Ghoul

Whisper in the Ether's page

33 posts. Alias of Kozaric.


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Get in the game. You know who you are.


”Ok, follow me.” Curator Aldain leads you through the museum at a very hurried pace. You pass numerous exhibits, sectioned and sorted by area and time. Statues, items, and even body parts incased in what seems to be Glassteel cases abound throughout, there is even areas of mounted animals and mystical beast, but the pace is set to fast to really do anything but glance at the items. You finally come to a wall, engulfed by an ancient juggernaut statue. Aldain reaches his hand into the mouth up to his shoulder and an audible clang sounds. He pulls his arm out and the juggernaut splits into double doors that move away from you along the wall. Ahead is a ramp 10 feet wide and 50 feet long descending downwards to 2 sets of double doors on each side of the ramp. ”The first rooms are storage for exhibits that we have taken off the floor for one reason are another, but beyond those is the Balkros library, that is where I believe Mistress Imrizade was headed with her items for research. I will shut the gate here after you enter, to open it from your side pull that lever there on the right side as you are facing the gate. Good luck, I will be in my office hoping for your safe return.”


”Yes, I saw it briefly. It was made of mithral, about a foot and a half long and maybe eight to ten inches around. She was by herself and went into one of our basements for research. When she did not come back and we heard the noises I became alarmed. I sent some guards to check on her and when they did not report back I became alarmed. I can not afford to have harm come to one of the Blakros family inside the museum. Please be discreet with this. No one is left inside the museum except some guards, and I have assigned the areas away from where you are going."


You travel through the city until you arrive at the Therassic Spire museum, an imposing tower built by hands not human. A guard meets you at the door, "Follow me, Curator Aldain has been waiting." He leads you to an office where a middle aged human male awaits. "Thank the gods your here. Ynamir told me that you would get to the bottom of this, and I trust him. Where do you want to start?"


bump


So you guys know, you guys are driving scene changes, we wont move from the back room until you guys say you are leaving.


"When you get to the museum, ask for Nigel, he is expecting you. When you get done, let Nigel know, and he will tell you what to do next. You can use the room to figure out your plan, just don't take to long."

Yanmir stands up and heads to the door leading into his shop. "By the way, DON'T SCREW THIS UP! You jack wagons!"


The old half elf looks at Eian a little confused then snarls,"Key stealin monkeys? How tha hells should I know that? Ya Jack Wagon.
I do know that the missing daughter is named Imrizade Blakros, half-Osirian herself and a pretty successful adventurer and fortune hunter by all accounts. She just arrived in the city out of the blue a few days ago, after a couple of years’ worth of tomb-raiding in the Osirian deserts, and carrying an odd metal cylinder covered in hieroglyphs, like nothing Nigel has ever seen before. Nigel says she went straight to the basement of the museum to do some research in the library, muttering something about ‘whispers in the dark’ and ‘old tapestries,’ or something.
He didn’t hear from her for a couple of days, which isn’t unusual when someone is deep into their research in the archives, but he got worried when strange noises started coming from one of the basements. He sent a watchman down there to investigate, and when he didn’t return, Nigel sent a few more. That was last night, and they haven’t come back up either. Go to the museum and find out what happened to Imrizade Blakros and the watchmen. Nigel would prefer them alive, of course, especially the Blakros woman, but I am more interested in what she brought back with her. I’ve got a hunch it wasn’t just grave goods and pretty jewelry. Whatever she found, I want it, or at the very least some information about it.”

Yanmir takes along drink from his flask and looks around the room and shakes his head, "Bunch a Jack Wagons...."


“There’s trouble at The Therassic Spire museum,” Yanmir growls when he enters the meeting room. Looking from person to person he snarls, "Three? I sent for four. Screw it if he shows I will send him to assist you later.

The old half elf takes a chair and spins it around before sitting with the back infront of him.
“The museum’s curator, Nigel Aldain, came to me this morning asking for help. Apparently, a wayward daughter of one of his illustrious patrons, the powerful Blakros family, has disappeared, along with a few of the museum’s watchmen who went looking for her. I have helped him in the past, and he wants me to find her, before he loses his job, or worse.
Now Nigel’s an old friend, but this kind of missing person case isn’t really our cup of tea. Normally I’d tell him to find the district guard and leave me out of it. But then he made me an offer that was too good to pass up. Not only will he allow me access to the “The Great Library,”, but apparently this same missing daughter just returned to Kaer Maga with a pack full of ancient relics collected throughout Osirion and northern Garund. And Nigel promised me first pick of any of those pieces that catch our fancy.

Yanmir takes a drink from his always present flask of spirits. ” I don’t need to tell you what those kinds of things might be worth, so it looks like you’re heading to the Therassic Spire museum tonight.


4d6 ⇒ (5, 4, 5, 6) = 20 - 4 =16
4d6 ⇒ (2, 4, 4, 1) = 11 - 1 =10
4d6 ⇒ (2, 4, 3, 2) = 11 - 2 =9
4d6 ⇒ (1, 5, 1, 6) = 13 - 1 =12
4d6 ⇒ (1, 6, 4, 3) = 14 - 1 =13
4d6 ⇒ (5, 5, 3, 4) = 17 - 3 =14
4d6 ⇒ (3, 5, 6, 6) = 20 - 3 =17
4d6 ⇒ (3, 6, 4, 2) = 15 - 2 =13
4d6 ⇒ (2, 2, 4, 2) = 10 - 2 =8
4d6 ⇒ (4, 1, 1, 4) = 10 - 1 =9

Top 6=
17,16,14,13,13,12


If you two need help with your characters let me know, if they are complete post them under your alias please.

Edit: Any one heard from Tim, he told me he would play, but haven't heard hide nore hair of him since.


You all arrive at Yanmir's Curios right before dusk. The shop is a two-story building built in a blockish style. It is covered in old stucco that is missing in more than a few places. The back door is magically protected to only allow in those of Yanmir’s choosing.
The room is simple, a large table made of an exotic wood that has not been cared for in no telling how many decades, and 6 mismatched chairs of various styles. The only decoration here is a single faded tapestry, so far-gone that the figures race or sex can not be determined.
You wait once again, as usual for Yanmir.

Begin character introductions while waiting for Ynamir.


Well I can start the Play by post up.

I will get it started, you guys can work your characters as we go.

Link to game.


Over the past few years you have each worked of an on for an old half elf named Yanmir Uthordin. Yanmir seems to be a retired adventurer, always on the edge of being drunk and never with out a mithral flask covered with dwarven runes that you have never seen him refill.

Yanmir has always had his fingers in every type of goings on you can imagine, hiring you for numerous odd jobs, from messengers to caravan guards. He is one of the rare few merchants to be a permanent fixture in Downmarket, a constantly shifting bazaar of tents and stalls. Why he continues to stay here remains a mystery.

You have all received a message that Yanmir has need of your services again, and that at dusk he expects you to be in the back room of his shop, Yanmir’s Curios, to discuss yet another employment opportunity.


If you got time to face book, you got time to Play by post. It is not a chat room, post up when you can, usually dosent take to long to read and post.


Looks good, now as soon as the rest of the yahoos get movin we can get started. Tim still hasn't replied to any of my messages so i am not sure of him.


Lon,
Looks good, just assign your skill points, you should have 9 pts to assign to skills, you cant put more skill points then you have levels, dont forget the skills for ranger are called class skills and you get +3 to them when you put a rank in them.

Example: If you put 1 of your 9 skill points into Survival, you would get
+1 Rank
+3 Class Skill
+2 Wisdom modifier
=
+6 Survival

+1 Ranger Track Bonus (Half Ranger Level, Minimum of +1)
= +7 to Track


William Glaze wrote:

So is half halfling half gold dragon.

HUH!?

you could actualy have a Half dragon half halfling now.

half dragon is a

Template:
“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2 (minimum 3).

Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.

Armor Class: Natural Armor bonus improves by +4.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302).

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Dragon Variety Breath Weapon

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.

That can be added to a standard
Halfling:
+2 Dexterity, +2 Charisma, –2 Strength:
-Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
-Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
-Slow Speed: Halflings have a base speed of 20 feet.
-Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
-Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
-Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
-Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
-Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
-Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

And No you cant play one.....


roll 1 more time
but only 10 sets


1d100 ⇒ 80


Use these:

4d6 ⇒ (5, 6, 5, 6) = 22=17
4d6 ⇒ (1, 2, 4, 3) = 10=9
4d6 ⇒ (1, 3, 5, 6) = 15=14
4d6 ⇒ (4, 6, 2, 5) = 17=15
4d6 ⇒ (4, 6, 6, 3) = 19=16
4d6 ⇒ (4, 5, 2, 5) = 16=14
4d6 ⇒ (1, 1, 3, 1) = 6=5
4d6 ⇒ (3, 6, 6, 6) = 21=18
4d6 ⇒ (2, 1, 1, 2) = 6=5
4d6 ⇒ (6, 5, 2, 1) = 14=13

TOP SIX =
18
17
16
15
14
14


Back ground for characters is up to you, I will veto if needed or assist if asked.

We will be doing a home type campaign not an adventure path.
Quick overview of campaign for back ground planning purposes.
Adventure will start in a city called Kaer Maga (click Link for info)
There is also a source book called City of Strangers
Your reasons for being there should be part of your back ground.
Campaign will start city, go wilderness, and do some dungeon crawling then who knows.

Advice:
-Plan characters around exploration skills, then combat, and then negotiation.
-In later levels, most combat will be against evil types.
-Ranger Favored Enemies: Humanoid (human), Monstrous humanoid, Undead
-Ranger Favored Terrain: Mountain (including hills), Underground (caves and dungeons), Urban (buildings, streets, and sewers)
-Any other advice will be dependent on how you want to build your character.


Uh actually I meant for you subtract the lowest dice of the 4d6, not add 4d6 together, that's why I put in my example. So your scores would be 1 dice worse, which would pretty much make your character unplayable so you can roll again if you like.
Sorry about the confusion.


Any Idea what you guys want to play or you want to leave it up to me?


Good Web Sites for info:

PFSRD

Nethys

PF Data Base


Lets go ahead and do new, unless you guys are totally against it.

-1st level

-Max HP

-2 traits (Any)

-Roll 4d6 drop lowest, 10 times take top 6. Roll here. Then add Racial Mods.

-Class, Any thing from Pathfinder Core and Advanced Players Guide

-Race any playable race in the Beastary and Core (Yes even Drow Mary,
Non Noble only, ) Just know that any monster race my have problems in polite society!

-Non Evil

-Max Gold for 1st Level

My rolls: If I run a character.
4d6 ⇒ (6, 5, 6, 6) = 23= 18
4d6 ⇒ (2, 3, 4, 1) = 10= 9
4d6 ⇒ (5, 4, 1, 4) = 14= 13
4d6 ⇒ (2, 4, 1, 5) = 12= 11
4d6 ⇒ (3, 2, 3, 1) = 9= 8
4d6 ⇒ (5, 5, 1, 2) = 13= 12
4d6 ⇒ (5, 4, 5, 4) = 18= 14
4d6 ⇒ (5, 2, 6, 1) = 14= 13
4d6 ⇒ (6, 6, 5, 1) = 18= 17
4d6 ⇒ (2, 6, 2, 1) = 11= 10

=18, 17, 14, 13, 13, 12


You alwas did have LUCK rolling dice.....


Checking Die Roller:
100d20 ⇒ (5, 11, 18, 18, 17, 13, 4, 19, 11, 14, 19, 5, 18, 2, 4, 5, 10, 17, 20, 1, 11, 13, 9, 1, 3, 19, 7, 8, 2, 3, 17, 2, 12, 19, 16, 15, 17, 3, 13, 3, 10, 12, 8, 4, 9, 16, 13, 10, 1, 6, 16, 5, 4, 16, 18, 18, 2, 9, 10, 4, 2, 20, 10, 1, 17, 11, 14, 10, 15, 16, 11, 12, 14, 4, 13, 10, 3, 9, 16, 20, 12, 3, 5, 1, 12, 7, 10, 1, 17, 7, 4, 17, 11, 19, 7, 5, 19, 4, 12, 1) = 1017


Welcome Dork hammer!


Great.
what ever you guys want to do is cool with me, i have all the PF Adventure Paths up to the newest one. And almost all the PF modules.
Or we just do a home campaign.
Up to you guys.


Example character. You can copy and past to your profile and change the info to fit your character.
NOTE: On the Spoilers substitute a [,or ] where i put a {, or }.

Kithian Darlok
Male Half Orc Barbarian 1
CG Medium Humanoid
Init +3; Senses: Perception +4, Darkvision
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. (+4 Armor, +1 Dex)
HP: 15 (1d12+2Con+1Race)
Fort +4, Ref +1, Will -0

--------------------
OFFENSE
--------------------

Spd: 40 ft (Medium Armor 30 ft)
Melee:
Falchion, +5 (2d4+6/18-20/x2)
-Power Attack +4 (2d4+9/18-20/x2)
Throwing Axe +5 (1d6+4/20/x3)
Missle:
Throwing Axe +2 (1d6+4/20/x3)

Special Attacks:
- Power Attack: -1 hit +3 Dam w/ two-handed weapon.
Special Abilities:
- Orc Ferocity: Fight for 1 rd after 0 HP.
- Rage: 6rds/day, +4 str +4 con -2 AC.

--------------------
STATISTICS
--------------------

Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16

{spoiler=Feats}
-1st Level: Power Attack,
{/spoiler}

{spoiler=Traits}
- Exile: For whatever reason, you were forced to f lee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on
Initiative checks.

- Magical Knack: (Oracle)You were raised, either wholly or in part,
by a magical creature, either after it found you abandoned
in the woods or because your parents often left you in the
care of a magical minion. This constant exposure to magic
has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick
a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t
raise your caster level above your current Hit Dice.
{/spoiler}

{spoiler=Skills}
Class Skills per Level: 4 + Int modifier
The barbarian's class skills are:
Acrobatics (Dex)+5 (+2 w/Armor Check)
Climb (Str)
Craft (Int)
Handle Animal (Cha)
Intimidate (Cha) +7
Knowledge (nature) (Int)
Perception (Wis)+4
Ride (Dex)
Survival (Wis)+4
Swim (Str)
{/spoiler}

{spoiler=Racial Abilities}
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
{/spoiler}

{spoiler=Class Abilities}
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing her in peril of death.
{/spoiler}

{spoiler=Equipment}
105g Startng Gold
Arms/Armor
-75g Falchion
-8g Throwing axe
-15g Hide Armor AC 4

Misc Equipment
-1g Waterskin 4 lbs.
-1g Flint and steel
-2g Backpack (empty)2 lbs.
-1g Pouch, belt (empty)1/2 lb.
-1s Bedroll 5 lbs.
-1g 2 Rations, trail (per day)1 lb.

=8sp left

{/spoiler}


Up to you guys what we do, I don't care.
We can play the characters we had been playing, or new ones.
If you have questions on how to set up your alias, I can help out once you have an account.

When you click Add a New Post
Below you will see the BBCode Tags, check them out, it contains info on how to work the die roller.

Look forward to playing.


Discussion Thread.