Swamp Barracuda

Game Master Scotty's page

780 posts. Alias of Scott Williams 16.


RSS

1 to 50 of 780 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

I have cats..with sharp, sharp claws.


And now for something completly different, Fluff:
Anakasta stands a staggering...normal height height of five eight, has strikingly...bland blue eyes and horrifyingly bad white hair that falls to her ankles. Seriously, her hair is a mess, the tips drag on the ground if she forgets to braid them, small twigs constantly catch it and, by Desnas starry eyes THE SPLIT ENDS!!! A nose broken more times than she cares to remember, a mouth missing half her teeth, about two dozen knife scars on her face and a body covered with burn marks from being burned at the stake last year, Anakasta looks like a terrifying monster. The kind children run from and parents shield the eyes of babies from.

It was no small wonder she was driven form her home as a vile monster, but, she was alive and that was not a bad thing nor a small thing. A short time later, she had taken in with others like her,driven from their homes. With so very little, her small group turned to banditry and with her leadership, they became surprisingly good at it. Their brief period of good fortune only lasted a summer and fall, the cold winter brought a roundness to her belly and hunger.

The following spring Anakasta and only her son set out to the River Kingdoms for a new life, the prospect of wealth and a new babysitter. The rest of her gang, well, they could not accompany her...on account of death and all. :)

Anakasta is ruthless, brutal and savage when necessary. She presents a facade of the caring, loving mommy and truly is to her son. Her world is very much a me and mine are the only one that matter and has no qualms about ending anything that threatens that.

Her love and loyalty are hard won and once gained, you may wish you never had them.


Anakasta:

Human (Jadwiga) witch (winter witch) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65)
LE Medium humanoid (human)
Init +2; Senses Perception -1 (-2 when adjacent to open flames or on fire)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +1; -1 vs. fire effects, -1 when adjacent to open flames or on fire
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
. . hair +4 (1d3+6)
Ranged sling +2 (1d4-1)
Special Attacks hexes (evil eye[APG], healing[APG], prehensile hair[UM])
Witch Spell-Like Abilities (CL 1st; concentration +5)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 1st; concentration +5)
. . 1st—ill omen[APG], ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, guidance, ray of frost
. . Patron Winter
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 19, Wis 8, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Extra Hex[APG], Extra Hex[APG]
Traits brigand, bruising intellect, hard to kill
Skills Acrobatics -1 (-2 when adjacent to open flames or on fire, -5 to jump), Appraise +4 (+3 when adjacent to open flames or on fire), Bluff +0 (-1 when adjacent to open flames or on fire), Climb -4 (-5 when adjacent to open flames or on fire), Diplomacy +0 (-1 when adjacent to open flames or on fire), Disguise +0 (-1 when adjacent to open flames or on fire), Escape Artist -1 (-2 when adjacent to open flames or on fire), Fly -1 (-2 when adjacent to open flames or on fire), Heal -1 (-2 when adjacent to open flames or on fire), Intimidate +8 (+7 when adjacent to open flames or on fire), Knowledge (arcana) +8 (+7 when adjacent to open flames or on fire), Knowledge (history) +8 (+7 when adjacent to open flames or on fire), Knowledge (nature) +8 (+7 when adjacent to open flames or on fire), Knowledge (planes) +8 (+7 when adjacent to open flames or on fire), Perception -1 (-2 when adjacent to open flames or on fire), Ride -1 (-2 when adjacent to open flames or on fire), Sense Motive -1 (-2 when adjacent to open flames or on fire), Spellcraft +8 (+7 when adjacent to open flames or on fire), Stealth -1 (-2 when adjacent to open flames or on fire), Survival -1 (-2 when adjacent to open flames or on fire), Swim -4 (-5 when adjacent to open flames or on fire), Use Magic Device +4 (+3 when adjacent to open flames or on fire); Racial Modifiers brigand
Languages Aklo, Common, Giant, Infernal, Sylvan
SQ burned, cold flesh, witch's familiar (weasel named Arcane Familiar)
Other Gear dagger, sling, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 157 gp
--------------------
Special Abilities
--------------------
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Prehensile Hair (1/day) (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Little bit risky, but i like the character idea.

If I am fortuitous enough to be picked, I will create an online character.


Dame
My Dear young man, I shall be most pleased for some delightful coffee! I will, however, abstain from your offer of other ministrations. Thank you.

Revenge is all well and good, however, perhaps the better word should be Justice? Revenge is petty word, over used and burdened with emotion to often turning a good seed to bad apple. With a light fed by the righteous wrath of the city, one can have the same effect. With the bonuses of providing oneself with many allies, a possible legal backing and the lessened chance of another seeking...revenge on oneself.

Be wary of battling a Thrune, they are hard to kill and quite...tenacious.

Sips from her cup of coffee, staring intently at the small group.


With the whirlwind of posts and activities, I can see The Dame constantly standing with her mouth open in shock and awe at the audacity of the youth these days.

As well as face palms and variations of "I'm to old for this sh@t."


I GM 99% of the time, so when faced with the prospect of creating character I suffer from WHAT DO I PLAY SYNDROME!

I will have a character for consideration shortly.

We seem to have a lack of arcane...


Dotting for interest.


I apoligise for the sparseness of my posts,I left my previous company of 16 years and am still adapting to my new...everything, the 12- 16 hour days 5 days a week and 1/2 day on Saturday along with 330starts have been trying.

I will create an online character if chosen, but I believe Dame Jarvis would have the following to chime in with

I do not wish to see my Opera House blown to smithereens, the consuming of coffee and pastry of good quality is a pleasure not a a chore, and there shall be mint within this city.

I want my julips to taste proper!


Mmmmmm, mint tea....


Intro:
The redaction’s of the many years have allowed the House of Thrune to edit history as they see fit. History is swept under the rug, deeds thrown out with the rubbish, and people written out of existence.
Now, a reckoning has come from one thrown away, namely, myself.
I am known as Dame Resadona Jarvis. I married into the family many decades ago, before my name became synonymous with devil worship and wickedness.
My maiden name is Thrune, but , I find it laughable if you try and find mention of me after so many years of purges.
I doubt any even know of me.
Now, this lout with my blood in his veins sickens my city and my home.
I will no long stand for it, I will no long tell myself I am to old to be of use.
I cannot battle a country, but, for this city, my home of the many decades, I will rise and stand with what heroes I can find and take back our home.

Personal Info:

Dame Thrune stands just over six feet four in height with waist length silver grey hair, purple eyes and a plump figure. A steel gaze and stern look greet all before her, giving way to a kinder smile when in private with friends and family. Her Garb matches the occasion, but her sword stays strapped to her side unless common sense dictates otherwise.

The Dame is a serious person, dedicated to her cause and her allies, but not strictly bound to the notions of absolute law and order. She has no compulsions of voicing her unfiltered opinions and cutting holes in thin, poorly thought out ideas and plans, bu twill also make sure everyone is allowed to speak and voice their ideas.

Resadona's party role is firepower, party support, and knowledge skills.
Also, comedy as she is more than a little bit of a grumpy old lady!


Dame Resadona Jarvis.:

ake Dame Thrune
Female old archon-blooded aasimar (lawbringers) cleric of Iomedae 1/evoker (admixture[APG]) 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init -1; Senses Perception +3 (+1 to avoid being surprised)
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 23 (4 HD; 3d6+1d8+4)
Fort +4, Ref +0 (-2 to avoid traps or hazards), Will +8; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk longsword +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6), intense spells (+1 damage)
Spell-Like Abilities (CL 4th; concentration +6)
. . At will—halo
. . 1/day—continual flame
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 1st—bless, divine favor[D], weapons against evil
. . 0 (at will)—enhanced diplomacy, guidance, resistance
. . D Domain spell; Domains Good (Archon[APG] subdomain), War (Tactics[APG] subdomain)
Evoker Spells Prepared (CL 3rd; concentration +7)
. . 2nd—bull's strength, scorching ray, scorching ray
. . 1st—burning hands (2, DC 15), grease, hydraulic push[APG]
. . 0 (at will)—mage hand, mending, message, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 8, Con 13, Int 18, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 10
Feats Angelic Blood[ARG], Noble Scion of Magic[ISWG], Scribe Scroll
Traits child of kintargo, innocent, magical knack
Skills Appraise +8, Craft (armor) +7, Diplomacy +7, Heal +8, Intimidate +2 (+4 circumstance vs. evil creatures), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +12, Knowledge (planes) +9 (+11 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +9, Linguistics +9, Perception +3 (+1 to avoid being surprised), Sense Motive +8, Spellcraft +8 (+10 to identify evil outsiders or items or effects created by evil outsiders)
Languages Celestial, Common, Daemonic, Dwarven, Elven, Gnome, Halfling, Infernal, Tengu
SQ arcane bond (Arcane Familiar, cat), celestial crusader[ARG], halo[ARG], seize the initiative, sentimental, versatile evocation
Other Gear mwk longsword, wizard starting spellbook, 3,377 gp, 1 cp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Archon (Good))
Cleric Domain (Tactics)
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Noble Scion of Magic (1/day) You are a member of a proud noble family.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.!


2 people marked this as a favorite.

Dotting for interest.

I am a Charter Subscriber and have read and prepped for to run this game for my table top crew.

I can separate character and player knowledge, but, please let me know if this is a concern for you.

Thank you!
waves


Close as it gets!


You and Lensar are at the door, but I do not believe you have actually entered into the room do to scary things!
If you wish to make some reasonable movement, that's fine.


If everyone would place yourselves at the correct positions, we can have some fun! I won't begin combat until you are at the location you believe is appropriate for your previous actions.

Surprise round: The Black Thorn and Canacha Bais can take actions!
Talon Skyfall
Mirais
Canacha Bais
The Black Thorn
Lensar Major
The Abrasax

Grimples!

Arani and Canacha:
As you move around and investigate, you both hear tiny voices chuckling....


Spoiler:

The Abrasax Perception : 1d20 + 12 ⇒ (1) + 12 = 13

The Black Thorn Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Canacha Bais Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Lensar Major Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Mirais Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Talon Skyfall Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Stealth: 1d20 + 16 ⇒ (19) + 16 = 35
Stealth: 1d20 + 16 ⇒ (20) + 16 = 36
Stealth: 1d20 + 16 ⇒ (2) + 16 = 18

Initiative:

The Abrasax Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

The Black Thorn Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Canacha Bais Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Lensar Major Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Mirais Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Talon Skyfall Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Grimples!Initiative: 1d20 + 1 ⇒ (2) + 1 = 3


A large mallet slips from the hook it hangs upon, slamming into the floor loudly.

Next to it, a meat cleaver swings on its hook to sharpen its rusted edge against a large knife sharpener.

Small colored lights drift down from the ceiling and your feet feel a bit colder.


Lensar Major wrote:

Removing his glasses and tucking them into his belt, the elf's eyes glow bright red as he looks about the room.

Casting Detect Magic. Going to start looking about.

[dice=Perception]1d20+9

"Keep your composure!" the elf practically barks. "We've got greater things to stand for."

Detect Magic

1st round:
Definitively magical auras here.

2nd Round:
There are six separate auras the most powerful is only faint.

3rd round:
All of the auras are faint, a Knowledge Arcane DC 15 can identify the schools of them


Mirais wrote:

*Pats Zev on head when he comes back with the stick*

Good boy!

I wondered who had Knowledge Arcana and Nature, and it turns out each of us picked the same Knowledges. <.<
We could shore it up next level, but for now we're all going "Oh gods magic!"

More likely, Jinkies! Ghosts!


This old workroom houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood.

The second Mirais opens the door, blood starts weeping up from the floor, some of the tools rock in place and the floor starts creaking like step are coming to her!

DC 20 Knowledge (arcana):
The effects are being generated by the cantrips mage hand and prestidigitation, but by what?

DC 15 Knowledge (nature):
The strange tracks look like Grimple footprints.


The iron gate blocking the entrance to this hallway is locked (hardness 10, hp 60, break DC 25, Disable Device DC 20), but the lock can be opened with the key Abby found.

The middle of the gate has a wide opening in the bars through which a Small creature could wriggle with a DC 15 Escape Artist check.

Just inside on Mirais's left hangs the mangled remains of a door, once painted like the surrounding wall, now hanging open.

Mirais, you do not hear anything out of the ordinary


*Grabs stick, beats thread, throws stick back into yard*

Lack of reliable internets is making me an unhappy fish..


Pathos wrote:
Game Master Scotty wrote:
James Jacobs wrote:
GreyWolfLord wrote:

So, In regards to this and other things... (I posted this in another thread too)...

So, I'll be getting this. The question I'd have is whether this is an anniversary edition, or something else?

The 10th year anniversary isn't for around another year and a half? Right?

So this would put this around a year prior to the anniversary?

Is this an indication that we might get another for the anniversary...or is this book it?

This isn't an "Anniversary Edition." It's just a hardcover edition.Its existence neither confirms nor denies any other plans we may or may not have for the 10th year anniversary; it exists outside of and apart from that.

Selective reading is always fun!

I will misinterpret that statement to my own amusement and look forward to the big Tenth Anniversary plan.

LOL...

Selective hearing/reading... You must be married... Yes?

So very much!

And to a gamer like me! Woot!


1 person marked this as a favorite.
James Jacobs wrote:
GreyWolfLord wrote:

So, In regards to this and other things... (I posted this in another thread too)...

So, I'll be getting this. The question I'd have is whether this is an anniversary edition, or something else?

The 10th year anniversary isn't for around another year and a half? Right?

So this would put this around a year prior to the anniversary?

Is this an indication that we might get another for the anniversary...or is this book it?

This isn't an "Anniversary Edition." It's just a hardcover edition.Its existence neither confirms nor denies any other plans we may or may not have for the 10th year anniversary; it exists outside of and apart from that.

Selective reading is always fun!

I will misinterpret that statement to my own amusement and look forward to the big Tenth Anniversary plan.


From their ragged nature and scrawny appearance, they were likely ferals. Or the worst kept pets ever!

Both of the rooms in front of Shark Maw are mostly debris free and contain a desk, chair and cupboards.

Perception DC 15:
One of the desks contains a large sturdy key.


Warded Against Nature Animals will not willingly approach within 30 ft. Interesting flaw/ability that is, yess yess!

The trio of hounds snarl and bark for a moment more, then dart out the door. The largest keeps its head down and it tail between its legs as it flees, whimpering pitifully.

If you arre standing by the door you can make attacks if you wish!


Updates soon, I've not forgotten my little band of misfits!


I fear with the new tasks at work, my time has been taken from me more than I had anticipated. I have not been able to partake in the role play and my first post did not generate any response, so I humbly withdraw my application at this time. High rolls and much fun to everyone!


No worries to everyone life it seems to be difficult for a lot of us right now


1 person marked this as a favorite.

I will select an avatar if chosen for the campaign, until then I will ask everyone suspend their disbelief and not picture Sos as a Swamp Fish:)

Sos.

Was a good pay out, only a little knife work, nothing nasty. Today was a good day. Wonder if Lavender is around. Na, my second best set of clothing dissipated last time she was over.

Sos strides thru the door, his average frame, standard looks and unarmored figure at odds with the looks of respect and polite words given him by the local patrons.

Sturdy boots, a matching belt, standard clothing identical to most in Riddleport did little set him apart from the other men.

The finely crafted blade at his side, however, screamed a different tale. It's hilt was worn, well used, but cared for. The metal blade, clean, sharp and dull in color, brought looks of fear and unease to some.

Old Thunder, neat, double please. What's Marny cooking today and does she have anything to go? Uncle Fritz's leg isn't feeling well, and he wants some dinner.

Bluff: 1d20 ⇒ 4 +2 circumstance bonus on Sense Motive for locals and low lifes

Bluff:
Sending a secret message asking about "work".


Canacha Bais wrote:

Puppies wants a treat? whos a good boy? Whos a good boy?

She tried helpfully in that excited voice that sometimes doggies like. She even tried to help by wiggling... while reaching and pulling out her club holding it behind her.... just in case.

[dice=handle animal] 1d20+3

With their attention focused on the terrifying female in front of them, the animals mostly ignore Canacha.


Arani Thorindal wrote:

Quickly drawing an arrow, Arani fires a shot just aover the heads of the trio of dogs, the specially designed grooves and fletching emitting a loud piercing, keening whistle, something guaranteed to be far worse for the keen eared animals.

The sound is audible within 500 feet of the flight path. so it's gotta be pretty bad

[dice=Firing at general spot behind them, 5ft over their heads.]1d20+6

If this doesn't work I'll have to out them down. she thinks, her fingers already reaching for a regular arrow.

Link or description of arrow?


Intimidate can be used that way with a penalty.

The largest dog lays on its belly and whimpers, while the other dogs continue to bark at Mirais furiously.

None of them look willing to advance currently.


Sos. Crunch, Backstory to come:
Sos The Blade 4th
Human (Varisian) alchemist (vivisectionist) 2/magus (kensai) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 20)
CN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge)
hp 44 (4d8+12)
Fort +8, Ref +7, Will +2; +2 bonus vs. poison
Defensive Abilities canny defense +2; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee the keen wit +8 (1d4+5/18-20)
Special Attacks arcane pool (+1, 3 points), sneak attack +1d6 plus 1 bleed, spell combat, spellstrike
Alchemist (Vivisectionist) Extracts Prepared (CL 2nd; concentration +4)
. . 1st—long arm[ACG], longshot[UC], true strike
Magus (Kensai) Spells Prepared (CL 4th; concentration +6)
. . 1st—color spray (DC 13), corrosive touch[UM]
. . 0 (at will)—acid splash, disrupt undead, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 10
Base Atk +2; CMB +2; CMD 18
Feats Brew Potion, Piranha Strike, Slashing Grace[ACG], Throw Anything, Weapon Finesse, Weapon Focus (kukri)
Traits magical knack, reckless
Skills Acrobatics +12, Appraise +6, Climb +4, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +1, Disable Device +6, Intimidate +7, Knowledge (arcana) +7, Perception +5, Spellcraft +7, Survival +3, Swim +4
Languages Common, Goblin, Hallit, Varisian
SQ alchemy (alchemy crafting +2), chosen weapon, discovery (bleeding attack +1), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear mutagen[APG]; Other Gear the keen wit, 3,692 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Slashing Grace (Kukri) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I would also like you to place yourselves in your likely spots, Miraias is the only one to have moved in so far!


Lensar Major wrote:
"There are dogs here...sleeping, hopefully through this all."

Possibly, maybe...oh, dear. Mirais spoke aloud! Nope. You know what they say about leaving sleeping dogs lay!

Spoiler:
Perception DC 10: 1d20 + 3 ⇒ (15) + 3 = 18
Perception DC 10: 1d20 + 3 ⇒ (14) + 3 = 17
Perception DC 10: 1d20 + 3 ⇒ (18) + 3 = 21

With a several snorts and snarls, two mangy mutts and massive hound poke their heads out of the tangled debris. Sniffing the air they whine and bark loudly at Mirais.

You have a surprise round to act as the dogs wake up and discover they really, REALLY don't want to be near the crazy hair, mouth lady!


dotting.


Arani Thorindal wrote:

Trying again, Arani curses under her breath before closing her eyes for a moment, calming her mind, and taking her time.

1d20+7+1 You call that a blessing?? lol

Take 20

Tinkering with the lock for a minute or so, Arani poss the stubborn lock open.


Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares.

Gm Fish Stuff:
1d20 + 3 ⇒ (2) + 3 = 5

Perception 10:
There is a strong oder of urine, feces and canine here

Perception 20:
You can hear the distinctive sound of snoring and whimpers from the location marked on the map. They sound like dogs or such.


Barbarian, the character will be going for the melee slot with a secondary focus on arcane and skills.

This is a sample of my character at second level, it needs to be updated to your guidelines, but provides an outline of my intent.

I plan on an even level progression until about 8th level.


Party of all grapples, unarmed strikes and natural attacks...hmmm.


Currently leaning toward a tiefling bloodrager, pit born.

Or Priestess of the Sacred Sting...


GM Wulfson wrote:

@Game Master Scotty - As long as you can keep Player Knowledge and Character Knowledge separate I have no problem with people who own the AP or who have played/GM'ed it in the past.

@Dragoncat - Sorry, no drawbacks.

@Jesse Heinig - I'll let those selected decide if they want to use background skills or not. Right now build your character as if we are not using them.

@rdknight - some kind of arcane caster. The player hasn't decided just yet.

Excellent!

I will have a character prepared for submission in the next day or so.

I hope you will allow background skills, they are nice way to round out characters.


Any objections to someone that owns this Path?

Many people dislike that, but I will be honest about it.

I would like to find out before creating a character, if possible.

Thank you!


Before I make a submission for you, I must tell you I am currently running this for my tabletop group.

I do keep meta knowledge out of the game, but some are uncomfortable with it.

My current front runner for a submission would be a barbarian/Alchemist with Technologist and going for exotic weapon Chain Saw.

Let me know if any of this is not to your taste!


If you haven't blown up yet, you could take 20.


Sailor Moon?

...sweeet!

I've got to finish Iron Gods and return to Shattered Star, finish that one before I'm allowed to be a player again.

One of my players ran Dragons Demand with an all dwarf party.

Ended with a TPK...IT WAS FRAKKEN AWESOME!!!!

He still has PTSD from it, but I believe he will run King Maker for us.


Stealth checks will be required if you are trying an action with a consequence of failure, otherwise I am using the take ten rule.

That will cover most of the routine issues.

SO, if you are trying to pick the lock or squeeze between the door, Roll them Dice!

I will roll dice for you in secret, if needed for some actions, but I try to make it rare. We are all gamers, even if it's the message board roller, no one likes to let someone else roll for them!


Going to work with the idea you are all quiet enough to avoid unwanted attention from the dottari and smart enough to not start a fight with them either.


History 20:
The Fair Fortune was a slaughterhouse in Redroof’s earliest days, but it was remade into a thriving stable under the direction of the now-dead Juliac family, who insisted their fortunes come from the care of creatures rather than their deaths.

This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine.

Checking Doors:
The livery’s front and back doors are locked shut and chained (hardness 5, hp 30, break DC 18, Disable Device DC 20), but so loosely that a Medium creature can squeeze through with a DC 15 Escape Artist check (Small creatures just treat the doors as difficult terrain). The livery’s back door is not locked but is tenaciously stuck (hardness 5, hp 30, break DC 22).


Excellent!

Map is at the top of the page under campaign info as Current Battle Map.


That looks to be the plan, just need a final conformation and we can move on.

Net looks better today and the website seems more stable...

1 to 50 of 780 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>