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JCServant's Council of Thieves
Game Master JCServant



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Grand Lodge

I'm starting a new Council of Thieves Adventure Path Play by Post. We have a well established group, but we’re looking to fill in a hole or two.

My play by posts are much more demanding than a typical play by post. Players are expected to post three times/ day.... 11a-2p, 3p-6p, and finally, 6p-10a (all EST). If you live in a different time zone, please adjust accordingly to figure out the required posting times. Missing a posting time may result in your character being skipped in a round of combat.

The other big difference is that we use a gridless combat by description method (Core Rulebook, Page 8) . In order to facilitate combat by description, Initiative is generally group based with players going first, and then bad guys, unless the bad guys surprise the party.

While the above guidelines seem unorthodox, in practice they really help keep our Pbp groups going full speed, allowing us to resolve most combat in 1-2 days rather than a week.

More Guideline details may be found here.

One more thing. This is a full blown Adventure path being played with Pbp. So, think long term! This could go for a couple of years. We’ll see.

Write below if you have more questions. Thanks!
Phil


I'm interested. I live in a timezone where I could almost never do the 3-6PM post, but I would always be able to post multiple times in the other ranges and willing to post contingencies and saving throws for the 3-6 one.

That being said, you might want to throw up some character creation requirements. Available races, classes, ability score generation, traits, feats, HP determination etc..

Grand Lodge

20 pt build. Any Paizo source race, class, feats, archtypes, etc. No 3rd party material allowed save the priest class (which is already spoken for). 150 GP. HPs are avearge rounded up (ala PFS).


Though max at first level right? What other classes are already spoken for?

Edit:What about traits? Are we required to take a campaign trait?


I'm interested as well, I'm in CST so the times aren't a big deal. What holes are you looking to fill? You mentioned you have a priest so I assume divine/healer is covered, but like Jelani said, what do you have and what would you like/need.

Grand Lodge

Established players are still deciding what they want to be. Might have a ranger and conjurer covered as of right now...but a lot is still up in the air.

Yeah, HP is always max at first level...I believe that's a Pathfinder rule.

Yeah, you would need to take a CoT trait. Check out the free player's guide. It has a lot of great information in it.


I'm thinking a LN rakshasa-spawn tiefling master summoner going to Diabolist. He would have the Diabolist Raised trait. Background will follow once I'm done reading the player's guide.


I am interested to play this module.

I am thinking a half elf two weapon fighter.


"This is a full blown Adventure path being played with Pbp. So, think long term! This could go for a couple of years. We’ll see"

Sounds good. I'm planning an Urban Ranger (has Trapfinding)

Grand Lodge

Pathfinder Campaign Setting, Companion Subscriber

I would be interested. Would be first time PbP. Thinking Magus or Bard/Rogue

Grand Lodge

Thank you. To give you all an update, I have asked the players to expedite their decision making in regards to what they are running with. Within the next day or two, based on those decisions, the group will choose one or two players to join their group. I will keep you all posted as the information becomes available. Please continue to post information here. The more you have about you and your character, the better decision they can make. I intend to have decisions finalized by Wednesday. Thank you!


Hi

I'd like to present Brandon Harcroft, a human alchemist, for your consideration.

He was drawn up for a different adventure path which is why certain details do not match your criteria, such as the campaign trait for example. In the interest of meeting the deadline and expediting the submission process I didn't want to delay.

I use Hero Lab to manage my characters so it would be a very quick job to stat him accordingly and rework his backstory (although hopefully you can see the direction I want to go with him without the exact detail) assuming you feel he could perform a role in your group.

I am experienced roleplayer and won't have any problems posting several times per day if necessary. I am in GMT so the timings may be slightly off but generally I should be on point as you are only -5 hours (or there abouts).

Stats and background::

Brandon Harcroft
Male Human (Varisian) Alchemist 1
LG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d8+5)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+4/19-20/x2) and
Morningstar +4 (1d8+6/x2)
Ranged Bomb +2 (1d6+2 Fire) and
Sling +1 (1d4+4/x2)
Special Attacks Bomb 1d6+2 (3/day) (DC 12)
Alchemist Spells Prepared (CL 1, 4 melee touch, 1 ranged touch):
1 (2/day) Enlarge Person (DC 13), Cure Light Wounds (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything, Toughness +3
Traits Dirty Fighter, Shadow Child
Skills Acrobatics -1, Climb +2, Craft (alchemy) +6, Diplomacy +0, Escape Artist -1, Fly -1, Knowledge (nature) +6, Perception +4, Ride -1, Spellcraft +6, Stealth -1, Survival +4, Swim +2, Use Magic Device +3 Modifiers Alchemy +1
Languages Common, Draconic, Elven, Varisian
SQ Hero Points (1), Mutagen (DC 12)
Combat Gear Dagger, Lamellar (leather) armor, Morningstar, Sling, Sling bullets (20); Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Ink, black, Inkpen, Mug/tankard, Mutagen: +4 STR, -2 INT, +2 Nat AC, Paper (3), Scroll case (empty), Spellbook, Tindertwig (5), Torch (2), Trail rations (4), Traveler's outfit, Vial (10), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Bomb 1d6+2 (3/day) (DC 12) (Su) - 0/3
Dagger - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Sling bullets - 0/20
Torch - 0/2
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Dirty Fighter +1 damage when flanking.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 12) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Shadow Child No 20% miss chance for attacks in dim lighting.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------
--------------------

Brandon is an unassuming, average looking Varisian man. Born and raised in the small town of Sandpoint, he does not dress garishly, is slim, of middling height and sporting a somewhat scruffy beard. Passers-by generally pay him no mind and those who do find him polite enough but unwiling to enter into extended conversation.

He spends his time studying in his makeshift lab or reading one of many voluminous tomes on anatomy, psychology, arcana or the natural world. He is quiet, he is shy, he is law-abiding, he is pleasant.

He is also dangerously schizophrenic.

Brandon's parents thought nothing was amiss when he started talking of his friend Edmond Harrow, assuming he was one of the other Sandpoint children. Brandon could often be heard in his room talking with his friend or would spend hours playing in the woods and swamp in the area with Edmond, seemingly learning from his friend about flora and fauna, how to set a deadfall and identify the tracks of deer, boar and wolf.

Brandon was surprisingly precious when it came to the subject of Edmond and the prospect of playing with other children at festivals and birthday parties was at best worrysome. At worst, having to interact with other, meaner children, made the small boy angry and lash out with sudden fury and unbelievable strength given his slight frame.

He was often bullied as a child because of his narrow chest and quiet way. A cocky young human girl called Ameiko Kaijitsu would often show up to deter the bullies with her brash way or a quick kick to the nether regions. One day however, Bran was cornered by three boys and beaten wickedly. He remembered the blows raining down and a boot blocking out the sun but awoke some time later surrounded by the battered bodies of his antagonists. The leader suffered a broken jaw and shoulder, his arm jutting out at an awkward angle. When he was asked what happened he could only answer that Edmond helped him After this particularly violent episode his parents sat him down and asked pointedly about his relationship with Edmond. In many ways they were relieved to learn the other boy was not real, just a figment of his imagination, a play-mate conjured from the recesses of his mind. Brandon was forbidden from ever mentioning Edmond again.

Shortly afterwards the fits started. The first time he simply fainted, apparently overcome by the summer heat. As the years passed the fits grew gradually worse into full seizures where his muscles would contract horribly, veins would bulge at his temples and often his father would force a leather belt between his teeth for fear he would bite through his own tongue. Distraught and a little fearful, the Harcroft's spent what money they had seeking advice from sages, sorcerors and learned men. None could provide an answer to the ailments he suffered and more worryingly his strength seemed to be growing every year, beyond what his thin arms seemed capable of. Worse, he often spoke in a voice that didn't sound his own, especially during his more frequent violent outbursts.

At age 15 Bran was prone to bouts of deep depression and would refuse to leave his room for days on end. Only his friend Ameiko would visit him and she was the only one he ever confided in that Edmond never left him, he still heard his voice in his head. All the other children in Sandpoint were afraid of him but Ameiko never judged him. She told him of her plans to leave Sandpoint with her friends in search of adventure and asked if he wanted to come along. He had never been so happy in his life.

Eventually, desperate, the Harcroft's took Brandon to see Niska Mvashti, the wise woman of over 100 hundred years old. If anyone had encountered Brandon's malody it would be her.

After witnessing one of his seizures, Niska and her daughter Koya declared they could not cure him. However, they offered to teach him all they knew about potion making, alchemy and the natural world in the hopes that he might find the means to control the voices and outbursts that plagued him through magic or chemistry.

He was devastated at not being able to accompany Ameiko but also found himelf enthralled with the knowledge he was gaining under the Mvashti tutilege. He spent the best part of ten years studying science and magic. He postulated often on his condition and created what he described as mutagens as a means to control it. He found his concoctions allowed him to remain conscious during his episodes and also gave him prodigious strength or almost limitless endurance. Whilst under the effects of the mutagens Edmond's presence was stronger than ever, a prospect that both terrifies and thrills him to this day.

Brandon is a man of science. He firmly believes that all divinity can be explained by magic which in turn can be manipulated, controlled and replicated by science. He feels there is nothing that cannot be explained, making him a slightly dour man but passionate about his field of expertise. He does not talk of his affliction and hides the fact that Edmond has lately taken on a personality of his own, often conversing with Brandon for extended lengths of time leaving him with a difficult relationship within his own mind...

Feeling that he has learned everything he can in Sandpoint and the occasional trip to Magnimar about both his condition and the means to control it, Brandon is seeking to broaden his horizons, expand his knowledge and master his strange and dangerous illness.

Role::

Brandon's schizophrenia should be very interesting to role play. I want it to be the seeds of the Master Chymist prestige class where Edmond finally gains a full personality of his own with motivations and behavious very different to Brandon. Edmond has always provided Bran with prodigiuos strength but it is only under the effects of mutagens that he becomes truly dangerous, tearing into foes relentlessly with tooth and bite. I see Bran as a melee/bomb striker in the early levels and later a full frontliner dealing damage with his feral mutagen whilst also bringing some decent skills and a little bit of magical support to the party.

I hope you find him interesting but if you have any questions about either myself or the character please let me know.

Thanks


I'll throw my hat in the ring. I live in the EST zone and can post during the required times.

Silver Crusade

I present myself to you Hekra Hawkstorm.


I don't want to complete my character yet as you mentioned one of your players might be going conjuror. I'll wait until we know for sure what they are playing that way I can make something that won't overlap. I'm down to play just about anything and can make interesting characters quickly.


DM Jelani wrote:
I don't want to complete my character yet as you mentioned one of your players might be going conjuror.

I was that guy, and I'm not anymore. Feel free to proceed.


Cool, I'll try to get him up as soon as possible.


Im a returning player, going wizard/cleric/MT. Mostly buff/control spells with a splash of blasting


On second thought, I'm gonna withdraw my interest. I don't think I can do this serious a commitment at the moment.

Grand Lodge

Brandon, Stray Hal congrats...you're in! Please head on over to the discussion board, introduce yourself and email me your character stats/information . I'll be posting more instruction for ya over there.

The rest of you...thank you so much for applying...there are a lot of great ideas here, just too few seats (I even bumped it up to seven to squeeze more in!)

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