Flesh and Bone-A zombiepocalypse story

Game Master concerro

The party enters a world much different than the one many of them left 3 years ago. Many cities have been abandoned. Those cities that are still occupied are under martial law to a large extent.
People are very afraid of the world, and for good


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Scenario: You are all a members of a party. Your primary goal as a group was to help Dr.Throme Frennel a professor/archeologist working for a museum in Absalom. He was trying to find a relic lost long ago in the Mwangi Expanse. The professor met you all in Quantium, a city in Nex. From there you traveled to the Mwangi Expanse. After 3 years of searching the relic was proven to be a myth so you are on your back to Quantium. When the story begins you are on the way to Navinia(not on the map because I made it up), to get some rest in an actual bed. In short it is an R&R stop.

Spoiler:
Character Creation Rules:
Level: 3

Money: 3,000 gp

Races: All core races, other races subject to GM approval, but most 0 HD races will be approved.

Classes: All CRB and APG, UC and UM by GM approval, 3rd party by GM approval

Feats: CRB and APG allowed, UC and UM by GM approval, 3rd party by GM approval

Abilities: 20 point buy

Traits: 2. Additional trait made by GM if you provide a background story.

Alignments: All(I am trusting you guys)

1 hero point:This is not the APG version.
You can use it to get a free feat at any time that you would level including character creation.
Other uses include:
Autosucceed on a failed save.
Ignore 1 round's worth of attacks that would have killed you.
Other unlikely, but possible things when you are in dire straights.
As an example you need to quicken empower a spell, that you have no feats for nor spell slots even if you did have the feats. Burn a hero point.

PS:They are not guaranteed to save the day. That quickened empowered spell might just leave him(BBEG) with 1 hp left, and you still might die, but hey whoever said being a hero, or just surviving the possible end of the world was going to be easy. :)

I will also add that if you were on this journey to the Mwangi Expanse for a reason other than money that is ok also. Maybe you are a student of the professor who is also an adventurer. Maybe you had your own research you wanted to conduct. You could have a lost a friend in the area a long time ago.....

Important Stuff:
I have no idea whether you will be able to save the world or not. You don't even have to try if you don't want to. Maybe you just want to survive. Death is a very real possibility in any event though, but not guaranteed. How long will this last in game terms? I have no idea. I only know there will be zombies, and they will be the kind that turn you into one. I also have a few special zombies that will be showing up.

One last thing: I have never ran a PbP before so feel free to speak up. My main concern is pacing right now.


Putting up a marker for consideration.

What overall tone will the story have? - deathly serious (ala 28 days later), or room for jocularity (ala Shaun of the Dead)?


I never even pressed the submit button. It will be more deadly serious. I also plan to put a few situations in that might cause moral dilemmas. I do have some events planned, but I will also go off of what the party does for many things.

This will be my GM name once it starts.


Dotting for interest. I do believe I shall play a human witch. I can have a character ready for you tomorrow.

Edit: Alignment is neutral good.


Deathly serious I can do :) - initial thoughts are for a Gunslinger (Musket Master archetype) from UC.

Background and story to follow after crunch finalization. Likely an ex-guard from Alkenstar who gets his cash nowadays doing escorts across the borders between Nex and Mwangi.


Mark Sweetman wrote:

Deathly serious I can do :) - initial thoughts are for a Gunslinger (Musket Master archetype) from UC.

Background and story to follow after crunch finalization. Likely an ex-guard from Alkenstar who gets his cash nowadays doing escorts across the borders between Nex and Mwangi.

That works, and I am using the:

Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.


Watcher Uatu - excellent good.

Will ponder and what not and have a semi-complete submission up for you later on.


Resubmitting here~ Let me know what you think, made some minor changes and the most expensive item he has is the Muleback Cords. (1,000 gp) Other then that he is legit.

A tower shield from the Iron Kingdoms RPG that I would like to use.:[/spoiler:

http://ik.hylandgaming.com/wiki/index.php?title=Armor

Rifleman's bulwark 40gp +4 - -10 50% 45 lbs.

Rifleman's bulwark
This heavy iron tower shield is a hallmark of the Hammerfall High Shield Gun Corps of Rhul. It follows all the rules for a normal tower shield, including needing the Tower Shield Proficiency feat in order to use the shield effectively, with the following exceptions. When using the rifleman's bulwark to benefit from total cover, the character can make a ranged attack with a rifle or pistol by placing the firearm on the precision-tooled notch and peer through the view port. The attack gains a +1 circumstance bonus to hit; with the -2 penalty to attack rolls that tower shields give, the total is a -1.
I didn't know if you'd allow Variant Tiefling Abilities and Features. From Council of Thieves Pages 64-67 or not so here is my guy thus far. If you allow the variants (which will replace his darkness 1/day ability) then I will make the appropriate rolls and such.

HAUNDO::

HAUNDO CR 2
Male Tiefling Cleric 1 Gunslinger (Gun Tank, Pistolero) 2
NN Medium Outsider (Native)
Hero Points 1
Init +3; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 24, touch 12, flat-footed 22. . (+8 armor, +4 shield, +2 Dex)
hp 22 (2d10+1d8+3)
Fort +6, Ref +6, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Battleaxe +2 (1d8+2/20/x3) and
. . Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Pistol +3 (1d8/20/x4)
Special Attacks Agile Feet (4/day)
Spell-Like Abilities Darkness (1/day), Rebuke Death (4/day)
Cleric Spells Known (CL 1, 2 melee touch, 3 ranged touch):
1 (2/day) Cure Light Wounds (DC 12), Magic Weapon (DC 12), Abundant Ammunition
0 (at will) Read Magic (DC 11), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 15, Dex 16, Con 13, Int 15, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Gunsmithing, Opening Volley, Rapid Reload: Pistol
Traits Armor Expert, Dangerously Curious
Skills Acrobatics -2, Appraise +6, Bluff +1, Climb -3, Craft (Gunsmithing) +4, Escape Artist -6, Fly -6,

Handle Animal +3, Heal +7, Intimidate +3, Knowledge (Engineering) +6, Perception +7, Profession (Soldier) +5,

Ride -6, Stealth -4, Survival +5, Swim -3, Use Magic Device +5
Languages Common, Dwarven, Elven, Infernal
SQ Aura (Ex), Bullet Defection (+2) (Ex), Channel Positive Energy 1d6 (2/day) (DC 9) (Su), Cleric Domain:

Healing, Cleric Domain: Travel, Deeds, Grit (Ex), Gun Tank's Resolve (25%) (Ex), Hero Points (1), Muleback Cords,

Quick Clear (Ex), Spontaneous Casting, Up Close and Deadly +1d6
Combat Gear Alchemical Cartridge, Paper (50), Battleaxe, Masterwork Four-mirror armor, Torso Piece,

Masterwork Scale, Arm Piece, Masterwork Scale, Leg Piece, Masterwork Tower Shield, Pistol;

Other Gear
Backpack, Bag, Waterproof, Bedroll, Blanket, winter, Coffee (per cup), Cooking kit, Crowbar, Everburning torch, Flint and steel, Grappling hook, Gunsmith's Kit, Hammer, Heatstone, Heatstone, Holy Water Flask, Iron Spike (4), Keros Oil, Muleback Cords, Oil (1-pint flask), Potion of Cure Light Wounds (4), Potion of Shield of Faith +2 (2), Rations, trail (per day) (4), Rope, silk (50 ft.), Smokestick (4), Torch (4), Whetstone

(2)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bullet Defection (+2) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Channel Positive Energy 1d6 (2/day) (DC 9) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks.
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit.
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check.

Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed.
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Rebuke Death (4/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the damage anyway.

Remaining Purse 124 GP

Haundo's Story:

Haundo, or Hound, was born a Tiefling and has lived a very hard life until he arrived in Absalom. He is eighteen years old and stands roughly seven feet tall and has an unusually light build for someone so strong. unlike most of his kind Haundo looks more like a dog then a half fiend, he doesn't bare any horns, cloven feet or the smell of ash.

Instead he looked like a bipedal hound, with backward bending knees and pawed feet and fanged teeth. He looks akin to a doberman or Ibizain hound. Not only does he look and act mostly like a hound, he works like one as well. He serves in the Night Watch of Absalom, trying to keep the streets safe at night and crime down in the rough district of the city he was assigned too. Many times muggers, gangbangers and other criminals have tested his skills with both the blade or long arm. Most of these encounters end with Haundo's opponents leaving in a coffin. His ability to see in complete darkness has given him an advantage over normal humans and is something out of his fiendish heritage that he is thankful for.

He doesn't talk very much and when he does his voice is rough and gratty much like a dogs. So instead of talking he has focused on listening, watching and learning. His heavy armor makes him a hard opponent for most people to take down as well. He was raised in violence and was toughened over the years by the severe beatings and horrible treatment he was put through.

Let me know what you think~ Thanks!


Everything is good except for the shield.

Sovereign Court

Out of curiosity, how would you feel about a Juju oracle? :-)


I would like to possibly submit a druid if that would be possible. Most likely would be looking at a man who finds himself wandering and repairing whatever he finds that is wrong with nature, perhaps he has found out about the dig and doesn't want too much destruction to the Mwangi area to occur during the search for the relic?

If that's acceptable then I will start working on the character as soon as I can.


Understood, the character is outfitted with a regular Tower Shield. I was just submitting the Rifleman's bulwark for consideration, it originally came from iron kingdoms d20 a 3.5 system that was very steampunk and utilized guns.

Or did you not like him having a towershield period?

Shadow Lodge

Count me as interested.


TOLAN CR 2
Male Half-Elf Druid 3
NN Medium Humanoid (Elf, Human)
Hero Points 1
Init +2; Senses Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15. . (+3 armor, +2 shield, +1 Dex)
hp 30 (3d8+6)
Fort +5, Ref +3, Will +5
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -2 (1d4/20/x2) and
. . Shortspear +2 (1d6/20/x2) and
. . Spear +2 (1d8/20/x3) and
. . Unarmed Strike +2 (1d3/20/x2)
Ranged Sling +4 (1d4/20/x2)
Druid Spells Known (CL 3, 2 melee touch, 4 ranged touch):
2 (2/day) Campfire Wall, Flame Blade
1 (3/day) Charm Animal (DC 13), Aspect of the Falcon (DC 13), Calm Animals (DC 13)
0 (at will) Purify Food and Drink (DC 12), Light, Detect Magic, Stabilize
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Druid Weapon Proficiencies, Elven Accuracy, Point Blank Shot, Skill Focus: Perception (Adaptability)
Skills Acrobatics -4, Climb -2, Escape Artist -4, Fly -4, Handle Animal +8, Heal +8, Knowledge (Geography) +5, Knowledge (Nature) +7, Perception +13, Stealth -4, Survival +10, Swim -6
Languages Common, Druidic, Elven, Sylvan
SQ Animal Companion Link (Ex), Antitoxin (vial), Elf Blood, Hero Points (1), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +5 (Ex), Woodland Stride (Ex)
Combat Gear Darkwood Shield, Leaf Armor, Shortspear, Sling, Spear; Other Gear Antitoxin (vial) (4), Backpack, Masterwork (11 @ 47.02 lbs), Bedroll, Blanket, Bucket (empty), Fishing net, 25 sq. ft., Flask, Flask, Flint and steel, Grappling hook, Potion of Cure Light Wounds (5), Rope, Spider Silk (50'), Smelling Salts, Tent, Small, Wand of Color Spray, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I haven't worked out what the animal companion will be yet, was hoping you could let me know whether there are any animals that I cannot choose, and then would work around that

Dark Archive

:Interested once i get to a pc i will submit my Bard archeologist for consideration.


Very interested in this!

I see a rogue-ish count of monte cristo type of character searching for the man he believes destroyed his family's name and business. Will get stats ASAP.
-Inquisitor Leet


Luke_Parry: I need a reference for the Juju Oracle. I can't find it.

Jestem: Druids are ok, as are all core classes.

Adam: The issue was with the viewport, but I will let you have the shield as is.


Jestem wrote:


I haven't worked out what the animal companion will be yet, was hoping you could let me know whether there are any animals that I cannot choose, and then would work around that.

That is up to you. Your character can be from anywhere in the world. He may be an animal companion you have because of a trip to an exotic location. Maybe your first AC already died or was dismissed....


I should have mentioned this before but 6 people will be chosen.


Watcher Uatu wrote:
I should have mentioned this before but 6 people will be chosen.

Then I submit Grey, the Lady's dog.

The Nexians & others among the company having prior experience with Summoners remain baffled by Grey & 'his' Eidolon, 'Purpose'.
While in most Summoner/Eidolon partnerships the Summoner maintains a clear, though often near, superiority over their Eidolon; with these two it seems almost inverted.
'Purpose' frequently must all but bully & physically compel the withdrawn caster to action. Once so impelled however, Grey takes to it readily enough, particularly when related to the worship of Pharasma or the destruction of Undead or the servants of Urgathoa; whence he gains an all but maniacal focus upon the work at hand.

Just don't ask him about his family...


I will add more about Haundo later when I am not typing by phone lol.

If the tower shield is an issue I can downgrade, I just pictured him being like his arch, a gun tank. }:) Besides I can drop down to a heavy shield or buckler if you'd like. It'll be fun just to play a gunslinger, this will be my first time In pathfinder, I used to play one in Iron Kingdoms.

My main idea with Haundo was rnged / frontliner, strong enough to take some hits while heavily armored enough to wade into our foes. All and all a decent meat shield + flanking buddy. :)

If anyone has some suggestions I'm all for hearing them. I'm a terrible min/maxer and try to make workable builds for my characters but I aim more at having a good time then crushin everything in my path. ;p

Haundos personality:

Haundo acts and thinks much like his namesake, he talks very little and is aggresive to anyone/thing threatening the group. He is extremely loyal to those who treat him well and bares his teeth at those who would try to beat him down. He is still very young and reckless in his decisions and tends to abuse the fact he is so well protected in his armored shell.

He is also a semi skilled individual and uses his abilities to better the group as a whole. He has no memories of his family and his name Haundo is a constant reminder of the horrors he grew up with and consttantly drives him forward to better himself despite what others think.

In all reality he is a gunslinger without a name nor a home to return to...

I look forward to playing in this but if I'm not selected then that's okay too. :)

I can post a minimum of 1+ times a day, I tend to keep my phone handy and I will try no to bog us down.

Mr swagger: are we allowed to use the variances for tieflings from thee council of thieves hand book? It is a d100 roll that gives an ability other then darkness 1/day for tieflings. Justthought I would ask. :)

Thanks boss man!

@Grey: nice character concept!


Adrian Whitefield:

The tower shield you wanted before is ok. I like the background story, but you did not say who your cleric's deity is.


Abasi Omondi
Male Human, Mwangi
Fighter 3
Str:18
Dex:14
Con:14
Int:10
Wis:10
Cha:10

Feats: Power Attack, Cleave, Furious Focus, Weapon Focus, Improved Initiative

Skills: Survival, Craft(weapon), Climb
Abasi is a devotee of Gorum. All he really desires is a challenging fight against worthy foes. Like his god, Abasi has no tolerance for cowards, or those who prey on those weaker than themselves. He joined the party to visit the home of his people, and decided he liked the inner sea better.

What do you think?


Lloyd that is not bad at all.


Adrian the Teifling rules in CoT are allowed. I meant to post that before.


Mr. Swagger wrote:

...

One last thing: I have never ran a PbP before so feel free to speak up. My main concern is pacing right now.

If you want I could take over,

I have a few PBP's running,
adding another won't be a problem.


Azure I did consider the offer, but I will go ahead and take a stab at it. If my pbp GM'ing skills don't match my real life ones and the game flames out then I may have to apologize to everyone for their time, but I will at least make this one attempt.


Got cha.
I will give you a hand if you need it.
I have some NPCs and Generic NPC aliases that could fill in a small town.

I prefer randomised characters and here is the base list.

My randomisation list

Races (list)(2^3=8 perfect)
Human
Half-elf
Angel Heritage*
Fiendish Heritage*
Elemental Heritage*
Changeling
Jotun! (ITCoG)
Nymph-Born(Template) (template acquired, and roll again)

*Requires another randomisation table
(uses 4 Winds assimar,tieflings(CoT AP, stuff too) and elemental PDF and some ARG samples)
! taking it's paragon class.

Classes (list) (2^3=8 perfect)
Barbarian/Fighter (to similar, I'll toss a coin)
Bard
Cleric
Monk
Ninja
Ranger
Sorc/Witch (to similar, I'll toss a coin)

It's getting late (And on trick or treat duty, so no computer), so I'll start randomising tomorrow.
I'll make a few concepts.

Silver Crusade

Making a barbarian for this, because it needs one.


So far we have the player-class combinations. Luke the juju oracle sounds familiar but I still need a source for it.

Elizaveta Vladimira--Witch
Adrian Whitfield --Cleric 1 Gunslinger (Gun Tank, Pistolero) 2
Luke Parry--Juju Oracle
Jestem-Druid
LackofFocus-Bard
Irnk aka Grey the Dog-Sorcerer 1/Summoner 2
Lloyd Jackson -fighter
Nightskies-Barbarian


And a:
Mark Sweetman - Gunslinger 3 (Musket Master)

Juju Oracle is in the 3rd part of the Serpent Skull AP.

Sovereign Court

@Watcher Uatu:

Here is a link to the Juju Oracle, if that helps :-)


The Juju and the Musket Master are ok.

I am up to 9 people so I will probably look over everyone again late tonight, and tomorrow at the lastest for everyone else before the choosing gets even more difficult, due to more people popping in.

Once you a person is chosen I will look over the character for mistakes. If that is clear I will inform you to post in the gameplay thread.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I would like to submit a Ranger build. Just need some time to work it up.

Also, would like to ask if you would allow the alchemical arrows from Elves of Golarion.


Joshua Hirtz wrote:

I would like to submit a Ranger build. Just need some time to work it up.

Also, would like to ask if you would allow the alchemical arrows from Elves of Golarion.

I have a copy of that book around somewhere. I will dig it out if the arrows are not on d20pfsrd, and get back to you.

You still have time to work something out.

The alchemical arrows are in, except for the trip arrows.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Cool. Another question, will contact with zombie flesh turn us? I would like to make a more feral type ranger, but it would be a shame to see him turned because he bit a zombie.


Joshua, you can safely bite the zombie, just don't get bitten. :)


I am not asking for a deep background story, even though it won't hurt, because I don't know how long your characters will live*, but your chances of getting selected are better with at least an outline of how and why you got into the group.

*I also don't want you to write a long story and then not get picked.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Good to know. Now to work out how to be able to deal damage and avoid damage at the same time.


Forgot to add this!

deities worshipped: I was aiming at him being a cleric who worshipped concepts instead of gods but if I have to choose one it would be either Gorum or Cayden Cailen. Upto you if he needs to worship one or not and if so I will updat his domains to reflect their portfolio boss man. :)

Haundo joined the group originally as a fledgling mercenary, because he was just starting off he sold his skills cheaply in the hopes he would reap a larger bonus. After several missions he came to enjoy the adventuring life, deciding to become a full time adventurer. He encountered the others again when he was about to attempt a solo mssion and after much discussion he rejoined them for their expedition into the Mwangi.


The zombies are a little more forgiving than in the movies. Death is not a forgone conclusion upon being bitten, but it is still not safe.

Any case anyone new comes in with a paladin or monk I will tell you the immunity to diseases does not apply.


Luke_Parry here.

I would like to present Uchendu Kybwa'ka, a LN Half-Elven Oracle(Juju) 3 for consideration :-)

Appearance:

Although of average height (5’11”), with a lean, lanky build, Uchendu retains some of the grace and poise of his Elven forebears, moving lightly on his feet. He has dusky skin, and short, fuzzy black hair, which he usually keeps hidden, along with the points of his Elven ears, under the brim of a broad leather hat. His most striking feature, however, is a large tattoo of a moth, with a wing-pattern reminiscent of a curled leaf from which water is dripping, which is emblazoned in black ink across the right side of his face, a symbol of his devotion to Shimye-Magalla. When traveling, he wears an outfit constructed from the skin of the first spawn of the Ravener King that he defeated in combat, and keeps his trusty morningstar, a memory of happier times, close at hand.

Background:

The son of an Ekujae herbalist and a Bonuwat warrior, Uchendu’s early years were comfortable; his family’s tribe were predominantly coastal, but periodically migrated inland to pay their respects at some of Shimye-Magalla’s jungle holy sites, such as Gozreh’s Pool.

It was on one such pilgrimage, whilst Uchendu was still just a young boy, that the tribe was raided by a Bekyar war-party; in one instant, his tranquil life was destroyed forever. When the dust settled, about a quarter of the tribe was dead or missing, and Uchendu was left without any immediate family – his human father had been slaughtered in front of him, attempting to defend his Elven mother, who was kidnapped by the Bekyar slavers.

Uchendu was declared a ward of the tribe, and responsibility for his upbringing fell to the tribe’s shaman. Although the teachings of Shimye-Magalla provided a measure of peace, tranquility, and stability, Uchendu was drawn more to the tempestuous, unforgiving aspects of nature.

He ultimately became one of the tribe’s most zealous defenders, seeking out and neutralising threats to the tribe. In particular, he reserved an especially white-hot hatred for the Bekyar, and the other servitors of the demon lord Angazhan. When he eventually learned the identity of the tribe that had stolen away his mother, he whipped his own tribe into a frenzy, and appealed to his mother’s relatives for aid; when they descended the village, the burnt it to the ground, slaughtering the Bekyar inhabitants, and freeing a number of slaves, including his mother.

With her rescue, he thought the nightmare was over, but then he discovered that he had a half-brother – a depraved half-Bekyar whelp, who had been away from the village at the time of the avenging raid. Once he made sure that his mother was safely ensconced back with the rest of the tribe, he bid them a fond farewell, and left to scour the Mwangi Expanse for the final stain on his family’s honour…

Motivations/Philosophy:

Uchendu has traveled to the more 'settled' region of Sargava, hot on the trail of his loathsome half-brother. However, he feels confident in -is own abilities, he is quite concerned about the strange ways of the Sargavans (viewing them essentially as foreign devils with little understanding on the ways of the jungle), and is actively looking for allies to aid him on his quest.

If it were not for the fact that he is on a quest of vengeance, he would probably quite enjoy the chance to explore Mwangi Expanse, revelling in the thrill of discovery whilst he hunts for whatever treasures of forgotten knowledge and lost relics he can find deep in the Jungle.

Like the sea, he can be quite capricious and tempestuous, and he will go to whatever lengths are necessary to achieve his goals. Nonetheless, he is fiercely loyal to those that he considers to be his allies. As such, he is selective about those whom he travels with, but once his trust has been acquired, he defends them to the last.

Reasons for Accompanying the Professor:
Uchendu encountered Professor Frennel when he first arrived in The Mwangi Expanse. At the time, Uchendu did not have any leads on his traitorous half-brother, so he signed-on with the Professor, to act as a guide, and to provide him with a stable source of income whilst he scouring the Expanse. Although the expedition itself proved to be unfruitful, in the end, he discovered evidence pointing to his sibling having fled to Nex, and eagerly decided to accompany the Professor on his return voyage.


Skeleton of character below with a short backstory, which can be expanded if selected and moulded around the rest of the group - especially given we've been together for a while before the zombiepocalypse hits.

Crunch:
Human Male Gunslinger 3 (Musket Master archetype)

Alignment: N; Patron Deity: Groetus, the End of Times (not openly worshipped, but more provider of dark dreams and cold shivers)

Str: 14, Dex: 17, Con: 12, Int: 11, Wis: 14, Cha: 10

Traits: Mana Wastes Survivalist (from Inner Sea Primer - gives +1 on Fort saves) and Broken Mind (from Faiths of Balance - gives +2 on saves vs madness and confusion effects)

Feats: Gunsmithing (Free); Rapid Reload (Musket - Free); Point Blank Shot; Deadly Aim; Extra Grit

Skills: Craft (Gunsmith): 3, Handle Animal: 1, Knowledge (Engineering): 3, Perception: 3, Ride: 1, Sense Motive: 1, Survival: 3

Major Gear: MW Musket (upgraded through Gunsmith feat): 300gp
Black powder and bullets - I won't be using paper cartridges
Great Flail (probably MW, need to think on it)
MW Chain Shirt: 250gp
Wayfinder: 500gp
Flawed Dark Blue Rhomboid Ioun Stone (from Seeker of Secrets - gives +2 competence to Perception and -1 to Initiative): 300gp
Pack horse and bunch of assorted survival / self-sufficiency items to be put down in full if chosen

Story Background:
Hathin was born and bred in Quantium, and his parents worked in one of the progressive universities there. His father taking an interest in the firearms being produced just South of the border in Alkenstar, they moved there when Hathin was still young.

In Alkenstar, Hathin learned to use gunpowder weapons under the instruction of the local guard - showing significant promise. Eventually joining the militia of the Grand Duchy. At home in the wilderness, Hathin ranged the foothills of the Mana Wastes protecting the interests of Alkenstar and defending her against aggressors.

However it was during one of these patrols that they were beset upon by an otherworldly creature from the magic-dead wilderness. The beast cast his fellow patrol members aside with contemptuous ease, though paused when it came time to attack Hathin. Reaching out a rubbery tentacle instead, the creature touched his head and all went dark.

When he awoke, nothing of his patrol remained - he returned to Alkenstar, but after a few days he started having vivid and horrific dreams. Insomnia and madness descended, to the point where none of the mundane or magical healers of Alkenstar could help. Shunned by his family as his personality was so changed, he was put out into the wilderness and barred from return to the Duchy.

Moving North with his few possessions, Hathin struggled to both survive and control the dead void that the beast left within his mind. Just as he felt he was starting to regain control, a caravan was travelling West nearby and beset by Gnoll. Coming upon the gnoll from behind, Hathin helped drive them off with his musket and flail.

Dr.Throme Frennel of the caravan thanked him for the assistance and offered him a position as guard during their journey to the Expanse. With no other prospects, Hathin signed on and served. Last bit of the background is shared with the other caravan members - so will leave it open to be moulded.

Personality:
Hathin is distant and gruff, though steadfast in the sight of the enemy. Several times during the expedition he calmly reloaded and fired even as cannibal or beast charged forth in slavering frenzy.

His words are generally terse, and his outlook morally ambiguous. Occasionally crying out in terror as he sleeps, though he does not talk of it with anyone except perhaps the good Dr.


Uchendu Kybwa'ka wrote:

Luke_Parry here.

I would like to present Uchendu Kybwa'ka, a LN Half-Elven Oracle(Juju) 3 for consideration :-)

** spoiler omitted **

** spoiler omitted **...

Nice story.

What is a Bekyar, and what is a Ravenar King.

I am assuming the Bekyar are a tribe, but what race, and are they a real tribe or one you made up for your story.

PS:I am asking out of curiosity. I still have a somewhat limited knowledge of the campaign world.


@uchendu!

Good to see you again, I played Atzi. It'll be good to play alongside you again! Hopefully anyways ;)

Dark Archive

Here is Andreas the Bard

Spoiler:
ANDREAS CR 2
Male Human (Varisian) Bard (Archaeologist) 3
CG Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 21 (3d8+3)
Fort +2, Ref +5, Will +3
Defensive Abilities Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Rapier +5 (1d6/18-20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Bard (Archaeologist) Spells Known (CL 3, +4 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 14), Animate Rope, Ear-Piercing Scream (DC 14), Timely Inspiration (DC 14)
0 (at will) Open/Close (DC 13), Know Direction (DC 13), Read Magic (DC 13), Detect Magic, Mage Hand, Mending
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 13, Int 15, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Bard Weapon Proficiencies, Brew Potion, Scholar: Knowledge (Geography), Knowledge (History), Weapon Finesse
Traits Looking for Work: Perception, Varisian Wanderer: Sleight of Hand
Skills Acrobatics +3, Appraise +7, Bluff +7, Climb +1, Craft (Alchemy) +7, Diplomacy +7, Disable Device +0, Disguise +7, Escape Artist +3, Fly -1, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Nature) +7, Linguistics +8, Perception +7, Perform (String Instruments) +7, Ride -1, Sense Motive +4, Sleight of Hand +4, Spellcraft +7, Stealth +4, Swim -3, Use Magic Device +7
Languages Common, Elven, Osiriani, Polyglot, Skald, Thassilonian, Varisian
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Clever Explorer +1 (Ex), Hero Points (1), Smoked Goggles
Combat Gear +1 Studded Leather, Masterwork Rapier; Other Gear Adventurer's Sash (empty), Backpack, Masterwork (5 @ 14 lbs), Chronicler's Supplies, Flask, Potion of Remove Paralysis (2), Pouch, belt (3 @ 2.5 lbs), Scarf, Pocketed, Scholar's outfit, Smoked Goggles, Wand of Detect Secret Doors, Whetstone, Whistle, Signal, Wrist sheath
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Scholar: Knowledge (Geography), Knowledge (History) +2 bonus on two Knowledge skills
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Varisian Wanderer: Sleight of Hand +1 to Sleight of Hand checks, Sleight of Hand is always a class skill for you.
--------------------
Andreas was always a curious youth, wandering away from the caravan looking for bits and pieces of a time forgot. As he got older he went further and further away. Til when he didn't turn back and went to learn more. Andreas travelled to Absalom to learn at university there he meet Dr. Frennel and learned of all that was out in the world. When he was fully trained he joined the Dr. on an adventure to the Mwangi Expanse.

Appearance: Andreas has Dusky skin with long blonde hair and golden eyes. Like most Varisian's he is naturally clean shaven. He wears the vibrant greens with browns he wears a patchwork scarf that was made by his great grandmother for his grandfather. he is tall and thin wearing his clothes a little baggy to hide thing he might need to sneak out of someplace.


Watcher - replying on behalf of Uchendu (hopefully he doesn't mind)...

The Bekyar are an ethnicity of the Mwangi people.

From Humans of Golarion:
The four major Mwangi ethnicities possess disparate appearances and cultures, and each ethnicity encompasses a number of tribes. The Bekyar, the least understood of the major Mwangi subgroups, hail primarily from the Kaava Lands and the surrounding regions. They are extremely tall and lanky, wearing elaborate hairstyles, and their ranks include a frighteningly impressive number of slavers. If they can’t take slaves from others, they are not above selling their own kin.

Uchendu is half Bonuwat - which is another Mwangi ethnicity

From Humans of Golarion:
The water-loving Bonuwat are colorful and friendly, and are of average height with expressive mouths and generous smiles. They are among the farthest-ranging of the Mwangi, with trading networks along Garund’s eastern coast that predate many of the current kingdoms of Avistan. They favor colorful, loose pantaloons and vests, appropriate for fishing and sailing, and are the Mwangi most often seen by northerners, as they possess an extensive trading network along the Mwangi Coast and frequent the ports of Bloodcove and the Shackles.

The Ravener King is a demon lord who is worshipped in the depths of the Mwangi Expanse.

From Heart of the Jungle:
Angazhan: The fearsome demon lord Angazhan inspires worship among the intelligent apes of the Mwangi Expanse and terror among most everyone else. Angazhan, the Ravener King, demon lord of apes and jungles, appears to his followers as a slavering, six-armed ape with blood-red eyes and a screech that can shatter eardrums. The Spawn of Angazhan, a tribe of charau-ka and other intelligent simians, rule the ruined city of Usaro and lay claim to much of the Expanse, honoring Angazhan by descending on humanoid travelers and tearing them limb from limb while howling their reverence.


Adrian Whitefield wrote:

Forgot to add this!

deities worshipped: I was aiming at him being a cleric who worshipped concepts instead of gods but if I have to choose one it would be either Gorum or Cayden Cailen. Upto you if he needs to worship one or not and if so I will updat his domains to reflect their portfolio boss man. :)

Haundo joined the group originally as a fledgling mercenary, because he was just starting off he sold his skills cheaply in the hopes he would reap a larger bonus. After several missions he came to enjoy the adventuring life, deciding to become a full time adventurer. He encountered the others again when he was about to attempt a solo mssion and after much discussion he rejoined them for their expedition into the Mwangi.

Since we are in golarion I prefer a deity.


Mark Sweetman wrote:

Watcher - replying on behalf of Uchendu (hopefully he doesn't mind)...

The Bekyar are an ethnicity of the Mwangi people.

** spoiler omitted **

Uchendu would is half Bonuwat - which is another Mwangi ethnicity

** spoiler omitted **

The Ravener King is a demon lord who is worshipped in the depths of the Mwangi Expanse.

** spoiler omitted **

Thanks for the info.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I'm still working everything out, but I am envisioning a feral ranger who has helped lead the team through dangerous territories in search of what they seek. He has proven himself through "Tooth and Claw" quite literally. However often has the time been that his companions have been thankful for his uncanny sense of smell forewarning them of dangers lurking nearby.

His reason for being with the group is that he wishes to see more of the natural world so that he might improve his own fighting capabilities by watching the greatest of predators. However, he is never shy to accept the money he is paid as well.

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