Familiar Construct 8| HP 33/33 | AC 20 T 16 FF 16 | CMB +3, CMD 13 | F: +2, R: +10, W: +5 | Init: +4 | Perc: +10 | Speed 30ft | Effects:
Upon seeing the snake Poppet runs in a circle around the gnome yelling, "A sssssnNAAAAKE." After completing in three circuits he jumps into his satchel. After a few seconds he cautiously peers out and asks, What do you call a funny snake?" He doesn't wait for an answer before he blurts out, "Hissssssterical."
Male N Gnome Bard (Sound Striker)/Mesmerist (Vox) 8/4 | HP 67/67 | AC 20 T 15 FF 17 | CMB +3, CMD 10 | F: +6, R: +10, W: +7 | Init: +5 | Perc: +13 | Speed 30ft | Bardic Performance 01/33 | Effects:
Thanks, I think it will be fun!! No, I never played the Divinity series. I got the idea for the grave stones from the old (1998) video game Baldur’s Gate. There is a graveyard in one of the towns with these humorous inscriptions.
@ Boss Zog I’ll have more later. boatman: The Boatman makes his living on the water. Some are sailors, living off the bounty of the ocean or trading with far off lands, salty winds in the sails and their faces, the sight of mighty leviathans swimming alongside bringing comfort. Always longing for the familiar feeling of bottomless depths under their feet, they live an independent life, free of any laws save kinship with other sailors. To them a heart broken in every port, bastard children and debts mean little when you are a thousand miles away from any border. Others sail up and down twisting rivers and along winding coasts, finding comfort in known shores, often undertaking similar tasks. Some though, take this love too far. Sailing for months out of sight of land or trying to navigate through endless mazes of deadly deltas can drive a man to drink or madness. Such Boatmen whisper horrible stories of vast cities under the waves, declare their love for flesh-eating mermaids, and prove unable to rest before they hunt down the beast that slaughtered their former companions. Many a hapless Boatman has come to believe in such tales and followed them to their deaths in the briny depths. Others who escape such drownings can be seen clinging to rocky outcroppings in the midst of the sea, bones and desiccated flesh left to rot. BATTEN DOWN THE HATCHES
Skills
Attributes
Talents
@Boss Zog
Ancestry: 1d100 ⇒ 33 - elf
hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills: Male Human Bard | Hero Points: 1/3 Performance: 28/28
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14 @Jam, no problems here. Once you decide what you are doing I will adjust accordingly. Although, It looks like if you go Archaeologist you will have to pick up disable device.
@ALL (&you too GM) The time quickly approaches for this phase to end and I think we put together a well thought out party that can face whatever challenges the Cauldron offers us. I really enjoyed the processes and working with you all. I think we worked very well together and have started the process of creating a memorable gaming experience. I have confidence that you all have enjoyed this experience as much as I have. Thanks for putting up with all my suggestions (crazy and not so crazy). I hope we have the opportunity to continue this process together! Regards,
Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6; Garridan hacks at the creature again as he yells, "By Cayden's codpiece die already!" Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Status: AC: 22 (f20/t12) HP: 25/38 Weapon Equipped = Rapier Conditions = Divine Favor, Inspire Courage, Sacred weapon Rapier Attack Mods: BAB +4, Str +4, Weapon Focus +1, +2 divine favor, +1 Inspire Courage (-2) Power attack Rapier Damage Mods: Str+4 +4 Power attack +2 divine favor Spells (caster level 4, concentration +4) 0 level - (4) Light, Purify food and drink, Mending, Detect Magic 1 level - (4) Bless, Divine Favor, Divine Favor , Protection from evil, Divine Favor 2 level - (3)Air step x 2, Augury Fervor: 3/4 Blessings:3/5 Sacred weapon: rounds:4
@Juraan, I think you can choose one of these traits in addition to you wyrm blood trait:
Traits: Community created traits Because the official campaign traits for this AP were a first approach to what we understand campaign traits are towards their campaigns nowadays, we offer here a list of community traits that fill the gaps of the official traits. All this traits tie up with different events of the campaign giving your character a reason to live in Cauldron and constituting a very good starting point for your character background: Town guard: Either you, your parents or some other familiar is or was part of Cauldron’s town guard. Perhaps you are friend or even a relative of Terseon Skellerang the guard Captain or one of the guards assassinated by a young guard traitor named Triel 9 years ago. You get a +5 trait bonus on Diplomacy checks related to improving Cauldron’s guard attitude or persuading them. You begin play with a mundane masterwork intermediate or light armor or shield (no special materials allowed and only Core armors or shields) and a +1 bonus trait to Profession (soldier). Noble family: You are member of a minor branch from one of Cauldron’s noble families. Choose between the Taskerhill, Lathenmire, Tercival, Navalant, Aslaxin, Skellerang, Knowlern, Rhiavadi, Hollow, Spellmason, Vhalantru and Vanderboren families. Although not necessarily well regarded by the main branch of your family (this attitude is chosen by your GM) You gain +1 trait to one Perform skill and Knowledge nobility. The Knowledge nobility bonus raises to +5 when performing checks related to your own family. Both of them are class skills for you. Merchant life: Your family has long lived of commerce in Cauldron. Whether you came from a rich and well positioned family as Maavu Arlintal, Tygot Maspis or a humble fruit seller as Beppo, you are knowledgeable of how commerce works in Cauldron. Thanks to your contacts, items not found in Cauldron and requested to Sasserine or beyond require half the time to arrive to the city. +1 trait to Appraise and Sense motives, and one of them is a class skill for you. If both are already class skills for you, you can make Sense motives checks based on Intelligence instead of Wisdom. City beggar: Whether you are a recent arrival to the city or your family has been living here for long, you life upon the charity of others. You might be an itinerant artist, a shameless hustler or an unfortunate poor. You are well known in the Drunken Morkoth Inn, the Tipped Tankard Tavern and other crowded places of Cauldron and perhaps even a Last Laugh or Town guard informant. Your knowledge of the city’s underworld keeps you informed of most events going on around, and you fool people with ease. You get a +1 trait bonus to Knowledge local and Bluff, and one of them becomes a class skill for you. If both are already class skills for you, you can make Knowledge local checks based on Charisma instead of Intelligence. Beasts hunter: You come from a family of wardens, have always been attracted to hunt down odd creatures, or have been charged by your tribe or community to protect the region. Choose between undead, aberration and magical beast creature types. You have heard rumors one of those creatures hides in Cauldron and have been preparing yourself to confront it just in case they are true. You get a +1 trait bonus to hit, weapon damage and the DC of your spells versus that creature type and can make knowledge checks relative to that type of creatures untrained. Cauldron’s adventurer: You have already been adventuring in the Cauldron area. Dispute over loot sharing, an injury or the other members death has separated you from your previous party. You blame one of your previous companions or patron about the events that took you out of the party (work with your GM to tie this up with one of the adventurers and patrons appearing in the AP as the Stormblades or patrons as Vhalantru, Terseon Skellerang, Celeste or other nobles). You start the adventure with a masterwork weapon or a partially filled wand worth 350gp or less and get a +1 trait bonus to Knowledge dungeoneering. Lucky Monkey employee: You have been working in the prosperous inn between Sasserine and Cauldron either as a guard, cooker, waiter or stable lad, or perhaps you are a member of the owner family. You might have been told to look for a safer spot to build a business within Cauldron or you needed a change of life and are looking for new opportunities in the city. Your previous work gave you a profession and you got used to talk with people of very different origins. You get a +1 trait bonus in the Profession skill related to what you were doing in the Lucky Monkey and Diplomacy, and one of the two are considered a class skill for you. Spared by the wilderness: Perhaps one of your parents were often missing, being a member of the Striders, or perhaps you were saved by the Striders from a wild animal when you were a child. You gain a +1 trait bonus to Survival and Knowledge nature, and one of the two is a class skill for you. Lantern street orphan: Your family died when you were a child, perhaps during the plague of filth fever 7 years ago, or you were given to the Orphanage in mysterious circumstances. If you prefer a violent death for your parents talk with your GM to see one of the Campaign villains or one of his most prominent minions to be involved. Whether you are still young and live in the Orphanage or you have find your own way in life, you are familiar with the institution and know the headmistress Gretchyn Tashykk and most of the children that have lived in it during the years. In addition you have become resolved and strong willed to keep going in life. You get a +1 trait bonus to Will saves.
Splintershield squire (only dwarven characters): Your parents or perhaps even yourself fought side by side with the dwarven defender Zenith Splintershield against the forces of the Underdark until he disappeared in a foolish campaign against the Underdark forces ten years ago. For some reason you found your way to the surface after losing track of the dwarven hero and have now also lost contact with your people in the undergrounds of the Malachite Fortress. You are trained to fight against the darker underground creatures even in the worst conditions. The misschance penalty for fighting creatures under total concealment (for example under deeper darkness or invisibility) is reduced to 35% instead of 50%, and normal concealment affects you only 15% of times instead of 20%. In addition you can perform untrained knowledge checks related to the Underdark, local dwarves and the Malachite Fortress. Local gnome (only gnome characters): When you were a child your grandparents told you stories about a mythical place under Cauldron they named Jzadirune. Your ancestors lived there, a place full of gnomish devices and magic objects that in the end corrupted most of your kind. Fortunately your family developed some kind of resistance and finally emerged to the daylight. You are immune to the vanishing and get a +2 trait bonus to saves versus curses and transmutation effects. Bluecrater Student: You are a student or alumni of the Bluecrater Academy. Your tuition fee was paid by your family with great effort or a patron interested in your capabilities. Perhaps the Academy itself got impressedS you and provided a scholarship. You know most of the students and professors that went through the academy during recent years, including the recently disappeared mathematician and illusionist gnome Jasper Drundlesput. You have free access to the academy library (which provides a +6 to Knowledge checks made with its aid). In addition your studies made you specially proficient in one topic, one of the following skills becomes a class skill for you: Linguistics, Spellcraft, Use Magic Device or one Knowledge skill of your choice. If the skill is already a class skill for you, you get a +1 trait bonus instead. Taint of Heaven: There is an ancient touch of angelic blood in your heritage. Whether you know it or not, one of your ancestors escaped and hide in Cauldron after a chunk of Celestia was teared apart. Even if your blood has mingled afterwards with those of common humanoids, you still feel a strong animosity versus fiends. Creatures and effects able to detect celestial creatures can feel you as a creature of that type, but other spells or effects work just normal for a creature of your type. Once a day you can Lay on Hands as a paladin of a level equal to your character level (if you are a paladin treat this as an additional use of your class feature and apply all your mercies and other effects). You can select Feats and other options that require the Lay on Hands class ability. At level 1 you can use this power as if you were already level 2 even if paladins get this power normally at level 2. City Scoundrel: You live upon small thefts in Cauldron or are used to sneak and fly out of homes for other reasons. Whether you choose your victims among the most dishonest merchants or you only guide yourself by greed you are a white-collar thief or perhaps a young lady's lover. You prefer to sneak when you are not seen jumping from roof to roof without leaving trace. Your activities have probably taken the attention of the Last Laugh, the Alleybashers or other thieves organisation surely not liking your actions in their territory. You get a +1 trait bonus to Acrobatics and Disable Device, and one of them becomes a class skill for you. If both were already class skills for you, your skill in the most tense circumstances allows you to take 10 on both skills even under pressure.
So here is what we got so far: Xunal - Sorcerer [Half-orc]
At first blush this is pretty arcane heavy (All but the monk), Little healing (Bard some, Alchemist some), It has a face (bard), scout (monk), Trap finder(Magus/bard?/Monk?). Thoughts?
Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6; Garridan stares blankly as Layne presses the mop into his hands and lets it fall to the ground saying, "I'll get to it." He marches over to the bar and pours himself a large drink draining it in one swallow. He pours himself another drink and takes a seat at the bar. As he enjoys his second drink he looks at the head on the ground and remarks, "I think it adds to the ambiance of the place." As he begins laughing.
Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6; If Garridan took more then 5 hp from the fall use CLW. He is going to switch to his silver morning star while in the sewers. And will save his fervor to heal in combat. He will try to save his blessings for difficult terrain but if he has time before fighting Saul he will use his good blessing. Please keep rolling crits for me.
Here is my 2 cents (I've never GM'd pbp) for what its worth. I like Rednal's advice but would add this; I would read through a completed pbp (or two)that I was planning on running just to give me an idea about the flow or snags or maps. I might even PM the person who ran the pbp and ask if they had any advice.
RACE :Morpher
Stats:
OCV/DCV/ECV 7/7/6 | Levels +0 | PD/rPD 10/10 | ED/rED10/10 | MD 0 | End 38/50 | Stun 55* | SPD 3 | PER13- Goo watches the shadows gather and the priest step out. Goo stands there wearing his "This Is My Superhero Costume" T-Shirt and responds, "I'm ready this is all I oWN."
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I knew it, this is what happens when you deal with the merchant priests of Abadar. They milk you dry, this one probably can tell just by looking how many coins I have in my purse. He considers for a moment, I feel fine, I wonder if he is just playing on my fears. He looks to Ayako, "What do think?"
RACE :Morpher
Stats:
OCV/DCV/ECV 7/7/6 | Levels +0 | PD/rPD 10/10 | ED/rED10/10 | MD 0 | End 38/50 | Stun 55* | SPD 3 | PER13- @Whip, I think your concept is fine. There is very little we could have done against this group. We could work on tactics a bit but I think against villains that are point appropriate you should fair well.
RACE :Morpher
Stats:
OCV/DCV/ECV 7/7/6 | Levels +0 | PD/rPD 10/10 | ED/rED10/10 | MD 0 | End 38/50 | Stun 55* | SPD 3 | PER13- Goo approaches his training like the scientist that he was. That is he took a methodical approach to discovering his abilities which consisted of systematic observation, measurement, and experimentation, as well as the formulation, testing, and modification of hypotheses. In the formulation of hypotheses Pulse and Rocket, the comic book kids as he liked to think of them, were a huge help. They would describe powers they thought he might be able to perform and he would go about testing and measuring to see if he could do it. With their input he discover he was less like Mr. Fantastic and more like Clayface, whoever they were. Unfortunately, and at times a blow to his ego, he found out he couldn’t glide, bounce, act as a parachute, propeller his arms, slingshot, or act as a trampoline. The last was a major disappointment to Pulse, and resulted in a bruised tailbone for his assistant. But what he could do was still incredible and defied the laws of physics as he understood them. Because of the Goo like nature of his body he determined that he was impervious to physical damage; Shadow Cats hardest blows had no effect, Agis and Shadow Casts combined blows, no effect, Agis, Shadow Cat and Rocket punching him as fast as he could had no effect. However, further experimentation determined that he was not impervious to energy attacks and he had a definite negative reaction to cold. He was also just as susceptible to mental attacks as most people. During his testing he also found, that since is anatomy had changed, he didn’t need to breathe. The low point of his training came soon after this discovery. In order to gauge the limits of his ability not to breathe it was suggested that he try to see how long he could stay submerged under water. This was a disaster as water acted like acid when he was submerged destroying cells at an alarming rate. Although it was a major weakness in Goo’s eyes he still found it very interesting and noted that it need further study once he had proper laboratory facilities. His disappointment to his susceptibility to water changed to excitement when he realized the possibilities. As he tried to explain to his companions much like recent trends in using viruses to fight cancer at the molecular level he hope to use water in the same way to help cure him of his current condition. This led to his biggest frustration, there were no laboratory facilities to use in analyzing his condition. He had several theories on ways to cure his condition but without the proper data and the equipment to conduct tests it was meaningless. While learning his powers was fun it was only a temporary distraction from his worry about his family. It has been almost a year since he has heard anything about them, he wonders are they well. Although they believed he was dead he knew if he could cure his condition he could return home and make everything right. Since Goo didn’t need to sleep he was able to put more time in researching his abilities. Late one night he discovered he could shrink, grow and ooze through things pipes, grates and the like. Equally amazing he found he could transform his body into the shape of most any object he could imagine. ”Just like Plastic Man,” one of the comic book kids told him. The comic book kids became a source of entertainment for him as they tried to think of a better superhero name for him, for they felt that Goo was pretty lame and not very intimidating. He humored them and their ideas but was kind of fond of the name Goo.
Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6; Kaylayne the Undone wrote:
Ederin Valenta wrote:
Garridan looks at Ederin with a smile, ”I’ll just have to start collecting more tithes.” GM_Euan wrote:
Garridan nods to the apprentice, ”Gooday sir, I was hoping to a small alter made and your shop has come highly recommended.” Clearing his throat he continues, “ To be specific it is an alter to Cayden Cailean, I am hoping for some thing about this big,” he holds his hands about 2 feet apart. ”With appropriate scroll work and such but I defer to you expertise in these matters. Of course price is also a consideration but I don’t mind paying for fine craftsmanship. ” He smiles and looks at the man expectantly.
Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6; Garridan lays stretched out in his bunk with his hands behind his head starting to doze off when he overhears Ederin and Layne talking about magic. Layne doesn’t fully understand it herself, he thinks and concludes, well no one really does but perhaps I can help. Sitting up he clears his throat, “I don’t mean to intrude but I couldn’t help but overhear your conversation.” With a nod and a smile he continues “This is how I always envisioned magic and our access to it; First picture a tavern with thousands of kegs, these kegs are filled with different spells. Now for divine casters it is pretty easy they just ask the waitress for a drink and she goes and gets it for them and brings it back to the table. Your arcane casters on the other hand they have to look at the drink menu and study it, so to speak, and if it’s not on the menu they can’t have it. In either case you have to ask the right way or you don’t get anything. Taking a breath he continues, “If you follow me, getting the spell is like getting a drink to your table. But how do cast it you ask; well it’s just like taking a drink. When you take a drink you make certain motions to bring the cup to your lips, depending on the occasion you might make a toast, or make some remarks, or some such before you take a drink but eventually you have to drink it. Satisfied he lays back down and places his hands behind his head.
Alright I've broken into on of the the computers at the NSA and run a complex matrix of data to be processed, factoring in the party's composition and the OP's desires, and the AP; this is what the computer spit out (bear with me): The eye's instincts were correct from the beginning: Bloodrager Hears why; The group's primary need is a tank and it is harder for a 3/4 bab class to fill fill that roll (there are times when you need that extra oomph, or the extra hit points) especially since no one else is full bab. The secondary need is for a scout 4 skill points/level plus fast movement, and a campaign trait and you've got it covered. The last need of the party is spells which works for the blood rager as he cant cast outside of the rage and most of his spells are offensive based (but the bloodrager has the important ones that the op likes). There are a couple of classes I like better then this like Rangers for full BAB or Magus, Alchemist, Oracle, bard and warpriest for 3/4 bab they don't fulfill the Op's desires, trust me computers don't lie. ;)
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
As Sebastian rushes headlong down the street Col has to lengthen his stride just to keep up with the eager young man. Where is he going? Col wonders, as Sebastian starts heading in the wrong direction. Sebastian, this way. Col calls to his wayward companion. And they continue their journey.
Ahoy, again. No, down here it’s me Kipperdink and I am all done and ready to come aboard! Just click on my alias. Below is some info that might help. INFO:
Primary: Roles Front-liner, Buffer; Secondary ranged skill.
I went with the alternate racial traits of Dark-vision,bond to the land, Fey magic, fey thoughts, and magical linguist. I have not chosen a teamwork feat yet I wanted to wait and see (if I am selected) what the other party members had and make a choice based on needs/synergy. Also I took the disadvantage paranoid but plan on playing more like he is extremely self reliant and doesn't want help from people. Finally I've include some links just incase you are not as familiar with the archetype or alternate traits I chose. Thanks for you consideration. Alternate racial traits Race traits.. Storm Pilot trait 3rd trait. Daring Champion Class Archetype. As you turn your back Kipperdink hides inside of a barrel hoping to get on board without being noticed. |