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GM Poisonbladed's Into the Haunted Forest (Inactive)

Game Master Ross Hearne aka poisonbladed

Dare you take that first dreadful step? Is that the wind? What was that snap? Safely assume that it is your death one way or the other.


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Open recruitment for Into the Haunted Forest. Looking for 4-6 players. This is a one shot module. There is no campaign guide, though if you ask nicely I could give you a pointer or two.

Characters know each other and are traveling down the trade route on the edge of Arthfell Forest hoping to reach the Travelers Stop Inn by night fall.

There is to be a set of two Prologs before the game actually begins. This will give the players an actual chance to get to know each other.

--Crunch--
+20 point buy
+1st Level
+2 traits (no campaign traits from other adventures)
+Hero Points (starting with one)
+Piecemeal Armor
+Any Non-Evil.
+All Classes and most Races.
+I frown on Teiflings, Goblins, and typically evil or strange races. Recruits will be picked from the core races first.
+Summoners are stale.
+Psionics are in.
+3pp on approval, case by cases basis.
+100 word maximum character background. Remember this is to be your characters first adventure.

--Preference--
+Recruits with less than 500 posts will be considered first.
+If you are involved in two or more games don’t bother applying.
+If you have more than 10 alias don’t bother applying.
+Minimum post – one per day. We will try to keep up on weekends too, but not very hard.
+Maximum post – three per day. I dislike board bunnies who over post and leave people on different schedules in the dust and feeling left out.
+Failure to post will be handled on a case by case basis.
+Using map tools, though I a total newb at it.
+I roll initiative for everyone; animal companions, familiars, and what not will go on your turn.
+Combat will have specific posting requirements. Posters will have a posting title that reflects Round Number and HP total – current/maximum. They will then post their action.
+Careful reading and following instructions. Especially true in the recruiting process.
+Organized entries that are entertaining, well written, and concise.
+Builds with there characters background in mind. Characters should have strengths as well as weaknesses. The most interesting characters are the fighters who pick there combat feat and then the other feat is something like Extra Traits or Academy Graduate. Story over function rocks.
+Not having ran through the module before. If you own it and have read it be honest with yourself about OOC infromation. I don't want to know one way or the other. I expect people to be an adult about this sort of thing.

--Selection- -
+Recruitment will close Saturday the 11th.
+Recruitment will close after I have 15 completed entries.
+I will select 8 entries by Sunday the 12th to post IC on the board from that Sunday through Saturday 17th, perhaps a tad longer. The will be a brief Q/A about your character during this process as well. The final cut will be made after that. There will be a final prolog, if needed, and the game will kick off.

--History- -
I am pretty new to PbP but I like it a great deal. Though I am getting a tad frustrated with the recruiting process. I suppose it comes with the territory and part of the excitement of it all.

Very recently I started a Serpent’s Skull AP only to later kill it. Aside from dealing with things that PbP is fraught with it dawned on me that running a full AP was going to be a six or seven year endeavor. I quickly felt in over my head and stopped the game. This coupled with a few poor choices which gave me an awful taste at running PbP. However I really like running games and I am here trying a new approach.

Doing one adventure could take us about a year or so to complete, or so it seems to be on the boards. That will give us plenty of gaming, commitment, all with a realistic end in sight. Having read through this romp it will be fun for a variety of reasons.

Aside from that I have been playing and running games of and on for 15 years. Playing everything from Marvel Superheroes, CoC, Vampire (both table top and Larp), Rifts, and of course plenty of D&D.

If you have any questions feel free to ask.


Totally new to pathfinder or dice gaming. I see there are a ton of guides and free info, and I'm a quick learner. If you dont mind a few mistakes now and again, I'll throw out an entry later tonight. :)


Are archetypes & alternate racial traits fair game?


I suspected I forgot something Oladon. Yes all of those. Including any Pathfinder Source book, soft cover or hard.


Aight, thanks.


HandyCam wrote:
Totally new to pathfinder or dice gaming. I see there are a ton of guides and free info, and I'm a quick learner. If you dont mind a few mistakes now and again, I'll throw out an entry later tonight. :)

I don't mind mistakes period. Good luck. Looking forward to your entry.


Have you ever tried running real-time sessions in a venue like roll20.net? It's faster than PBP, but requires some scheduling. Curious to know your opinion on it (because I hardly see recruitment for that sort of thing on here) :)


Haven't tried it. Not sure if I have the connection speed for it. I have heard a good deal about it. If the set up is right, it is actually playing table top. What with all the cameras and screnes. Its just like going over to your buddies house back in the day.


If you opt not to use the cameras or the streaming music and just rely on written text, you wouldn't need more than dialup speed to successfully run it, I'd wager.


I lot of people are running mmos in my house. It eats up the bandwidth like no tommorrow.

However I have thought about doing this more than once. Over all I am waiting until Xmas at which point I plan to look more into getting cameras. Streaming music probably won't be an option though, just cause.

Have you gamed that way before?


I have in the past, using older software called gametable. It wasn't even anywhere near as versatile. We typically used it just for combat maps, and kept the roleplay in an IRC chat room, then logged it all for posterity/looking back on.

It generally works out pretty excellent. The major pitfalls were making sure to schedule the sessions for times when people could be available, and making sure that people were prompt in writing/handling their combat rounds, so that the sessions didn't drag at all.

But I would say it's easily as good as gaming with a real group, if not better in some ways for immersion, because you're reading/writing and imagining more than I feel happens at an ordinary table.


Here's an example of a session log from back in those days when I was DMing Eberron:

Electronic Tabletop Log

All of the dice rolling was excised from the log for readability.

Andoran

This is my profile character, moved down to a 20 point buy from 25 point. I freaking love this character but he hasn't been picked for any campaigns unfortunately.

The overview is that he is a gnome summoner with master summoner archetype so he can summon LOTS of monsters. His Eidolon will be weaker as he levels up. But he uses it as a mount and that's really all he needs :)

Faction: Andoran
Society Number: 68288-2

HP: 8
Initiative: 0
Speed: 20ft

Back-story:

No one really knows much about his past... He is a stranger that arrives in towns for unknown reasons and leaves without trace. Know has heard of him and fewer have talked to him...

Appearance:

Height: 2'9

Weight: 30lb

Hair: Shaved Brown

Eyes: Green

Overall Description:

You see a gnome riding a strange animal walk up with a cloak and and dark green eyes peer at you.

Abilities/race/class:

Class: Summoner(master summoner) 1

Race:Gnome

Gender: Male

Size: Small

Age: 55

Special Abilities: Lesser Eidolon, Summoning Mastery, Life Bond

Alignmet: Chaotic Nuetral

Deity: Calistria

Occupation: Hireling

Strength: 10 mod: 0

Dex: 11 mod: 0

Con: 12 mod: +1

Intelligence: 10 mod: 0

Wisdom: 10 mod: 0

Charisma: 20 mod: +5

[spoiler=Defense]

AC: 11 = Base(10)+Armor(0)+DEX(0)+Size(1)
Touch: 11
Flat-Footed: 11

CMD: 0 = BAB(0)+STR(0)

Fort: +1 = Base(0)+CON(1)
REF: 0 = Base(0)+DEX(0)
WILL: +2 = Base(2)+WIS(0)

Attacks:

BAB: +0

Feats/Abilities/Traits:

Feats:

1 - Eschew Materials

Abilities:

1 - Summon Monster 1: Use Summon Monster Level 1 spell 5 + CHA modifier per day.

1 - Magical Talent Trait: Cast Read magic spell once per day.

1 - Magical Linguist: Cast arcane one of: mark,comprehend languages, message, read magic once per day.

Gnome Racial Benefits:

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a+1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonusand Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of
dim light.

Defensive Training: Gnomes gain a +4 dodge bonus to AC against
monsters of the giant subtype.

Magical Linguist: Gnomes study languages in both
their mundane and supernatural manifestations. Gnomes
with this racial trait add +1 to the DC of spells they cast
with the language-dependent descriptor or those that
create glyphs, symbols, or other magical writings. They
gain a +2 racial bonus on saving throws against such
spells. Gnomes with Charisma scores of 11 or higher also
gain the following spell-like abilities: 1/day—arcane mark,
comprehend languages, message, read magic. The caster level
for these effects is equal to the gnome’s level. This racial
trait replaces gnome magic and illusion resistance.

Keen Senses: Gnomes receive a +2 racial bonus on Perception
checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or
Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word
“gnome” in its name as a martial weapon.

Traits:

Without a Past: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.

Magical Talent(Read Magic): Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Skill List:

Skills:

Acrobatics 0
Appraise 0
Bluff +5
Climb 0
Diplomacy +5
Disguise +5
Escape Artist 0
Fly 0
Heal 0
Intimidate +5
Perception +2 (gnome racial)
Perform +5
Ride 0
Sense Motive 0
Stealth +2 (small size)
Survival 0
Swim 0

Class Skills:

Craft 0 = INT (0)
Fly 0 = DEX (0)
Handle Animal +5 = (5)
Knowledge(arcana) +4 = INT (0) + Rank (1)
Knowledge(all) 0 = INT (0)
Linguistics 0 = INT (0)
Profession(hireling) +2 = WIS (0) + Gnome Racial (2)
Ride 0 = DEX (0)
Spellcraft +4 = INT (0) + Rank (1)
Use Magic Device +5 = CHA (5)

Eidolon:

Size Medium;
Speed 45 ft
AC 14 (+2 natural, 2 DEX)
Saves Fort +3 (Base 2 + CON 1)
Ref +4 (2 Base + DEX 2)
Will 0 (Base 0 + WIS 0)
Attack bite 1d6 + 4 (Base 1 + STR 3)
Ability Scores Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Skills:
Bluff 0 = CHA (0)
Craft -2 = INT (-2)
Knowledge (planes) -2 = INT (-2)
Heal: +3 = WIS (0) + Rank 1
Intimidate 0 = CHA (0)
Perception +3 = WIS (0) + Rank 1
Profession(mount) +3 = WIS (0) + Rank 1
Sense Motive +3 = WIS (0) + Rank 1
Survival 0 = WIS (0)
Stealth 0 = DEX (+2)

Evolutions:

Mount: An eidolon is properly skilled and formed to serve as a combat-trained mount.

Ability Increase: An eidolon grows larger muscles, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by +2.
Feats:

1 - Fleet: increase base speed by 5ft.

76lb or less light load

Inventory:


Color me interested.

Shadow Lodge

I present to you Bighead Inkyskin, goblin wizard.

Backstory:
Bighead Inkyskin was born into the goblin tribe of the Long-Necks. Most of the little green devils prided themselves on their very tall and very thin necks, often laughing and saying "Long-necks see tall-folks coming first!". Bighead unfortunately was born with almost no neck, but was gifted with an abnormally huge head (Balloon-Headed racial trait). While his mother was irritated and tried to eat him, Chief Dogtail had a brainwave. Bigger head. Bigger head meant bigger soul, and bigger brains. So, Chief Dogtail took the young nipper into his hut and taught him to read, figuring the boy would be able to learn more words than other goblins before his soul rotted. Time passed and Bighead grew into a powerful wizard with knowledge of many, many words. Lots of Long-Necks disliked and feared him for this, but he summoned fire a few times and slaughtered some tall-folks when they came with axes and that, coupled with poor goblin long-term memory, kept him safe and moderately popular. Dogtail, at Bighead's pleading, sent him out into the wide world to learn more words, on the condition that he would come back and teach them to chief when he was done.

Smarter than other goblins, Bighead had a different idea about his huge cranium. He decided that all souls were of equal size; but, with his big head, maybe he could fit two in there! So he made himself a soul from the words in the chief's books, which he stole from tall-legs, and used that to store and cast his magic words. After his first few months out of the village and among the tall-folks, Bighead's word-soul became even more different to his goblin-soul, developing its own tongue and thoughts. Good thing Bighead managed to keep control and switch between the two, otherwise he might not go to the great god Hadregash's side when he did.

Personality and Motivations:
Personality:
Switches between two personalities, Goblin and Wizard
Former is loud, speaks pidgin-common and delights in fire and destruction
Latter speaks in smooth perfect common and rejoices in words experiences
Happy-go-lucky

Motivations:
Loyal to tribe, and to chief Dogtail.
Mother tried to eat him so that relationship is a little bit complex.
Wants to learn more magic so he can make bigger fires and make his word-soul smarter and bigger.

Alignment: Difficult to say, Chaotic Neutral when being goblin-y and Lawful Neutral when being word-y so true neutral most likely.


I see people seem to make different names for each char, so I will if this guy, errr girl, gets accepted. I did a make up build thing in Herolab (clutch!) and using some cleric guides I found. They all seem to want this gal to be super-optimized or something, but that seems lame.

Anywho... I present Janya, a half-orc cleric of Shelyn.

Janya:

Janya was raised among other devotees of Shelyn. Circumstances of her birth are not clear, but some other kids told her she was abandoned there. Maybe to make her feel bad, maybe to tell the truth.

She was always studious, and while she never excelled the way some of the other kids did, she worked until she understood whatever she was being taught. She felt at home at the temple(??).

What did stand out was her appearance. Clearly not completely human, Janya was a little bigger, and different looking than other kids. She did her best to fit in, and a warm personality developed. Several weeks ago, picked on by young men in the town while shopping, Janya snapped. While she healed the two men responsible, the temple made the decision that her actions, her violence, violated their rules.

Janya found herself adrift. At an inn one night, traveling to a new town, trying for a new life, she bumped into a number of other travelers. With Janya possibly too trusting, they set out the next day together, hoping to make the Travelers Stop Inn by nightfall.

Lets see. The stats I picked were:
Str:11
Dex:12
Con:14
Int:10
Wis:18
Cha:12

I tried to make her studious (hence the high wis), average intelligence, charming but with issues due to her looks (the cha) and overall of solid build.


Badger how about a bit more backstory. Of course no one knows much about him. It’s your job to tell us.

@Handy - give me some more crunch when you can.

@ all I will change a bit of the above. Back Grounds should be at least 50 words but not over 300 words. If you are over I am going to think that you are not following instructions and therefore may not be a good listener.

Shadow Lodge

I'm in too many games and apologies for not measuring the word length of the story first. I'm pulling out.


If you can’t or won’t read the entirety of the recruitment page what is going to happen when you actually game with me. Thanks for taking a second look Ark.


Huh, apparently there's something in the water. I started working on Mrachni just after I posted my earlier reply, and I'm pretty sure I didn't tell HandyCam about my concept... :) Still, two clerics could be fun...

I present:

Mrachni
Male Half-orc Cleric (Theologian) 1
LG Medium Humanoid (human, orc)
Age: 21, 6'1", 269lbs.
Deity: Iomedae
Domain: War
Init: +1, Perception: +4, Darkvision 60ft

Basics:

Defense:
AC 15, Tch 11, FF 14
CMD 12
HP 11/11
Fort +5, Ref +2, Will +8
(+1 to all against spells and effects from evil outsiders)

Offense:
BAB +0, CMB +1
Melee: Longsword, +1 (1d8+1, 19-20/x2, S)
Ranged: ---

Speed: 30ft
Languages: Common, Goblin, Orc

Stats:

Str: 13
Dex: 12
Con: 15
Int: 12
Wis: 18
Cha: 7

(Includes half-orc adjustment: Wis+2)

Feats & Traits:

Feats: Channel Smite

Traits:
Outcast: +1 trait bonus to Survival, Survival is a class skill
Purity of Faith: +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype

Alternate Racial Traits:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Cleric Archetype: Theologian

Skills:

Acrobatics: +0
Appraise: +1
Bluff: -2
Climb: +0
Diplomacy: -2
Disguise: -2
Esc. Art.: -1
Heal: +4
Intimidate: -2
Know. Arcana: +5
Perception: +4
Ride: -1
Sense Motive: +4
Spellcraft: +5
Stealth: -1
Survival: +9
Swim: -1

Spells & Abilities:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Orisons (3/*):
detect magic
purify food and drink
spark
Level 1 Spells:
magic weapon (domain spell)
obscuring mist
protection from evil
Domain Abilities:
Battle Rage (Sp) (+1, 7/day): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Channel Energy 1d6: 1/day
Spontaneous Casting: Can sacrifice a level 1 spell to cast cure light wounds instead

Equipment:

Total Weight: 47 lbs. (light encumbrance)

Weapons and Armor:
longsword 4 lbs

chain shirt 25 lbs

Various:
backpack 2 lbs
bedroll 5 lbs
chalk x2 --
flint & steel --
rations x4 4 lbs
rope (50', silk) 5 lbs
needle --
spell component pouch 2 lbs

Cash: 14gp, 3sp, 8cp (assuming average starting gold)

Backstory:

This is a slightly shortened version; the full version is just under 500 words and will be available in the alias I've made for the character.

Mrachni was raised by orcs, being taught war and violence from infancy. He never knew his parents, having been abandoned at birth and found by the tribe. Mrachni never felt that he belonged with the orcs; they fed and clothed him, but still he bore the brunt of much ill-restrained hostility and age-old hatred. Each day became more of a strain as tensions grew.

When he turned 14, he was sent by the tribal leader to prove himself -- by ransacking a nearby village and bringing back a human female to ill-use.

He fled.

Living in the wilderness, scorned by humans and by his own mind, and not daring to consort with orcs, he wandered from place to place, barely surviving at times. The actions his tribe had taken toward human villages during his youth filled him with a fear, a dread he did not understand.

One day, after three years in the wilderness, Mrachni awoke to find himself bound and being dragged across the forest floor. The mob of humans who'd somehow stumbled across his hiding place dragged him into their marketplace and tied him to a horse-hitch before beating him senseless.

For two days they continued this treatment, neither feeding him nor providing him water. On the third night of Mrachni's captivity, a strange human approached him. The human spoke, but the voice was neither angry nor resentful. The paladin cut his bonds, healed his wounds, and beckoned for him to follow.

Over the next four years, Mrachni learned of Iomedae, goddess of righteous valor, justice, and honor. He pledged himself to her service, carving her symbol into his flesh... and she responded with her favor, given in the form of abilities, knowledge, and mercy no half-orc outcast could expect.

Edit for starting gold.


Odd partys are sometimes the best. 150 gp starting


GM Poisonblade wrote:
Odd partys are sometimes the best. 150 gp starting

Thanks -- updated his gold on hand.


Strange that the GM says he doesn't want goblins and summoners but they're the first 2 posted characters.

GM Poisonblade wrote:
+3pp on approval, case by cases basis.

Question, what is pp? platinum pieces? power points? purple puppies?

Anywho, I'm submitting Tears of the Sky, elf barbarian. More character stuff available upon request. I will say it's difficult to get a well thought out background with flaws and all in under 100 words. I think the 50-300 is more doable. :)

Arg, you just posted the starting gold, I'll update gear when I get the chance.

Background:

Long before the race of man first lifted his face to the sun, a tribe of elves stood watch in the north, battling the Linnorm that dwelled there, and maintained an uneasy pact with the fey that dwelled there. Over the centuries, they lost the fight and their way, falling to barbarism and forgetting their true past. A small village on the south edge of the frozen wilds is all that exists of these forgotten sentinels. The elves trade with the local Ulfen settlements and occasionally venture out on their war and trade ships.

Tears of the Sky is one such elf. After a successful killing of his first mammoth, a rite to adulthood, he ventured West to the coastal villages. Hired on as a guard on a trade ship, the boat sailed far to the south, eventually ending up in Absalom. On the return trip, the boat docked in Augustana. A night of drunken revelry at a local tavern later and the ship was sacked and burned, racial tensions were to blame. Tears is now marooned in a city that hates Ulfen and likely him by association.

Sheet:

Class/Lvl: Barbarian (Invulnerable Rager) (1)
Alignment: Chaotic Good
HP: 13/13
AC: 17=10+4armor+3dex
Rage Rounds: 5/5

Str 16+3
Dex 16+3
Con 12+1
Int 12+1
Wis 12+1
Cha 8-1
Fort: +3 Ref: +3 Will: +1
Base Attack: +1
CMB: +4 CMD: 17

Speed: 30
Init: +6

Weapons:
Greatsword "Shattertusk" Hit+4
Dam: 2d6+4 Crit: 19-20/x2 Type: S 8lbs

Longbow Hit+4
Dam: 1d8 Crit: x3 Type: P Range: 110' 3+1lbs
Arrows: 20/20

Morning Star Hit+4
Dam: 1d6+3 Crit: x2 Type: B/P 6lbs

Armor: Hide +4AC Max Dex: +4 Check Pen: -3 Type: M Size: M 25lbs

Feats: Power Attack

Abilities: Low-Light Vision, Elven Immunities, Silent Hunter, Fleet-Footed, Fast Movement, Rage

Languages: Common, Elvish, Skald

Traits: Veteran of Battle, Fencer

Gear: Backpack, Bedroll, Belt Pouch, Blanket, Chalk, Crowbar, Fishing Kit, Flint & Steel, Grappling Hook, Iron Skillet, Mess Kit, Rations x5, Silk Rope 50', Sack, Scroll Case, Soap, Torch x2, Waterskin, Whetstone

Money: 9g 0s 5c
Loads: L-76 M-153 H-230
Carrying: Light load / 76lbs

Skills:
Acrobatics 7 = 1Rank +3Dex +3Class
Climb 7 = 1Rank +3Str +3Class
Perception 5 = 1Rank +1Wis +3Class
Ride 3 = 0Rank +3Dex
Stealth 4 = 1Rank +3Dex
Survival 5 = 1Rank +1Wis +3Class
Swim 3 = 0Rank +3Str


Stormbleeder wrote:
Strange that the GM says he doesn't want goblins and summoners but they're the first 2 posted characters.

I know right?

3pp = Thrid Party Publishers.

Nice character you have.

With that we have two completed submissions. Pending a detail or two that is not to big of deal.

Mrachni Male Half-orc Cleric (Theologian)
Tears of the Sky Elf Invulnerable Barbarian

With Janya, a Half-orc Cleric likly to be accepted when I see more crunch.


I assume by crunch you mean numbers and stuff, right?

In that case...

Janya Crunch:

Its like a normal candy bar, with a side of orc.

Be kind, its primarily from HeroLab. All comments/corrections appreciated.

Lvl 1 Female Half-Orc Cleric (Shelyn)
Alignment: Neutral Good
Age: 19, Height: 5'7", Weight: 140
HP: 10/10
Domains: Luck/Protection
Init: +1, Perception: +4, Darkvision

Defense:
AC 14, Tch 11, FF 14
CMD 11
HP 10/10
Fort +5, Ref +2, Will +7
Offense:
BAB +0, CMB +0
Melee: Glaive, +0 (1d10, x3)
Ranged: Light Crossbow, +1 (1d8, 19-20, x2)

Speed: 30ft
Languages: Common (raised among the humans, aint got no orc)

Str: 11
Dex: 12
Con: 14
Int: 10
Wis: 18
Cha: 12
(Includes half-orc adjustment: Wis+2)

Feats/Traits
Extra Channel (2 more channels/day)
Bullied (+1 on attacks of opportunity unarmed, not that she can do that it says)
Child of the Temple (+1 Knowledge Nobility and Religion)

Skills
Acrobatics: +0
Appraise: +0
Bluff: +1
Climb: -1
Diplomacy: +5
Disguise: +1
Esc. Art.: 0
Heal: +8
Intimidate: +3
Perception: +4
Ride: 0
Sense Motive: +8
Spellcraft:
Stealth: 0
Survival: +4
Swim: -1

Magicky Stuff
Orisons (3/*):
Detect Magic
Light
Read Magic
Level 1 Spells:
Sanctuary (domain spell)
Obscuring Mist
Cure Light Wounds
Domain Abilities:
Bit of Luck
Resistant Touch
Channel Energy 1d6: 5/day (3 +1 (Cha) +2 (Feat)
Spontaneous Casting: Can sacrifice a level 1 spell to cast cure light wounds instead

Stuff
Glaive (1d10, x3) - 8gp
Light Crossbow (1d8, 19-20x2) - 35gp
Studded Leather Armor (+3, Light) - 25gp


throwing in my hat for this one not sure how to hide certain parts yet so sorry if this is long

Felix Droverson
Human Rogue
Alignment: Chatoic Neutral
Age: 19, Height: 5’8, Weight: 150
HP: 7
AC: 15 = 10 (base) + 3 (Dex Mod) + 2 (Armor)
Fortitude: 0
Reflex: + 5
Will: +2
Init: +3

Weapons
Broken Greatword: + 3 (1d6, 19-20, x2)
Dagger: +3 (1d4, 19-20, x2)

Str 10
Dex 16 (+2 racial)
Con 10
Int 14
Wis 14
Cha 14

Skills
Acrobatics +7 = +3 (trained) +1 (Skill rank) + 3 (Dex Mod)
Bluff +6 =+3 (trained) +1 (Skill rank) + 2 (Cha Mod)
Climb +4 =+3 (trained) +1 (Skill rank) + 0 (Str Mod)
Disable Device +8 =+3 (trained) +1 (Skill rank) + 3 (Dex Mod) + 1 (Trapfinding)
Escape Artist +9 =+3 (trained) +1 (Skill rank) + 3 (Dex Mod) + 2 (Stealthy Feat)
Knowledge Local +6 =+3 (trained) +1 (Skill rank) + 2 (Int Mod)
Knowledge Dungeonering +6 =+3 (trained) +1 (Skill rank) + 2 (Int Mod)
Perception +6 =+3 (trained) +1 (Skill rank) + 2 (Wis Mod) [+1 when finding traps]
Sense Motive +6 = +3 (trained) +1 (Skill rank) + 2 (Wis Mod)
Slight of Hand +7 = +3 (trained) +1 (Skill rank) + 3 (Dex Mod)
Stealth +9 = +3 (trained) +1 (Skill rank) + 3 (Dex Mod) + 2 (Stealthy Feat)

Special Abilities
Trapfinding
Sneak attack +1d6

Feats
Stealthy
Weapon finesse

Equipment
Backpack
Dagger x2
Broken Greatsword (mechanics equivalent to a short sword)
Sling
Leather Armor
Bedroll
10 candles
2 torches
100 ft hemp rope
Waterskin
3 days trail rations
Flint / steel
Thieves tools

Total gold spent = 61 gp 7sp 2cp
Total gold left = 88 gp 2 sp 8 cp

Background:
Felix is the son of Haden Droverson a well-known adventurer who made him wealth by ridding the local swamps of the Lizardmen Menace. His flowing black hair and Iconic greatsword made him easy to spot in a crowd and he was well liked by everyone.

…almost everyone. Haden came home after his adventuring days to marry the local tavernkeepers daughter. A lovely girl by the name of Matalyn. Together they had 3 children Connor, Jaren and Felix.
They lived in peace for some time with connor and jaren taking after their father and felix being left in the dust in all their games of strength. So felix began to change the rules and started cheating. His agility and quick hands often put his brothers down with a well placed stick strike to the back of the knee. Eventually Connor left to squire himself to a local lord. Jaren went with to also squire but was rejected as he was too undisciplined. Felix being barely 13 was left at home with his mother and father. And all was well for a time.

eventually Haden fell into drink and gambling. He longed for the open road and battles with minions of evil but he was tied down to a wife and child. Before too long his gambling debts outweighed the family fortune and the local bookies hired a thieves guild to come collect the debt. Unbeknownst to them, a former adventuring companion of Haden’s, a man named Karg, had hired that very same guild to kill haden. Karg resented Haden for taking all the glory and renown for their efforts and finally had enough.

One night the thieves broke in to take the family fortune and while trying to defend his treasures Haden, drunk and uncoratinated, saw Karg. He thought him a well placed ally and ran to his side. Placing his back to karg’s as they had done in days past Haden shouted “my old friend you’re timing couldn’t be better”
“no I suppose it couldn’t have…” karg stuck haden in his lower back with a dagger and streams of blood flowed forth. “ now turn and face me hero of the west!”
Haden tried his best but the wound proved to be too much and Karg overwhelmed him. Finally grabbing the greatsword from haden bearing the family symbol , a raven clutching a snake, he beheaded him breaking the greatsword on the stone floor in the process. Felix saw this and he ran to his father. He held his head in his arms for just a moment and then turned hateful eyes on Karg. Grabbing his father’s broken blade he rushed karg. Karg swatted the boy aside and turned to leave saying “ maybe one day boy…but not this day”

Felix awoke the next day to find his home in ruins. His mother was gone and his father’s corpse remained. Felix picked up the broken blade and swore and oath to the God of Justice that he would one day avenge his father’s murder.

He spent the next 6 years living in the city streets stealing and doing oddjobs to earn the cash to tavel in search of his brothers who he would enlist in his quest. He now leaves the city to search for them


Yep that is totally what I mean Handy.

With that we have three completed submissions. Pending a detail or two that is not to big of deal.

Mrachni Male Half-orc Cleric (Theologian) Iomedae
Tears of the Sky Elf Invulnerable Barbarian
Janya, a Half-orc Cleric Shelyn

Grand Lodge

Dotting for interest.....working on human wizard who is a spoiled Taldan brat.

Andoran

GM Poisonblade wrote:

Badger how about a bit more backstory. Of course no one knows much about him. It’s your job to tell us.

@Handy - give me some more crunch when you can.

@ all I will change a bit of the above. Back Grounds should be at least 50 words but not over 300 words. If you are over I am going to think that you are not following instructions and therefore may not be a good listener.

Lol ok. I will work on it :). I usually make a lot of backstory for a chcaracter but i was wanting to go for a more mysterious one. But i will work up something good.


Badger, Boddyknock wrote:
GM Poisonblade wrote:

Badger how about a bit more backstory. Of course no one knows much about him. It’s your job to tell us.

@Handy - give me some more crunch when you can.

@ all I will change a bit of the above. Back Grounds should be at least 50 words but not over 300 words. If you are over I am going to think that you are not following instructions and therefore may not be a good listener.

Lol ok. I will work on it :). I usually make a lot of backstory for a chcaracter but i was wanting to go for a more mysterious one. But i will work up something good.

I might suggest going with a different class other than Summoner. There are plenty of ways to get what you have and not be just reposting another summoner. Everyone is trying to play one these days.

How cool would it be to have a Gnome Druid.

Andoran

GM Poisonblade wrote:
Badger, Boddyknock wrote:
GM Poisonblade wrote:

Badger how about a bit more backstory. Of course no one knows much about him. It’s your job to tell us.

@Handy - give me some more crunch when you can.

@ all I will change a bit of the above. Back Grounds should be at least 50 words but not over 300 words. If you are over I am going to think that you are not following instructions and therefore may not be a good listener.

Lol ok. I will work on it :). I usually make a lot of backstory for a chcaracter but i was wanting to go for a more mysterious one. But i will work up something good.

I might suggest going with a different class other than Summoner. There are plenty of ways to get what you have and not be just reposting another summoner. Everyone is trying to play one these days.

How cool would it be to have a Gnome Druid.

Ok i will take a look at maybe some other classes. But how is this for a backstory???? :)

Andoran

Ok so im thinking a gnome: wizard(Teleportation School), bard(Archivist) or Druid(urban). The animal mount wasn't very crucial to the character for me. More like an added bonus. I was mainly concerned on summoning the most creatures i can with this character.


Badger, I want you to have the best chance you can to impress me. But why would a gnome who is trying to erase every trace of his history, and generally keeping strangers at arms length ever what to go adventuring with other people.

Thats a good write up for a villain, but I am not feeling it for a PC.

Grand Lodge

Here is Endare Declane:

Endar Declane
Male Human (Taldan) Wizard 1
CN Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Quarterstaff +2 (1d6+1/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Magic Missile (x2)
0 (at will) Acid Splash, Read Magic, Ray of Frost
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Arcane Strike, Armor Proficiency (Light), Scribe Scroll
Traits Gifted Adept (Magic Missile), Rich Parents
Skills Acrobatics -2 (-6 jump), Climb -2, Escape Artist -2, Fly -2, Knowledge (arcana) +6, Knowledge (nobility) +6, Linguistics +6, Perception +4, Ride -2, Spellcraft +6, Stealth -2, Swim -2, Use Magic Device +2
Languages Common, Dwarven, Elven, Halfling
SQ arcane bonds (objectmasterwork quarterstaff [1/day]), hand of the apprentice (5/day), hero points, specialized schools (universalist)
Other Gear Chain shirt, Masterwork Quarterstaff, Backpack, masterwork (14 @ 29 lbs), Bedroll, Belt pouch (2 @ 3.5 lbs), Belt pouch (3 @ 1.84 lbs), Belt pouch (3 @ 2 lbs), Belt pouch (5 @ 0 lbs), Belt pouch (5 @ 3 lbs), Bottle, Caltrops, Candle (5), Chalk (2), Compass, Crowbar, Eyeglasses, Flask, Flint and steel, Hammer, Ink, black, Inkpen, Marbles, Oil (3), Parchment (10), Piton (2), Powder, Rope, Scroll case (10 @ 0 lbs), Scroll case (empty), Sealing wax, Signet ring, Spell component pouch, Torch (2), Travelling spellbook, Waterproof bag (1 @ 1 lbs), Wine, Corentyn (per bottle) (2), 58 GP, 1 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond (Masterwork Quarterstaff) (1/day) (Sp) - 0/1
Hand of the Apprentice (5/day) (Su) - 0/5
Torch - 0/2
--------------------
Special Abilities
--------------------
Arcane Bond (Masterwork Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Hand of the Apprentice (5/day) (Su) Throw the melee weapon you are holding 5/day.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
--------------------
Endar has had an easy life. Everything has been given to him. His father, Baron Brunswick Declane has made sure his son has had the best of everything. Endar has been studying magic with a private tutor since he was 5. Now, at the age of 21, Endar is bored with his easy life. Partying with his socialite friends, attending all the high profile parties and events around the city, and just living "the good life" are not full-filling for him anymore. He wants adventure! He wants excitement! After enough whining and complaining to his father, the Baron allowed Endar to leave home on the condition that Endar buy only the best equipment and weapons that money can buy!

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Andoran

GM Poisonblade wrote:

Badger, I want you to have the best chance you can to impress me. But why would a gnome who is trying to erase every trace of his history, and generally keeping strangers at arms length ever what to go adventuring with other people.

Thats a good write up for a villain, but I am not feeling it for a PC.

That is an easy answer: protection (from the pathfinders and fellow team members), hoping to gain enough power or money to end the issue forever, or maybe wherever the pc's are going or doing has something directly to do with his past. Or perhaps he feels he is safe where he is and has erased more than enough of what has been for them to trace him back and he is hoping to start a new, to actually have a life again and what better to do so that then by going adventuring? :)

But in the end i want the gm to like to character build and the back ground of the character can be made later according to the area or the quest itself. So i can edit this character to make a character that better fulfills what you would like to see in pc's (i see that you edited your initial post saying summoners are "stale"). So that is why i suggested those other three class changes while still keeping the same base character.(i rather like the gnome race for characters)

Edit: I could change to a druid (not urban) and the character still be basically the same, but idk. I don't like the idea of a woodsy natural gnome. I think of gnomes as almost fancy or something in that nature. More of a community race than a natural forest sort of character.

Andoran

Ok GM Poisonblade.... I think i have a character that would make a summoner a little less "stale"... Do you think i could edit my summoner a little bit to fit this?.(im ebonnard) My freaking best idea ever. :)


@ GM PoisonBlade - Was there something I was missing? I saw that you stated you had 3 complete submissions and mine was not one of them.


ok i see it now. backstory was too long here's a shorter version

Felix Backstory:
Felix is the son of Haden Droverson a well-known adventurer who made him wealth by ridding the local swamps of the Lizardmen Menace. Haden came home after his adventuring days to marry the local tavernkeepers daughter. A lovely girl by the name of Matalyn. Together they had 3 children Connor, Jaren and Felix.
eventually Haden fell into drink and gambling. He longed for the open road and battles with minions of evil but he was tied down to a wife and child. Before too long his gambling debts outweighed the family fortune and the local bookies hired a thieves guild to come collect the debt.
One night the thieves broke in to take the family fortune and while trying to defend his treasures Haden, drunk and uncoratinated, was killed by Karg a former adventuring companion of his. Karg killed him with his own greatsword. Felix saw this and he ran to his father. He held his head in his arms for just a moment and then turned hateful eyes on Karg. Grabbing his father’s broken blade he rushed karg. Karg swatted the boy aside and turned to leave saying “ maybe one day boy…but not this day”
Felix awoke the next day to find his home in ruins. His mother was gone and his father’s corpse remained. Felix picked up the broken blade and swore and oath to the God of Justice that he would one day avenge his father’s murder.
He spent the next 6 years living in the city streets stealing and doing oddjobs to earn the cash to tavel in search of his brothers who he would enlist in his quest. He now leaves the city to search for them


Felix Droverson wrote:
@ GM PoisonBlade - Was there something I was missing? I saw that you stated you had 3 complete submissions and mine was not one of them.

Just guessing, but you might want to double-check the word count of your backstory. (I'm willing to help you trim it; PM me if you'd like.)

Edit: Ninja'd!


Badger,I aggree with you on a certain aspect of what you are saying. Pre-game background should only go so far. Especially concerning first level characters. They should be inexperienced for the most part. Mostly on how they view the world around them. But just like I should hook players into adventures, here players initally have to the same thing for GMs. I also did not edit my post. Summoners are stale was apart of it the first time I posted it. You may have failed to read it fully. It is a rather large bit of infromation to take in. It seems like every recruiting board as about 17 summoners for every other character. Yes if you want to change your submission, by all means do so. I will take a look at your guy. If would post his first level stuff on this board it would help me out.

Felix, yep that was the reason. Your second take on your backstory is very good. Thank you for the submission. Consider yourself on the list.

As of this post we have

+Felix Droverson Human Rogue
+Endar Declane Male Human (Taldan) Wizard
+Mrachni Male Half-orc Cleric (Theologian) Iomedae
+Tears of the Sky Elf Invulnerable Barbarian
+Janya, a Half-orc Cleric Shelyn

Looking good everybody. Its certainly going to be an interesting mix.

Cheliax

GM Poisonblade wrote:

Badger,I aggree with you on a certain aspect of what you are saying. Pre-game background should only go so far. Especially concerning first level characters. They should be inexperienced for the most part. Mostly on how they view the world around them. But just like I should hook players into adventures, here players initally have to the same thing for GMs. I also did not edit my post. Summoners are stale was apart of it the first time I posted it. You may have failed to read it fully. It is a rather large bit of infromation to take in. It seems like every recruiting board as about 17 summoners for every other character. Yes if you want to change your submission, by all means do so. I will take a look at your guy. If would post his first level stuff on this board it would help me out.

Felix, yep that was the reason. Your second take on your backstory is very good. Thank you for the submission. Consider yourself on the list.

As of this post we have

+Felix Droverson Human Rogue
+Endar Declane Male Human (Taldan) Wizard
+Mrachni Male Half-orc Cleric (Theologian) Iomedae
+Tears of the Sky Elf Invulnerable Barbarian
+Janya, a Half-orc Cleric Shelyn

Looking good everybody. Its certainly going to be an interesting mix.

Oh really? well crap i had read it but totally missed the summoner part. ok then i guess i will just submit a totally different character this time with a less iffy story-line(i admit it was very iffy). The character i submitted wasn't necessarily the best character just one of my more favored.

So here is Ranvar for your consideration :)

Edit: this is badger :P


As of this post we have

+Ranvar Human Rogue Spy
+Felix Droverson Human Rogue
+Endar Declane Male Human (Taldan) Wizard
+Mrachni Male Half-orc Cleric (Theologian) Iomedae
+Tears of the Sky Elf Invulnerable Barbarian
+Janya, a Half-orc Cleric Shelyn


Quaylon

Backstory:

Quaylon was born of an affair between a noble man and a visiting a visiting elven dignitary to the region. Neither parent choosing to claim the child, Quaylon was raised in the orphanage until at the age of thirteen he chose to run away. His charming personality, keen observation skills, and nimble fingers earned him a spot with the local ruffians. Many years were spent pulling small time jobs with the local gang and Quaylon was able to work his way up the hierarchy as well bring together several of the fighting street factions.

Wanting more than a life on the streets though, Quaylon managed to slip away from the life by the time he was seventeen. He joined up with a traveling festival and studied the art of acting and comedy. Not quite a household name in the region, Quaylon has become a gifted performer but realizes that he still seeks more. In his time traveling what Quaylon truly enjoys is seeing new places, perhaps the elven ruins he has heard about hold secrets that need to be told.

Quaylon has no desires of finding his family, left at an early age on the doorsteps of an orphanage he holds a spot in his heart for the people who took him in and those children he grew up with. The street gang he helped build will always be a family to him, but he also understands that the life the live will most likely get them killed, arrested or worse. Quaylon has found a love of knowledge and site seeing, this will naturally lead to life of adventure, danger and possibly one day he can pass his future knowledge to the next generation.

Personality:

Though not always so, Quaylon has become a good person. Growing up the way he did, Quaylon has learned the value of friends and family and would do anything for them. He always has time for fans that he might meet along his travels, as well as for the kids in any orphanage he might come across. When not out exploring the world Quaylon will spends his days working with the kids, teaching them to read, write and about the world he has explored. His nights are spent entertaining at any number of locations.

Apearance:

Quaylon stands about 5’4” tall and is around 150lbs. He has blonde hair, blue almond shaped eyes that give away his elven heritage and slightly pointed ears. He has a thin frame, normally dresses bright clothes, normally favoring reds and blues. Quaylon keeps his long hair pulled back in pony tail, or pulls it up under a flamboyant wide brimmed hat he sometimes where.

I am also very new to PbP, in fact this would be my first one. This is a character I have recently become very interested in playing. It is a not a "strong" combat build, but there is more to RP than just combat right?


Some wouldn't think so.

Then again I am not one of them.

Being new isn't a bad thing.

Thank you for the submission.

Cheliax

GM Poisonblade,

Thank you for all you are doing here. Many GM look for established PbP players or only recruit from within their current games. It is good to see someone investing time and effort into gathering new PbP players together to teach them the game, the PbP style and how to have fun. Good luck to you in your game.

To you players: pay attention, learn the rules but do not be consumed by them, and most importantly, have fun!

Unsolicited Paizo messageboard specific advice:

Once the game starts, do not rely on the dots for the thread. Instead click on your name at the very top of the website and then click on your "Campaign" tab. That will keep you current on the new posts to all of the threads for the campaign.


Thanks Drayen. Please keep up with the thread, if you would, and point out any completely stupid mistakes I share. That goes for any PbP old hat that's watching.

Is that what those dots are for. I have never noticed them until a few days ago. I have always just check my page.


GM Poisonblade,

I've never played in a Play by Post game and I was thinking about getting involved in one to see how it works but I do have about 15 years table top experience in various platforms, most recently Pathfinder. I will note that I would be unavailable for play for about 1 week in December.

I have not fleshed out the entire character because I did not know if the week in December would disqualify me.

Character Background:
Zatqualmie grew up in an orphanage among human children. Whether it was his wild fire-red hair or his Gnomish pranks, he was constantly in conflict with the other human children who quickly outgrew him. From an early age, he had to learn how to defend himself and fight to avoid being picked on.

After outgrowing the orphanage, by age not height, Zatqualmie enlisted in the local militia. Zatqualmie learned a good bit about how to handle arms and armor as a member of the militia. However, his time there was short lived after a prank involving the commander’s wife and Zatqualmie’s pet weasel, who he affectionately refers to as Franklin.

Zatqualmie has never had a strong connection with anyone except Franklin, who has always been a dear friend. Franklin currently resides in the threadbare top hat that Zatqualmie wears. His primary means of ingress and egress are through a hole in the side of the hat. Now, Zatqualmie and Franklin wonder the area looking for the next adventure life has for them.

Overall, Zatqualmie is a fun loving Gnome who enjoys scrapping for fun from time to time but he will also get serious if he thinks he or Franklin is in danger. He is an occasional prankster but never anything too dramatic. He is social but has failed to make a connection with any other humanoids.

Build Concept:
The mechanical concept would be a Gnome Fighter (Brawler Archetype) who predominately uses two weapon fighting and unarmed strikes. Not the most efficient way to hit things but without it you'd miss to joy of smashing things with your hands.

He'd likely start with Groundling as a first level feat if Franklin is considered a burrowing animal. If he isn't then I might change Franklin's animal type.

If the week in December would not be an issue and you like the idea behind the character let me know and I will hammer out the rest.

Thanks.

EDITED BUILD CONCEPT.


Pathfinder Adventure Path Subscriber

Dot for interest

Andoran

Ummm this is an odd circumstance but it appears that ranvar has been chosen for a PFS game. Normally pbp you can run the same character in two campaigns. But in pfs they tend to get angry about that.... But i do have Zordlon here???? sorry lol. I never foresaw this.

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