Gourd Leshy

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber. 86 posts (132 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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stat roll:

1: 4d6 ⇒ (1, 4, 3, 3) = 11 -> 10
2: 4d6 ⇒ (6, 4, 6, 3) = 19 -> 16
3: 4d6 ⇒ (4, 3, 2, 6) = 15 -> 13
4: 4d6 ⇒ (1, 6, 2, 3) = 12 -> 11
5: 4d6 ⇒ (2, 2, 1, 2) = 7 -> 6
6: 4d6 ⇒ (5, 6, 3, 1) = 15 -> 14

Undead: 1d100 ⇒ 98


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Dotting, very interesting. Just out of curiosity: Will we be playing Petitioners? Are we still spooky ghosts? Or does some manner of plot reason bring us back to the living?


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Dotting, very interesting


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I'd also be down for playing on a discord channel, so that has my vote.

'Double Dave' Strider:

Order of the Dave's Double
HP 14

STR 13 (+2)
INT 10 (+1)
Charm 9 (+1)
Arcana 10 (+1)
Grace 13 (+2)

Defense: 14

Weapons: Knife +2 (1d4, 60 feet)

Other gear: Torch, 6 gp

Skilled With: Medium armor, heavy armor
and heavy weapons

Cannot Use: Light armor, staffs, items granting new
magical skills or projectile weapons

Skills:

Fresh, Never Frozen [passive]: You have resistance to all cold damage. You are truly fresh, never frozen.

Two Beef Patties [passive]: You can dually wield any weapons
that don’t require two hands.

Fluff:
'Double Dave' Strider is possibly one of the coolest kids on the block. Wears a spare set of sunglasses beneath his sunglasses, and has a thesarus-level vocabulary ready to belt out sick beats and hella raps filled to the brim with only the freshest, cheesiest puns. The only thing he can't seem to find in freshville so far is a good vendor of Apple Juice (Packaged in tiny little lunchbox cartoons), but hopefully some manner of adventure will help him expand his horizons and solve this quandary.


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Dotting, this sounds right up my alley. I think I'll roll up a Dave's Double. His name will be Strider.

dice:

4d4 ⇒ (1, 4, 4, 3) = 12
4d4 ⇒ (4, 4, 2, 2) = 12
4d4 ⇒ (1, 1, 2, 4) = 8
4d4 ⇒ (1, 4, 1, 3) = 9
4d4 ⇒ (2, 4, 3, 1) = 10

hp:

4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14

I'll get a proper statblock finished when I have a free moment.


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Alright: It was an incredibly tough call, but after much contemplation I have decided to select Selma Baker, the submission posted by Mattz.

To everyone else: Thank you for your time and submissions, and I hope to see you around the forums.


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@Storm Dragon I would definitely prefer a battlefield control/blaster caster to a summoning build, so unless your looking to prestige into a class that needs those feats as pre-requisites, I'd recommend you swap out your feats...

...And while you swap out your feats, I would also recommend you swap out your mythweavers template as well: I noticed you are using the experimental Pathfinder template as opposed to the regular Pathfinder template (The later being the template everyone has been using up to this point.)

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

@Mattz Character level up looks good... With Two exceptions: Are your feats and class features merged into the same column? Most of the current players have their feats listed with the level they where gained, and everyone has their feats listed in an easy to notice block of text. I would be grateful if your character sheet offered greater clarity on that front: AoN can tell me what class features do, but it can't tell me what options you have picked.

Additionally- Sorry for another bit of nitpicking- Perhaps you could move your combat gear down to the same section as your normal gear? I'm noticing your first section of listed gear all has mechanical implications that effect your character... But I feel there is room for improvement on managing and organizing your "real estate" for the character sheet.

(Though, I will admit high-leveled characters on mythweavers tend to clutter the sheet greatly, and recognize that a universal solution will be needed near the end of the campaign.)

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

All

Thank you all for the submissions so far: As @NewXToa mentioned, The Deadline for submissions will be at "high noon" (Mountain daylight time)... Though I will admit I will likely be sleeping. These four 'crunchy' submissions I have received are all really good, and I realized if I didn't establish an immediate deadline I would likely find myself wanting to run a second table- Something I cannot properly run with my current IRL obligations.

Anyway: I will likely make my decision later tomorrow (Today?) evening. If you haven't posted a submission yet, and can manage to quickly squeeze in a fully stated character with a complete backstory and explanation of their campaign trait and future crunch plans... Bless your heart, and best of luck getting it all typed out and submitted before I wake up.


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Haha, no worries: It happens. But yes- Increase your gold to 8th level starting wealth.


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Of course you can re-submit! I was hoping to see some familiar submissions- Makes things a bit easier for introductions and what not.


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Not at at, feel free to slumber hex people away.


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@Simion Mythweavers link looks good: I'm not specialized in Abadar-related lore, but I'm assuming the Eagle watch is a custom order? Not that I mind either way: If it's published then I can have some reading, and if not I can give some thought on how an elite group of Abadarian clergy might interact with the various groups at play in the campaign. Regardless, such an order would definitely know some intriguing info on a particular plot hook I very recently gave our Paladin of Abadar.

@Storm Dragon Funny you should mention both memory loss and inheriting a Wayfinder from someone who has passed beyond the veil: The Tortured Soul Background works well with what you are suggesting. If I select your character, I do know someone plot-related who needs someone to "carry their light and legacy" into the future- I.E, granting you a mysterious Wayfinder and a bad case of amnesia. (All campaign traits have an underlying theme of memories lost, helping me slot characters into the overarching plot.)

All I've decided that a formal deadline will probably be about 1 week from now, on the 9th: A few of my players are taking a trip into a mindscape in the near-immediate future, and I've decided I want to get that started(And, ideally finished)
before I introduce a new player, as to avoid complicating a already lore-heavy section of this campaign.


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An instinctual need for order and stability is a perfectly fine interpretation of the Tortured Soul campaign trait.


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@Djack I'll have to give your submission a deeper look when I have a longer stretch of free time, but my initial impression is positive. I would like to know a little more backstory and character traits, as well as what your future crunch entails.

@Simeon I am sure are Paladin would love to have a fellow members of the Abadarian Clergy join the cause of spreading righteous justice...

However, the upcoming Protean invasion is a bit of a secret at the moment- Only the party and the Chernasardo Rangers know about the upcoming threat. As such, I'd recommend that perhaps your cleric has received divine premonition that their service is needed in Tamran.

I'd be hard pressed to accept a character who's only reason to visit Tamran is to hunt Proteans.

(Though I have no problem if a submission "just happens" to have weapons or class features that are good against outsiders (chaotic). I also have no problem with submissions that have a backstory involving Proteans.)


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Congrats!


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At the moment everyone is in Tamran, which has a nice mix of being Urban, and being more connected to nature than the average nation capital.

Down the line, I can say there will be long stretches of time where you are far from major Urban settlements.

However, I can say that the archetype does have a rather amusing connection of sorts to a certain plot point: Feel free to interpret that however you will.

(As an aside: Anyone who would like to play a Pathfinder, know that the party has already interacted with the local Pathfinder lodge. As such, it would be quite easy to integrate such a character into the group.)


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Several players have pretty good perception- But nobody has any class features dedicated to traps, and I don't believe anyone has an especially high Disable Device modifier.


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I'd be fine with using those rules on days where the entire day is spent adventuring.

Two things to note: Firstly, the party Arcanist also crafts in her spare time (Though there is only so much equipment a single character can create)

Secondly, I have been tracking time in 8-hour blocks, and am pretty generous in letting the party pursue leads and plot hooks on their own terms- And in the party composition they see fit. Gale has spent plenty of time crafting, and if you're character wanted to invest time crafting they would have the opportunity to do so.


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Now looking for an 8th level adventurer!

So, back when I first posted this recruitment thread, I nabbed two tables: Unfortunately, one fell through- But the other has been going strong.

However, one of the players has retired from the adventure to focus on school, and we are now in need of a new player. As such, I am re-opening this dusty old thread in hopes we can find a brave adventurer to defend Tamran and brave the dangerous nation of Galt.

But what does the Capitol of Nirmathas and Galt have to do with each other?:
So, a quick plot descriptor of what has happened in the campaign: Arianell's parents, Arthur and Adiella Klingeman have been revealed to have escaped Galt to raise their family far away from the endless deaths. Adiella is a warm mother who devoutly worships Desna, yet the players recently found a hidden shrine dedicated to Norgorber: Owned by Arthur Klingeman, the party is now trying to discover what is happening behind the scenes- And if it's related to the mysterious alternative personality that keeps seizing control of Arianell's unconscious body, claiming to be a revolutionary from Galt.

So what are the current players trying to accomplish?:
Well- The diviner learned that Proteans are going to invade Tamran and try to kidnap Arianell for their chaotic, confusing purposes. They have built a defensible spot to hide the slumbering Arianell- And given that the Proteans will come from beyond in the next few days, they could use a strong and cunning warrior to help them out!

Current Party balance:
Gale Fey: A Changeling (Snow May) Arcanist who is happy to have finally learned how to Scry with her latest level. Party "Diviner". Childhood Friends trait.
Ohlen: A Gillwoman Paladin of Abadar. Has the Oath against Chaos so she can smite all those pesky Proteans making mischief. Childhood Friends trait.
Kellion: A Halfling Cavalier. Tactical nuke that rides an Owl for skyward charges. Guardian Librarian trait.
Lars: A Kitsune Fighter. A Viking from the north, he recently learned he was killed by a final blade wielding Frost Giant. It is unexplained how he is currently alive and in the flesh. Currently has five magical Kitsune tails. Childhood Rival trait.
Veirah: A Raptorkin Skinwalker Inquisitor of Magdh. trigger happy on rolling Knowledge checks, Uses Bows in combat, and is incredibly useful when the party discovers strange lore and cursed books. Aspiring Bookworm trait.

Who are we looking for?:
Well- Anyone with a good submission really! A Cleric or a Wizard might be nice, but any functional build would be welcome (Doubly so if your good at killing Chaotic outsiders). Submission rules are at the start of the thread- And one of the main requirements I am looking for is that you take one of the campaign traits. We currently have Two Childhood Friends, One Childhood Rival, An Aspiring Bookworm and a Guardian Librarian. This doesn't necessarily mean I am going to reject applicants who have selected these campaign traits: It just means we currently have no adventurers with the Molthuni Spy, Tortured Soul, or the Smoldering revenge campaign traits.

If this is something that interests you, feel free to post a submission down below! I don't necessarily have a strict time limit, but I am hoping to have a new player integrated within a week- Possibly sooner or later depending on how hard you guys make it to pick just one player. As a reminder, we do use Discord and Mythweavers.

Finally... If you played on the "Alpha" table that went under, and you want a second chance, feel free to make a second submission, properly leveled up: This new submission could be your old character, or someone entirely new. Best of luck everyone: Tamran certainly will need it in the upcoming days.


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Introducing Riptide Jonas, a Human Aquanaut 4.

Riptide Jonas:
CG Human Aquanaut 4
Init+2; Perception+3
----------
Defense
----------
AC 19, touch 13, Flat-footed 17 (+2 Armor, +2 Dex, +1 Deflection, +1 Natural, +3 shield)
HP 32 (25.5 [Class HD]+8[Con])
Fort+6, Ref+4, Will+3
+2 vs divination effects
+1 vs immobilization and/or paralysis effects
----------
Offense
Speed 30 ft; Swim 30 ft
Melee Rapier +7 (1d6+2, 18-20)
----------
Statistics
----------
Str 16 Dex 14 Con 14 Int 10 Wis 8 Cha 16
Base Atk +4; CMB+7; CMD 19 (+23 vs Disarm and Grapple)
Feats Child of Two worlds, Combat Reflexes, Improved unarmed strike, Iron Will, Weapon Focus (Rapier)
Traits Athletic, Carefully hidden
Racial Traits Aquatic Ancestory, Bonus Feat
Skills Perception +3, Swim +14 (+13 Armor Penalty)
Languages Common
SQ Aquadynamic Paragon, Piercing Focus
Combat Equipment Rapier, Leather Armor, +1 Heavy Steel Shield
Other Gear +1 Amulet of Natural Armor, +1 Ring of Protection, 981 GP

Background:
The earliest memories Jonas had was of his mother teaching him how to empty his mind. "Jonas- close your eyes. breath in... Breath out... good job! Now, what would you like for dinner?"

Young Jonas never understood why he and his mother lived alone on the outskirts of town. He was never let out to play- He was forbidden from talking to strangers. Sometimes his mother would take him down to the sea shore, where the two of them would stare out at the tide, illuminated by the evening sun.

On one such day, His mom gave him a small pat on the head. "Remember your mindfulness dear... Mommy loves you very much." Young Jonas then watched his mother wade into the ocean. Jonas tried to follow- But wasn't big enough to fight against the crashing wake.

Jonas spent some time living alone before he was adopted- Every day he would wait at the beach for his mother to come back. He would fall asleep on the beach waiting, only waking up when the oncoming tide threatened to suck him away. It wasn't for a long, long time before he was taken in to the local orphanage.

At the Orphanage, Jonas became quite the energetic kid, and for one reason: His closest, deepest secret was to grow up big and strong so he could rescue his mother from the cruel ocean. Eat heartily, play heartily- Grow big. Grow strong. That's all that mattered.

Growing up revealed that life wasn't so simple: To eat you needed a job, and to earn a job you needed a job. Jonas thought working with the Bountiful Venture company would marry his need for a wage with his love for the sea. Unfortunately, Jonas was not hired, or even told the reason for his exclusion. Likewise, he was also rejected for both trips on the Peregrine. But Jonas wasn't about to give up: An abandoned island, begging to be colonized... Not only would it guarantee him a needed job, it would also be the perfect place to practice his swimming: After all, after long practice, Jonas could hold his breath for nearly five whole minutes! But that wasn't enough... He needed to be able to swim deeper, on his own power. He simply had to go.

Thankfully, Jonas found it easy to stow away in the ship- And despite his relative lack of skill in hiding, managed to remain undiscovered for the entire trip. Jonas has spent his time on the island hiding outside of town in a cave he liberated from monsters- And yet, Jonas has discovered he is not very good at surviving on his own. Nor is he very good at stealing the goods he needs to live from the locals. And given that stealing from the innocent leaves him feeling rather guilty, Jonas has come to terms he will need to reveal himself to the community sooner or later- The next morning sounds as good of a time as ever... especially given that his supply of jerky has just run out.

bookkeeping:
For HP I assumed Full hp at first, and Average HP for every level after.

As for player wealth, I bought some magical necessities, but am not purchasing mundane equipment until a character is selected (I find kitting out mundane stuff to be terribly boring, and decided to put it off unless Jonas is selected)

For the future crunch: After two more levels in Fighter, I will switch over to the Azatariel swashbuckler archetype. Jonas will utilize Dolphin style, Stand still and Opportune Parry/Riposte to provide a psuedo-form of area control against singular opponents, but can also rely on melee dps against foes capable of handling that kind of trickery. While his Will save isn't optimal right now, by Level 8 he will be adding his Cha-modifier to most will saves, which will help patch him up to reasonable standards.

Finally, Jonas already comes baked in with a swim speed, and down the line will eventually become amphibious, thus helping to minimize his need for magical breathing... And saving him from Dispel Magic-related underwater panic. As such, I think he is a good fit for the needed Martial slot.


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Dotting: Am GM'ing one PbP, and playing at another.

I am loosely familiar with the story beats, as the primary antagonists number among my favorite monsters. But, like Grankless, I understand that having this knowledge might disclude me from being selected.


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Congrats on those selected! Best of luck adventuring.


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Stupid Hurricanes: Not only do they cause widespread flooding and wind damage, they also pirate virus riden programs onto the office computers! Will their debauchery never stop?


Before heading outside, Eisith sets the boots back where he found them.

"A Lover? I don't think anything of that sort was mentioned..." The halfling feels a twinge of guilt- He probably could have paid more attention. Still, there was five more locals for him to work on his detective skills.

"And on that note, perhaps we should visit the Haberdashery next: Divorce has a way of skewing one's perspective, and I'd like to cross-reference what we heard from Drummady with her ex... Was it..."

Screw fresh berries for his spellcasting, or booze for his tummy- What he really needed was a bandolier so he could stop rummaging through his pack every five seconds for the note listing all the missing apprentices, and their respective masters.

"...Petrellano Pindlion. That's his name. I'm sure we might learn some sort of... Pattern between the two star crossed... erm, ex's. Exxes? Eks." He gives his fellow party members a confident nod, leaning against the shop and trying to soak up some sunlight.

How much daylight do we have left?


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...You know, the constructed Pugilist Brawler Archetype gives you a Prosthetic limb, and the language of the class feature suggests you don't actually need to lose/have an arm: You simply gain a prosthetic arm capable of doing a select number of activities.

I've run an Awakened animal using this archetype before, and it works wonders: Though mileage varies depending on the gm.


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Introducing Ysias III, A Human Planar Oracle/Fighter!

Ysias III:
CN Human Planar Oracle/Fighter 1
Init+0 (+2 in Forests); Perception +4
----------
Defense
----------
AC 18, Touch 13, Flat-footed 15 (+4 Armor, +3 Cha, +1 Shield)
hp 12 (10[Class]+2[Con])
Fort +3, Ref +4, Will +1
-4 vs Cold spells and effects
----------
Offense
----------
speed 30 ft
Melee Bastard Sword +6 (1d10+4, 19-20)

Oracle Spells known (CL 1st: Concentration +4)

1st: (4/day) Air Bubble, Cure Light Wounds, Fastidiousness
0th: (At Will) Create Water, Light, Resistance

Mystery: Lore
----------
Statistics
----------
Str 18 Dex 10 Con 14 Int 12 Wis 10 Cha 17
Base Atk +1; CMB+5 ; CMD 15
Feats Cosmopolitan [Stealth, Linguistics], Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Heavy Blades)
Traits Armor Master, Dangerously Curious, Guerrilla Tactics
Skills Knowledge (Planes, Religion) +5, Linguistics +5, Perception +4, Stealth +4(+6 in Forests) Survival +4
Languages Common, Elven, Infernal, Protean
SQ Oracle Curse (Cold-Blooded), Planar Affinity (Maelstorm) Revelation (Sidestep Secret)
Combat Equipment Bastard Sword, Buckler, Chain Shirt
Other Equipment Outfit (Scholar), Silver Holy symbol of Ydajisk, 10 GP
----------
Special Abilities
----------
Cold-Blooded: -4 Penalty on Saves vs Cold spells and effects: Can survive 4 times longer without food
Side-Step Secret: Use Cha instead of Dex for AC and Reflex saves: Armors Max Dex limit applies to Cha instead

Background:
In the deviled halls of house Thrune, many nobles play a delicate dance of posturing, political intrigue, and infernal bargaining under the banner of hell. In this unholy government was young Theren Blaidys III born. House Blaidys was noble stock through and through... But the past several generations had been hard for the family, all starting when their great-grand patriarch made a startling, public deathbed conversion to the faith of Sarenrae. His conversion was quickly redacted in the public eye, but House Blaidys was forever cursed to live under greater scrutiny than their noble peers.

Young Theren Blaidys was never good with magic, or in the delicate art of bargaining with the forces of hell- Theren simply couldn't remember all the sub-clauses and legal implications that contracts carried. Thankfully, what he lacked in mental stamina, he made up with flashy, brawny swordsmanship. And while he struggled with the letter of the law, Theren found hope that he could ascend the ranks of the hellknights, and revitalize his families name. This dream came to an end when he and his family was accused of heresy, and arrested.

Theren was seated in front of a great Devil known as a Phistophilus. "Tell me your families crimes, and offer yourself up as a witness on trial. Your swordsmanship has the Cheliax nobles enthralled, and I will see that you live a long and prosperous life."

Theren denied the Contract Devil twice- All too often he had failed to discern a devils intent. And he was not going to sacrifice his families good name.

Unfortunately, House Blaidys had fallen victim to other noble's scheming ploys: Under the cover of night, an anonymous shade of a person opened a portal to the Maelstorm in the middle of the royal archives. A ton of important paperwork was lost or destroyed, and such mockery of the Thrune name could only mean execution by hellfire: And House Blaidys stood accused. No evidence to clear their name, and no supporters to stand by. Guilty with no chance at innocence.

In a cold jail cell, Theren found salvation when a mysterious, ghost like entity slipped through the wall behind him. "I'm here to free you! ...But I'll need your body. Hope you don't mind, because that wasn't a question!"

Turns out, Thrune hadn't dealt with every Protean that slipped into the material world- And floating before Theren was a Pelagastr. An incorporeal protean who yearn to possess new and exciting creatures.

Theren's memories for the next month was a blur- And hard to tell what was real and what was fake. Challenging a barbed devil to arm wrestling, punching an imp in the face, defiling Cheliaxian propaganda with graffiti- All that he knew for sure was that in his chaotic, possessed revelry he managed to escape Cheliax, waking up in a small hut on the shore of Lake Encarthan.

"Thanks for the fun! But I have to go. Stay safe Ysias!" The Pelagastr had left as quickly as it came, leaving the ex-noble all by himself- And leaving him a host of new discoveries to deal with.

It seems that, while under the Pelagastr's control, Theren had changed his name to Ysias III, learned to speak in the twisting tongue of Protean, wracked up a debt at some tavern, gained the holy symbol of an obscure protean god, and even learned to cast magic... Though at the cost of his bodily warmth, his pulse having slowed to a reptilian crawl. Still, his new life was far better than a damned existence in hell. And his first order of business would be to pay back his dept of 10 gp to some tavern.

Goals and Quirks:

Goals
-Pay back his 10 GP dept to the Taproot Inn located at Phaendar
-Discover the extent of his new, magical prowess
-Rescue his family: whether they rot in a Cheliaxian dungeon, or languish in hell.

Fears
-That Cheliaxian scouts will find him and drag him back before he grows stronger
-Bees and Wasps
-That his pulse, cursed to be slower and colder, will eventually slow to a stop.

Family/Friends
-His family back in Cheliax have been [Redacted], so he will have to personally learn what happened to them.
-While under Pelagastr control, Ysias became fast friends with a cleric named Rhyna... Though tragically, Ysias remembers none of his time at Phaendar. As such, the friendship with Rhyna is one-sided... And possibly fragile if she took his sudden departure personally.

Phaendar Ysias is returning to Phaendar to pay back a 10 gp dept to the Taproot Inn. He will stay for the festivities, and possibly look for temporary work after the festivities peaceful end.

Stress Quirks Ever sense childhood, Ysias tends to grind his teeth when in a pinch. He is also irrationally afraid of Bees and wasps, and tends to mistrust overly complicated sounding words and people- Being eloquent is fine: But being overly verbose clearly means your hiding something.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

dotting


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Dotting. I have a Dwarven Kineticist/Barbarian that, with a few tweaks, would fit into the build rules- Though with your homebrew rules, I might want to try something else.


On second realization, the gameplay tab is not up yet, but it's probably for the best, as I do have a clarification I want to ask.

GM Chapel, how is Sandra Trinelli putting out requests for help? Are their flyers pinned on doorways? Word of mouth on the street? Town criers or something else?

I was going to sidestep this with a "He wakes up from drinking with a hand-written note to go visit", but it would certainly help to know how this info is being spread.

Coincidentally, I think it would be pretty easy for Eisith to meet Ibuki in a bar. Of course, An eastern Ifrit would attract his attention anywhere. Heck, just a glimpse of a passing flame would draw his attention if said flame was distinctively not torch shaped.

As for Dhomirren Tailbitter, Eisith would probably be wary of the animal companion: Too many have mistaken his slightly intoxicated, sweet breath as a snack, and as such Eisith has been nommed on by otherwise well trained animal pets in the past- And plenty of wild, untamed animals as well.

Finally, Eisith wouldn't have much of a problem with Ngozi Yohansante's phantom after learning of it's story (Regardless of if it's a truthful tale or not)

He might also try to get the Phantom drunk, "Just to see if booze holds it's same vigor in the afterlife" (As an aside, I kept forgetting to post in recruitment about this, but your backstory about swapping places with another person to trick a spirit reminded me of a welsh tale where a prince and a fey lord trade spots in a similar manner for one years time. Of course, the mythologies and story morals are wildly different, and the stories hold little similarities beyond person-swapping, but in any case, I think your spooky baby backstory was well written... Though very creepy regardless.)


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Interesting. I haven't statted up a 2e character yet: Might as well go straight to level 20!

How do you feel about using the Lost Omen's world guide? If I am not mistaken, pre-order's should start shipping this week, and the Lion Blades have always called to me. (Not to imply I have a copy: I'm waiting alongside everyone else.)


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congrats to those chosen!


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Best of luck to all submissions!


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Dotting. As it happens, My irl group got up to the glassworks before we were distracted by Emerald Spire's release.


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Introducing the ragged Kobold Druid, Dyrtebble the ill.

Dyrtebble the ill:
N Kobold Fungal Pilgrim
Init+3; Darkvision 60 ft: Perception+9
----------
Defense
----------
AC 18, touch 14, Flat-footed 15; (Armor+2, Dex+3, Nat+1, Shield+1, Size+1)
HP 10 (1d8+2[Con])
Fort+4 Ref+3 Will+5
+2 vs inhaled Poisons
----------
Offense
----------
speed 30 ft
Melee Spear +1 (1d6)
Druid Spells Prepared (CL 1st; Concentration +4)

1st-Cure Light Wounds
0th (At will)-Create Water, Detect Magic, Detect Poison

----------
Statistics
----------
Str 10 Dex 17 Con14 Int 10 Wis 17 Cha 15
Base Atk+0; CMB-1; CMD+12
Feats Cosmopolitan (Sense Motive, Preform[Sing])
Campaign Traits Beast Trainer, Hoplomachus
Trait Iron Lungs
Racial traits Crafty; FCB +1 Skill
Adventure skills Knw:(Dungeoneering)+5, Knw:(Nature)+7, Perception+9, Sense Motive+7, Stealth+11
Background skills Craft (Traps)+6, Preform (Sing)+6
Languages Draconic, Druidic, Sylvan, Undercommon
SQ Nature bond (Companion), Wild Empathy+3 (+5 vs Darkland creatures)
GearGladiator's Leather armor, Light Shield (Wooden), Spear

Dyran the Giant Ant:

N Giant Ant
Init+1; Low-light Vision, Scent; Perception+1
----------
Defense
----------
AC 14, Touch 12, Flat-footed 13 (Dex+1, Natural+2, Size+1)
HP 16 (2d8+4[Con])
Fort+5, Ref+4, Will+1
Immune Mind-effecting effects
----------
Offense
----------
Speed 30 ft: Climb 20 ft
Melee Bite+2 (1d4 plus Grab)
----------
Statistics
----------
Str 10 Dex 12 Con15 Int / Wis 12 Cha 10
Base Atk+1; CMB+0 (+3 Grapple); CMD 11 (19 vs trip)
Feats N/A
Skills N/A; +5 Stealth
Tricks Sneak
SQ Link, Share spells

Stat Spread:

4d6 ⇒ (5, 3, 2, 6) = 16-2=14 Str 14(-4) 10
4d6 ⇒ (3, 5, 6, 4) = 18-3=15 Dex 15(+2) 17
4d6 ⇒ (6, 1, 4, 6) = 17-1=16 Con 16(-2) 14
4d6 ⇒ (4, 1, 1, 5) = 11-1=10 Int 10
4d6 ⇒ (2, 5, 6, 6) = 19-2=17 Wis 17
4d6 ⇒ (5, 5, 3, 5) = 18-3=15 Cha 15

Backstory:
The VaultWard clan of Kobolds lived a relatively peaceful life, mining around and living in an ancient, subterranean complex. Ruins older than even the elder's could recall, the Vaultward Kobolds believed these ruins where the home of a great, red dragon who would surely return someday.

However, this was not meant to be, as one fateful night Drow raided the kobold warrens, killing the defenders and kidnapping the young. The Drow knew the complex was actually an abandoned demon temple, thoroughly desecrated by Kobold tunneling and trap setting.

Intended as fodder for the gladiatorial ring, the convoy of captured Kobolds were attacked by crazed Derro, who were willing to fight the Drow in order to acquire more experiments. The Drow easily fought off the Derro- But in the crossfire, a Cytellish dart found it's way under young Dyrtebble's scales- And being chained up, the poor kobold couldn't pull it free.

The convoy would eventually find it's way to the Drow city of Zirnakaynin, where most of the kobolds were immediately shipped of to die in the ring. Dyrtebble, still suffering from a drip-feed of Cytellish, was determined to be too sick to fight- But healthy enough for slave labor.

And thus, Dyrtebble was assigned to the stables to shovel manure and feed the beasts. He eventually plucked the dart free the moment he was unchained, but the brain mold had already caused strange, irreversible changes. Formerly a regular, normal Kobold, Dyrtebble discovered in his cytellish-fueled stupor, he could understand druidic- For another stablehand's seemingly incoherent babbling turned out to be spoken druidic.

The fellow druid was surprised to find another of his kind down in the city of Drow- And even more surprised that the Kobold had seemingly stumbled into the practise. However, the stablehand taught the Kobold as much as he could- Before being hauled off to the gladiator ring that is.

To this day, Dyrtebble doesn't know if the fellow stablehand survived or not- But regardless, the Kobold never saw them again. His condition slowly began to worsen- The Cytellish had weakened his immune system, and soon Dyrtebble began hosting all sorts of strange spores in his body, constantly coughing up slimy blood, and developing small fungal growths along his scales- Formerly bright red, now crusted with old growths. At least his fungal infections were not life threatening, seemingly bolstering him against other attacks on his frame, especially air-born threats.

Dyrtebble had hoped to remain in the shadows, a simple stablehand and nothing more. Remaining out of the spotlight was, in his opinion, the best way to survive. And yet here he was- herded into a large training yard to be lectured by some Drow nobility. Looks like he wasn't as out-of sight as he thought he was.

Dyrant's backstory:
Dyrtebble had been taking care of several ferocious monsters when he discovered a large ant had somehow snuck it's way into the stables. Any of the larger monsters could easily eat the ant in a heartbeat, yet the mindless vermin seemed perfectly content, forming a rather annoying bond with the Kobold- Following the sickly lizard around like a baby duckling following their mother.

Still, Dyrtebble couldn't help but eventually feel the same kinship towards the Ant. Naming it Dyrant, the Kobold Druid began trying to teach it tricks. So far, the only trick the Ant has mastered is hiding: Often clinging to shadowy alcoves along the roof to hide from the other stablehands. Dyrtebble hopes to keep his chitinous friend well hidden, knowing that should the wrong person discover his verminous companion, the giant ant will inevitably be fed to a larger monster... Or worse, put on display to fight to the death in the ring.

Dyrtebble is intended to be a druid who is slowly succumbing to a fungal infestation (And eventually, beyond the scope of this adventure, likely become a fungus himself.)

When he hits LV 4, he will probably start riding his ant into combat- Though, until that point he will try to keep the ant's existence a secret to his best capabilities.

Also, I don't know if Common or Undercommon is spoken more often down here, but I went with Undercommon to be safe. If regular common is more spoken, I can easily swap the two languages out.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Let's see what RNG has to say...

4d6 ⇒ (3, 5, 6, 4) = 18-3=15
4d6 ⇒ (5, 5, 3, 5) = 18-3=15
4d6 ⇒ (5, 3, 2, 6) = 16-2=14
4d6 ⇒ (2, 5, 6, 6) = 19-2=17
4d6 ⇒ (4, 1, 1, 5) = 11-1=10
4d6 ⇒ (6, 1, 4, 6) = 17-1=16

Not to shabby: I know exactly what I want to do with this.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Congrats to those chosen!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Introducing "Rainbow for You!", a Vine Leshy Cleric of Sarenrae!

Rainbow for You!:
LG Vine Leshie Blossoming Light of Sarenrae
Init+2; Senses Darkvision 60 ft; Low-light Vision: Perception +7 (11 vs disguise, hidden or concealed targets)
----------
Defense
----------
AC 13, touch 13, Flat-footed 11; (Dex +2, Size +1)
HP 11 (8[Class]+3[Con])
Fort+5 Ref+2 Will+5
----------
Offense
----------
Speed 20 ft
Melee Scimitar +3 (1d4-1), Lashvine -2 (1d3-1)
Special Attacks Channel Positive Energy 6/day (DC 11, 1d6)
Spell-like Abilities (Constant; CL 2nd) Pass without trace
Cleric Spells Prepared (CL 1st; Concentration +4)

1st- FireBelly (DC 14), Songbird

Domains Legend, Revelation
----------
Statistics
----------
Str 8 Dex 14 Con 16 Int 10 Wis 17 Cha 13
Base Atk+0; CMB-2; CMD 10
Feats Marked for Glory, Selective Channel
Traits Envoy of Healing, Slippery
Leshy Racial Traits Pass without trace, Lashvine, Plantspeech, Unassuming foliage, Climber; FCB Cleric, +1 Skill
Adventure Skills Climb+1, Diplomacy+5, Perception+7 (+11 vs disguises, hidden or concealed targets), Stealth+11 (+15 in Forest)
Background skills Preform (Dance) +5, Profession (Baker) +7
Languages Common, Sylvan; Plantspeech (Vines)
SQ Luminous Font +0, Promise of Faith, Promise of Purity
Combat gear Stone Scimitar
Other Gear Msw. Backpack, Holy Symbol of Sarenrae (Tattoo)

Backstory:
Somewhere deep in the Stolen lands, a seemingly ancient statue gazed across the landscape: A Halfling Paladin, with an ancient sword in hand, and the symbol of Sarenrae emblazoned upon their helm. Perpetually granting a Consecrate effect, this statue made for a good camping spot for travelers to rest their weary bones, enabling them to sleep peacefully under Sarenrae's watchful safety.

This Paladin was truly ancient: With no caretakers, the stone was crumbling- Cracked in some places, and covered with a thin veil of ivy, the creeping vines seeking out higher and warmer perches to grow.

One day, a frequent traveler stopped by- And noted with a measure of surprise that the vines had been cleaned up. The traveler thought nothing off it, until a Vine Leshy wandered into view- Calling himself "Rainbow", this vine leshy had recently been born, waking into sentience just in time to view the sun rise.

From that moment on, the Halfling Statue had a caretaker and ward. Rainbow would spend his days gathering nuts, berries and other treasures to trade to passing souls- And slowly acquiring currency, would then trade for religious doctrine. All Vine Leshies feel a pull to learn about their maker, and this particular Leshie had grown to believe that Sarenrae herself must have granted him life.

However, his idyllic life of foraging and trading would not last. While Consecrate certainly provides a measure of protection against all manner of evil, it does little to compel the forces of nature. After one particularly life-threatening morning, the vine leshy narrowly avoided being eaten alive by a marauding Owlbear- And in the crossfire of the fight, the crazed beast knocked over the Halfling statue before running back to who knows were: But the damage was done.

Rainbow tried to fix the statue- But it was simply not meant to be. A traveler soon offered a new hope several days later: Apparently, the nation Rainbow lived in was looking to expand it's borders. And while that in of itself didn't interest the Leshy, the traveler also mentioned he had, on occasion, seen similar statues dotting the land... Rainbow soon made up his mind.

Resolving to find more statues, Rainbow set of to join the cause: By helping the local nation to expand, it would provide him a safe way to travel far and wide: Searching for similar statues, while learning how to preach about the glory of the Dawnflower: Sarenrae herself!

Appearance:
Rainbow for you, like most Vine leshies, consists of a plant-like body. After awakening, Rainbow's body has become a singular, Orange-red carrot-like root: With beady white eyes, a single stem bears a wide leaf above his forehead. Said leaf has been stained- Bearing a tattoo of an angelic women, he wears the holy symbol of Sarenrae in plain sight. Rainbow for you wears a cloak woven from ivy leafs, and wears a backpack made from a large, hollowed out acorn.

As for myself, I loosely know the various happenings of Kingmaker, but have yet to play it. I'll probably end up going into the Dawnflower Anchorite prestige class: I also don't suspect we will be fighting alot of undead, but I've wanted to play a Blossoming Light for awhile now- And figured a playing a Leshy more interested in sunlight than spiritual light could be interesting.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Dotting.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Thank you for your time, and best of luck to those selected!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Congrats to all who were chosen! Enjoy your spooky Adventure!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Discord play is fine by me: I'm already running a game on Discord, so playing another PbP using discord would be no sweat off my back.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Introducing the Naive Treasure hunting Naiad: Blueberry Dŵr.

Blueberry Dŵr:
LG Naiad Poleiheira Adherent 5/ Monk 1/ Eldritch Knight 2 || PackMule 4
Init+1; Senses Low-Light Vision; Perception+14
----------
Defenses
----------
AC 20, Touch 15, Flat-footed 15; (+1 Dex, +1 Dodge, +5 Shield, +3 Wis)
hp 78 (1d8+3d6+4d10 + 24[Con] +7[fcb])
Fort+9 Ref+7 Will+12
----------
Offense
----------
Speed 30 feet; Swim 30 feet
Melee +9 Ghosttouch Unarmed Strike (1d6+6)
Flurry of Blows +8/+8 Ghosttouch (1d6+6)
Special Attacks Flurry of Blows, Stunning Fist (1/day, DC 16)

Wizard Spells Prepared (CL 7th; Concentration +12 [+16 Combat Casting])

4th- Dimension Door, Secure Shelter
3rd- Daylight, Fly, Fireball (DC 17)
2nd- Blur, Flurry of Snowballs (DC 16), Mirror Image, See Invisibility
1st- Expeditious retreat, Feather fall, Magic Missile [x2], Mage Armor
0-At Will Arcane Mark, Detect Magic, Light, Read Magic
----------
Statistics
----------
Str18 Dex 13 Con 16 Int 18 Wis 16 Cha 10
Base Atk +4; CMB+12; CMD 23
Feats Combat Casting, Crane Style, Cut your losses, Favored Prestige Class [Spellcraft], Improved Unarmed Strike, Prestigious Spellcaster, Scribe Scroll, Shield Focus, Stunning Fist, Unhindering Shield
Adventure Skills Acrobatics +9, Escape Artist +13, Knowledge (Arcana, Dungeoneering, Nature, Planes, Religion) +10, Perception +14, Sense Motive +14, Spellcraft +17, Stealth +12
Background Skills Linguistics +15, Sleight of Hand +13 (+15 to conceal objects on person)
Naiad Racial Traits: Inspiration [Inactive], Water Bond [Inactive]
Traits Gifted Smuggler, Muscle of the Society, Infamous [Cheliax]
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Ignan, Sylvan, Terran, Treant
SQ Bonded Book, Efficient Packer (+2) Great Odyssey, Knowledge is Power (Wizard 5th), Weight Training
Combat Gear +1 Ghosttouch Handwraps, +3 Buckler
Other Gear +2 Headband of Wisdom, +2 Belt of Strength, +2 Aquatic Ring of Resistance, Muleback Cords, 1 Potion of Cure Moderate Wounds, 1 potion of Delay Poison, 2 potions of Cure Light wounds, Silk Rope [50 feet], Silver Holy Symbol of Magdh, Spell component pouch, Bandolier, Masterwork Backpack
Currency 994 gp, 9 sp
Light Carry Capacity Effective Str: 16+2[Feat]+2[Trait]+2[Class]+8[Muleback]+1 [Backpack]=31 Light=612 lbs and lower

Spellbook:

4th- Black Tentacles, Dimension Door, Protection from energy, Communal, Secure Shelter
3rd- Arcane Sight, Aura Sight, Daylight, Diamond Spray, Fireball, Fly, Force Punch, Haste
2nd-Acid Arrow, Blur, Defoliate, Flurry of Snowballs, Glitterdust, Mirror Image, Retrieve Item, See Invisibility
1st Air Bubble, Ant haul, Disguise Self, Endure Elements, Expeditious Retreat, Feather fall, Long Arm, Magic Missile, Mage Armor, Secluded Grimoir, Vanish

Stat Rolls+Racial bonuses:

Str 4d6 ⇒ (6, 6, 5, 1)-1 = 17 [-2 Racial][+1 Lv.4][+2 Belt]=18
Dex 4d6 ⇒ (3, 2, 3, 5)-2 = 11 [+2 Racial]=13
Con 4d6 ⇒ (3, 1, 6, 6)-1 = 15 [+1 Lv.8]=16
Int 18
Wis 4d6 ⇒ (6, 4, 3, 4)-3 = 14 [+2 Headband]=16
Cha 8[+2 Racial]=10

Background:
Once upon a time, a family of Naiads lived in a small, misty lake bordering some ancient ruins. Offering up rituals to the Fey Eldest, Magdh, this family of Naiads lived in harmony with nature, passing on a belief throughout the generations that their faith was intertwined with fate itself: Each offering to Magdh both inevitable and expected to keep the nearby ruins secure. Blueberry, soon developed very different beliefs and interests than the rest of his family.

Adventurers often entered the ruins. Most wouldn't return- But those that did carried great treasures, shiny and alluring. This was not the Naiads concern- For material wealth was not interesting to these fey guardians. But to young Blueberry, the stories these relics seemed to tell were far more interesting. To the adventurer with charred clothing- What caused such dire burns? And to the Cleric without an arm- You had two going in, what terrible fate caused you to lose it? Against his families wishes, Blueberry began to sneak out of their mist-veiled lake to approach these adventurers and ask personally.

Blueberry was... Not as Charismatic as most Fey. Some adventurers were kind- Others were not. But each was interesting in their own way. The one similarity to each adventurer was their seemingly magnetic pull to explore the ruins, and come out alive with gold and glory.

Eventually, Blueberry realized that if he could plunder the ruins... He would be an adventurer too! And so, armed with a cool stick, he entered the ruins. Thing was... The ruins were empty! It had seemed like every floor had been cleaned out- Not a mote of treasure, or a hint of danger. Just when he was about to give up, however- A adventuring group on the brink of death came up from the next floor.

Apparently, the next few floors had not been cleared yet- And this adventuring group had spent the better part of the day trying to escape a Minotaur lair. Calling themselves "Pathfinders", the group explained that they had run out of spells and potions- And their front line fighter had passed out from blood loss. It was a shame, but they would need to leave behind their hard-earned loot and regroup, recover and return.

Blueberry offered to help- This could be his chance to become an adventurer! The Pathfinders declined- They were already surprised and concerned a kid wandered this deep, and they weren't going to endanger him further. But... Blueberry insisted he could at least carry some stuff- If everyone was leaving the dungeon, he might as well help out!

After getting vetted, the Pathfinders decided the young Naiad had no ill intent. Letting him carry a box, they fully expected the runt to give up. But not only was Blueberry able to carry the box, he also carried a veritable mountain of treasure, surprising everyone present with an odd talent for carrying things.

After getting both their unconscious fighter, and their loot out, the Naiad begged the Pathfinders to let him help out- Clearly he proved his worth! Seeing his eagerness to adventure, the Pathfinders eventually break- And after finishing their assignment, Young Blueberry traveled out beyond the reaches of his misty, lakeside home. Once a simple fey frolicking his days away, Blueberry was now a squire! And time would only hone and develop his growing skills and passion for adventure.

Heading to Rappan Athuk:
"And were was I..? Ah yes- After I got arrested- Again, those Cheliaxian goofballs wanted to damn my soul! Yea, no kidding! Steal some wallets and your a thief. Steal all the bells hanging in their Asmodean churches and suddenly your a religious terrorist mocking the Prince of Hell! It's not my fault their belfry's are so... Unguarded!" With a grin, the Naiad continues polishing his boots: Nice black leather capable of handling the ickiest marshes, and the grossest sewers. "It's not like they were wrong though. I did have a rather lucrative job smuggling in Silver holy symbols- And none to gods the Cheliaxian government would approve of. So, once I managed to break out of jail, I figured I needed to lie low for a little, you hear? That's when I heard that spicey things were happening in Rappan Athuk- Have I mentioned my undying fondness for ruins? Super cool! So ancient and mysterious... Basically a vacation while things simmer down in Cheliax! A vacation of death and despair! It's been awhile sense I've had any real excitement!... Though that Pit Fiend incident three years back is a modest exception." The Naiad keeps talking: It's unclear if he lacks the social awareness to be more considerate to his companions, or if he's intentionally egging on the Cheliaxian lady. Either way, his enthusiasm for dungeon delving is clear! Hopefully his bark has some bite to it: For Rappan Athuk can be a cold, unforgiving dungeon- One that could snuff out his optimistic life if he isn't careful

Apologies if the Submission fluff is a little too long, or if it's a little facetious to put him interacting with the NPC's that are scheduled to have some sort of dilemma involving the submissions that are selected.

Originally he was going to be a fighter||monk gestault, but after Simon Blue-eyes helpful post describing party comp, I figured I'd modify him to be an eldritch knight. I know he's not the most min-maxed perfect Eldritch Knight, but I think he should be fine! A decent AC Arcane Caster who isn't helpless in melee, can emergency grab fallen comrades and yoink them to safer territory. (Cut your losses is a niche feat, but fantastic when it works into your action economy)


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

A quick question: How would you feel about a Naiad adventurer?


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

let's see what I have to work with.

4d6 ⇒ (6, 6, 5, 1) = 18
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (6, 4, 3, 4) = 17
4d6 ⇒ (3, 2, 3, 5) = 13

So... 17,15,14 and 11. I can work with this.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Dotting, am intrigued


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Alright: With the blessing of Gestault rules, Agrym Sandslag is now an Arakineticist//Geminate Invoker!

Agrym Sandslag:
LN Dwarf Arakineticist//Geminate invoker 1
Init+3; Senses Darkvision 60ft; Perception+6
----------
Defense
----------
AC 15, touch 11, Flat-Footed 13; (+3 Armor, +1 Dex, +1 Shield)
hp 20 (12[Class]+4[Con]+3[Toughness]+1[FCB]) [0 Burn]
Fort+6, Ref+3, Will+2
+2 vs Poison, Spells and Spell-Like Abilities [Hardy]
+2 vs mind-effecting effects [Deathtouched]
----------
Offense
----------
Speed 30 ft
Melee Heavy Pick +1 (1d6-1)
Ranged Negative Blast +1 vs.Touch (1d6+2)
Kineticist Wild Talents Known
Infusions-Energize Weapon
Utility-Basic Chaokinesis
Barbarian Trance 8/day, +4 Con; +2 Reflex and Will, Gain Diehard
----------
Statistics
----------
Str 9 Dex 12 Con 18 Int 15 Wis 14 Cha 8
Base Atk +1; CMB+0; CMD 11 (+4 vs Bullrush/Trip, when on solid ground)
Feats Toughness
Traits Twitchy, Deathtouched, Pragmatic activator
Adventure Skills Knowledge (Arcana, Planes) +3, Knowledge (Religion) +6 [+8 to identify undead], Perception +6, Stealth +5, Survival +4, UMD +6
Dwarven Racial Traits: Greed, Stability, Hardy, Slag Child, Barrow Scholar
Languages Common, Dwarven, Terran, Goblin
SQ: Burn (1 point/round, Max 7), Fast movement, gather power, Trance (8 rounds/day)
Combat gear Heavy Pick
Other Gear Leather Armor, Armored Kilt, Buckler, String [50 ft], 136 GP, 9 SP, 9 CP
Carry Capacity 30+15[Basic Chaokinesis]: 45 lb light. Total Gear weight: 41.5 lb

Background:
Although he hails from the Five King's mountains, his lineage is a new addition to the population, as his great-grandpappy was a Pahmet Dwarf native to the foreign nation of Osiron. Growing up, young Agrym had no fabled heritage, no familial tree to respect, and none of the clout passed between generation to generation of the native Dwarfs. According to his father, Great grandpappy Algrytut used to guard the ancient tombs of the pharaohs- Though fled to the Five Mountains for reasons unknown.
However, where his friends begin growing their first beards, and becoming adults when the young Agryms body began to decay, and his bedroom- His only place of respite- began to crumble apart. Dwarven Clergy became horrified to learn Agrym was dying- morphing and twisting to become a Dwarven Mortic known as a Relictner. His Great Grandpappy Algrytut had likely survived a Mummies curse- But was exiled and banished from the land. Agrym was jailed- His life would fade in a month, before the Priests of Torag would mercifully end his new, undead existence as a Relictner. After all, to let a Relictner wander the Five mountains would shame all of Dwarven kind.

His few friends offered their condolences, a few priests tried to lift the mummies curse- But all failed to help the young Dwarf in any meaningful way. Filled with distress, Agrym used his growing powers of decay to break free and escape, fleeing far from his former home.

Far away from civilization, Agrym was prepared to die until he met a old hermit, a Rivethun Shaman living the life of solitude. The Shaman, practiced in mysterious magyks and rituals, took the Curse-riddled Dwarf in, and taught him how to live. His hereditary curse from a vengeful mummy would no longer be a life-threatening affliction, but a powerful tool to wield: And with that, Agrym returned home, confident his newfound health and vigor would relief his family and friends- And perhaps offer the priesthood of Torag new insight on how to cure Dwarven Mortics from their sorry state...

But... Waking up in an asylum, Agrym cannot recall what happened next- Hell, the amnesiac dwarf can barely remember his great-grandpappy's name: All else is illusive, indistinct and hazy.

Naturally, given the start of Strange Aeons, Agrym doesn't remember this, aside the occasional nightmare, a dark, haunting voice in the back of his head, and the occasional surge of energy when witnessing a tragedy- and a constant threat of turning into a mortic if he doesn't follow the Rivethun rituals he isn't quite sure he remembers correctly... I feel like this has good, gritty horror potential.

(Mortic mutations strictly limited to fluff and gm discretion. No mechanical way exist to turn into a Mortic, and it's not something I am interested in pursuing. He has to fight against his corruption after all ^-^)

As an aside, between kineticist burn and the odd Con-Focused Barbarian Rage, I foresee many bouts of Sudden Barbarian Death syndrome If I'm not careful- Or if the dice fall poorly.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

It's been awhile sense I've played gestalt- I hope it's not in poor taste for me to apply to two of the same AP's at once, as I feel my other submission on GM chapel's side would happily enjoy a gritty and macabre party to struggle against the great old ones.

Hope to have an updated submission on this side soon, once I've combed through my Dwarf and re-adjusted the few differences between campaigns.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Introducing an outcast Dwarf, Agrym Sandslag!

Agrym Sandslag:
LN Dwarf Arakineticist 1
Init+3; Senses Darkvision 60ft; Perception+7
----------
Defense
----------
AC 14, touch 11, Flat-Footed 12; (+3 Armor, +1 Dex)
hp 16 (8[Class]+4[Con]+3[Toughness]+1[FCB]) [0 Burn]
Fort+6, Ref+3, Will+3
+2 vs Poison, Spells and Spell-Like Abilities [Hardy]
+2 vs mind-effecting effects [Deathtouched]
----------
Offense
----------
Speed 20 ft
Melee Heavy Pick +0 (1d6-1)
Ranged Negative Blast +0 vs.Touch (1d6+2)
Kineticist Wild Talents Known
Infusions-Energize Weapon
Utility-Basic Chaokinesis
----------
Statistics
----------
Str 8 Dex 12 Con 18 Int 15 Wis 16 Cha 6
Base Atk +0; CMB-1; CMD 10 (+4 vs Bullrush/Trip, when on solid ground)
Feats Toughness
Traits Twitchy, Deathtouched, Pragmatic activator
Adventure Skills Knowledge (Arcana, Planes, Religion) +3 [+5 to identify undead], Perception +7, Stealth +5, Survival +5, UMD +6
Background Skills Appraise +6 [+8 vs nonmagical goods; Metal or Gemstones], Knowledge (Engineering, History) +3
Dwarven Racial Traits: Greed, Stability, Hardy, Slag Child, Barrow Scholar
Languages Common, Dwarven, Terran, Goblin
SQ: Burn (1 point/round, Max 7), gather power
Combat gear Heavy Pick
Other Gear Leather Armor, Armored Kilt, String [50 ft], 21 GP, 9 SP, 9 CP
Carry Capacity 26+13[Basic Chaokinesis]: 39 lb light. Total Gear weight: 36.5 lb

Background:
Although he hails from the Five King's mountains, his lineage is a new addition to the population, as his great-grandpappy was a Pahmet Dwarf native to the foreign nation of Osiron. Growing up, young Agrym had no fabled heritage, no familial tree to respect, and none of the clout passed between generation to generation of the native Dwarfs. According to his father, Great grandpappy Algrytut used to guard the ancient tombs of the pharaohs- Though fled to the Five Mountains for reasons unknown.

However, where his friends begin growing their first beards, and becoming adults when the young Agryms body began to decay, and his bedroom- His only place of respite- began to crumble apart. Dwarven Clergy became horrified to learn Agrym was dying- morphing and twisting to become a Dwarven Mortic known as a Relictner. His Great Grandpappy Algrytut had likely survived a Mummies curse- But was exiled and banished from the land. Agrym was jailed- His life would fade in a month, before the Priests of Torag would mercifully end his new, undead existence as a Relictner. After all, to let a Relictner wander the Five mountains would shame all of Dwarven kind.

His few friends offered their condolences, a few priests tried to lift the mummies curse- But all failed to help the young Dwarf in any meaningful way. Filled with distress, Agrym used his growing powers of decay to break free and escape, fleeing far from his former home.

Far away from civilization, Agrym was prepared to die until he met a old hermit, a Rivethun Shaman living the life of solitude. The Shaman, practiced in mysterious magyks and rituals, took the Curse-riddled Dwarf in, and taught him how to live. His hereditary curse from a vengeful mummy would no longer be a life-threatening affliction, but a powerful tool to wield: And with that, Agrym returned home, confident his newfound health and vigor would relief his family and friends- And perhaps offer the priesthood of Torag new insight on how to cure Dwarven Mortics from their sorry state...

But... Waking up in an asylum, Agrym cannot recall what happened next- Hell, the amnesiac dwarf can barely remember his great-grandpappy's name: All else is illusive, indistinct and hazy.

Personality and Appearance:
Agrym Sandslag is pale, even for a Dwarf: And his brush with mortic heritage has left him thin and bald: His bones press up against his skin, and he remains unable to grow a proper dwarven beard.

Quiet and twitchy, Agrym has a paranoia about structural collapse, fearing his grip on the Relictner curse might not be as steady as he hopes- Often scanning the roof and walls of any particular room in fear they might come tumbling down. However, this paranoia is unsubstantiated- After all, with his Arakineticist training, the extent of his mortic heritage only extends towards that granted to him via class features.

I hail from the (MT) time zone, and can post regularly.

Currently, I run a single PbP as a gm, though I fear my remaining players are cooling down and losing interest. Aside that I have no other obligations or games I am participating in.

I've wanted to play Strange Aeons for some time, though have never had the opportunity. The Mortic referenced comes from Tyrant's Grasp [5/6: Borne by the Sun's Grace], and has no mechanical effect- It is purely a fluff reason for Agrym to become an Arakineticist.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

I have this Dwarf Idea that's been bouncing around my head for awhile- Dotting


Best of luck in pursuing your IRL endeavors! Creating Sir Crunchy was an experience worth having, so even though I haven't done much with the crabby wizard, he was still a pleasure to play, even if for a short period of time.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

And here lies the tale of Sir Crunchy the Crab:

Sir Crunchy:

LN Awakened Giant Crab Wizard (Worldseeker) 7
Init+6; Senses Darkvision 60ft, Smokesight; Perception+19
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Defense
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AC 26, touch 12, Flat-Footed 22; (+4 Mage Armor, +4 Shield, +2 deflection, +6 Natural)
hp 93 (3d10+7d6+40(Con)+7(Favored Class)
Fort +11, Ref +7, Will +10
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Offense
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Speed 30 ft., Swim 20 ft.
Melee Two +1 Claws +9 (1d4+3 Plus Grab)
Special attacks Constrict (1d4+3)
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Spell-Like Abilities (CL 7th; Concentration+13)
Constant-Endure Elements
At Will (Self only)- Feather Fall, Levitate
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Wizard Spells Prepared (CL 7th; Concentration+13)
4th- Black Tentacles (DC 20), Dimension Door
3rd- Blink, Dispel Magic, Lightning Bolt (DC 19), Major Image
2nd- Aboleth's Lung (2) (DC 18), Mage's Crawlspace, Mirror Image, Gust of Wind (2) (DC 18)
1st-Ant Haul, Expeditious retreat, Mage's Armor, Secluded Grimoir, Shocking Grasp (3) (DC 17)
Arcane School: Air (Smoke Subschool)
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Statistics
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Str 15 Dex 11 Con 18 Int 22 Wis 13 Cha 10
Base Atk +6; CMB+8 (+12 Grapple); CMD 18 (30 vs Trip)
Feats Combat Casting, Improved Initiative, Shield Focus, Shield Proficiency, Unhindered Shield
Traits Dangerously Curious, Reactionary
Skills Appraise +15,Fly +15, Knowledge (Arcana, Dungeoneering, Local, Nature, Religion) +15, Knowledge (Engineering, Geology, History, Nobility) +10, Knowledge (Planes) +20, Linguistics +15, Perception +19, Profession (Accountant) +12, Spellcraft +15, Survival +10, Swim +14, Use Magic Device +10 (Racial Bonuses) Perception +4, Swim +8
Languages Common, Aboleth, Abyssal, Aquan, Auran, Celestial, Draconic, Infernal, Ignan, Sylvan, Terran, Protean
SQ: Improved Familiar (Kami, Shikigami), Planar Associates, Walk the Planes, Water Dependency
Combat Gear: Lesser Extend Metamagic Rod, Wand of Cure Light Wounds (x50)
Other Gear: Blessed Book, Decanter of endless water, Handy Haversack, 150 gp

Spellbook:

Wizard Spells Learned (Italics indicate learned from a purchased scroll)
--------------------------------------------------------------------------- ----------------
4th-Anywhere But Here, Black Tentacles, Dimension Door, Lesser Planar Ally
3rd-Blink, Dispel Magic, Fly, Gaseous Form, Lightning Bolt, Major Image, Nondetection, Stormstep
2nd-Aboleth's Lung, Aggressive Thundercloud, Create Pit, Flurry of Snowballs, Gust of Wind, Mage's Crawlspace, Mirror Image, See Invisibility
1st-Ant Haul, Expeditious Retreat, Grease, Mage Armor, Magic Missile, Protection from Evil, Secluded Grimoir, Shocking Grasp, Silent Image, Ventriloquism

Daily Routine:
After waking up for the Day, Sir Crunchy summons his spellbook and studies for an hour. Sir Crunchy then uses his Lesser Extend Metamagic Rod to cast an Extended Mage Armor, before he sends his Spellbook back to the Ethereal Plane via Secluded Grimoir

At the end of the adventuring day, Sir Crunchy uses his Lesser Extend Metamagic Rod to cast an Extended Mage's Crawlspace. Inside, he uses his Decanter of Endless water to fill the hole to a suitable content before going to sleep. (Naturally, this routine changes based on daily circumstances, dangers and events.)

Backstory:
Once upon a time, on the distant isle of Hermea, a gold Dragon named Mengkare started a glorious endeavor, creating a utopia in the world's eye. However, there are rumors of discontent rebels trying to overthrow the Gold Dragon's reign- And Sir Crunchy is the product of one such attempt.

One nameless druid thought it would be wise to turn all the local flora and Fauna into a network of eyes and ears, and so he went about Awakening various creatures in secret. Sir Crunchy was an Ordinary Crab scuttling about the beaches of the island when he was blessed with the gift of intelligence and free will. For awhile, Sir Crunchy did his part, spying for the druid. But when the Druid awakened his next target, Sir Crunchy was no longer bound to obey- And so, The Giant Crab scuttled into the Ocean, never to be seen again...

Sir Crunchy's mind was opened to the many mysteries of the world- What causes the currents of the Ocean? Why do plants taste different than prey? What are these wrecks made of wood lying on the seafloor?

Sir Crunchy had many misadventures as he walked the path of enlightenment. He was attacked by some Hungry Grindylow. He made friends with some Aquatic Elves. But his career as an adventurer truly took off when he discovered a waterproof spellbook near a dying Merfolk. He couldn't save the Merfolk, but the Spellbook was unusually receptive to the Giant Crab, and before long Sir Crunchy had become a fledgling Wizard. The rest of the loot on the Merfolk also helped the Giant Crab as he began to gain levels and experience.

However, These newfound powers also put Sir Crunchy in newfound danger, for the Merfolk he had looted was an Aboleth Slave- And the Aboleth Master was displeased to find his minion killed and looted. In time, the Aboleth tracked Sir Crunchy down, and a fight broke out- Or, more correctly, Sir Crunchy swam for his life. Free will was a precious gift, and by then The Awakened Crab had learned the fate of those who cross an Aboleth.

Sir Crunchy quickly found himself trapped in some ancient ruins, The Aboleth thinking two steps ahead of the poor Crab. In a Panic, Sir Crunchy began trying out all the fancy toys he had looted from the Merfolk. "What does this wand do? Acid? That's useless. What about this Sword? No, can't wield that-" It was at the last second that Sir Crunchy found a Waterproof Scroll, activating it right As the Aboleth was closing in- And the Scroll worked!

Sir Crunchy would have found a scroll of Plane Shift keyed towards Axis, the Plane of Law. Out of Danger, and in the vast and daunting plane of Law, Sir Crunchy began to learn the ways of civilization, being arrested multiple times for inadvertently breaking various niche laws. Regardless of this accidental criminal history, Sir Crunchy soon found he had a talent for crunching numbers, and picked up work as an accountant for a small firm responsible for helping petitioners make the transformation into Axiomites.

Sir Crunchy would have been working a late night in the office when a group of nefarious Blackfire Adepts burst into reality. It wasn't that these criminals where attacking the office- Rather, the Office just happened to be the location they arrived.

Blackfire spread through the office, burning countless hours worth of files and documents- This made Sir Crunchy's blood boil, for that was work he had painstakingly handled. With his Wizardly spells and gnashing pincers, he managed to hold the adepts long enough for the Inevitable police to arrive and provide back up. By morning every Blackfire Adept was under arrest... But the resulting conflagration had destroyed most of the office, and all of the documentation.

The work could be recovered through various magics- But this would take time, and Sir Crunchy had no way to help. A Stranger approached the Giant Crab with a Job offer- They needed an Accountant on the Plane of Air, and were impressed with Sir Crunchy's handle of the situation: and with nothing Better to do, Sir Crunchy accepted.

Sir Crunchy would end up spending several years working at a small outpost on the Plane of Air. He would often witness many mysterious figures coming and Going, and would eventually learn the truth- And be accepted into the secretive Riftwarden Society as an accountant.

Sir Crunchy has learned a few Riftwarden secrets, retraining from a generalist Wizard to a WorldSeeker Wizard with the smoke Arcane school. Sir Crunchy would have just finished compiling a ledger of Blackfire attacks across the Inner Sea region when he might be given a new job on the Plane of Fire. A more... Hands on Job than managing paperwork.

Appearance:
Sir Crunchy looks like an Ordinary Giant Crab, with a bright red shell and beady black eyes. On his dominant pincer he has strapped a piece of driftwood, carved into a rudimentary Buckler. He has had the opportunity to upgrade into a nicer bucklar, but has sentimental memories of using this wood to try and fend off Grindylows when he was newly Awakened.

In addition, his defining fashion statement is a Comically Large Wizard Hat, held atop his shell with various cords. In truth, this "Hat" is actually a Handy Haversack that has been designed to look like a hat: It is Red with several golden stars and moons stitched on.

Aside his Buckler and Handy Haversack, he looks like a Regular Giant Crab... Which tends to stick out on the various planes, leaving the occasional outsider incredibly confused.

Personality:
Sir Crunchy is unusually well spoken for a Crab, and has picked up many languages. He is generally soft-spoken and agreeable, desiring to spend his free time reading or cleaning his shell, and spends time in combat trying out new tactics and spells. Fairly knowledgeable, Sir Crunchy can usually identify his foes, and tries to help others with his vast array of facts.

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