Female Elf Cleric(Sacred Attendant) 3/Wizard 3/ Mystic Theurge 10/ Exaulted 1
Vitals:
HP:88/88 AC:21= 10+(5robes,2dex,2dodge,2cha) BAB:+9 CMB:+8 CMD:20 Refl:14 Will:14 Fort:+16 Perc:+12 SR:18 Celestia wills her flaming Skelleton to strike at the last Giants, Moving in for the kill, While she herself stands back, Complacent to let her Undead work for her, however she makes sure he'll stand for another while, casting a spell that causes the air to fill with the taste of blood, but the Skeleton's dark aura is quickly healed, any damage on its form before now being put back together.
The Gaint Skeleton itself lundges at the closest Giant and swings its flaming axe hard.
The Flaming Giant Skeleton screeches as it attacks.
Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1 I forgot to add more to.my physical description :P Greadra is a big woman, 6'8", but that's already in the description. What I forgot to mention is that she has paled blue eyess, which she explains is rare in her tribe. So much so, only the Shaman had them as well. Her hair is dark grey, closer to black than white, but when she evokes her aspect the fur that emerges is white. The reason she is so large is indeed because of the frost giant heritage. Although it isnt very obvious, save for the eye color and the lighter color of hair.
Female Elf Cleric(Sacred Attendant) 3/Wizard 3/ Mystic Theurge 10/ Exaulted 1
Vitals:
HP:88/88 AC:21= 10+(5robes,2dex,2dodge,2cha) BAB:+9 CMB:+8 CMD:20 Refl:14 Will:14 Fort:+16 Perc:+12 SR:18 Celestia looks at Freydis as she leaves, Ah, that's right, she worships pharasma. ah well, Her shortcomings to not realize that a tool is a tool... she chuckles. After all I might as well have animated it using an transmutation spell, and it would still be as ghastly to her... Typical... she looks at the skeleton. I see no issue, after all, it is just a mindless slave. she turns back to the party, No different than those living that I command. Anyways, all things settled, let's send them on their way, beaten and whimpering back to their master.
game master
sample harrow:
Row 1(Law/past) 1d6 ⇒ 51d9 ⇒ 4 wisdom -lawful neutral - Queen mother 1d6 ⇒ 11d9 ⇒ 2 strength Neutral good - the Keep 1d6 ⇒ 21d9 ⇒ 4 Dexterity neutral good - the Cricket Row 2(Neutral/present)
Row 3(Chaos/future)
Wow, that harrow is very relevant to both you all and the campaign... Huh... Strange.
Hmm... Seems I have two mechanic competition, but out of the two, I'm the only Ace pilot and the only Exocortex user... The scales tip in my favor... Well not really, it's kinda equal for us all.... <_< I should change my armor to something lighter... Although if I do I basically have the same armor, with lower EAC... Hmm... And it's not as bulky... Hmmm..
Male Kitsune Merchant
Actually I believe it's when they die, if I remember correctly, Werewolves and Doppleganger remain in whatever form they are in until they die.. I don't know, I'd have to look it up, to be exact... Besides, if I'm able to change shape, wouldn't it be reasonable to say that I can simply just change I to himan and back and have all my hair back? After all, I don't have hair in human form... Or does the lack of hair in one form effect all my forms? Even if I'm able to change I to.multible forms(which is a feat) would then my power be offset. I mean seriously? Oh, Ive decided I'm gonna be an investigator when we get classes. It's the mix I was looking for between rouge and alchemist...
Female Elf Sommoner(Unchained) 1
Vitals: Status: Detect Magic(constant),
HP:8/8 AC:16 =10+(3armor,3Dex,) BAB:0 CMB:+0 CMD:13 Fort:0 Refl:3 Will:2 Speed:35ft Init:+3 SM:6/5 Well, it is best to assume those who choose not to take 10 rolled a Nat 1, and then if somehow their bonus is so big it still beats whatever DC there is then it is Either an obvious thing, or they are very skilled. Meaning most players can beat a DC 5 to see or hear something, otherwise you have to specify your taking 10 on a check. For PBP, it's different. Because you can't always specify it's actually better when possible if players take 10. First it doesn't require you to ask every time someone needs to roll one, and let's you choose what checks would better fit if someone actually rolled I do this as a DM, When ever my players need a check to detect something I assume they rolled 10. Specifically this applies to invisible creatures or stealthed enemies. Meaning only one dice needs to be rolled.
Otherwise any time a player tolls to find something when nothing is around (I've had this many times) then I just describe everything in greater detail. That's how I do perception, and taking 10.it helps with my games and I find it better than just saying "I take 10 to look around the room for anything hidden or enemies that are hidden" I just assume any time they enter the room whomever is scouting takes 10 unless they specify. Although for me taking 10 can't discover anything specific(such as traps or doors) unless they state they are specifically taking 10 to find it.
Male ratfolk wizard 2
Vitals:
HP:14/14 AC:14=10+(3dex,1size) Speed:20ft BAB:1 CMD:11 CMB:0 FORT:+1 REFL:+3 WILL:+3 SQ:Scent Init:+3 Hmm... I might consider bumping into Rouge and dabbling into the Arcane Trickster Prestige class. Plus the 12 skill ranks per level is very tempting... But alas I could never truely achieve Imortality... Through the means of a feat. I've been looking into "Imortality" and frankly there are quite a few different ways to achieve Imortality.
Greetings! I'm pondering the idea of playing a Gothic/Victorian game, with themes of Steampunk and Intrigue. Although, since most of my Hombrew games tend to move slower than a snail on depressants and my published games do alot better, I've decided I wanna do a game that I have yet to DM yet(and really would love to DM) and that's CotCT. My idea was to do a game using the Guns everywhere rules as well as a few others
But I want to get this game going quickly so I'll lay down the rules here! Character Creation:
Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns. Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms" Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante. Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind. Stats:25 point buy- Guns mean you need more power or your gonna get shot. Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets. Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment. •Use Background Skills ans All skill unlocks •we will be using piecemail rules, however any suits of armor will only be purchased as wholes. •Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and such.
Background: Now! This is where I want to get some reading. The ears will be rough mid industrial revolution, with steampunk themes We will be based in gallorian (Just in a very late future where none of the campaigns happen until now) so no need to worry about strange God's or an unfamiliar setting. We will be using all the same names and such, just updated to a Victorian era when it comes to the Character themselves. When you create your Character I would like an explanation for why your Character hates Geadren Lamm and his gang, please note these characters are more akin to a mafia or an old style gang. In addition, I'd like some motivations, A secret you have from the party, a secret you have from your Character, and where you want the Character to develop. I believe thats all for now, if you have any questions, or I missed something, go ahead and ask! I will run recruitment until midnight on Christmas (meaning December 26)
Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4 Khall slides extra clips and batteries into her bandolier and belt, donning a Heavy coat over it all. She slides her pistols into the twin holdsters under her arms and slides her Industrial Backpack on. Look, until we are certain this AI isn't compromised we will have to avoid Security Robots. I don't want to have one of you wounded because a Robot didn't recognize you, or you don't have the proper security pass.
Ouachitonian wrote:
Mine are always goat-legged, horned, crazy murderers who have shark teeth.
So, I have always loved playing Evil characters more than good (after all what fun is it being good and helping everyone when you can be doing it just because you love to kill?) So I have had an idea. I want to run an AP where instead of they standard good character thing that most games expect, your all evil. You help people and such, but most if the time it is an accident or you really just wanted to have fun and never intended to help. Alternatively it could be a game where your the evil that the hero's have to deal with. In a Dungeon keeper kind of game. Players would be mid level and it would work as a sort of kingdom maker campaign. I'm just throwing ideas out there right now and am looking for your ideas more than my own. As a last option I could also just play way of the wicked... Or hell's vengeance
Female Vanara Brawler(steel breaker)/Shifter (Trickster) 5
Mon doesn't look at Zeke. Me... all I need is one hit... one punch... with that she falls silent, dropping into a battle stance (Tiger Style) her hands are open into claw shapes, and those who look can see she really had claws, although they are currently retracted. Just... One... Punch... Also, are we currently able to use our mythic powers? Having a +20 str bonus to break the sack would make this moment totally awsome. STR w. Display of Power: 1d20 + 23 ⇒ (20) + 23 = 43(and the bag would completely explode, or at least fly at least 30ft away) One punch is all it took, as the air around Mon seemed to twist space as she swung with the might of a god...
game master
Yeah, okay, just for your DC:30 gather info DC:30: you learn of some interesting information... acording to some of the oldest members of town, the glassworks where formerly used as a smuggling ring, however the smugling stoped around 30 years ago when Ameikio's father inherited the glassworks.
game master
Leroy huffs and placed an axe on the table it's clearly of masterwork and is a handaxe made for throwing, "I bet me axe I be knockin' ye' over, runt! with a shaking hand he goes to take the goblin's. 1d20 + 1 ⇒ (4) + 1 = 5 then without a moment's thought, he lost By me' mother's arse! he cries, he quickly jumped back, leaving his axe. You dirty cheating rat! he shouts reaching to grab a tankard to swing... but suprized when one isn't there.
game master
Linkon chuckles, his tone sour. Sorry, guess I wasn't clear. The children are the only ones who have been directly assailed by the witch... or at least that's what it wants you to think. Because of that, they are the only witnesses to the crimes. The town is coming to belive the witch's magic is invisible to adults. And the reason I got on their bad side wasn't what I did... it's what I didn't. The girl, Siri.. she is hardly a child. A month from becoming a woman. Last year I had a... lapse in my relationship with my wife. Siri was a pretty lass who was learning how to cook and care for a man from my wife. One day while my wife was gone, she left Siri with me... and things insued. All I'll say of that is Siri took from it that I loved her now. She hates my wife and is doing everything she can to get rid of her. Yesterday, she complained to the court that she had a pain in her back all of a sudden. When they looked they found a sewing needle. She immediately said my wife, who is a skilled seamstress and teacher, made a dollof her... and was using it to hurt her. I, who knew the real reason behind her accusations, claimed the doll was mine, and that I was learning to see because my wife is pregnant and tires easily. The town then set the blame on me. Siri has to watch as I am sentenced to death, because she wanted me. All the better. My wife lives, and the girl suffers.
where did these metal beings come from?: The Origin of Warforged
Initially, Warforged where not created for war. They where sevants and workers. Back then they where the Magiforged. They provided a tough, long lasting, intelligent form of labor. Then as time went by, more... physical uses became clear. First, they were outfitted for glatorial battles wizards and artificers would strive to build the biggest toughest Warforged to pit against each other in glatorial arenas. They would outfit them with weapons and thick armor, teach them strategy, then make them fight for money. It was only when war broke out that they became mass produced. Thosands apon thousands where made for many different tasks. They slaughtered all living creatures in their way. They could march non-stop for days, they required no food, simple spells kept them in good repair, and they were easy to make. When the war ended, the Warforged where left to fend for themselves. To the deferment of their creators, they roze up and established a small city-state where they now reside. They keep to themselves mostly, and make sure no "organics" invade their land. Occasionally one will find a deactivated Warforged. These models are usually unique and have no recollection of who they are beyond a name and set of skills. These Warforged are given the title "The Lost" they often end up being relics from the glatorial era.
Here is a second race I'd like to play. This one is far more refined and has only 12RP
Quillick:
This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills. Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children. They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick. Quillick live in freshwater, particularly large lakes where they can build their cities. Type:Aberration(aquatic)(3RP) Size: Medium Speed: 30ft land, swim 30ft (2RP) Abilities: +2Int, +2Dex, -2Cha Language: Aquan, Common. Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf Traits Lesser spell resistance(2Rp):6+hitdie Aquatic Camouflage:(1RP) +4 to stealth in/under water. +4 to swim checks. Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water. RP total:12 I was inspired by the cuttlefish... sort of. Imagine a cuttlefish with a body.
game master
Okay, I want to mention now that when you die and are reborn, I'm randomly rolling your next life's circumstance of birth. You may pick the race and class of course, but I'd like to see how your characters react to different situations. It may end up putting you in better or worse positions on the scale of living, but that's the point.
game master
No problem, gave me an excuse to shove some more lore into the Champaign.
You may recognize the inspiration for the first task. Note: you have no need to keep track of your Exp. I will do that. Unless one of you cast wish don't expect to level up separately.
game master
I had posted it in the recruitment, you start of with a suit of studded leather, hide armor, a shield other than a tower, any sword but a greatsword or exotic, an ax, a bow (non-composite), 30 arrows, and/or up to two daggers. You may choose from those what you need. You may only have one of each however. You can't take anything your not proficient with. I'm gonna say that crossbows are crude at this time and are limited as simply a hunting tool. They have yet to apply it as a real weapon. Swords with finesse are rare, the most common being a shorsword/dirk.
game master
Okay, everyone has reported in. Welcome to the Land of Duro. The world is fresh and unexplored. The ancient world has long past and now it is time for the new people to rize... Here are some important things about my world: The Gods- In Duro, the old gods have fallen. before the game starts there is no major religions dominating the humans. The only God worshiped is the God known as Varkis, the Savior. He is a NG God if humans, war, and community. He used to be a mortal man who ascended into godhood 100 years before the game.
Magic- there are no special rules applied to magic other than the obvious restrictions of the lack of knowledge. Magic Items- almost all are artifacts or cursed. Magic being so rare right now it is unlikely to make a powerful weapon. Monsters- monsters are mostly humanoids or monstrous humanoids. Before the kingdom was established the humans where barbarian tribes who roamed the land. Before that, an ancient race of reptiles ruled. But the world began to cool down and the reptiles where driven to savagery. The race now lives near the equator where they try to keep their people in line. The Order- the Gaurd is currently known simply as the Order. The leadership consider themselves Knights (and I'm working on a custom knight's order) and hold themselves up with pride. They have no real rules, other than the obvious. As you progress I will establish rules as problems occur. Deaths-your character will die... whether this is from the reset (which will reincarnate your character), or being the victim of bad rolls, you will reset at the next interval. If all your characters die before the reset then I will randomize the effect of your characters absence. Reincarnation- you will recreate your characters. Now at these times your characters will retain most of their memories and knowledge, but won't have any skills. The reason this is will be explained in game after the first major decision. Any questions?
male dwarf cleric 7
Dragz frowns as his turn to swear approaches. he kneals and holds up his holy symbol. "as long as these gods will it, I shall serve both them and you in the coming years" Dragz knows that his gods are unlikely to keep a human king satisfied for long... at least the gods live longer than you Dragz thinks to himself.
Dragz is basically giving a statement saying "the gods will deside" so basically he's telling the king to ask the gods for permission... but he's not denying the oath. In simple terms he's saying, "ask my real boss"
Male Ifrit crossblooded sorcerer (Rakshasa/Efreeti bloodline) 1
Darkin sighs his boredom once again. It's fine and all meeting these lovely scum, but i still don't see any profit... besides maybe a nice teifling in bed... but with all the other competition around, it doesn't seem likely that that's what this is for. Darkin interjects himself into the group. "Oh, I know we are all just DIEING to meet you, but once again we must ask: Why where we all called here?
Male Half-orc
vitals: Barbarian(Scared Rager) 1 Hp:15/15(rage:17/17) AC:16(rage:14) =(+1dex,+5 scale mail) stats:
BaB=1 fort:5 refl:1 will:0(rage:+2) Dragz goes to look at what the commotion is about, ignoreing the drink the bartender gave him. He watches Ik's display and nods in approval. And I'll be there to fight beside you my friend, right beside you.
GM Grog wrote: Will stay open for 10 days after the claimed seats finish their characters. Dragz has finished his so 1 down 2 to go. I believe the other two are making their characters... at least they said they'd like to play... Edit: I've changed my concept if Flesheater doesn't make it... a vanara flowing monk(ultimate combat archetype)
well, untill the go is given, here is the crunch and background: racial traits:
xenophobic: begins play only knowing Gnoll
Natral armor: +1 Natural Armor bonus to AC darkvision: 60ft class traits:
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, her rage immediately ends, placing her in peril of death. Rage: In additional to the standard bonuses and penalties of rage, a flesheater takes a –2 penalty to Intelligence while raging. The additional benefits and penalties from a flesheater's abilities last only as long as her rage does, and she cannot use these abilities if they would bring the total penalty to Intelligence to an amount equal to or greater than her Intelligence score. This ability alters the rage ability.
traits:
Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain. You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. Northern Ancestry: One of your parents came from
skills and feats:
Skills(rank/ability/other)
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha),2 Intimidate (Cha),4 Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis),2 Swim (Str), Feats
Inventory:
barbarian's kit( a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin)[26 lbs], signal horn[2 lbs], scythe[10 lbs],(5)daggers[1 lbs], scale mail[30 lbs], hammer, folding shovel, (5) vials of oil[1 lbs], bandoleer[1 lbs], sling[-],(10) sling bullets[10 lbs] total weight:102 Gp: 3
background:
Ever since Fral was little, he's loved the taste of freshly killed prey. whether it was the deer he killed, or the slaves that his tribe kept. The taste of blood has always perplexed him. He liked it rare, and preferred it be his kill.
his father always told him stories of the north, from which he had come. Of the ice, giants, and bitter cold. even though the stories where always warnings and tales to keep away, Fral always viewed them as great epics of battles and huge prey. when Fral was old enough to go warring and raiding, he chose the scythe as his primary weapon. the way he could rend flesh with its blade always pleased Fral. his first kill was another gnoll, of a rival tribe. Following tradition, he ate his first kill. for the first time in his life, Frall didn't like the taste of his kill. It was vile to him, wrong. every year that passed afterwords, he would refuse to eat the meat of any other gnoll. the flinds of his tribe viewed this as weakness, and drove him away, sending his weakness with him. Frall didn't know what to do. He was tribe-less, and all he had was his scythe. remembering tales of the north, how he always pondered the idea of going there, Frall started heading north. through mountains and forests he traveled. occasionally he stopped at a human town or village. Some thought he was a raider, some figured that if he was a raider he was a dumb one, which wasn't far off. he never learned to speak common, he was too dumb to understand most gnoll as it was. finally he reached Heldren, a small town where the snow was deep and the need for hunters great. EDIT: oops forgot the basic stats(hp and stuff) I'll get that in a moment Stats: HP=15/15 AC:17=10+(1Dex,1Natral,5Armor)
BAB:+1 Fort:5 Refl:1 Will:0 Rage HP=17/17 AC:15=17-2 Fort:7 Refl:1 Will:2
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