GM Giuseppe's Pathfinder Society Core Campaign [SEASON 1] (Inactive)

Game Master Giuseppe Capriati

Current Scenario: The Devil We Know, Part III: Crypt of Fools

Completed Scenarios: The Devil We Know, Part I: Shipyard Rats, The Devil We Know, Part II: Cassomir's Locker

Maps: GM Giuseppe's PFS Core Campaign Online Maps

Tracking Document: GM Giuseppe's PFS Core Campaign Tracking Document

List of planned scenarios: [+]


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Hey Paizo people,
I recently opened an interest check thread here on the Recruitment sub-forum, and I got the interest I hoped for, so I’m opening an actual recruitment for my original campaign idea. I will summarize my project below.

This is a recruitment for a Pathfinder Society Core Campaign. We will be playing a wide variety of modules selected from PFS Season 1 that will lead your characters from level 1 to at least 9. You will be adventuring from Taldor to Andoran, visiting remote lands such as Qadira and Jalmeray and help the Society solve some problems in Absalom. In the meantime, you will uncover plots and scheming, prevent evil plans from wreaking havoc on Golarion and much, much more. All of this together with the same party and the same GM.

Since I was asked to provide a full list of the scenarios I plan to play, below you will find a Google Sheet with the scenarios I’ve got in my mind. Keep in mind that this plan is susceptible of change in order to adapt to players who have already played a certain scenario for credit in a Core campaign. Of course, if you’ve already played too many scenarios in Season 1, you may want to reconsider your idea to submit an application for this campaign, since we will be playing most of, if not each, scenarios in Season 1.

SEASON 1 CORE CAMPAIGN PLANNED SCENARIOS

As I said in the interest check thread, what I’m looking for is a group of 4 players willing to play several scenarios together and with the same GM. Additionally I’m looking for players who are willing to embrace a slightly more roleplaying approach to a PFS game. I’m not going to offer a mere hack-and-slash experience, so I’m asking you to submit an application for this game only if you enjoy roleplaying in all of his dimensions. Interaction with your teammates, willingness to investigate the stories behind the scenarios and so on. So please, if you’re used to post only when strictly required and anyway only if you’re required to roll some dice, this is clearly not the game for you. Also, I need players who can manage to post at least once a day, and preferably twice a day during the week, and at least once in the weekend.

A few details from the Interest Check Thread:

How do I plan to accomplish my goal: My goal is to bring an immersive PFS Core Campaign to life. In order to reach my goal, I’ll try to create story hooks to link each Scenario with the others: the general idea is that you will follow your character from the first steps of his PFS career through his confirmation and then establishment as a famed PFS field agent. On the top of that, you will follow you character progression as he travels to different locations in The Inner Sea region and adventures along with his established party with which he has shared past adventures. In order to ensure you can enjoy this experience, I’m going to try and add some roleplaying and story hooks between the scenarios, so that the different adventure do not seem too unconnected with each other.

My roleplaying approach to the Core PFS Campaign: I want to be honest. There’s one thing in particular that I don’t like at all about PFS PbP games: they almost always end up being a rollplay series of posts with scarce or no roleplaying at all. This I don’t like. I want to change things and create a campaign where players are encouraged to roleplay: interact with each other, write roleplaying posts without any dice rolls for the mere sake of doing it, discover the story behind the different scenarios, and get a distinct idea of the overarching story behind the different scenarios. In order to reach this goal, first of all I need players willing to commit to such a game. In PFS, this is not required; but in my game, it will be. I don’t need players willing to post only in combat situations, because I want to create something that is much more fan than rolling (virtual) dice on a (virtual) table. Of course, combat will be important, but roleplaying will be just as much. If you don’t share this approach and you see this campaign just as an opportunity to gain PFS credit without any roleplaying fun to it, please do not apply.

How do I plan to use factions: Although Season 1 uses older factions and factions’ mission no longer award any type of reward to the character, I like the idea of staying true to the scenario and keep the factions as they are. This means that you will be asked to join one of the factions featured in Season 1 and roleplay accordingly. You will receive your faction missions, and I expect you to try and fulfill them at your character’s best although he/she won’t gain any reward from it.

---

This recruitment will work just as any other recruitment selection for Adventure Paths and other games. You are expected to submit an application comprehensive of the following.

BACKGROUND: A backstory detailing your character’s experiences before becoming a Pathfinder. You may want to try and answer to the following questions in your background.

- Where was your character born and how his homeland affects his personality?
- Why did your character decide to become a Pathfinder?
- How did your character actually become a Pathfinder? What lodge was he trained in?
- What faction does your character belong to? Why did he choose that particular faction?
- What does your character like about being a Pathfinder?
- Does your character have a particular goal to fulfill in his career as a Pathfinder?

PERSONALITY: A short overview of your character’s personality. You may want to consider answering the following questions in your personality entry.

- In a team of Pathfinders, how does your character interact with the others?
- What does motivate your character to be a Pathfinder?
- What's your character’s attitude toward his faction?

---

CHARACTER CREATION

You will need to build a NEW character for this campaign, since everyone will be starting at 0 EXP.

Character creation rules follow those for a Core Pathfinder Society character.

You must choose a legal faction for your character, but keep in mind that in Season 1 factions are different and as far as roleplaying is concerned, I will keep the original factions.

---

I think this is everything for now. If you have any additional question, feel free to ask to me in this thread.

Recruitment will close on Sunday, December the 4th.

_________________________________
For the new players applying to the game: if you're new to Pathfinder, to PbP or to the Pathfinder Society, please don't be afraid to submit a character. Since this is PFS, you will get plenty of opportunity to play should your character not be selected. Also, I plan to run a few Pathfinder Quests for new players only, and I will be recruiting players for those quests from those who sumbitted a character for this campaign.

Sovereign Court

Just created this character.

Wylka Forth
A Cleric of Shelyn


dot


Just checking back in. Definitely still interested. I'm looking at either a Varisian or Taldan bard. Not sure on faction, as that will rely heavily on his backstory (which I'm working through).


Dot


I would like to create a new Halfling Gunslinger (pistol) for this adventure, Lucus.

"Lucus was born into a farming family but knew at a young age he wanted to go out into the world to seek adventures and right wrongs. Fancying himself a future Paladin of Iomedae Lucus spent hours first stick fighting and then working with his prize possession, his small rapier. As he grew to young adulthood Lucus passed the time inventing small adventures for himself, exploring local landmarks and small caves and in one of these caves Iomedae answered his prayers in a way never imagined.

While poking around a local cave, one he had been in many times, Haron came upon a lone injured goblin. The goblin was in a sorry state but still attacked Haron with a crude blade giving Lucus an opportunity for this first combat and kill. Shaken Lucus searched the goblins meager belongings and found an old, battered and broken pistol among the other relative junk. Lucus was obsessed and in secret he tinkered until he was confident the gun would fire once he saved enough money for some black powder.

Lucus’s dream had changed, he no longer wished to be an armored Paladin but instead he would deliver smoking justice with his trusty pistol."

Where was your character born and how his homeland affects his personality?

Coming soon

- Why did your character decide to become a Pathfinder?

Lucus was seeking a bigger life full of adventure like he had read of. His family was against his dreaming but he felt it was a noble calling. Many role there eyes at his halfing exuberance but he pays them no mind.

- How did your character actually become a Pathfinder? What lodge was he trained in?

He set off for Magnimar with a broken gun and a little gold. A few quick inquires led him to the Pathfinder Society for help in getting his treasure working.

- What faction does your character belong to? Why did he choose that particular faction?

TBD need to look at old factions.

- What does your character like about being a Pathfinder?

He is not in it for money or fame, well maybe a little fame, but simply for the adventure.

- Does your character have a particular goal to fulfill in his career as a Pathfinder?

He would very much like to return to his family farm with just enough treasure to impress them but not so much as that they think he is their new benefactor. In his mind this would prove the value of following a dream.

********

Posting twice a day most days should be little to no problem for me. I am at my desk a lot and set my own schedule. I have played primarily IRL as both a player and DM and have always had a focus on role playing over mechanics. This format is perfect for me as I have a newborn, run a small business and am over 40, all of which make live games very difficult.


dot. thinking about a bard/orator.

Liberty's Edge

Saving Cap'n Crunch here with this character, a half-elf fighter. Still need to finalize his stats, but that takes a backseat to the matter of roleplaying. That said, here is his background:

Backstory:
Dolgarth never liked his name until all of his dreams came true.

The fourth child of one of the stronger warriors in the Spiral Bear tribe of Varisian nomads, he received very little. He would by no means be the youngest child for long, such being the ways of barbarian nomads, but it was still not an enviable position. He was given his late uncle's name and weapon, a dusty but almost unused glaive. His uncle was lazy and gluttonous, and constantly rambled about how he would leave this way of life behind, to seek a new one in Magnimar. The Spiral Bears generally roamed the massive marshland called the Mushfens just outside of said city. It was riddled with natural hazards like potholes, and the senior Dolgarth, never one to watch his step, lasted a surprising amount of time before meeting his end in one. It was traditional to name the fourth child after an aunt or uncle, should there be one, and with the name Dolgarth foisted on him, the child was branded to be lazy and useless, a failure.

As they were a relatively small clan, perhaps seventy or so in number, the Spiral Bears' existence was not well known. However, a trader named Sebechi met with them from time to time to exchange hides and meat for the occasional piece of civilization. Soon after coming of age, a 19-year-old Dolgarth stole a portion of the tribe's export as payment and begged Sebechi to take him on as an apprentice, or at least to bring him to Magnimar. He had had enough of the tribe's foolish ways, and knew he would never change anything or be someone with them. This was in part due to his name, but he also detested their way of life and sought knowledge and creature comforts. Unlike his namesake, he was a man of action, but he too dreamed of a better life elsewhere. Grudgingly, the merchant agreed to spirit him away.

Awed at first by the grand city, Dolgarth quickly acclimated to it. It was as if he was meant to be there all along. He took to business and reading with astonishing speed, as he was much more interested in such topics than anything from his tribal life. At first, he attempted to be a sellsword for money while spending his free time and gold on his new 'hobbies.' After perhaps a year he learned about the Pathfinder Society and realized it to be the embodiment of what he was looking for. The opportunity for gold, adventure, the gathering of knowledge, business and politics, and a good scrap. He immediately signed up and spent his required three years of training in and around the Heidmarch Manor Lodge.

Over this time, Dolgarth has worked, fought and studied hard, expanded his horizons and thought about his name. In his opinion, he has created a new legacy for it: That of an achiever, a man who makes himself great.

Personality and Beliefs:
Dolgarth chose the Exchange faction (season 1 equivalent: Qadira) because of his great love of the machinations of civilization, namely business.

He enjoys the spontaneity of being a Pathfinder, and that one never knows where they will be sent next. That said, Dolgarth has not been assigned any missions yet, but he also enjoys the manual and mental labor the profession requires and the variety of his fellow agents.

Dolgarth has no particular goals in being a Pathfinder. He simply wishes to participate in future history, salvage the past, learn whatever can be learned, and perhaps make some coin.

In a team of Pathfinders, Dolgarth would be loath to take the lead unless the situation was dire, or no one else steps up. He treats others with respect, and if others were to treat him badly, he would try once more and, if that too fails, likely not talk to them if he has the liberty. He listens to any input or advice he is given, but is blunt and does not always spare one's feelings. Still, he wishes to be as social as possible with those around him.

He is motivated primarily by his thirst for knowledge, as well as a desire to teach a lesson, be it a beating or an opportunity to enlighten another. He can also be compelled to a lesser extent by money and luxury items.

Dolgarth's attitude towards the Qadiran influence in the Society is neutral, as he starts with most matters. He respects their ability to cut a deal and avoid violence, but sometimes they seem to forget that it is inevitable. Still, he follows their orders and appreciates the financial aid and love of knowledge they bring to the Society.

I apologize if my story and such is a bit long, GM Giuseppe. This is about as long as submissions for most online campaigns are, so I don't think it'll be a big problem. I've never done something like this for a PFS PbP before, given the first-come, first-served nature of it, so I'm very excited. I've created backstories for my PFS characters, but so rarely have a chance to share and grow them. I hope you enjoy, and good luck to everyone!

@Twistlok: This is a Core game, you may want to change your character if you still want in.


Right now i'm torn between two different characters.

First one is a Paladin of Iomedae with OCD-levels of perfectionism who is very down on himself and secretly thinks he's an unworthy fraud. Second one is a sukeban-inspired Tian woman with flexible morals, she would be a Rogue with maybie a level in Barbarian (if multiclassing is ok) so she can wear a greatclub and be truly scary when angered.

I'm not well-versed in Pathfinder lore so i'll try to find something that fits one of the two.


I have a few ideas percolating in the hopper.

* Human Bard (ranged combat/spells)

* Elven Ranger (ranged combat)

* Dwarven Druid (ranged combat with an animal companion)


Wilken wrote:
(if multiclassing is ok)

Multiclassing is definitely OK ;)


Introducing Jakwin Howell (aka Jak, Smiling Jak, Laughing Jak, Mad Jak and many more):
Drifter, tavern-singer, skirt-chaser, and scrapper. A young man whose reckless nature attracts trouble, but whose his quick tongue tends to get him out of. Jak is independent, tough, competitive, and no little bit arrogant, though he has an open, friendly, roguish charm and the wild, unkept good looks that generally help people warm up to him. Jak is an adventurer to his core, and a born Pathfinder agent. Now, he just needs his chance.

Background:
Jakwin Howell was born in Oppara, the only son of a pair of active Pathfinder Society agents. They loved their son, but loved the society and adventuring, as well. As such, he was raised as much by the members of the local Lodge as he was by his parents. His bedtime stories, told by a diverse group of “aunts” and “uncles” from all over Avistan, were stories of distant lands, dark caves, and exotic monsters … they were Pathfinder stories. So despite being raised in one of the most amazing cities in Avistan, the boy’s ambitions—even from a young age—were inseparable from those of the Society.

Jak grew up a charming boy. Quick with a joke and a smile, and always quick to make friends. He had his father’s good looks, his mother’s athleticism, and enough recklessness for any five people put together. He also inherited his father’s penchant for magic, though without the discipline to make a career of it. And as he grew into a young man, even the grand walls and towers of Oppara couldn’t contain him. His parents had forbidden him—and more importantly, exacted promises from the local Lodge—from joining the Society until his 19th year, but Jak couldn’t wait that long. So at seventeen, he gathered what he could and took to the road, with only his wits, charm, blade, and voice to carry him.

He headed north. For the next couple of years, Jak explored the chaotic, dangerous roads, forests, hills, villages, and cities of Galt and the River Kingdoms. Making his way as a drifting tavern singer and sometimes merchant guard, he found danger, lean times, rough folks of every stripe, and more chances to have his throat cut than most men see in their lifetimes. Jak loved every minute of it.

And during this time among free people, free thinkers, and so-often anarchic chaos, Jak developed something else … a bone-deep belief in the power of the common man. Of independence and individuality.

Finally, just turned 19, Jak found himself back where it all started … at the Oppara lodge. He hoped to stand with his parents as he signed his name into the Society ledger, but learned instead that his parents had died on assignment while he—and they—had been gone.

Still, his head still full of dreams of making his own mark on Avistan, Jak signed on ... fully believing in what the Society stands for.

He can’t wait for his first real assignment to begin.

Personality & Motivation:

Jak is friendly, outgoing, and charming. He’s met enough people of different stripes to be fairly open-minded. He’s handsome in a wild, unkempt sort of way, and he’s quick to use his looks to his advantage when possible. He’s got a weakness for pretty smiles, but what young man doesn’t?

Jak is also tough, with an indomitable spirit and a reckless nature. Plans are all well and good, but they always tend to go sideways. Jak has the arrogance and sense of invulnerability common to young men, as well as a competitive streak as wide as Avistan.

Jak is sympathetic to some of the other factions, namely the freedom-loving Andorans, but his primary allegiance is to the Grand Lodge. It’s the family business, after all. He grew up giving prayers to many gods, but he’s most often caught whispering a few words to Desna and Cayden. Luck, travel, big living, and big drinking all seem to be a part of his blood.

Jak has plans to make his own mark on Golarion, and to add his name to the list of Society legends. And perhaps some day to become a Venture Captain in his own right, something he thinks his parents could have done had they lived long enough. And along the way, he plans to have as much fun as is humanly possible.

The Build:
Jakwin Howell
CG male human bard 1
Favored: bard (+1 HP)

HP 14 (8 + 2 con + 3 feat + 1 fav)
AC 14 (3 armor, 1 dex)
CMD 14 (0 bab, 3 str, 1 dex)
Fort +2 Ref +3 Will +1

BAB +0; CMB +3
Melee +3
. . longspear +3 (1d8+4; x3; reach)
. . longsword +3 (1d8+3; 19/x2)
. . cold iron morningstar +3 (1d8 + 3; 19/x2)
. . whip +3 (1d4+3; x2; nonlethal)
. . dagger +3 (1d4+3; 19/x2)
Ranged +1
. . dagger +1 (1d4+3; 10ft)

Feats: Toughness, Arcane Strike
Traits: Armor Expert, Indomitable Faith
Skills: Diplomacy +7, Intimidate +7, Know: history +7, Know: Local +7, Perception +3, Perform: Sing +7, Spellcraft +4

str 17 :: 7 (+2 race)
dex 12 :: 2
con 14 :: 5
int 10
wis 7 :: -4
cha 16 :: 10

Progression:
1) Toughness, Arcane Strike
2) Versatile Performance: Sing (Bluff, Sense Motive)
3) Power Attack
4) +1 Str (Picks up Alter Self for natural weapon shenanigans)
5) Net Prof. / Improved Sunder ?
6) Versatile Performance: Dance (Acro, Fly)
7) ?
8)

Jak’s role in the party: Face, melee hitter, solid casting (support, healing, and offense, as needed), and enough skills to be a useful knowledge guy even without a high INT.

______

So that’s Jak, GM Giuseppe. Let me know if you have any questions or suggestions (including about my PbP experience, both in and out of Society play). I hope you like him. I think he’ll be fun to play (especially to role-play), and I hope he makes the cut. Thanks for the consideration.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Dotting. I'm thinking about making a Chelaxian Wizard. Tempted to go Mystic Theurge (with Cleric of Asmodeus), but that's probably a bad idea in a party of 4.

Silver Crusade

Dearon Phoenixstar is the orphaned son of an elven wizard from Kayolin and a human paladin of Iomadae who both gave their lives fighting against the incursions of the World Wound. Orphaned at a relatively young age he was taken into an orphanage run by the church of the Inheritor and taught many skills. Though he did not have the skills of a fighter like his mother he did have her faith. He was not born with the intellect of his father but did study different aspects of the faith of Iomedae. He did not have the ability to grow in wizardy. He has felt a special connection to her. He grew in devotion but as he grew in age he began to develop headaches. Seeking solace in prayer he would seek the intercession of the Inheritor to help him overcome the headaches he was experiencing so that he could also overcome evil in the world.

Once while in fervent prayer his divine connection manifested itself. As he prayed a beam of fiery light erupted from him and struck a nearby acolyte who had been hurt by a mace during battle practice. As the beam struck the acolyte rather that harming him the beam healed him. Dearon's headache subsided and he began to develop his gifts not for wizardy but as a sorcerer with aspirations for the clergy of Iomadae, to bring the forces of magic, both arcane and divine, to bear against the forces of evil.

In a group Daereon attempts to be a voice of reason, he knows that working together is a way to keep the forces of evil from taking over the world and unity is the strength of goodness. He is still young and in a way unsure of himself but if necessary can take command of groups, though he would rather be someone to help unify.

Joining the Pathfinders is a way for him to grow in knowledge and power about things he does not understand. He is planning on going Mystic Theruge with levels in Cleric of Iomadae.


I've got a character that I've been itching to play. And some dedicated Arcane talent certainly appears to only benefit the potential PCs so far.

Name: Ormizd Karyton
Race: Human (Keleshite)
Class: Arcanist (Teleportation School Savant)
Personality:

Spoiler:
Ormizd is a man of vast knowledge. He has studied much of his life acquiring information on lost ruins and cities in his home land, as well as rarely venturing out of his desert home to explore Golarion. He speaks quickly, sharply, directly. His native tongue adding an additional razor edge to his words that seems jarring and somewhat standoff-ish at first. But as you hear him speak, about his experiences, what he's uncovered, what he's learned, and what he hopes to accomplish with the Pathfinder Society, he's also very passionate about his work. He's more than willing to swap tales and learn from one's native homeland, or what knowledge they have to impart in exchange for what Ormizd knows.

Background:
Spoiler:
Ormizd is a man of vast knowledge. He has studied much of his life acquiring information on lost ruins and cities in his home land, as well as rarely venturing out of his desert home to explore Golarion. He speaks quickly, sharply, directly. His native tongue adding an additional razor edge to his words that seems jarring and somewhat standoff-ish at first. But as you hear him speak, about his experiences, what he's uncovered, what he's learned, and what he hopes to accomplish with the Pathfinder Society, he's also very passionate about his work. He's more than willing to swap tales and learn from one's native homeland, or what knowledge they have to impart in exchange for what Ormizd knows.

Background: Born the son of a Harem slave and a noble woman, Ormizd has led a pretty comfortable life. He was read stories of adventure, double-dealing with clever demons and genies, and brave kings that led their armies to victory. He dreamed of becoming a soldier and undergoing his own grand tales.

But his parents forbid it. They didn't like violence, and shared those stories so he could learn the lessons hidden within. Instead, they offered to pay for his education all the way up to college. And he took full advantage of it, discovering a love of history and Archaeology that he didn't know he had in his time spent studying. Ormizd absorbed information like a siv, pouring through texts and tomes for anything remotely interesting. Such a voracious appetite for words gave him a vast library of knowledge to draw upon, and that served him well as he was hired for his very first job; At a recently discovered dig site outside of Osrion.

The event was life-changing, to say the least. He was handling long-lost history, holding it in his bare hands. Uncovering the secrets contained within faded stone and broken pottery and rusted items of war. One tablet he uncovered was written in no language he recognized. But the longer he held it, the more he could understand. Until a burst of light filled his eyes with a vision. A vision of a grand city, glittering in gold with every other city built in its shadow. And that was it, before he passed out. The tablet shattered in his hands, and he was quickly pushed off the main site into another that had been thoroughly picked over. This one in a more remote area of Osirion and only having a few personnel trying to uncover anything new. It was here, that Ormizd would be known again.

There was a room in these ruins where no one could enter. As soon as any foreign object was detected, it would just vanish. Not even dust was left of whatever was sent through. Ormizd found himself here one day, staring at the closed door from behind the roped off area, wishing he could redeem himself by finding some new bit of lost knowledge here. Something the others had missed! And just as he finished his thought, he was suddenly somewhere new. There was a lurch in his very core and he was inside.. someplace. A closed, dome room with various pictures decorating the walls. And a small chest of books, sealed for all time, sat in the corner. Ormizd couldn't resist. He pried the stone lid off, releasing a hiss of air, and saw only one book was inside. He quickly snatched it up, stuffed it in his bag, and looked for a way to exit the chamber from the inside. Later that night, he poured over the text, flooding his mind with new knowledge and information about this lost civilization. But when he finally finished the book, something tugged on the corner of his mind. An image. A corner of a very faded, yellow map that he didn't recognize. As soon as he tried to recall it, it faded from his mind.

That was nearly 5 years ago now. Ormizd stood up from the dock he had been sitting on, taking in the sea breeze and listening to the shouts of crewmen loading and unloading their ships. He now sat in Golarion, recently contacted by the Pathfinder Society to ask for his aid. Another set of ruins had been discovered in Osirion, and they wanted his expertise to discover what could be gleamed from this new location. His mind hummed with excitement over what could be uncovered, and eagerly awaiting to meet his fellow traveling party as they were sent out to discover this new location.

Where was your character born and how does his homeland affect his personality? - Osrion
Why did your character decide to become a Pathfinder? - It would grant him access, funding, and knowledge that he couldn't acquire on his own.
How did your character actually become a Pathfinder? What lodge was he trained in? - He joined the Grand Lodge after displaying a stored archive of ancient history and lore from memory alone, recalling the book and paragraph that his information came from.
What faction does your character belong to? Why did he choose that particular faction? - Grand Lodge. After he learned that they had the highest chance of actually uncovering something new and untouched out of all the other factions.
What does your character like about being a Pathfinder? - The network of contacts, and the large breadth of the Society at large.
Does your character have a particular goal to fulfill in his career as a Pathfinder? - To find similar ruins to those found on Osrion so he can take new information home with him and unlock secrets hidden away in his homeland.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Friendly reminder that this recruitment is for Core Campaign characters. I'm staying out due to laziness about designing a new character.


I have deleted me a few of the season 1 games already. Is that going to be an issue? Should I still create a new PC fir this?


I assume Unchained variants of classes in the CRB are no go since its a core campaign...


Since two players mentioned issues about creating new character, I'd like to make clear that by "new character" I mean a character with 0 EXP. If you have some fluff and crunch for a character and you have not used it yet, you don't have to create a new one.

As for Unchained variants, as far as I know they're not legale in Core Campaign.


I have done a couple (3 or 4 iirc) of season 1. Is that an issue?


Gilthanis wrote:
I have done a couple (3 or 4 iirc) of season 1. Is that an issue?

Did you play those scenarios in Core or Standard mode?


Core.


Well, that may be an issue, yes. If they were 1 or 2 scenarios I could find a way to replace them, but removing 4 of them would force us to do a module or some scenarios from other seasons, since there are no other scenarios apart from those mentioned in my planning document apart from Level 12 scenarios. I've got nothing against running scenarios from other seasons, especially if that would allow me to bring in a player more, but that would mean that I would have to buy them, something that I'm not planning to do in the short time. What scenarios in particular did you play?


One thing you might be able to do if you find too many potential players having too many conflicts is cycle in some of the Evergreen Scenarios into the level 1 spots. First Steps, the Confirmation, and Wounded Wisp or Consortium Compact would allow you to reshuffle your existing Scenarios down the line to hopefully give potential players a bit more flexibility to submit a character.

I don't have any conflicts, but it's a thought. :)


Yep, I'll go with your suggestion Eben, thank you. Gilthanis you can definitely submit a character!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I suppose I could submit Cull, but a Core Rogue? Sounds painful.


Do you put a lot of value in party composition when picking the characters?


Party composition is not my primary concern, but I'll try and pick a balanced party nonetheless.

Liberty's Edge

I've done one of these scenarios in Core, The Pallid Plague, but you don't need to shift it out if I'm selected. I'd happily burn a GM star to replay it, I don't want other people to miss out because of me. It's a very fun scenario, with nice roleplaying opportunities.

@TOZ: Many thanks for your recommendation! Did I really make that good an impression in one scenario?


Oh. Apologies, I missed the mention of that in the initial post. Lemme post something more Core-friendly.

Name: Yuroak Nalard
Race: Dwarf
Class: Ranger/Barbarian

Personality:
Yuroak is a Dwarf.

That's your first impression of the guy. He seems highly unremarkable. Modest height, stocky, full black beard, eyes that twinkle like crystalline stone amidst an intensely focused face.

As you get closer, you note that those eyes seem to hold a fire. A dark blue and black fire that smolders in his gaze as he looks up at you. He's visible armed with a polearm, a longbow, a morningstar at his hip, a wicked gauntlet on his left hand, and clad in moderately heavy armor. His body, under all that gear, appears to be a solid mound of muscle. Never relaxed, but never fully tensed, like a well-kept clock or mechanical golem. He drains the last of his mug of dark red tea and sets it down, running a hand across his mouth.

"Ya got work, I take it?" He asked, in a raspy, growling baritone voice. His face was a mask of no-nonsense, 'when do I start?' attitude. With the deal offered and made, he hops off his chair and cracks his neck. As he walks, you notice that he moves like a giant mountain cat despite the heavy equipment on his back.

"C'mon then. Sooner I start, the sooner I finish."

Background:
Yuroak grew up as the only male among four other sisters in his family. This got him slightly spoiled by his Father, Dulok Nalard, and also put himself in the position to protect his siblings. Even though he was actually the 2nd oldest, and his elder sister, Marlin Nalard, knew how to fight and defend herself before he even came along.

His Father was the gentle soul of the family, working as a Healer in a major city that was just a few hours by horse away. His Mother, Ina Tolar, was something of a local hero in his home town. Earning herself the nickname Ina of the Rust, for the constant layer of blood she would drape herself in every time she fought. As well as having a strong knack for the smithing, and destroying, of weapons and armor.

When Yuroak became old enough, he made his first trip into town with a couple of his sisters, Yuna and Lorni, who were just a few years younger than him. His first task as an older brother. They had been sent to get groceries and a few supplies for medicine at home.

It went wrong rather quickly.

The three of them were pulled into a dark sewer by Ratfolk and Humans, at first planning to use them all as child larborers. Or worse, force his sisters into prostitution. Yuroak tried to fight back, but was hopelessly outnumbered. Eventually, he struck a deal; He would work for these horrible, smelly people, if they let his sister's go. He would do whatever they asked of him.

He was tested by forcing him to punch Yuna across her face, hard, and then groping Lorni through her clothes. The crooks got a good laugh over both from Yuroak's reactions to such acts, but he did it. And they were let go, quickly heading back home to inform their parents.

That evening, was one of local legend. Ina of the Rust descended upon the city of Ironstone with all the fury of a bloody summer storm. Her voice claps of stone-cleaving thunder, and her axe the unstoppable digit of a god. She demanded to know where her son was, and who had taken him.

The group of evil men had slipped out of town under the cover of night with their illegal cargo of captured maidens and slaves. Making their way for the coast to sell their ill-gotten goods.

For a long, harsh, 20 years Yuroak was forced to work under their yolk. Pushed to do more and more for them. Eventually becoming an enforcer to keep the 'product' in check, as well as keep off the more curious of people who might try to rescue them. Because of this, he became unfortunately good at fighting. Especially after discovering he had inherited his Mother's natural Rage-fueled fighting. And there was plenty to keep those coals burning in his heart.

He was only able to escape when the old crew started dying off. Largely from killing one another in order to get more power and money. Yuroak easily killed the last member, a Ratfolk by the name of Rake, by shoving him off a boat of 'cargo' with the anchor tied around his ankles, having led the rope from the deck down to his cabin.

Yuroak, with his newfound gold and releasing the women at last, he made his way home. But, when he arrived, he was not greeted with welcome arms. His parents had all but disowned him for his actions, and his other sisters, Marlin and Percin, refused to acknowledge him. Only Yuna and Lorni, the siblings he was able to save, would forgive him despite what he did to them.

So, with no love had at home, he took up the mantle of Adventurer, and started working towards redeeming himself a little for the decade of awful s!%* he had done to other living beings, and what he did to keep his sisters safe.

Where was your character born and how does his homeland affect his personality? - Yuroak is shaped more by his actions and interactions with friends, family, allies, and enemies rather than where he was born/grew up.
Why did your character decide to become a Pathfinder? - Steady work, decent pay, chance to see the world, slay some bad guys and make it better bit by bit. Pretty sweet deal to him.
How did your character actually become a Pathfinder? What lodge was he trained in? - Some nepotism with being the son of a minor hero, but also displaying an uncanny knack for tracking. Even boasting the fact he could track across different planes.
What faction does your character belong to? Why did he choose that particular faction? - Liberty's Edge. To make up for how long he spend doing what he did.
What does your character like about being a Pathfinder? -
Does your character have a particular goal to fulfill in his career as a Pathfinder? - Make a name for himself and earn some favor with his parents and family again. Aside from that? Who knows what he'll get swept up in. Maybe he's some long-lost pirate captain reincarnated as a Dwarf or somethin'.

Shadow Lodge

Dolgarth wrote:
@TOZ: Many thanks for your recommendation! Did I really make that good an impression in one scenario?

Eh, maybe I'm easily impressed by any attempt to characterize during play, since it doesn't happen that often. :P


list of season 1 games I have done in core:

#45: Dilirium's Tangle - Umaga

#49: Among the Dead - Taidus Raine (GM) --can still play as a PC if I understand the rules correctly

#51: City of Strangers I - Umaga

#52: City of Stranger II - Umaga

#55: Infernal Vault - Umaga

I realize that I probably have too many games to fiddle with and correct. I will still make a PC, but I understand if there is too much hassle to get the games figured out. I just wanted to let you know and the games I have done.


GM Giuseppe wrote:
As for Unchained variants, as far as I know they're not legale in Core Campaign.

Unchained variants are definitely not legal in Core. Basically, with the exception of traits, you pick up a Core Rulebook and build a character from it. Done.

Also dotting, because I have a character idea that I might put together for this. I haven't played any of the games you listed in Core, so no worries there!

The Exchange

I was just playing with the idea of building a long scenario campaign myself, definitely submitting a character.

With PFS mentioned so much I assume you'll be handing out chronicles?

The Exchange

Also, what kind of downtime do you expect for crafting?

Liberty's Edge

TOZ wrote:
Dolgarth wrote:
@TOZ: Many thanks for your recommendation! Did I really make that good an impression in one scenario?
Eh, maybe I'm easily impressed by any attempt to characterize during play, since it doesn't happen that often. :P

Yeah, sad but true.

@Clarence: Crafting ain't a thing in PFS, just so you know.


TriOmegaZero wrote:
I suppose I could submit Cull, but a Core Rogue? Sounds painful.

Come on, do it! I'd totally do it.

The Exchange

Dolgarth wrote:
@Clarence: Crafting ain't a thing in PFS, just so you know.

Ah, thank you. That makes things a bit easier.


Clarence Bugman wrote:

I was just playing with the idea of building a long scenario campaign myself, definitely submitting a character.

With PFS mentioned so much I assume you'll be handing out chronicles?

Yes, I'll be giving chronicles!


Space Butler wrote:
TriOmegaZero wrote:
I suppose I could submit Cull, but a Core Rogue? Sounds painful.
Come on, do it! I'd totally do it.

Can't be worse than the Core monks out there, amirite?

The Exchange

Alright! Pumped to be submitting Nebraska Jones! I'm in a Price of Immortality campaign right now that is run similarly to how this will be (many diceless roles and posting multiple times a day) and it's an absolute blast.

Nebraska is a melee Rogue who specializes in UMD and all those fun DEX and CHA rogue skills. Not someone all the min-maxers out there will fall in love with, but everything she gives up in optimization she gains exponentially in role play. The crunch may still minimally evolve but not drastically.

Background:

Nebraska's childhood was spent on the outskirts of Katheer, Qadria in an odd sort of tutelage under an elven Wizard named Rokshaw that insisted he was a stranded time traveler from the future. Rokshaw's dramatic stories filled her head and shaped her early world, making her still question several aspects of reality today. He refused to train her in the Arcane arts, as she was his servant to fetch things that the "scheming Keleshites insisted he was not supposed to have." This developed a large curiosity for the Arcane and she would often fiddle with things behind his back in his laboratory. Naturally interested in how things work and driven by the nature of her purpose, Nebraska would soon master traps, locks, scrolls, wands, people, their emotions, and of course the slippery ability to make herself and other things go unnoticed.
As she entered early teens Rokshaw was captured and put to death for being a "semi-evil and large pain for all of society." She escaped by lying about their relationship and drawing sympathy from the officers. Once on her own she floundered with some petty crime in Katheer under the pretenses of survival but was more interested in good-natured discovery. So much of her worldview had been shattered into confusion. She yearned to learn about Golarion, this time, age, magic, the odd entities known as "gods", their religions, and most importantly what parts of Rokshaw's ramblings were actually true. Simple gossip lead her to the Pathfinder lodge Katheer where she was promised to "See the world's riches while promoting the greatest network of trade imaginable."

Personality:

Nebraska has a warm personality that is moderately ditsy, definitely kind-hearted, and bubbly. Since she doesn't have a family, she'll grow very attached to the team over time. She'll immediately start joking with them and as she learns their strengths she'll do what she can to influence events around the team to everyone's benefit. It is odd that with her upbringing that she doesn't have trust issues. She is confident enough that coexisting with others is a joy and her perspective is on a much larger scope than the immediate moment. Growing up with brainwashing of time-travel and multiple realities she is disconnected from most bodily fears to the point of seeming naive. She is very existential, and while not superstitious she regards the Arcane as a sort of spiritual science woven through us all. To this end, her relationship with her faction is a means to an end though she understands that helping the faction succeed will in turn greatly help her realize her goals.


Nebraska I am working on a dwarves ranger which could help you out with some of those scrolls and wands and such. Pretty even across the board for stats (14s with a 12/13). Crunch should be done and just working on fluff.

Belgrim Thunderheart

The Exchange

I like it!

So far I think the field is, in no particular order:
Yuroak Nalard : Dwarf : Ranger/Barbarian
Belgrim Thunderheart : Dwarf : Ranger
Dearon Phoenixstar : Half-Elf : Scorcerer
Jakwin Howell : Human : Bard
Wylka Forth : Human : Cleric
Dolgarth : Half-Elf : Fighter
Nebraska Jones : Half-Elf : Rogue

And Twistlok expressed interest.

If I missed anyone, my apologies. Feel free to copy this and repost it updated.


Thank you for that list Clarence!


Wow. Seven characters so far, and no overlap. (Maybe; depends on which class Yuroak intends to take first.) Seeing as there's only eleven to choose from, that's kind of impressive.

Nebraska Jones: Not to tell you how to build your character, but I notice you chose wizard as your second favored class... Wouldn't a level in wizard obfuscate most of your UMD focus?

The Exchange

GM Giuseppe wrote:
Thank you for that list Clarence!

My pleasure! I've always seen other people do it in AP recruitment and have enjoyed seeing the lay of the land.

SodiumTelluride wrote:
Nebraska Jones: Not to tell you how to build your character, but I notice you chose wizard as your second favored class... Wouldn't a level in wizard obfuscate most of your UMD focus?

Definitely, I don't plan to multi-class so it's kind of moot anyhow but I'm still unsure on what to choose for that as I really won't be taking advantage of it. Wizard would get me a lot of lvl 1 spells guaranteed while I'd still need checks to cast anything above. I'm currently leaning towards Ranger for it though as a dip into that seems more beneficial.

But, I'm not an expert in all the nitty mechanics yet so suggestions, lessons learned, and thoughts are welcomed for a UMD character. Other than ::cough:: don't do it ::cough:: of course ;)

Silver Crusade

How many characters are allowed in a PFS game?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

6, 7 with GM approval. I do not recommend such a large group, as the early seasons were written for parties of 4.

Silver Crusade

Perhaps maybe 2 tables then?


Clarence Bugman wrote:
Wizard would get me a lot of lvl 1 spells guaranteed while I'd still need checks to cast anything above.

Well, sometimes. Scrolls (spell completion) and wands (spell trigger) are treated differently for UMD purposes. Scrolls care about whether your caster level is as high as its creator's, so if you dip into wizard you'd need to make a check to use a scroll of fireball. But wands only care about whether its spell is on your spell list, regardless of other factors. So you can dip into wizard and use a wand of fireball to your heart's content, no checks needed. (This also means a level 1 ranger or paladin can use a wand of cure light wounds without checks, even though they can't cast a single spell of their own.)

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