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EltonJ wrote:


Yes it can. Although I'm wondering what kind of monk are you going to submit.

I have a very interesting background idea, I think. Hopefully you will like it.


EltonJ wrote:
He'sDeadJim wrote:

Hmmmm...

I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.

Which would you prefer?

#1.

Works for me. One last question then:

That version gives the ‘effectively large’ size bonus. Would that apply to the ‘large size’ monk unarmed attack base damage?

Just looking for clarification, as I can live without that particular unarmed bonus here. Just wanted to play a minotaur!
=)


Hmmmm...

I found no less than 4 different versions of Dragonlance Minotaurs for 3.5/Pathfinder.

Which would you prefer?

Minotaur Racial Traits #1:

Minotaurs possess the following racial traits:
+2 Strength, +2 Constitution, –2 Charisma.
Hulking Brute: Minotaurs are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.
Ogre Blood: Minotaurs count as Ogres for any effect related to race (including being considered giant types).
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
Seafaring: Minotaurs treat any Profession skill related to seafaring as class skills. They receive a +2 racial bonus to Swim skill checks.
Keen senses: Minotaurs receive a +2 bonus on smell- and taste-based Perception skill checks.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: Fighter.

Minotaur Racial Traits #2 :

Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma. Minotaurs are strong and powerful, but their arrogance and brutish appearance can be offensive to other races.
Medium: Minotaurs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Thick Hide: Minotaurs gain a +2 natural armor bonus.
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and are fearsome.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll and half Strength bonus on the damage roll).
Keen Senses: Minotaurs receive a +2 bonus on smell- based Perception checks.
Weapon Familiarity: Minotaurs treat any weapon with the word "minotaur" in its name as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores may choose any of the following: Kalinese, Nordmaarian, Ogre, Saifhum.
Favored Class: The favored class of minotaurs is Fighter or Mariner. The choice must be made at 1st level and cannot be changed.

Bibliography:(Contributor: Trampas "Dragonhelm" Whiteman)
Pathfinder RPG Alpha release 2
Races of Ansalon
Dragonlance Adventures
Tales of the Lance

Minotaur Racial Traits #3:

+2 Strength, +2 Constitution, -2 Dexterity. Minotaurs are incredibly strong and hardy, but their bulk makes them rather uncoordinated.
Size: Medium
Normal Speed: A minotaur’s base speed is 30 ft.
+2 Natural Armor
Gore: Same as in Races of Ansalon (Not typing the whole thing out!)
Seafaring: +2 racial Profession (sailor) and Swim checks
Terrifying: Minotaurs receive a +2 bonus on Intimidate Checks
Minotaurs can take the scent special quality as a bonus feat and receive a +8 bonus on scent-based Perception checks if they do.

Minotaur Racial Traits #4:

Minotaurs are monstrous humanoids that have all of the racial traits listed in Chapter Seven of Races of Ansalon except as follows:
+4 Strength, -2 Dexterity, -2 Intelligence: Minotaurs are big and strong, but not agile. From youth, they focus on improving their bodies over their intellects.
Tough Hides: Minotaurs have a +1 natural armor bonus.
Intimidating: Minotaurs receive a +2 racial bonus on Intimidate skill checks.
Keen Senses: Minotaurs receive a +2 racial bonus on Perception skill checks.
Seafaring: Minotaurs receive a +2 racial bonus on Swim skill checks.

_______________________

I can work with any of these...just let me know which you would prefer/allow.
Or let me know if there is another set of traits you would rather I use to design my character?


Put me down for a possible Minotaur: Unchained Monk + possibly Red Wizard.


Basically I'm asking this:

Per the Spell (1st edition PF) 'Control Winds'- A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

What exactly is the possible effectiveness of Windstorm Force against 'creatures' other than as per a normal Gust of Wind effect? Is it still limited use against creatures smaller than Large creatures?

I realize this is mostly just speculation of course, but I'm curious of thoughts on this. Especially from GMs who might have to rule on this at some point.


Just to be clear, you said Core and Psionic classes only? Do you prefer the Unchained or standard Rogue? Im not sure what the difference is off the top of my head, just want to clarify. Many GMs I have played with in PbP prefer the Unchained versions.


Ok so my basic ideas:
Gnoll Wilder
Shifter Ranger/Rogue
1/2 Elf Dragonmarked Rogue or Bard

I will whittle these down tonight and try to get something posted ASAP.


Or maybe a Dragonmarked character.


If you are still taking submissions… i prefer PF1 and was wondering if you would allow a shifter or Gnoll PC character?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Fire Kineticists are Occult characters. They draw their power directly from the astral plane. No psionics. Even the telekinetic version uses astral energy to power their abilities. That’s why Con is their control stat for their energy powers.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

I'm building my Half-Orc Fire Kineticist character around the idea he's been working part time as a undead hunter for the Church of Pharasma, mostly in the 'burning down the house' capacity since he's also a part time arsonist for hire too. Zombies and ghoul nests usually burn quite easily if trapped in well-sealed structure fire.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Are we rolling standard starting money?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Perfect! Definitely works for me.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

I’m probably going with Hiregaard.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Are the Legacies supposed to be blood related (directly related) to the character or are they just 'Legacies' that each of us has some sort of connection to somehow?

Can we get a third trait if we take a disadvantage?

Optional Rules:
Would you allow Varient Multiclassing?


1 person marked this as a favorite.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Black Dow wrote:

Hey gang, am mulling a Cleric - Roaming Exorcist archetype - will plan to tie them into the lore of Pharasman Penitents somehow also.

Like the idea of a child who was possessed at some point - did something heinous (which caused loss of family) - then raised in a Pharasman Orphanage or Abbey etc to become a Penitent who wanders seeking atonement thru the exorcism and expulsion of daemons, the risen dead and the like.

A great choice for this game. Roaming Exorcist? Let's see...OK, Never seen that one before. Looks fun!

=)


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
_JJ Surabar wrote:

If you are keen on a white necro, then go for it.

I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.

Thanks but no, I have a hundred and one ideas running through my head. I was just admiring your thought because I had a similar one!

=)

I think I'm going to try and focus on my Half-Orc pyro-kineticist if I can.
He's literally a pyromaniac for hire.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

That was an idea I was considering too. White necromancers are such a cool concept. Torn between power and righteousness. Love it.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Should we start discussing character ideas we might want to try out? I know we don't have build rules yet, but I thought it might be fun to see what everyone wants to try out.

I have tons of ideas, but I'm leaning toward two that I really want to try again if possible. Strangely enough both are Fire based characters, and I have no idea what will be allowed by the GM, but they both still really appeal to me.

Either a Half-Orc Pyro-Kineticist, or a Half-Elf Oracle of Flame.

I started Strange Aeons PbP with a version of the Half-Orc and Started my recent Carrion Crown PbP game with the Half-Elf. I really liked them both before those games quickly died in their infancy. The Half-Orc was from Lastwall basically and the Half-Elf was from Ustalav, so the basic concepts still fit...mostly.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Greetings all! I was just invited in.

I have pretty extensive experience with the old original Ravenloft module. From there I also have some experience with the World building portion with multiple realms (Dragonlance, Forgotten Realms, etc...). Although I have not dealt with any of the latest published stuff.

I started with a PbP on the Strange Aeons recently in the last year, but it died quickly once the GM disappeared suddenly.

I have gone through Carrion Crown IRL with one GM years ago, but it was a truncated experience and not the complete AP as I understand because the GM wanted to only use some of it and not all of it. I also started a Carrion Crown PbP last year, but it died quickly too.


Im good with doing a letter or something polyfrequencies.

I also support Nex jumping back in as a PC. He stepped up and took over after our last GM abandoned us. No reason I can think of not to let him if he is interested in jumping back in.


Dude! You are my savior! This was my 3rd or 4th attempt at this AP and never finished the first book until GM Nex took over. Im so looking forward to the next part!


Ok, well that's depressing so far. Trying to bump this up for one last chance...


Greetings! Two companions and I have been slogging through the Iron Gods campaign for a few years now, and our GM has found he no longer is inspired by PF1 and has moved on to PF2nd Ed. Our characters have just defeated Hellion and are now bereft of a GM, and all three of us wanting to continue into the third book with PF1.

The game is currently in Discord, but did originate here on the Paizo PbP boards. We are more than willing to move back or stay in Discord.

If you are a GM and may be interested in our little group, please feel free to respond here or send me a PM and I will get back to you all as soon as I can this weekend.

The three characters are:(@Gestalt 7th Level)

Keldor Whisthawk: Male 1/2 Elf Unchained Summoner(Synthesist)/Paladin of Erastil <-ME!

Basil NaN: Female Android Gunslinger(Siege Gunner)/Inquisitor

Thawm Uhturj: Female Human Wizard(Thassilonian Specialist: Conjurer)/Cleric(Ecclesitheurge of Nethys)

Thank you for your time and attention here, and please let me know if you have any questions.


Here are my character's answers to the questions. She's basically done, but I sent her by PM to the GM for approval of the 'Not Annoying or Problematic' character concepts before I post here here.

Hell's Rebels Questions::

1. What drove you against the current rulership of Kintargo?
Answer: The Church of Calistria in Kyonin sent her to investigate and possibly help the local worshipers of Calistria there who sent a secret message for aid. Anything to stick a thumb in Thrune's eyes is seen as a plus here as far as Calistria’s church is concerned. Merelda knows she’s being sent on a possible suicide mission, and she understands success is unlikely. Sounds like fun!

2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?
Answer: To take vengeance upon the uptight Devil-Worshiping rulers of Kintargo, for the minor Calistrian congregation in Kintargo is something she relishes the challenge for! Helping the rebels is just a huge fun bonus!

3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?
Answer: ‘Love’ is a construct to Merelda...and anyone who loves Merelda must understand her own wants and needs come first. However, she won’t hesitate to try and turn the tables on the enemies involved in some way too with her comrades, giving them the Calistria ‘kick’ of vengeance she often desires. Anyone who ‘loves’ her is just taking their chances...and will end in inevitable heartbreak in almost all cases. While intentionally cruel, Merelda is always upfront with her lovers. Nothing is permanent with her, except her faith.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
Answer: Ask if the men wouldn’t mind ‘taking it out in trade’ instead in the alley nearby...then try and turn the tables on whichever one is alone with her! She then...well...you get the idea.

5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do?
Answer: She goes to the meeting. Again, to Merelda...’fancy’ is about all she wants in the end really and there are always others to look forward to. She will attempt to ‘ask for forgiveness’ or ‘punishment’ later in a very physical sense if she can.

6. Your life’s nemesis is at your mercy. But his close family nearby begs for his life. Do you spare him? Or is some other outcome more favorable?
Answer: Vengeance comes in many forms, and life itself can be punishment to some and death a a gift to others! Sometimes vengeance is the loss of an eye or an ear...or some other body parts! She’s flexible. Very...VERY...flexible.

7. Without describing their job, name, or appearance tell me who you're character is.
Answer: A woman who appears to always know what she wants, and is never afraid to ask for it. Beautifully joyful in all things, she is both fun and cruel, her laughter is both joyful and unhinged to some. Like an animal stalking prey, she follows Callistria’s will whenever she can, and never lets a truly deserving target get away if she can help it.


I have an Elf Inquisitor of Calistria that I could adapt to this. Let me see if I can re-make her properly for the game.


Heck...I just found this. 1 Day to build a 1st level character? Maybe...


Anything PF1 is good for me. I'm not a fan of PF2 and don't know D&D5th very well yet.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Isn't the wolf listed Fang?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Greetings everyone!

I'm in one of Spazmodeous' other games, and he invited me in. I'm putting together an Oracle of Flame(Seeker), which will hopefully kind-of cover both of the Divine and Arcane aspects for the group. Once I have more, I will post it.

=)


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

No problem. Take care of yourself.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

With a half-orc I could go either way on either table. Whatever happens it will be interesting...

I think starting from the beginning on the 'monster' group would be easiest for the character Idea i am working up.

Cole Burrns, CN, Pyrokinetic and renegade from the River Kingdoms. He REALLY likes to burn things.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Getting this out of the way early...

Main: 10 + 2d4 ⇒ 10 + (2, 2) = 14
Main: 10 + 2d4 ⇒ 10 + (2, 3) = 15 <
Main: 10 + 2d4 ⇒ 10 + (3, 3) = 16 <

Mid: 10 + 1d6 ⇒ 10 + (5) = 15 <
Mid: 10 + 1d6 ⇒ 10 + (3) = 13
Mid: 10 + 1d6 ⇒ 10 + (6) = 16 <

Sub: 14 - 1d6 ⇒ 14 - (6) = 8
Sub: 14 - 1d6 ⇒ 14 - (5) = 9 <
Sub: 14 - 1d6 ⇒ 14 - (3) = 11 <

I'm thinking a half-orc (Unchained) Monk or Pyrokineticist?

I already have a Pyro that I could adapt easily enough...

Question: Are you allowing the 'Hero Point' alternate rules or Variant Multiclassing?


Thanks for the chance!
=)


Shadow_Fox wrote:


He’sdeadjim: concept noted.

Thanks. If there are any questions or problems with my submission, just let me know.


No offense but can you guys spoiler your larger posts? Im trying to read this on my phone and the longer ones are killing me.


Here's the basics: (Note: I live in Texas, so I'm Central time zone.)

Hoss’r Stonekind - Crunch:

Male human (Osirian) Ranger (Infiltrator) of Anubis 6/Living Monolith 6
LN Medium humanoid (human)
Init +2 ;Senses: ‘deathwatch’ and ‘detect undead’ at will (Concentration); Perception +15 (+4 vs. Undead and +2 vs. Aberrations)
--------------------
Defense
--------------------
AC 24 , touch 14, flat-footed 21 [Details: +1 Deathless Mithral Elven Chain w/+1 Heavy Darkwood Shield of Bashing, +1 Ring of Prot., +1 Dodge (Feat), Dex +2(Enhancement Bonus: Snakeskin Tunic)]
At 5th level, a living monolith becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Hp 126(6d10+18; 6d8+18; +12 Favored Class Bonus; +12 w/Toughness Feat)*
*DR2/-; +20% fortification against criticals; A living monolith automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.
Fort +11, Ref +9, Will +8; +2 vs Poison, +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels
--------------------
Offense
--------------------
Speed 30 ft.(30 ft. in armor)
Base Melee +14/+9
Base Ranged +12/+7
Special Attacks
Ranger Spells Prepared (CL 3rd; concentration +)
. . 4th— 0
. . 3rd— 0
. . 2nd— 0
. . 1st— Entangle, Liberating Command

Spell-Like Abilities:
*Meld into Stone (At Will)
*Invoke the Power of his Soul Stone(Ka stone): 3/per day as a swift action, enabling him to grow in size as if using Righteous Might-DR gained is Good Aligned(against Evil); When a living monolith uses his soul stone to increase his size, his normal DR and Fortification defenses temporarily increase by an additional +1 DR and +10% Fortification.In addition, when a living monolith uses his ka stone to increase his size, his base attack bonus from his living monolith class levels is equal to his living monolith level.

--------------------
Statistics
--------------------
Str 16(18), Dex 12(14), Con 16, Int 13, Wis 14, Cha 12
Base Atk (BAB) +10; CMB +14; CMD 27 (+4 vs. Bull Rush or Trip while standing on the ground.)

Feats: Exotic WP(Kopesh), Dodge, Two-Weapon Fighting, Iron Will, Endurance, Improved Shield Bash, Shield Mastery, Shield Slam, Improved Critical (Kopesh), Weapon Trick (Weapon and Shield Tricks), Toughness

Traits: Killer (Combat); Osirionologist (Region)

Skills:(*Ranger Prof/**Living Monolith Prof.)
**Acrobatics 10(-2 w/armor)
*Climb (Str) 10(-2 w/armor)
*Intimidate (Cha) 10
*Heal (Wis) 10
*Perception (Wis) 15
*Knowledge (dungeoneering) (Int) 9
*Knowledge (nature) 9
**Knowledge (religion) 13
*Ride (Dex), 9
*Stealth (Dex) 12 (-2 w/Armor)
*Survival (Wis), 10 (A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.)
*Swim (Str) 9(-2 w/armor)
**Sense Motive(Wis) 11

Background Skills:
*Profession (Soldier) [Wis] 9
*Knowledge (geography) 8
**Knowledge (History) [Int] 9
**Knowledge (Engineering) [Int] 9
**Linguistics(Int) 8
*Handle Animal (Cha) 8

Languages: Osiriani, Ancient Osiriani, Common, Sphinx, Gnoll, Aklo

--------------------
Special Abilities (Ranger): 1st favored enemy (Undead +4), track, wild empathy, Combat style feat(1st), Endurance, Infiltrator Adaptation (Undead), Hunter's bond (Party Companions), 2nd favored enemy (Aberrations +2), Combat style feat(2nd)

Special Abilities (Living Monolith): Soul stone (Ka Stone), Stone blood, Stability, tombsight, Fortified flesh (DR 2/-, 20% Fortification), immune to disease, greater Ka stone, Attunement to stone, Toughness

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

Equipment and Magic Items GP Cost (108,000 gps max)
Ranger Kit* 9gp
*backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Undead Slayer's Kit** 402gp
**wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
2 daggers 4gp

Handy Haversack 2000gp
Ring of Feather Falling 2200gp
Amulet of Grasping Souls (Source: Tears at Bitter Manor pg. 54) 21000gp
Belt of Mighty Hurling (Lesser) 14000gp
Cloak of the Hedge Wizard (Transmutation) 2500gp
Snakeskin Tunic (Ultimate Equipment pg. 222) 8000gp
Feather Token (Bird) x2 600gp
Feather Token (Tree) 400gp
Potion: Gaseous Form 750gp
Wand of Cure Light Wounds (50ch) 3rd lvl caster (1d8+3) 2250gp

+1 Mithral 'Called' Flaming Sibat (Death’s Reach) [Effective +3] 19002gp
+1 Adamantine Kopesh of Impact (Anubis' Touch) [Effective +3] 21020gp
+1 Darkwood Heavy Wooden Shield of Bashing (Death's Door) [Effective +2] 4407gp
+1 Deathless ‘Mithral Elven Chainmail’ [Effective +2] 9150gp

Final Spent gps Total: 107690
Remaining gps: 306

History:
Hoss'r was born into a Osirion soldier family, the 7th son of a common general. He was raised a worshiper of Anubis by his father, and one of those commanding the Osirian army protecting the capital. Hoss'r grew disillusioned with normal army life quickly, and eventually set out to help explore the Half-Dead city of Wati as soon as he could. Meeting with both failure and success there, he found a scroll depicting an ancient process that would allow him to become a protector of life made of living stone. Since he had nearly died in Wati of mummy rot, this transformation really appealed to him since it would make him immune to such diseases. He sought out and successfully convinced a sphinx named Beltur'Nos to help him transform himself. The Sphinx forced Hoss'r to perform a series of deadly tasks in the deep desert, then swore him to extreme secrecy as the only other condition for his help. Once he received his transformation and returned home, Hoss'r was soon sought out by a powerful group of people in the distant country of Ustalav. That group calls itself the 'Esoteric Order of the Palatine Eye' and claims to have connections in Osirion that go back millennia. They fight the undead plaguing their homeland and wanted to gain his unique aid after hearing from their contacts about Hoss'r and his unique abilties. They offered him gold, magic, and a chance at the extreme adventure he craved...as well as rampaging undead he could crush to honor his grim god. How could he refuse? Upon arrival, Hoss'r disliked the place immediately. It was cold, damp, and constantly foggy. Almost the antithesis of his homeland. To compensate him for his long journey and placate his hatred, the group gifted him with a magical set of armor so light it almost felt like nothing was weighing him down, and it was enchanted to protect him from the negative energy the undead use way too effectively. Unfortunately so far, Hoss'r has merely been waiting patiently to be set loose upon the group's enemies.

Description:
Hoss'r is a standard golden-skinned Osirian male, with a shaved head and severely spiked (Egyptian-style) beard pointing out from his chin of mostly black hair, shot through with streaks of silver. He generally only wears a simple cotton kilt and snakeskin tunic with sandals when he can get away with it, preferring less restrictions to his movement. However, he has been forced to deal with the cooler climate in Ustalav by wearing his new silvery armor with light cotton padding underneath with northern boots to help keep him warmer when traveling outside. Wearing the armor outside seems to please his allies too, which amuses Hoss'r to no end.


My guy is almost done! It's a lot of stuff to put together.


1 person marked this as a favorite.

This is an intriguing concept to try for. Would you be interested in...

Hoss'r Stonekind, Human(Osirian)Ranger(Infiltrator)/Living Monolith?

Probably go with LN for alignment.

I've being trying to build something like this for a Mummy's Mask game a few years now on PBP recruitment, but I usually try with an Oread.

Quick Basic History:
Born and raised a worshiper of Anubis by his father who is a General in the Osirian army protecting the capital, Hoss'r grew disillusioned with normal army life and set out to help explore the Half-Dead city of Wati. Meeting with some success there, he found a scroll depicting an ancient process that would allow him to become a protector of life made of living stone. He sought out and successfully convinced a sphinx to help him transform himself. Not long after his transformation, he was sought out by powerful people in Ustalav that belonged to a cult that fought undead rising in their homeland and wanted to gain his unique aid. They called themselves the 'Esoteric Order of the Palatine Eye.' They offered him a chance at the extreme adventure he craved, and rampaging undead he could crush to honor his god. How could he refuse?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
mellowgoth wrote:

Shadow;

my time has been really fragmented lately as well. Whatever time you can give to this is good with me. No pressure.

Happy Thanksgiving to the Americans among us...

Ditto.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

I just noticed Greenly is still showing as 4th level. Is that a typo?


No takers yet? I was hoping someone might bite at least...


Greetings! Our last GM had to drop out due to personal issues and we are trying to find a new one who might be interested in picking up where he left off. This game was started 5 years ago and a few of the players have changed a few times, but we are steadfast in trying to find a new GM to keep going.

We are all 7th level and I think near the end of book 2 in the AP?

Our characters are:
Lirotha Karsani - Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) = This is me!
Rocco Hardweather - Male Halfling Spiritualist 6/Rogue (Unchained) 1
Elurius Parthreon - Female half-elf Oracle 7
Oren Mitabu - Tien Female Mutagenic Mauler 7

Feel free to look over our game and see if you might be interested in picking up where our last GM had to leave us.

LOOK HERE FOR DETAILS


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Dro'gan doesn't care if he's liked. That's part of who he is. He's very goal oriented.

Can you be specific on your judgement? Or is it Greenly's judgement specifically? I look at my idea as nothing more than a magical version of an electronic ankle-bracelet really...in a general sense.

I was trying to prevent Mag's death and/or physical torture by putting her to work helping the town and surrounding area that she herself has preyed upon for years. Rehabilitation and recompense are normal punishments even in our society today. Technically people used to be sentenced to 'Join the Army' or go to jail. That sounds like forced rehabilitation to me too, although I'm unsure if such things till happen.

Now, I'm not claiming my idea was perfect, but it seemed the 'lesser' of evils in my distinction, and a waste of possible resources by Dro'gan's opinion. I was not expecting it to work without support from the other players, and I welcomed other ideas to make it better. Amandine has made her choice now, and I can't say I can argue with her ideas that mine are nay better.

Feel free to PM me if you would rather answer in that format.


I am already in a game by DM Nex and also playing in one with him.

Truthfully, I've been having a hard time getting into Pathfinder 2nd edition, due to multiple constraints.

This would make a good dive into it, and force me to take a strong look at it. Thanks!

I'm thinking a Half-Orc Monk or a Half-Orc Druid possibly?

Does that work?


1 person marked this as a favorite.

Count me interested.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Alghollthu?

What Pathfinder language is that?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Lirotha's Memorized spells for Arson Fun! (Patent Pending!)

Spellcasting: *=Memorized
Level 0(4/day) *Detect Magic, *Message, * Touch of Fatigue, *Spark
Level 1(5/day) *Mage Armor, *Obscuring Mist, *Mount, *Burning Hands,*Ear Piercing Scream.
Level 2(4/day) *Glitterdust, *Summon Monster II, *Flaming Sphere, *Detect Thoughts
Level 3(3/day) *Dispel Magic, Fireball (x2)

(Familiar/Harrow Deck) 1st lvl: Air Bubble, Cure light wounds, Mage Armor, Burning Hands, Charm Person, Identify, Obscuring Mist, Command, Comprehend Languages, Mount, Adhesive Spittle, Remove Sickness, Shocking Grasp (Patron Spell), Ear Piercing Scream. 2nd lvl: Stricken Heart, Glitterdust, Status, Flaming Sphere(Patron), Touch of Idiocy, Summon Monster II, Detect Thoughts, Inflict Moderate Wounds; 3rd lvl: Detect Thoughts, Vampiric Touch, Swarm of Fangs, Dispel Magic, Lightning Bolt, Fireball(Patron Spell), Paragon Surge


Send me a Post if you ever need another person to jump in an open slot.

I have a Skinwalker (Wereshark Blooded) Bard I would love to play for this particular AP.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

He is Prone, Grappled (Flat-footed), and also incapacitated from Hideous Laughter. I would think a '20' would hit somehow. But yeah, that was a crappy damage roll...

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