily avoid Penith's rock

Domeric and Trevor, your actions.


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Trevor snaps out of his daze and unleashes massive damage on the creature.

Earthbreaker,PA,Furious,Haste,Inspire: 1d20 + 21 + 1 + 2 ⇒ (16) + 21 + 1 + 2 = 402d6 + 24 ⇒ (2, 5) + 24 = 31
Earthbreaker,PA,Furious,Haste,Inspire: 1d20 + 21 + 1 + 2 ⇒ (20) + 21 + 1 + 2 = 442d6 + 24 ⇒ (3, 3) + 24 = 30 Haste attack

Earthbreaker,PA,Furious,Haste,Inspire: 1d20 + 15 + 1 + 2 ⇒ (5) + 15 + 1 + 2 = 232d6 + 24 ⇒ (1, 3) + 24 = 28

Crit check
Earthbreaker,PA,Furious,Haste,Inspire: 1d20 + 21 + 1 + 2 ⇒ (9) + 21 + 1 + 2 = 334d6 + 24 ⇒ (3, 5, 3, 5) + 24 = 40


Male High Azlanti DM

Trevor deals the creature a series of blows, but not all of the damage gets through.


Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7

Domeric moves up and attacks.

Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 1d4 + 11 ⇒ (3) + 11 = 14

Everyone continues to get +2 to hit and damage, plus haste


Male High Azlanti DM

[i]Domeric manages to hit the creature, but none of the damage gets through.

In retaliation the creature attacks Trevor.

flaming longsword: 1d20 + 26 ⇒ (1) + 26 = 27

damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22

flaming longsword: 1d20 + 21 ⇒ (5) + 21 = 26

damage: 2d6 + 13 ⇒ (4, 3) + 13 = 20

flaming longsword: 1d20 + 16d6d2d6 + 13 ⇒ (12) + (6, 3, 4, 4, 3, 2, 4, 4, 6, 1, 3, 4, 1, 1, 4, 4, 1, 2, 2, 4, 1, 3, 1, 1, 6, 5, 1, 6, 4, 6, 5, 2, 1, 2, 1, 2, 1, 4, 2, 5, 4, 3, 1, 2, 6, 3, 5, 1, 2, 5, 3, 3, 6, 2, 5, 5, 3, 5, 5, 1, 6, 1, 2, 2, 5, 4, 5, 2, 1, 2, 4, 6, 5, 5, 5, 3, 5, 3, 2, 5, 4, 4, 6, 5, 5, 5, 4, 1, 3, 1, 6) + 13 = 334

On to block 3


Male High Azlanti DM

Will do that final attack again

damage: 1d20 + 16 ⇒ (1) + 16 = 17

damage: 2d6 + 13 ⇒ (3, 1) + 13 = 17


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

Oh my goodness, for a moment I had a nice panic attack over that one. Three Hundred and Thirty-Four DAMAGE! :)


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Senn will cast align weapon evil on Trevor's weapon.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Bitey will try to get a meager amount of damage through

Bite: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 15 ⇒ (6) + 15 = 21

Bite: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d6 + 15 ⇒ (2) + 15 = 17

Talon: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d6 + 15 ⇒ (6) + 15 = 21

Talon: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d4 + 15 ⇒ (1) + 15 = 16

Claw: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d4 + 15 ⇒ (3) + 15 = 18

Claw: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d4 + 15 ⇒ (4) + 15 = 19


Male High Azlanti DM

Bitey goes into a series of attacks, however very little of the damage gets through.

Back to block 1


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Trevor uses his Pugnacious trait to increase the size of his weapon by one step.3d6

Hammer,PA,Furious,Haste,Inspire: 1d20 + 24 ⇒ (9) + 24 = 333d6 + 24 ⇒ (6, 6, 5) + 24 = 41
Hammer,PA,Furious,Haste,Inspire: 1d20 + 24 ⇒ (20) + 24 = 443d6 + 24 ⇒ (6, 3, 4) + 24 = 37
Hammer,PA,Furious,Haste,Inspire: 1d20 + 18 ⇒ (8) + 18 = 263d6 + 24 ⇒ (1, 4, 5) + 24 = 34

Crit check: 1d20 + 24 ⇒ (8) + 24 = 326d6 + 24 ⇒ (4, 1, 1, 3, 2, 4) + 24 = 39


Male High Azlanti DM

With three mighty blows Trevor does some serious damage to the creature.

Penith, Atajay and Domeric, your actions


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

As her perfect rock misses completely, she frowns. A waste she thinks.

telekinetic blast, inspiration, bulls eye, pbs, shaken: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (19) + 12 + 2 + 1 + 4 - 2 = 36
damage: 5d6 + 11 + 2 + 1 ⇒ (3, 2, 3, 6, 1) + 11 + 2 + 1 = 29


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

The archer keeps his arrows Bane and fires away.

Attack with rapid shot and PBS, IC, Haste, and Bane 1d20 + 13 + 2 + 1 + 2 ⇒ (9) + 13 + 2 + 1 + 2 = 27
Damage 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 plus
2d6 ⇒ (1, 4) = 5 Bane

Attack with rapid shot and PBS, IC, Haste, and Bane 1d20 + 13 + 2 + 1 + 2 ⇒ (9) + 13 + 2 + 1 + 2 = 27
Damage 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12 plus
2d6 ⇒ (3, 6) = 9 bane

Iterative Attack with rapid shot, and PBS, IC, Haste and Bane 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17
Damage 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12 plus
2d6 ⇒ (3, 6) = 9 bane

Haste attack with bonuses 1d20 + 18 ⇒ (18) + 18 = 36
Damage 1d8 + 5 ⇒ (8) + 5 = 13 plus
2d6 ⇒ (1, 3) = 4 bane


Male High Azlanti DM

Penith's rock strikes the creature, not all of the damage gets through.

The last of Atajay's arrows finishes it off.

As the creature falls you see a vision in your minds of Lowls tearing the Necronomicon from its stand and pulling a scroll from his coat. He casts a spell from the scroll and vanishes in a flash of magical energy. As he disappears, the scene shifts briefly to allow a glimpse of a steep-walled, cylindrical building brimming with gnolls and topped with a lush garden.

You hear a tired voice say "Come. He may have the tome but it is not too late. Come now!"


Male High Azlanti DM

What would you like to do?


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Trevor looks around for stuff to loot


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Senn will do a thorough sweep of the room.

Perception: 10 + 27 = 37


Male High Azlanti DM

The only thing you find in the room is:

+3 flaming longsword


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"Let's take Lythiin’s body to Thyrr and see what he has to say. Lowl's is clearly gone but be might be able to help us find useful information."


Male High Azlanti DM

[i]You leave the Soul after reactivating the wards. As you do so it seems as if an aura of calm has descended on the Mysterium.

Elder Thrynn thanks you for your help and pays you a reward of 5000gp.

A few hours later Elder Lythinn has been resurrected and he visits you to offer his thanks. He is mortified that the Necronomicon has been stolen. He implores you that it can't fall into the wrong hands and needs to be returned to the Mysterium.

He knows very little of Lowls but he is aware that the count had a great hunger and knowledge, and seemed affected by some external forces. His hired guards talked about a gnoll slaver in Okeno called Biting Lash.[/i[


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Looks like another road trip. Hmm..I'm sure i can sell these books in another city.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"We are not familiar with these lands can you tell us about Okeno, how to get there, what dangers may lie between here and there? Also, how powerful is Biting Lash, does he have a big organization?"


Male High Azlanti DM

Sorry lots going on in RL at end of the week- back now

"Okeno is on the southern side of Stonespine Island, about 450 miles away. It would take between 1 and 2 weeks by ship, however as a reward for resolving our problems we will teleport you there directly.

The fleshfairs of Okeno-as the slave markets are known- are the largest in the Inner Sea region, and at any given time almost half the population of the pirate city is made up of slavers and their merchandise.

Far from being outcasts, gnoll slavers are welcome and are considered to be the most professional of their ilk. They even have their own slave market known as the Laughing Fleshfair-on account of the way the bidding is done with laughing cries and barks-where, at least in theory, gnolls are the only traders allowed.

Although openly welcome in the city, the gnoll slavers are despised by many other humanoids that work the trade. This is often a case of simple professional jealousy, but it's sometimes from a sense of loathing at how they treat their merchandise. The gnolls are paranoid about security, and operate in a web of deceit. Many take pseudonyms, and keep their slave pits veiled in mystery. Many of the gnoll slavers keep their merchandise in different locations, and keep their most prized possessions in fortified structures away from the fleshfairs.

One of the most successful and civilised gnoll traders is Hyena Princess Njano, a lady of great intelligence and influence. She is so powerful that she operates openly at the Laughing Fleshfair, and she knows every powerful gnoll in the city.

I am afraid I do not know anything about Biting Lash's organisation although I suspect from what the guards were saying that it is quite a powerful one.


Male High Azlanti DM

Stepping through the teleportation effect you find yourselves in a corner of a bustling city. It seems to be a mass of alleyways and streets overlooking a large bay. In the distance you can see signs to the fleshfairs but there are large ordinary markets full of numerous merchant stalls. It seems that almost everything can be bought here.


telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)

"there... are too many people" Penith frets, hands in her skirts, objects quivering around her as her fear settles in her bones. "I don't like it." she shakes her head back and forth, but she knows there is no choice in the matter and will follow her friends into the sea of bodies, hiding behind Senn whenever possible.

I'll get to finalizing her levels tonight. Decisions are hard. :)


Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7

”Ah, we’ll be fine,” Domeric said pleasantly as he looked around the place, ”Now, I believe we have someone we ought to be looking for, yes?”


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

This is one very strange place and I really don't like being in slaver city. I hope we can leave as soon as we can.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"Is it wierd I always liked Gnolls. They are as evil as everyone else but they are straight forward. Let walk around and keep an ear out for a bit."

Gm can we do a local or diplomacy check to gather info?


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Trevor tries to find someone who is interested in some books of ancient lore and doesn't ask questions.


Male High Azlanti DM

Trevor, you can find someone who will buy books of ancient lore.

Diplomacy check to gather information.

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Community / Forums / Online Campaigns / Play-by-Post / Strange aeons All Messageboards

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Is anyone interested in a Strange Aeons campaign.

General rules for character creation:

No feat taxes

No 3rd party content

25 point point buy


Additional:

Players start at 1st level.

While you can create a background DO NOT post any of it in the character section- you start the campaign not knowing anything about your past/background or even your full name. First names only in character creation.


Oh and 4 players only required.


Dotting


Would you allow me to play a Yaddithian?

They fit really well into the grand scheme of the AP and amnesia would explain why he wasn't strong at the start of the game.

Would play as an Int caster - either Wizard or Amnesiac Psychic.


@ Nikolaus - yeah that's fine


Posting interest. Thinking bard. How are we doing wealth/traits?


Thinking mutation warrior


One campaign trait (see strange aeons players guide) and one other, no flaws.

Starting gold as per https://www.d20pfsrd.com/basics-ability-scores/character-creation/

Everyone gets one weapon and one set of armour as a free- not magical or masterwork.

So we have out four players: Phillip, Usmo, Nikolaus and the Chess


Daniel Penfold 351 wrote:


Starting gold as per https://www.d20pfsrd.com/basics-ability-scores/character-creation/

So, we rolling, or just taking average?


Average is fine


I’ll have the character ready by Wednesday morning :)


I am on holiday from the 23rd to the 29th June so will probably not start until I am back but if people want to start creating characters ready that'll be fine.


If you’d like a 5th, I’d be happy to jump in, lol...

Grand Lodge

If there ends up being space I will throw my name in the hat, but I get that the game is getting full. Please keep me in mind if space opens up.


I'd also like to be considered if at all possible

Thanks!


Phillip here. Here is my Mutation Warrior

Crunch:
Full Name : Trevor Culexis
Race: Half-Orc

Classes/Levels: Fighter (Mutation Warrior) 1

Gender : M

Size : M

Age : 18

Special Abilities :

Alignment: NG

Deity : Gorum

Location : In Trouble

Languages :Common,Orc

Occupation : Foot Soldier

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height:6'4" Weight: Hair: Black Eyes: Black
Favored Class: Fighter (HP)
EXP: 0
Hit Points: 14
Spd: 30
Init: +6
AC: 17 (+5armor shield +2 Dex)/Touch 12/FF 15)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +5 (+7 vs. poison) Ref +2 Will +2

Weapons:
Earthbreaker +5 2d6+4 x3
Dagger +4 1d4+3 19-20/x2

Skills: 2/level
Perception (1+2) 3
Climb (1+3+3) 5

Background skills 2/level
Handle Animal (1) 1
Appraise (1) 1

Equipment
Earthbreaker (40)
Dagger (2)
Scale Mail (50) +5 AC +3 Dex -4 ACP
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.

Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
Traits:,Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Pugnacious: +1 to attack when threatoned by two or more enemies, 1/day increase weapon reach or increase size catagory for 1 round
Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon Darkvision Half-orcs can see in the dark up to 60 feet.

Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
appealing.


Usmo here with Arcane Duelist, still fiddling around with it a bit.


Yaddithian wizard reporting - hope none of you mind going on an adventure with a (slow) aberration in tow!


dotting for interest


One space open. We need someone that can heal. Please submit a character for approval if you are interested.

All we ask is that you post fairly regularly to keep the gameplay flowing (once every 1-2 days ideally). If you can't post for some reason that's Ok provided that you let us know if you can't post. If you fail to post over a 2 week period without letting us know we'll assume you don't want to continue and look to replace you.

Grand Lodge

I have not flushed out the equipment yet. But this is a healer that will do trap finding pretty well especially as he levels. The Familair will allow him to use shield other very effectly at level 3.

Sen
Human Cleric 2; Cernunnos
Neutral Medium
Init:3 Senses: none

DEFENSE
AC:17 Touch:11 Flat-Footed :16
HP:19
Fort:5 Ref:1 Will:7

OFFENSE
Speed:30
Melee: Cestus -2(1d4-2)
Ranged: Longbow +2(1d8-2)
Cleric spells prepared (CL 2; concentration +6)
1st (3/day)- Barbed Chains (DC 15), Bless (DC 15), Murderous Command (DC 15), apect of the eagle, calm animal
0th (at will)- Create Water (DC 14), Detect Magic (DC 14), Guidance (DC 14), Read Magic (DC 14),

STATISTICS
Str 7 Dex 12 Con 14 Int 12 Wis 18 Cha 16
Base Atk:1 CMB -1 CMD 10
Skills: Diplomacy +8; Disable Device +9; Perception +7; Sense Motive +9;

SPECIAL ABILITIES
Feats: Fey Foundling; Selective Channeling;
Specials: ; Aura; Channel Energy (Cleric) +1d6; Eyes of the Hawk; Forbidden Rites; Domains: Animal (Feather); Eagle domain Familair (Protector), Hawkeye.

Equipment: Thieves' tools, masterwork;


Hi, I would like to put Penith up for consideration. She will truly try not to be a bother, doing her best to stay focused, and the like.

Since you already have a cleric applying (and since this is the adventure path made for the occult classes), Penith is a kineticist with the kinetic healer wild talent. I have absolutely NO idea if that will work as a full time healer but she was fun to make. So thank you. Oh also didn't do a background or buy equipment and stuck to first name only since I don't know what you wish on that since you are further along than the adventure than the original posting.

personality and looks:

A small plain young woman with braided hair and an easy frown, often mumbling about headaches and the scratching of rats no one else can hear.

She loves things, nic naks, whirly bits, oh and shiny... well you get the picture. Often she ends up with things she doesn't have a clue where they came from but if the previous owner really cared about it as much as she now does, then well they would have paid more attention now wouldn't they!

Now if she gets angry, scared, or worse... flustered... bad things happen, like ceiling's falling, hornets nests exploding all over you, or maybe just a stumbling mess of a stammering scolding which makes you awkwardly dreading her next attempt at a syllable.
But it will BE BAD, believe me.

stats:

Penith
Female human telekineticist 2 (Pathfinder RPG Occult Adventures 10, 90)
CG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 23 (2d8+10)
Fort +7, Ref +6, Will +2
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Offense
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Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis, kinetic healer, telekinetic finesse
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Statistics
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Str 8, Dex 16, Con 18, Int 12, Wis 14, Cha 10
Base Atk +1.5; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits nimble fingers, keen mind, sensitive mind (appraise)
Skills Acrobatics +8, Appraise +7, Disable Device +7, Heal +7, Knowledge (engineering) +6, Perception +8, Sense Motive +3, Sleight of Hand +8, Stealth +8
Languages Common, Gnome
SQ burn (1 point/round, max 7), gather power, kinetic chirurgery
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Special Abilities
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Burn 1/round (2 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Healer (Sp) Heal others equal to your blast damage
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.


@Grandlounge and John Gs: They both look like very good characters so I would like to invite you both to join. Please feel free to post into the story. Please bear in mind that your characters currently have some degree of amnesia so you know your names and class but no idea of how you go to where the party are.


Thank you :) If you could, please give me the day to read over the posts, and then I'll post this evening.

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