Artemis Entreri

The Indescribable's page

Organized Play Member. 1,881 posts (8,277 including aliases). 1 review. No lists. 1 wishlist. 5 Organized Play characters. 15 aliases.


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Hi everybody, I've played multiple characters in this game since the beginning, I'm one of the ones bowing out as after finally getting a new IRL group much of my RP energy has been drained for daily postings. I just want to say that I have LOVED playing with Treasurefox, and if I ever work up the energy again, I'd absolutely play with him. You'll have an AMAZING time.


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So, the basic idea is we're all friends in real life, a gamer group playing D&D when we get transferred to a new world. We DO NOT become our characters.

You might change species or gender, but you are still yourselves. If I did this it would be entirely based on backstory, where you landed, what kind of opportunities you had, etc. So the guy who usually plays paladins might get dumped into slums and have to fight and steal to survive and become part of the local thieves guild and become a rogue.

Or maybe they rescue a passing noble who arranges them to have the best combat training and become a fighter, so on and so on.

Does this appeal to anybody?


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Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis walks to the door having heard what was said. Hello friend. Leave before we kill you like we did everybody else here. He hisses as quietly as possible. And run, run far away, because if I ever see you in this city again... and I will look for you. They'll pull your bloated rotting corpse from the Yondabakari. And even then, it will be obvious, that you lived a very long, painful half life before drowning.

Janis then closes the door in his face. I begin to feel the pull of home already Cleo. Perhaps, I should be staying here. There's much to be done.
Intimidation: 1d20 + 2 ⇒ (17) + 2 = 19


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You know what? Shoot me a link and I'll see if I'm inspired. If so, I'll see about starting a game.


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Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I AM willing to be a monster to protect these children from worse ones. Janis looks lost in thought. That doesn't make me wrong though.


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Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I want to thank you. I don't think we say it enough. Thank you for DMing for us, for homebrewing for us, to being open to more than just combat solutions. You've taken us on a wonderful ride and I look forward to many more years together.


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Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

When the hell did I become a member of the Fowl family?


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hp 39/43 AC 17

Maybe, maybe we could use Furnok? Yes, yes, we could rig something up, have furnok call him to us with declarations of love.


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hp 39/43 AC 17

Wabbit, give me back that anytool!


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hp 39/43 AC 17

I have some experience fortifying caves in other games. Plus as much as I love the any tool, This is the only game I've ever gotten to use it in.

As for rolls, here goes Exhaustion save: 1d20 + 7 ⇒ (19) + 7 = 26

Extract 1: 1d20 + 14 ⇒ (10) + 14 = 24
Extract 2: 1d20 + 14 ⇒ (4) + 14 = 18
Extract 3: 1d20 + 14 ⇒ (9) + 14 = 23
Extract 4: 1d20 + 14 ⇒ (11) + 14 = 25


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hp 39/43 AC 17

Welp, guess I should have checked the main thread first since It was entirely too late to mention that.


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hp 39/43 AC 17

Wilhim is somewhat gob smacked at this. Perhaps perhaps. I take it that you too are an alchemist? Wilhim says attempting to draw him into a conversation so he can discern his motives.

Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19


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Okay, so still working on things, I've decided I'll stick to the european fantasy flavor, I just don't know enough about native american mythology to be anything like even remotely approaching accurate. I've got my setting decided but I still need to round it out as it's one I designed many years ago.

All core classes besides druid are available, clerics need to have been raised in the faith so make that part of your backstories on why you were raised in said faith. You may use unchained variants

Stat generation is two sets of 4d6 drop the lowest choose a set.Background skills are in effect and out of curiosity I will be implementing the stamina system for any fighters. All characters will start with a masterwork backpack and the kit (minus backpack) for their respective class and one hundred gold to purchase any additional starting gear you want.


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Digger Chandler wrote:
What would you think of a real life religion's priest or whatever has access to divine spells whenever they "cross over"? Making a mystery over whether that God exists there or it its like a "philosophy" style cleric?

I don't think they'd get a chance to go over. I did have another thought though. Faith Healers.


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hp 39/43 AC 17
DM TreasureFox wrote:
DM TreasureFox wrote:
I'll update shortly. Running late to my at-the-table dnd game.
Nice try, past TreasureFox. And now I need to go to work.

Don't you just hate it when past you says that's a problem for future you, and that ends up being present you? F**$ past treasure box, he's a prick and he deserves your contempt for putting this on you, good thing present treasurefox is so cool


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hp 39/43 AC 17

Wilhim grimaces before taking the lead again and opening the closest door.


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hp 39/43 AC 17

Wilhim growls but then his shoulders slump and he sighs. Fine. You're right.


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Okay, so here's what I've got for a background. I'm going to flesh it out tomorrow with details from the background generator. Gnome grew up on the road in a merchant caravan. His family were a permanent part of it. His dad was an alchemist and provided goods to sell and weapons to use. It was a good life and Gnome studied at his father's feet. He had more of a knack for it than his father and started doing things that terrified his old man and the rest of the caravan. (You can only blow up so many fruits and vegetables after all.)

When he wasn't pelting the caravan with pieces of exploding watermelon he was running around with the other kids. Being an archetypical member of his race his curiosity got him into trouble on more than one occasion. The most noteworthy one being when the floor of a cave he was exploring collapsed. That was his first true time in a dungeon. He woke up and after barely surviving numerous deadly traps. (Mostly broken from age and neglect or designed to injure those quite a bit taller than him) He found an old book. That's where his father found him. That book mesmerized him for some reason and he sketched out the faded letters over and over again. He was heartbroken when his father sold it but he still had his drawings. On a trip through Magnimar he was able to find someone able to recognize the language as ancient thassilonian. He spent years learning all he could from books and delving into dungeons to find more. Finally he could translate a few of pages he copied as a child. It was a soup recipe. He and his family laughed themselves sick when he told them. They did enjoy the soup though.

Grand Lodge

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Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

In pain and death all that comes to Maria's mind are the friends she's made and lost. Cleo and Helgar her honorary sisters. Ali, her first love, Furnok and Azeri her big brothers and Vandra her little brother. Then her mind goes to Wabbit and Brelin who she was just beginning to know. And just before the darkness takes her she thinks of Ameiko and says one word. Mom.

Grand Lodge

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Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

LMAO. Yes Cleo, by all means, let's call attention to the halfling scurrying away from the scene of the crime. Maria needs to train you a bit more.

Grand Lodge

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Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

When Jeff is sick and annoyed Maria gets ruthless.


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... the s*%!? I just meant rebuild her worksheet not her class levels.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Kinda?

Grand Lodge

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Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Stop hitting on the halfling. You wouldn't fit.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Sakura stares at the flimsy looking cane then smiles. Mentally weaving chains tightly around that prop might enhance it's durability. Chain wrapping: 2d6 ⇒ (5, 5) = 10


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

The two Sakuras talk about watching the man who saw the doll eye in the basement and crushed it, about following the connections used to make the snakes that people vomited out, and knowing someone hurting people is in the basement. Or at least was.


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Might I suggest Leekoo go fishing redneck style?


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BastianQuinn wrote:
@Tiresias: Do it!

Your link has been fixed


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*facepalms*


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

It's great the Sakura's say in stereo, but someone's here, they, did something to some kids out in the woods.


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I prefer The Uncle


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Sakura looks in horror to her own belt then towards the mall before running back the way she came, desperately searching for bus lights in the horizon.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

If I can I move off to the side of the path and move towards the light trying to see it without being seen.


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https://www.youtube.com/watch?v=HORkT4a2MhQ


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Yeah I don't actually pay attention to the posts of others unless they're in the same place as me. I find it easier to keep track of what I know that way.


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Not that I've had much success yet. Though my new belt is nice.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

I tug on the belt snake's leash to see what it does.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Maria thinks for a moment before looking at her doll. She thinks back to the hospital and puts her down and whispers. Wake up. I have a job for you.2d6 ⇒ (4, 4) = 8]


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You and I have very different views of that.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Sakura walks to her mother taking her hand, the tears running down her cheeks as the momentousness of her mother having no connections settles in her head. She tries to will threads to form from herself to her mother, a tie to this world.

2d6 ⇒ (4, 1) = 5


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

To be fair it's hard to beat first impressions. And mine was kinda unique.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

The Sakuras heads shake in unison. We know the way.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Nothing to do. Out of character my intentions are to go to the hospital, turn back, and hope to pass off my absence at home as falling asleep in a waiting room. How well Sakura's going to be able to pass off that lie is a different matter. Yes she has a phone. My mother and father are probably worried, and my phone probably has numerous messages. Tiresias, feel free to go where you need to go first, I don't mind trauma, and I wouldn't mind going down the DMG path with Sakura. The ability to be in two places at once has so many possibilities. A moment of bravery overtakes the Sakuras as they kiss Kiyomi on both cheeks. T-thank you N-nee San.

When the driver asks the girls their destinations Sakura looks at him. T-the h-hospital please.

Grand Lodge

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Ammon Knight of Ragathiel wrote:
So you do not understand how much i've actually wanted to play as a young character...So i'm in, i'll have something together in the morning probably, it's about 1:00pm where i am and i should probably be sleeping

This is maria, my 12 year old Unchained rogue. Yes, yes I do understand.


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so long as you can link it and it makes sense Xelaaredn. Ammon. Just saying, but a a magus is capable of researching new spells just like a wizard.


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Dammit. I just thought of the shadow shuriken technique from naruto. too bad it only works with swords


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Your village destroyed. Your elders murdered. Only you four survived. Forced to run, to hide, you found yourselves in a new land. They may come for you, your only choices are prepare or die unless you wish to abandon everything your clan started. What are four kids to do?

This is an evolution of my desire to run a criminal organization game. All Paizo classes are welcome. All Paizo material can be used if you give me a link.

Unchained rules used will be automatic progression, background skills, alternative poison and disease rules.

Preference will be given to characters who fit the theme of the campaign. For instance wizards geared towards stealth, but be mindful some classes I don't see working well such as barbarian or gunslinger. Prove me wrong! Any takers?


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

Sakura tries unobtrusively to tug on the string. There's a, web, of golden strings going that way. She points in the same direction they're going.


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Male Dwarf Korak

Aye. I'll go.


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Hope: 0 ~ Magic: 2 ~ Trauma: 2 ~ Fate: 1

In the space of seconds the Sakuras are overwhelmed and shrieking at the invading hands while saying anything they can think of to stop the fashionable assault while cringing away from the invading hands. A sundress would be eek!

Ahh don't touch those!

Ouch! Watch the pins!

Race

| HP 14/14 AC: 15 | F: +5 R: +9, W: +5 | Perc: +7 (E, LLV, DV) | +2 to Initiative

Classes/Levels

Default Exploration: Scout

Gender

Male, NG, Sylph (Elf)

Languages

Taldane, Elven, Dwarven

Strength 10
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 14
Charisma 14

About Zephys Gilead

Name: Zephys Gilead (Agent #1824-2019)
Ancestry (Heritage) and Background: Elf (Sylph) Gunsmith
Class: Gunslinger
Level: 1 XP: TRACKER
Alignment: Neutral Good
Age: 122 (Born 4697) Gender: Male

--------------------------
Pathfinder Society Training
--------------------------

Field Commision:

  • Lore (Underworld)
  • THREE days of Downtime per XP, not two.
  • Feat Unlocked at 5th Level

    Physical Description:


    --------------------------
    Senses
    --------------------------
    Perception: +7 (E)
    Senses: Low-light Vision, Darkvision

    --------------------------
    DEFENSE
    --------------------------
    AC: 15 (+1 Leather, +4 Dex)
    Fortitude: +5 Reflex: +9 Will: +5
    Shield: None
    Speed: 30'
    Special: Treat falls as 10' Shorter

    Defense Proficiencies:

    FORT: Expert
    REF: Expert
    WILL: Trained
    Unarmored: Trained
    Light Armor: Trained
    Medium Armor: Trained
    Heavy Armor: Untrained

    --------------------------
    OFFENSE
    --------------------------
    Ranged: Dueling Pistol +9 (1d6+1, Fatal: 1d10, Concussive, Concealable, Range: 60')

    Melee:

    Offense Proficiencies:

    Unarmed Strikes: Trained
    Simple Weapons: Trained
    Martial Weapons: Trained
    Simple Firearms and Crossbows: Expert
    Martial Firearms and Crossbows: Expert
    Special Proficiencies: Singular Expertise (+1 DMG with Firearms and Crossbows)

    --------------------------
    REACTIONS and FREE ACTIONS
    --------------------------
    Ten Paces
    General

  • Trigger: First Action, First turn
  • Effect: Interact to draw a one-handed firearm/crossbow, Step up to 10'

    --------------------------
    Class Abilities & Formulae
    --------------------------

  • Formula Book: Black Powder (Dose/Round), Lesser Alchemist's Fire, Lesser Frost Vial, Lesser Ghost Charge
    - Daily Infused Reagents (1/1): If ammo needed, Ammo. Otherwise Lesser Frost Vial
  • Raconteur's Reload
  • Ten Paces
    --------------------------
    Skills
    --------------------------
    Skill: +Mod (Proficiency)
    Acrobatics: +76 (T, -1)
    Arcana: +1 ()
    Athletics: +2 (T, -1)
    - Powerful Leap
    Crafting: +4 (T)
    - Quick Repair 1 Min.
    Deception: +5 (T)
    Diplomacy: +2 ()
    Intimidation: +5 (T)
    - Raconteur's Reload
    Lore (Engineering): +4 (T)
    Lore (Underworld): +4 (T)
    Medicine: +2 ()
    Nature: +2 ()
    Occultism: +1 ()
    Performance: +2 ()
    Religion: +2 ()
    Society: +1 ()
    Stealth: +6 (T, -1)
    Survival: +5 (T)
    Thievery: +3 (U, -1)

    --------------------------
    FEATS
    --------------------------

  • Level 1 (Ancestry): Wind Pillow
  • Level 1 (Wind Pillow): Powerful Leap
  • Level 1 (Background): Quick Repair
  • Level 1 (Class): Munitions Crafter
  • Level 1 (Munitions Crafter): Alchemical Crafting

    EQUIPMENT:

    Bulk: 6 (Encumbered: , Maximum: )
    Invested: 0/10
    Money: TRACKER

    Weapons:

    Backpack: (Bulk: 1, 9L /4)
    Climbing Kit (1)
    Grappling Hook (L)
    Bedroll (L)
    50' Rope (L)
    Rations (14 Days) (2L)
    Soap (-)
    Torch (L)
    Torch (L)
    Torch (L)
    Torch (L)
    Torch (L)
    Waterskin (L)

    Belt Pouch (Left): (Bulk: 0/4L)
    Chalk (10) (-)
    Flint and Steel (-)

    Belt Pouch (Right): (Bulk: 0/4L)
    Repair Kit

    Bandolier: (Bulk: 0/8L)