Ruins of Azlant

Game Master Kevin O'Rourke 440

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Character Generation
20points for abilities.
2 Traits (One campaign one from the players guide).
Any paizo class.
Races (the weirder the more convincing will be needed.
Background Skills
Make sure to consider underwater combat... Drazh would have a hard time with his hammers for example as it's a bludgeoning weapon, there are feats to get around this but piercing weapons work well. Underwater archetypes are more viable in this campaign.
Feats that make you choose a specific weapons (for example weapon focus) you choose a fighter weapon group so instead of longswords it'd be heavy blades.


Cultist Henchman 1

Woo! My PC will come from the drowned Lirgeni capital of Hyrantam.
After his house boat is destroyed for the upteenth time, he decides to seek out something better. Some ideas I'm juggling:

shark shaman druid
sea witch
summoner (chained/unchained?) with aquatic eidolon
Abendego diver ranger

Edit: What's our starting wealth?


As stated in the other thread, I'll be doing an investigator with the Cartographer archetype. I'm unsure about race, but I'm leaning towards elf, half-elf, or gnome.

How big is exploration in this AP? I'm assuming it's not as formalized as, say, Kingmaker where you play with a hex map, but are rules such as "getting lost" likely to be in play?

Looking forward to this!


Another question, regarding this house rule:

GM Kevin O'Rourke wrote:
Feats that make you choose a specific weapons (for example weapon focus) you choose a fighter weapon group so instead of longswords it'd be heavy blades.

If I took this half-elf race trait...

Quote:
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

...would I be able to apply that to a fighter weapon group? If I go half-elf, I'll probably still take it even if the houserule doesn't apply, but I'd like to know.


Thats covering multiple weapons so I'll say no as it would end up being three weapon groups off the top of my head!

On that note another one I always forget. If you take Martial Weapon Proficiency you will get proficiency with all martial weapons... I don't like that it only gives you one weapon for a whole feat seems poor compensation.


GM Kevin O'Rourke wrote:
Thats covering multiple weapons so I'll say no as it would end up being three weapon groups off the top of my head!

I don't follow your line of thinking, but I wasn't very clear. Under your houserule, if I took that trait, instead of taking either Exotic or Martial Weapon Proficiency (which would grant me one weapon), I would select one fighter weapon group, and then I'd be able to use any exotic, martial, or simple weapons from that group.

If the answer is no, that's fine, but I don't want to leave the option lying on the table if you're okay with it.


Hi all, Kevins friend and new player here.

I'm currently thinking of making an arcanist with the brown fur transmuter archtype, probably an aquatic elf.

Plan is to provide some transmutation utility and magic item crafting.


Hi Tetrasa!

I think we've also got an undine water kineticist (player is out for a bit with U.S. national guard training), a gillman cavalier, my investigator, and whatever Something Wicked decides to play.


Cultist Henchman 1

Welcome Tetrasa!

1. Cavalier
2. Hydrokineticist
3. Investigator
4. Arcanist
5. __________

It looks like we could use some divine magic and melee support. The shark shaman druid looks like the perfect fit for this. I'll take a shark animal companion and wade into battle (hehe) with some sort of weapon.


@Androste, sorry that'd be fine. I misread it. I was thinking it was ALL elven weapons. Yeah if you took and and used elven curved blades for example you'd get heavy blades.

@Something Wicked, you wont always be underwater especially early on so an amphibious animal companion will get more use but a shark would be a better choice than a lion. You've got an archetype in mind but for the early bit it wont be all in the water.


Cultist Henchman 1

Thanks for the feedback. I've been looking at various archetypes and options and still think I'd like to try the shark shaman, based on the following:

1. The transformation aquatic adaptations seem especially useful for this campaign. The archetype's abilities would free me from having to rely on spells and wildshape.

2. Other thematic archetypes (the aquatic and river druid) have a straight penalty to wildshape, while shark shaman enhances wildshape for specfic, sharky forms.

3. The buff to summons (for sharks and mantas) seems really great. Granted, these won't be useful outside the water, but then SNA works normally without penalty.

I'm going for a hybrid build here as a wild-shaping melee support with vital strike, but also beefing up my summoning ability. I've played druids before, but they've always been full caster focused, so the wildshape/melee track is definitely new to me. Feedback would be appreciated! As a hybrid build, this will be slow to come online. But I'll have 3/4 BAB, spellcasting, and wildshape to help along the way.

Draft Build:

Human, Str > Con = Wis = Dex > Int = Cha

Level 1: Feat (Toughness); Racial Bonus Feat (Spell Focus (Conjuration)); Nature Bond (Shark); Nature Sense; Orisons; Wild Empathy
Level 2: Woodland Stride; Totem Transformation
Level 3: Feat (Power Attack); Trackless Step
Level 4: Ability Score (); Resist Nature’s Lure; Wild Shape (1/day)
Level 5: Feat (Natural Spell); Totemic Summons
Level 6: Wild Shape (2/day)
Level 7: Feat (Augment Summoning)
Level 8: Ability Score (); Wild Shape (3/day)
Level 9: Feat (Vital Strike); Archetype Bonus Feat (Improved Initiative)
Level 10: Wild Shape (4/day)
Level 11: Feat (Superior Summoning);
Level 12: Ability Score (); Wild Shape (5/day)
Level 13: Feat (Powerful Shape); A Thousand Faces; Archetype Bonus Feat (Lightning Reflexes)
Level 14: Wild shape (6/day)
Level 15: Feat (Improved Vital Strike); Timeless Body
Level 16: Ability Score (); Wild Shape (7/day)
Level 17: Feat (Critical Focus); Archetype Bonus Feat (Bleeding Critical)


Cultist Henchman 1

Oh also, this might be a stretch, but as Andostre said I don't want to leave the option lying on the table if it's allowed.

Would kraken caller stack with shark shaman? They both modify wild shape, but limit it in different (and arguably compatible) ways. Kraken caller also swaps out a lot of ho-hum options of the base druid that shark shaman retains in favor of a bunch of aquatic-themed features.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 12/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Decimus here!

And hello Tetrasa! Hopefully you'll enjoy PBP.

Here's Uzziah, a gillman cavalier beast rider of the Order of the Waves. And currently accompanied by a grumpy camel named Abiel. He's very keen to explore Azlanti ruins, particularly those underwater.

In combat, I expect a lot of lance charges, follower by trident and cestus cracked out. He will be building on diplomacy and knowledges like history and geography, along with the animal-related skills.

Uzziah is from an earlier Ruins of Azlant campaign which stalled. I've modified his character sheet appropriately. And Jeremiah, his sorcerer brother is a possible candidate for a replacement PC, with an in-built story hook.

Appearance and Personality:

Long black hair, purple eyes, pale skin. Atzlanti blood flows quite strong in his family. 6' 3" in height, 195lb in weight, age 27.

In personality, Uzziah is bold and daring. Never one to shy from a challenge, whether it be taming a beast or facing a dire foe. He's very aware that he is different from humans by dint of his heritage, for better or worse.

Background:

Uzziah and his brother Jeremiah are from Outsea in the River Kingdoms and as aquatic inhabitants, served some time in patrolling and safeguarding the nearby waters.

Uzziah joined the Order of the Waves, given his martial bent and natural bond with animals. Jeremiah tapped into his Azlanti heritage and developed his sorcererous powers.

Both were interested in the first expedition, but could not make it. For the second, Jeremiah had committed himself to exploring closer ruins, but Uzziah was able to join. The last contact the brothers had, Jeremiah said he would follow on the third expedition, whenever that would be.

Before leaving, Uzziah ran across a trader swearing at a stubborn. Who was then wowed when Uzziah calmed him down. The cavalier bought the camel, whom he entitled Abiel. Together, they will explore the lands around the colony!

Mechanics:

Uzziah
Gillman, Cavalier, Order of the Waves 1 (Beastrider)
Neutral Good Medium Humanoid (Gillmen)
Init +0; Senses Perception +7, Sense Motive +1

Favoured Class: Cavalier

Favoured Class Bonus: Add +1 HP

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Defense
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AC 14, touch 10, flat-footed 14 (Chain Coat +4)
hp 13 (10+2+1 at first level, 6+2+1 after)
Fort +4, Ref +0, Will +1

+2 trait bonus on Will saves to avoid charm and compulsion effects

+2 racial bonus to saving throws against non-aboleth enchantment spells and effects

–2 penalty on such saving throws against aboleth sources

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Offense
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Speed 30 ft., Swim 30 ft.
Melee

Lance +4 1d8+3 x3 — 10 lbs. P reach
Trident +4 1d8+3 x2 10 ft. 4 lbs. P brace

Cestus +4 1d4+3; 19-20/x2; B or P | Power Attack +3 1d4+5; 19-20/x2; B or P

Ranged
Sling +0 1d4+3; x2; B

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Statistics
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Gillmen: +2 Con, +2 Cha, -2 Wis

Str 16, Dex 10, Con 14, Int 11, Wis 12, Cha 16

Base Atk +1; CMB +4; CMD 15

Feats
L1: Power Attack, Tactician: Shake It Off

Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shake It Off (Teamwork)

You support your allies and help them recover from crippling effects.

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Traits
Azlanti Scholar, Beast Bond, Free Agent.

Azlanti Scholar - Campaign - Knowledge History
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Beast Bond - Social
You share a close bond with animals.

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Free Agent - Regional
Requirement(s): River Kingdom
You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.

Drawback: Stigmatized
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization.

Effect You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Languages
Common, Aboleth, Aquan, Azlanti.

Skills
Class Skills

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

A cavalier belonging to the order of the waves adds Knowledge (geography) and Perception to his class skills. He can attempt Knowledge (geography) checks untrained, but if he has ranks in the skill, he adds half his cavalier level (minimum 1) to all Knowledge (geography) checks that involve finding an underwater location.

Gillmen always treat Swim as a class skill.

Azlanti Scholar allows treating Knowledge History as a class skill.

Skill Ranks per Level: 4 (4 + 0 Int)

+2 background skills

Armour Check Modifier:

Acrobatics +0 |+0 Dex
Appraise +0 |+0 Int
+Bluff +3 |+3 Cha
+Climb +3 |+3 Str
+Craft +0 |+0 Int
+Diplomacy +3 |+3 Cha
Disable Device* -- |+0 Dex
Disguise +3 |+3 Cha
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
+Handle Animal* +8 |+3 Cha +1 rank +3 class skill +1 bonus
Heal +1 |+1 Wis
+Intimidate +3 |+3 Cha
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
+Knowledge Geography* -- |+0 Int
+Knowledge History* -- |+0 Int +1 trait
Knowledge Local* -- |+0 Int +1 trait
Knowledge Nobility* -- |+0 Int
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
Knowledge Religion* -- |+0 Int
Linguistics* +1 |+0 Int +1 rank
+Perception +5 |+1 Wis +1 rank +3 class
Perform +3 |+3 Cha
+Profession (soldier) +5 |+1 Wis +1 rank +3 class skill
+Ride +5 |+1 Dex +0 rank +3 class skill +1 bonus
+Sense Motive +1 |+1 Wis
Sleight of Hand* -- |+0 Dex
Spellcraft* -- |+0 Int
Stealth +0 |+0 Dex
Survival +1 |+1 Wis
+Swim +7 |+3 Str +1 rank +3 class skill
Use Magic Device* -- |+3 Cha +1 trait

Special Qualities
Base Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, 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.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Enchantment Resistance: Gillmen gain a +2 racial bonus to saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Weakness Racial Traits

Water Dependent A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Other Racial Traits

Amphibious: Gillmen can breathe both water and air.

Gear
Lance 10g
Cestus 5g
Trident 15g

Chain Shirt 100g

2 x Hurlbats 16g
Sling 0g
Bullets (20) 2s

Grooming Kit 2g

Kit, Cavalier’s 23g

Weight 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.

Starting money: 175.0g
Spent: 171.2g

Remaining: 3.8g

Camel

This somewhat irritated-looking, one-humped camel has been outfitted with a bridle and saddle.

Camel
CR 1

XP 400
N Large animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE

AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0

OFFENSE

Speed 50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)

STATISTICS

Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Perception +5

SPECIAL ABILITIES
Spit (Ex)

Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a DC 13 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.

ECOLOGY

Environment warm deserts
Organization solitary
Treasure none

Camels are large, desert-dwelling herd animals noted for their stamina and ill tempers. A typical camel stands about 6 feet at the shoulder and 7 feet at the hump.

=======================

Animal Companion Stats and Abilities

Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link

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Special Abilities
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Edicts
The cavalier must perpetually seek out and explore new places and secrets under the sea, stopping only to fight to protect his newfound treasures and his people from undersea threats (typically evil undersea races like sahuagin, but alternatively goodly or neutral enemy races for cavaliers from evil races).

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons.

A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Whenever a cavalier of the order of the waves issues a challenge, he receives a +1 morale bonus on his saving throws as long as he is underwater. This bonus increases by 1 for every 4 class levels the cavalier has.

Exotic Mount (Ex)
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:

Size Large
Ability Scores Str +2, Dex –2, Con +2;
Increase the damage of each of the mount’s natural attacks by one die size.

A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

This ability replaces the standard cavalier’s mount and expert trainer abilities.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

A strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

Waverider (Ex)
At 2nd level, the cavalier gains a swim speed equal to his unmodified base land speed. If he already has a swim speed, his swim speed increases by 10 feet, and if he and his mount both have a swim speed, the mount’s swim speed also increases by 10 feet. He gains a +1 morale bonus on damage rolls when underwater.

Current’s Rush (Ex)
At 8th level, the cavalier gains a +2 bonus on attack rolls when charging in the same direction as a current that’s currently pushing him, as well as a +1 bonus on damage rolls for every 10 feet of the current’s speed (maximum +6 points of damage).

Explore the Seas (Ex)
At 15th level, the cavalier gains Pressure Adept as a bonus feat and adds two oceanic zones to his native range instead of one. When exploring a new location underwater, he gains a +2 morale bonus on initiative checks and Perception checks, and can always act in the surprise round.


@Something Wicked, at a glance they seem compatible!


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

This is Andostre, and here's the investigator I'm working on. I still need to finish traits and equipment, but I can share how I view him.

I'm trying for two roles: a skills monkey and secondary strength-build reach combatant.

For skills, Craft (alchemy) and Knowledge (geography) are tied to class abilities, so I'll have a fair amount of focus on that. And Perception and Disable Device. After that, I'll spend the first few levels spreading his skill points around to take advantage of some of his class skills bonuses, and then shoring up any gaps in party knowledge.

For combat, he's proficient in polearms and the longspear, but he can only wear light armor, so I envision him as a second line fighter, swinging his lucerne hammer over the heads of the front line.

Considering the other characters, I may be the only one who can't breathe underwater. But one of his first level extracts gets him a 30 ft. swim speed, so we'll see where we go from there.


HP 22/22 | AC 15 T 12 FF 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 2/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

This is Wicked's druid. Crunch is done but no backstory yet. I also can't breathe water (yet) but can prepare air bubble. I'm sure the adventure will give us the tools we need to survive when it's time to get wet.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Heiek is done.


Aquatic elf Arcanist(BF Trans) 1 HP (14/14) Saves (1/0/2) CMD (8) AC (15/10/15) Init (0) / Arcane Reservoir (1/5) [4 dex dam]

Valto is 99% done after some fighting with the forum.

Any chance I can hire a footman to carry my bags?


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Iraska and Valto look fun!


I'm not going to get stuck into the main adventure as we still have a player stuck off doing training. I am going to set the scene on the boat enroute to let people roleplay... or have a snooze below decks, no pressure!


I've set the scene on the boat... land has been spotted on the horizon but you are still a little out.

@Valto given that it's the second wave of colonists everyone expects to rough it a little. Not even a noble with you has brought servants... though he has brought the cast to pay people to do things he doesn't want. Also the idea of a mage being overburdened by his backpack does fit a few tropes!


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Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Argh. I proofread my opening post twice and there's still typos in it.


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All are typos, typos are all...


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HP 22/22 | AC 15 T 12 FF 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 2/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

That's like, all of my posts :P.

I got some background done. I'll try to get a gameplay post in this weekend!


Checking in!


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Character done.

She won’t ever be high in damage as she will focus on energy blasts (1d6+2 isn’t good by any standard) but she should be accurate as it is vs touch.

Come lvl2 she will become a healer (something we will desperately need). And as she will be backline she will take as much burn as she can to keep us on our feet.

Question: Is VMC allowed?


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15
Valera Waverunner wrote:
Question: Is VMC allowed?

I'm curious about this, also. I'm considering ranger, magus, or wizard VMC.


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

I was considering VMC Wizard. Familiars can be fun!

I was thinking Sage and Elemental Archetypes (water). This would be an Ioun Wyrd Familiar. It’d be a floating orb that she could look into to get information from.


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I'm open to VMC if a person wants it... you're an addict Grumbaki! Your characters always end up a patchwork of murderous horror...

And do not tell me the kineticist wont do a boat load of single target damage later. I have seen the horror... I have been the horror!


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Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

I spent 7 days as RTO, doing 14.5 hours a day. Which means having two radios and reporting to the officers what is happening. No conversations. No human interaction. Just sitting in the same spot. Then 5 hours on a guntruck staring into the woods for an enemy who never came (laser tag between brigades). And from there near full time on guard duty. So...lots of time to just think.

During that time I was thinking of character builds. Here is my favorite.

Oni Enforcer Vigilante VMC Magus (10)
* Steel Dictate (Improved Unarmed Strike And +5 Damage)
* Fist of the Avenger (+5 damage)
* Lethal Grace (Dex to Hit and +5 damage)
* Precision (from VMC Magus, +10 precision damage)
* Power Attack (+6 damage)
* Weapon Specialization (+2 damage)
* Brawling Enchantment (+2 damage)
* Amulet of Mighty Blows (+3 damage)
* Trait (+1 damage)
* Str14 (+2 damage)

Total: 1d3+41 damage, and with VMC can add +3 enchantment bonus as a Swift action, thus overcoming almost any DR.

Then at lvl11 switch to a class that can get monastic legacy, so by lvl20 he will have damage die progression.

It’s a non traditional way to get insane damage from an unarmed Strike :)


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Man, I need to have you do my taxes.

Iraska, you here?


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Anyway, I think I'm going to pass on the VMC. Any of the ideas that I had aren't worth the missing feats.


HP 22/22 | AC 15 T 12 FF 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 2/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

When there's time, can I get a shark token for Finn? He's currently sized small (though as we all know, it's all about the motion in the ocean).


What is a shark token, can you provide a link? If it's a wondrous item I think Valto is considering getting craft wondrous items.


HP 22/22 | AC 15 T 12 FF 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 2/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

Just a picture to represent my animal companion in the combat map :)


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Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

I put a shark on the map. I know he's a small size (for now?), but I have him taking up a whole square because the image is hard to see (because I imagine it looks weird to do just a head shot for a fish). Feel free to use, but there's no hard feelings if you don't.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15
Heiek Windrider wrote:
Anyway, I think I'm going to pass on the VMC. Any of the ideas that I had aren't worth the missing feats.

Kevin, I keep waffling back and forth on this. Can I have some time to decide? It shouldn't come into play until level 3 if I decide to go with it.


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You are fine, paladin is the only one that has an immediate effect. You don't have to nail it down til we hit level three when you'd start sacrificing feats and getting benefits.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Anybody want to help me with Heiek's background? His story is that his parents are two adventurers in an adventuring group, but he was raised and learned various skills from every member of the group. He considers each of them his parents, so his last name "Windrider" is the name of that group rather than his mother's or father's last name. The thing is, I hate making up fantasy names, so that's where you come in! If anyone feels like naming an NPC that we'll never meet, feel free! There's six of us in this game including the GM, so that's five of you and five NPCs. Some of them you can even define more than the name. In fact, provide as much detail as you want.

Heiek's father - Elven wizard, who taught Heiek to harness his small arcane talents
Heiek's mother - Human rogue, who taught Heiek most of his dungeoneering skills
Other - Some sort of fighter-type that taught Heiek weapons, primarily polearms
Other - Druid or Shifter (or some other nature-themed NPC), who taught Heiek alchemy, a few outdoorsy skills, and influenced his alignment and religion (neutral and The Green Faith)
Other - There's room for one more. I was originally going to have this be a witch because I was trying to work the witch VMC, but the hexes picked up don't scale past 1st level for the entire game except for one hex at 8th level. It's just a really bad decision compared to the other VMC options. It would have been great flavor, though.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 12/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Cool notion, Heiek. I'll give the druid a go.

Lukas Veldt, druid and former academic. Once a respectable academic focused on botany and extracting substances from the same, Lukas grew weary of dusty rooms and endless pedantic debates. He went on longer and longer field trips into wilder and wilder forests, and grew more fond of the wild than of civilisation. But he had a smattering of alchemical knowledge from his prior profession that he was happy to share, including with an adventuring group he fell in with who proved worthy allies against foul aberrations. And eventually with one of their progeny...


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Awesome, thank you!


HP 22/22 | AC 15 T 12 FF 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 2/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

@Helek that's fair. I'm prepared to get steamrolled by some monkey goblins!


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 12/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

@All: My free time is going to be quite limited over Friday, Saturday, and Sunday. I might be able to post later on over the three days, but I can't guarantee that I'll be able to.


You guys got yourself a monkey goblin...

You might have also noticed these guys are a lot braver than regular goblins... taking on a group larger than themselves without an ambush!


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Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Here's our loot doc:

Ruins of Azlant Loot

If you claim an item, let people know here and just remove it from the spreadsheet yourself. I don't see a need to claim it and leave it on the sheet. Speak up if you disagree.


Aquatic elf Arcanist(BF Trans) 1 HP (14/14) Saves (1/0/2) CMD (8) AC (15/10/15) Init (0) / Arcane Reservoir (1/5) [4 dex dam]

No idea how often I'll be able to post for the next few days, have to learn how to handle a small child but I'll try to post whenever I can.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Are congratulations in order?

The best advice I can give is that everything about a new child is easier the more sleep you get.


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Aquatic elf Arcanist(BF Trans) 1 HP (14/14) Saves (1/0/2) CMD (8) AC (15/10/15) Init (0) / Arcane Reservoir (1/5) [4 dex dam]

Thank you, first little baby. Still less then 24 hours old.
Sleep is sure to be a thing of the past soon, I'm hoping the good old 36 hour civ marathons from college have trained me well enough to survive.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 3/3 | HP 15/15

Congratulations!

Yeah, get what sleep you can.


...there's a reason he asked me to help him get into PBPs. Round the table gaming might be taking a dent!

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