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The Great Jalmeray Expedition

Game Master Lady Ophelia

An Original Pathfinder Society Adventure Path/Campaign. Looking for only the boldest of the bold Pathfinders to establish a new lodge in The Kingdom of the Impossible!


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Silver Crusade

Pathfinder Companion Subscriber

You are proud members of the Pathfinder’s Society and have spent a good time training and adventuring through Golarion. Your reputations for being diplomatic and achieving the main Society’s missions of building positive diplomatic ties and acquiring as much knowledge and wisdom as possible through relics have worked in your favor. You have been charged with a special expedition to create a new Pathfinder Society Lodge in Jalmeray, The Kingdom of The Impossible. You must win the respect of not only the government, but the members of the Vudrani nobles, and monasteries. But it isn’t going to be easy.

Basic Information:

System: Pathfinder RPG
XP Speed: PF Fast
GM: Lady Ophelia
Gaming Frequency: Weekly
Game Times: New posts will be available on Sundays, and Thursdays
Starting Date: August 5th
Location: Absalom, and the Isle of Jalmeray
Gaming Location: Online at Paizo.com

This is NOT a PFS Sanctioned Game, although we will be utilizing a few PFS characters as NPC’s please do not bring PFS Characters to this game, create original characters.

We will be also utilizing the Hero Point System with a few changes. Please see the Wiki for more information.

Character backgrounds and sheets will be required to be approved before game starts on August 5th. You will need to submit them either here at Obsidian Portal, or can be submitted below for consideration.

You can see all the build and campaign requirements available here.

Questions and comments can be posted below as well.

Silver Crusade

Pathfinder Companion Subscriber

PC General Build Rules

Starting Level: 2nd—Max HP for both levels.
Creation: 25 Point Buy Only—May take negatives at your own peril ;)
Core Races only please—However, you may take Vudrani, Keleshites, Garundi or Osiriani as an Ethnicity. You may not get any racial bonuses, but it may help. ;)
Official Materials To Be Used: Anything that has been published by Paizo is allowed to be used for the campaign. You have to be able to reference it and if you have a question, please let me know.
No Evil Alignments Please- If you worship an evil diety, you need to keep your alignment out of the “E”
All Classes are welcome—Monks, Wizards, and Classes with specialties in skills are highly encouraged.
Feats Not Allowed: No Crafting—You’re not going to have any time! Scribe Scroll is okay and Brew Potion is okay, but you will not be permitted to sell them for additional monies.
Faction: All players will be required to choose a faction from the Pathfinder Society Organized Play Guide. There will be no side missions during the game, but there may be some special surprises from your faction leader while you are journeying.
Traits: APG- Basic, Faith, Magic, Social, and Race. All Faction Traits from the Pathfinder Society Guide To Organized Play are also allowed.
Starting Gold: 1,000
Purchasing Rules: No Magical items (+1 armor and weapons are ok). You may purchase at book price all items from the Core Rulebook, APG, Adventure’s Armory, and Pathfinder Society’s Field Guide.

My Character Expectations:

Don’t cripple them: This is a mission that is going to need players that are well-rounded in an array of skills and dealing with difficult issues. You also will deal with NPC’s and encounters that are going to give you some serious hell if you aren’t properly prepared to deal with them.

Don’t get power hungry either: While crippling them is not advised, if you make them overpowered that might make things a little difficult for you as well. Both in roleplay and in combat. Keep in mind, I can and will hit all players by all means necessary. So don’t make yourself the beefy target unless you are willing to be aimed at.

Utilize the Profession Skill: Profession-Sailor may save your life, but there are a lot of other professions that you can make work to your advantage in this adventure. If you have a specific one you want, let me know and I can tailor things to you. :D

Research your class features and faction aspects-You don’t have to go rules lawyer hardcore, but knowing what your character can and cannot do, as well as what your faction represents will come in handy as you travel through Jalmeray. You might be surprised what/who you may find..

If you are in doubt about something: Come see or email me! I have no problems tweaking where needed to accomodate. If you make a character that doesn’t fit, and even after I speak with you about it, you still choose to do it, you have no rights to complain if you feel cock-blocked or steamrolled.

Silver Crusade

Pathfinder Companion Subscriber

We are taking considerations now! Now since we already have two members who have already said yes elsewhere, the sooner you submit a consideration, the sooner you are eligible to be picked.

Lantern Lodge

Could you please clarify on the game times? The times listed here in combination with the rules on session absence found in the wiki kind of confuse me.

So basically, will you only post twice per week, once on Sunday and once on Tuesday, or do you only post on those two days but multiple times per day? In case of the latter I'd like to know which timezone you are in because if the difference is too big it might be hard to have decent gaming sessions.

EDIT: I do already have a character idea for a Vudrani human from Jalmeray who'd love starting a Jalmerani chapter. It would be a rogue using the spy archetype and perhaps the Master Spy PrC who works for the Conservatory on Jalmeray.

Sczarni

1 person marked this as a favorite.

Dotting for interest. I'll have to go think up a character. Also, are archtypes allowed?

Silver Crusade

Pathfinder Companion Subscriber
Cuàn wrote:

Could you please clarify on the game times? The times listed here in combination with the rules on session absence found in the wiki kind of confuse me.

So basically, will you only post twice per week, once on Sunday and once on Tuesday, or do you only post on those two days but multiple times per day? In case of the latter I'd like to know which timezone you are in because if the difference is too big it might be hard to have decent gaming sessions.

EDIT: I do already have a character idea for a Vudrani human from Jalmeray who'd love starting a Jalmerani chapter. It would be a rogue using the spy archetype and perhaps the Master Spy PrC who works for the Conservatory on Jalmeray.

Hi Cuan!

Here's how posting would work:I work on Pacific Standard Time. I would post on Sunday, you would have until Wed to post back your actions and your movements accordingly. On Thursday I would resolve anything going on and continue on from there. This is to allow players on different timezones as well as those who do not post every single day the chance to stay in the game.

As for post frequency on those two days it will depend on how much we have to resolve. RP is always free to be done between action posts, and will be used to set even more scenery.

Also, keep in mind, that all material has to be published by Paizo. No 3rd party stuff please. Thanks!

Silver Crusade

Pathfinder Companion Subscriber
Vonzara wrote:
Dotting for interest. I'll have to go think up a character. Also, are archtypes allowed?

Archtypes are cool. So long as they are Paizo published and not evil. So no Anti-Paladins.

Sczarni

Oh definately no evil. thinking of like an inquisitor that is CG or NG.

Lantern Lodge

Ah ok, thanks for the xplanation

I know (about the 3rd party stuff). The Spy archetype and the Master Spy PrC are both APG and the Conservatory comes from the Inner Sea World Guide chapter on Jalmeray, but they aren't really explored beyond that.

I'll roll up the character sometime soon.


Hi there! Dotting for interest, and I'll start planning out a character immediately.

I used to be very active in several fast-moving PbP's on this website, but I had to drop them after I graduated because I've been traveling Europe and had fairly irregular internet access (I definitely couldn't keep up a 1-post-a-day PbP on my current, haphazard schedule). I've started to really miss PbP's, so finding this one is perfect!

Lantern Lodge

My character is mostly done with the exception of Background (working on that) and equipment and is found here.

In regards to gear there I have a question as I can't find any information on that:

I'd like my character to have hidden compartments in her sitar and other instruments, but I can't find a way to handle this.


Cheveyo Windwalker.

Half-Orc Barbarian 'exile' from the Shoanti Tamiir Quah (Wind Clan). The clan's shaman (old female witch) was killed by a trickster 'demon' as he looked on. He loved the old woman like a grandmother, as she was accepting of him.

He now travels the world, as a demon hunter hoping to identify and slay that demon. He finds this takes him to remote areas typically filled with mysticism and superstition.

Role - guard, first responder, tank, possible tracker. Melee specialist.


Alright, here's the character I've got. I wrote him up originally about a year ago for a seafaring campaign, but he never got chosen and I'd like to see if he's got what it takes for this campaign. He's not super combat-focused, but he's an asset in most social situations and he's got a few buffing/healing tricks up his sleeves. If you're curious about the ability scores, all of the physical abilities were dropped by 1 and all of the mental abilities were raised by 1 because of his age -- if there's a problem, I'll rework the numbers.

Winston Chareth, CG Human
Class: Inquisitor of Cayden Cailean (Heretic Archetype)
Faction: Andoran
Age: 51

Str: 12
Dex: 14
Con: 11
Int: 14
Wis: 18
Cha: 14

Background:
Winston was born and raised in Riddleport, a fitting place for someone who would eventually be condemned a pirate. He was a curious boy on the bustling streets, and his parents were very fond of him, though they still feared the dangerous city's potential effects on him. Their fears were confirmed, they thought, when the then-17-year-old Winston disappeared one night. He had taken with him a sack of food, a blanket, and a dagger, and left a note saying he was off into the real world and would return home one day with rich stories and pockets to share with them. His parents searched for him, and discovered he had signed up as a crewmember on the Huntress, a vessel notorious for its pirate activities. Heartbroken, they disowned their now-missing son, and announced to the world his tragic turn to piracy. Since then, he has been a wanted man on several accounts of savage piracy, though nobody actually has any direct memory of him ever committing such deeds.

What actually happened onboard the Huntress, however, was very different than what Winston's parents had imagined. He had heard the call of Cayden Cailean, the Lucky Drunk, and set off to do what he could in his patron deity's honor. Enlisting on a pirate ship seemed like a dangerous but good idea, for it would teach him much about the ways of the world, and would put him in a situation to help people who had lost all hope. Winston spent a lot of time with the crew's chef, and even more time under the deck scrubbing the floors, cleaning the holding cells, and earning his keep through more menial tasks. He was well-liked by the pirates, so none of them suspected that he had been the cause for the multiple slave escapes that took place. Then everything changed. One fateful night when he was in his mid-twenties, Winston hatched what he thought to be a perfect plan. His crew had just raided a seaside village and captured several strong-willed citizens, but Winston figured out how to jimmy the hinges of their cells loose so they could free themselves during the night. However, instead of simply slipping away and swimming for shore, like all the others had done, this group of captives consisted of several trained warriors who wanted blood. They raged onto the deck, wielding clubs and other various heavy equipment, and quickly subdued the few guards who were actually awake. Stealing their blades, the captives then led a pirate massacre that haunted Winston for many moons. He would be spared for his mercy, they told him afterwards, but he should abandon ship before they arrived at their new port of destination or he would be handed over to the law, to which mercy means nothing. Winston gathered his belongings and fled in one of the Huntress' rowboats, shaken by the quick, brutal end of that chapter of his life.

Since then, he has been searching for a new way to serve the Lucky Drunk--a new calling, as he likes to think of it. He's picked up several useful skills and even some knowledge in his many years, but has yet to accomplish something he considers worthy of his life's great adventure. His time left is dwindling, he knows, and it has driven him to a somewhat strange, enexpected, and eccentric outlook on life. Some call him crazy, some call him quirky, and most call him kind--but nobody who's met Winston can really put their finger down about the crafty, clever old man. He's either thinking several steps ahead of everyone else, or thinking about something completely unrelated and irrelevant. He's proven time and time again, however, that he is a good asset for any expedition, especially when avoiding the laws of the land might be more prudent than usual: Winston holds no fear of authority itself, but he is not ashamed to skirt legal confrontations if possible.

Description and Information:
Winston is getting up in his years, and he knows it and shows it: his shortly cropped hair has started to grey, and the once finely-tuned body of a young sailor has slowly lost it's edge, though his mind is as sharp as ever and he still has an uncanny knack for getting from one place to the next. He knows his way around the humanoid anatomy well enough to administer medical attention without the help of magic (though he does that sometimes, as well), and he's had to forge a few official documents in the past just to get into and out of ports where his vessel was overwhelmed by suspicion.

He loves people, and he understands people, and he knows that people are the most useful tools there are. While he refrains from manipulating his friends, he sees no wrong done if he manipulates the political, judicial, or economic system to gain a few favors or advantages. When he's not chatting with friends, crewmates, or friendly patrons at the local tavern, Winston is scribbling away in his journal: sometimes he writes about himself and his own life, but sometimes he writes solely to practice the art of writing. He understands that language links all of the races together, it is what created and runs this world in the fashion we see now. Winston generally prefers to avoid combat, but when faced with no other choice he is as determined to survive as the next sea-swaggering swashbuckler. He carries a hefty wooden shield and a sharp rapier into melee combat, but generally prefers to stay at a distance with his crossbow and rely on his magical abilities to help him and his friends survive the fight.

So, at this point I'd appreciate any advice on bringing Winston into the Pathfinder's Society, as I've never participated in a PFS event before and I'm not too familiar with the Society's overall presence in these sorts of adventures. He wasn't originally written for it, but I'm more than willing to change the backstory to have him involved with the Society at a younger age (if that is necessary). Personally, I like the idea of him showing up in his older years and just sort of slipping into the system, as he has been prone to do his entire life. I like him belonging to the Andoran faction because the backstory fits it best, it is very much his style of accomplishing his goals.


I'm very interested in this. So let me submit Kreshak Dunewalker

Kreshak Dunewalker
NG human (Keleshite)
Inquisitor of Sarenrae

Str 15
Dex 12
Con 13
Int 14
Wis 15
Cha14

Background

Spoiler:
Kreshak Dunewalker is an Inquisitor of Sarenrae. His particular role in the faith is to root out heretics and those who pervert the teachings of Sarenrae to less pure ends. Slavers who use the teachings of the Dawnflower to justify their profiteering ends, and petty warlords who claim the teachings of purity to terrorize people. His cabal is based out of the city of Katheer, where they work to ensure that Sarenrae’s light is pur and falls upon the people.

He was recruited into the Pathfinder society as a moral compass of part of the Qadira faction, however his faith pulled him further away from the faction of his homeland. He wrestled time and again with his people who advocated a more aggressive stance on many matters that conflicted with his faith. Dejected, and confused about the true mission of the Society and his place in it and the world; that was when the Shadow Lodge contacted him. His mission, to continue in his place with the Qadira faction and influence its members toward aims that fit better with his religious and the overall outlook of the Shadow Lodge’s plan for the Society.
His selection as part of the Jalmery expedition is to scout Jalmery for resources and trade, but to steer the party towards the goals of enlightenment and to keep the expedition within moral bounds as dictated by the Shadow Lodge and his internal moral compass

Stats

Spoiler:

Bluff + +8, Climb +1, Diplomacy +8, Disguise +8, Heal +6, Intimidate +8, KNowl (Engineering) +3, Knowl Geography +3, Perception +6, Profession (Engineer) + 7, Sense Motive +9, Spellcraft +6, Stealth +0, Survival +2, Swim + 1

Feats: Combat Expertise, Decietful

Traits: Watchdog (GPFSOP 14): You gain a +1 trait bonus on Sense Motive checks*, and Sense Motive becomes a class skill for you
World Traveler (Diplomacy) (APG 332): You gain a +1 trait bonus on Diplomacy* and it is always a class skill for you

Silver Crusade

Pathfinder Companion Subscriber
Cuàn wrote:

My character is mostly done with the exception of Background (working on that) and equipment and is found here.

In regards to gear there I have a question as I can't find any information on that:

I'd like my character to have hidden compartments in her sitar and other instruments, but I can't find a way to handle this.

Concerning hiding stuff in instruments, it would be kind of hard. As if unless it's a part of the instrument, it would take a full-round and provoking to take out. I would recommend looking at the Adventure's Armory, there's a scarf that has additional pockets that gives the player a +4 bonus to their Sleight of Hand check to remove it from the scarf, and since your PC is Vudrani, she would be totally inclined to have some form of scarf.

Silver Crusade

Pathfinder Companion Subscriber
garabbott wrote:
Concerning Winston

Concerning Winston, don't worry about weaving him into Society just yet. Once I do my final picks, I will help all players with that, as while some have played Society before, and some have not. As this is not a PFS Sanctioned event, we don't have to worry too much about adhering to Society rules, we're just taking the setting and working from there.

As for your stats, they aren't insanely broken, but I'm a little confused because when I do the math even after the age penalty I end up with 30 instead of 25. If you could submit your base stats as well as your weapons, traits, feats, etc that will help a lot. Do love the the background, as I am a fan of Cayden Himself.

Silver Crusade

Pathfinder Companion Subscriber
Torilgrey wrote:
Concerning Kreshnak

So stats look right, but something is not quite right about your background. Firstly, the faith of Sarenrae doesn't believe in being a covert about anything as it can lead to lies, deceit and other worse things. Sarenrae believes in honesty and truth at all times. Based off the background provided, it sounds like you are a Qadiran that works for the Shadow Lodge, and that doesn't work. Also you can't have two factions as well because of potential clashes with members who may share your factions. Because you are a Sarenrae follower, I would highly recommend either going straight Qadiran, or perhaps considering Silver Crusade as a faction, as it would better fit your faith.

Silver Crusade

Pathfinder Companion Subscriber
Black Thom wrote:
Cheveyo Windwalker.

So the principal sounds good. But I need the whole package. Build him like you would any other character, and resubmit him.

How I am choosing Players

-Timeliness in completing character and following directions

- Compatability with the remainder of the group ( I already have a Cleric of Abdar and a Necromancing Wizard from the original live campaign that didn't go off.)

- Diversity in classes- Having 5 clerics of five different faiths may not work. But I'm not against a cleric, inquisitor, paladin, and an oracle either.

- Faction Choice-I don't want there to be six Grand Lodge players, I want players who come from different walks and have different beliefs, it adds to the roleplay.

- Extent of PC development. While we are going to work on getting players into the Society Setting, they should have a good "before they were Pathfinders" story as well. I will be using this to build you adventure as we go along.

Also, because this is a PbP, and a really big expedition, I am going to be seating 7-8 players. I have two already, so that means I am seating 5 for sure, and possibly an 6th person depending on turnout. If you are not okay with this, it's okay to rescind your request to join when picking does happen

Picking will take place on August 1st to give players time to clean up their characters.

Thanks!


Lady Ophelia wrote:
Torilgrey wrote:
Concerning Kreshnak
So stats look right, but something is not quite right about your background. Firstly, the faith of Sarenrae doesn't believe in being a covert about anything as it can lead to lies, deceit and other worse things. Sarenrae believes in honesty and truth at all times. Based off the background provided, it sounds like you are a Qadiran that works for the Shadow Lodge, and that doesn't work. Also you can't have two factions as well because of potential clashes with members who may share your factions. Because you are a Sarenrae follower, I would highly recommend either going straight Qadiran, or perhaps considering Silver Crusade as a faction, as it would better fit your faith.

Thanks for the feedback! I'll make some changes tonight or early tomorrow and repost. I may drop the deceitful Feat than as well, for something more straightforward but I'll see what the character needs.

Sczarni

Here is my character. I can adjust anything if needed.

Kalynn StoneHammer:
KALYNN STONEHAMMER CR 1
Female Dwarf Fighter (Weapon Master) 2
CN Medium Humanoid (Dwarf)
Init +1; Senses Darkvision; Perception +2
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 Dex)
hp 26 (2d10+4)
Fort +5, Ref +1, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +5 (1d4+3/20/x2) and
Warhammer +5 (1d8+3/20/x3)
Ranged Shortbow, Comp. (Str +3) +3 (1d6+3/20/x3)
--------------------
STATISTICS
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Improved Shield Bash, Shield Focus
Traits Armor Expert, Expert Duelist
Skills Acrobatics -2, Climb +3, Craft (Blacksmith) +5, Escape Artist -3, Fly -3, Intimidate +4, Knowledge (Dungeoneering) +5, Profession (Merchant) +6, Ride -3, Stealth -3, Swim -1 Modifiers Craftsman
Languages Common, Dwarven, Undercommon
SQ Hardy +2, Hatred +1, Slow and Steady, Stability +4, Stonecunning +2, Weapon Guard +1: Warhammer (Ex)
Combat Gear Arrows (40), Masterwork Chainmail, Masterwork Shield, Heavy Steel, Shortbow, Comp. (Str +3), Warhammer; Other Gear Artisan's tools: Craft (Blacksmith), Backpack (7 @ 25 lbs), Bedroll, Blanket, Everburning torch, Flint and steel, Grappling hook, Pouch, belt (2 @ 1 lbs), Rope, silk (50 ft.), Tent, Small, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Armor Expert -1 Armor check penalty.
Craftsman +2 on Craft/Profession checks related to metal/stone..
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Expert Duelist +1 to Armor Class if adjacent to only one foe.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Guard +1: Warhammer (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.

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.

Background:
I grew up in Taldor with my parents and 3 brothers. So from a very early age I learned how to wield a warhammer and wear armor. Once I reached the right age my father began teaching me the family craft, blacksmithing. He also taught me how to be a good merchant so I could sell the work we had completed at our family shop, the Iron Ring. I enjoy being a blacksmith and merchant but I also want to serve Taldor as a Pathfinder. So I've decided to take leave of the family business for a while and see what the world has to offer. Who know I may get the change to study with another blacksmith or merchant.

Silver Crusade

Pathfinder Companion Subscriber
Vonzara wrote:
Concerning Kalynn.

She looks good stats and build wise! Work on your character's background before she joined the society a little more. I'm totally down with merchantilism, but is she looking to expand the business, be an apprentice, etc? Also, why did she accept to go to Jalmeray? There are very few dwarves there, so she would be totally different.

Feel free to post your updates here on the recruitment thread.

Sczarni

Kaylnn is traveling to Jalmeray to study blacksmithing and hopefully learn some different techniques. Also depending on the economy she is thinking about setting up a shop. She specializes in dwarven armor and weaponry. Kalynn accepted the trip from the society as a way to help Taldor. It is concidered a great honor for her to serve the society. Both of Kaylynn's parents and 3 brothers are members as well.

Lantern Lodge

Hi, I am interested in joining the campaign, but I am inexperienced at this game, and do not exactly know what the Pathfinder Society Guide is... Any help would be appreciated. If my lack of skill, in roleplaying, and this game in general will slow the game down, I understand, and will not be offended if I can not join.

Also, I was wondering how many available spots were remaining, as I won't have my character finished by the end of the night. Thanks guys.

Osirion

Here it is... ok so I will review Dr Specter and see if I want to change anything.


I'm pretty sure the original stats add up to 25, here they are:

13 (3 points) - 1 = 12
15 (7 points) - 1 = 14
12 (2 points) - 1 = 11
13 (3 points) + 1 = 14
15 (7 points) + 1 + 2 = 18
13 (3 points) + 1 = 14

Total point: 25

Granted, if you wanted to buy a 12/14/11/14/16/14 stat array without the age adjustments it would cost 30. I never actually bothered calculating it out when I first built the character cause my idea was to play an older, wiser person, I only made sure the math was right before I made the adjustments. Because I'd essentially be getting a 30 point buy I see why it could be an issue. I can rework the character concept without the age-inflicted adjustments, if you'd like.

Anyway, I went through and did most of the equipment... I might have to pick up some sort of pack animal to carry it for me, though, Winston's got some carrying capacity issues at the moment. Here is the complete character sheet as is, no real changes made yet.

Winston Chareth, CG Human
Class: Inquisitor of Cayden Cailean (Heretic Archetype)
Faction: Andoran
Age: 51

Str: 12
Dex: 14
Con: 11
Int: 14
Wis: 18
Cha: 14

Background:
Winston was born and raised in Riddleport, a fitting place for someone who would eventually be condemned a pirate. He was a curious boy on the bustling streets, and his parents were very fond of him, though they still feared the dangerous city's potential effects on him. Their fears were confirmed, they thought, when the then-17-year-old Winston disappeared one night. He had taken with him a sack of food, a blanket, and a dagger, and left a note saying he was off into the real world and would return home one day with rich stories and pockets to share with them. His parents searched for him, and discovered he had signed up as a crewmember on the Huntress, a vessel notorious for its pirate activities. Heartbroken, they disowned their now-missing son, and announced to the world his tragic turn to piracy. Since then, he has been a wanted man on several accounts of savage piracy, though nobody actually has any direct memory of him ever committing such deeds.

What actually happened onboard the Huntress, however, was very different than what Winston's parents had imagined. He had heard the call of Cayden Cailean, the Lucky Drunk, and set off to do what he could in his patron deity's honor. Enlisting on a pirate ship seemed like a dangerous but good idea, for it would teach him much about the ways of the world, and would put him in a situation to help people who had lost all hope. Winston spent a lot of time with the crew's chef, and even more time under the deck scrubbing the floors, cleaning the holding cells, and earning his keep through more menial tasks. He was well-liked by the pirates, so none of them suspected that he had been the cause for the multiple slave escapes that took place. Then everything changed. One fateful night when he was in his mid-twenties, Winston hatched what he thought to be a perfect plan. His crew had just raided a seaside village and captured several strong-willed citizens, but Winston figured out how to jimmy the hinges of their cells loose so they could free themselves during the night. However, instead of simply slipping away and swimming for shore, like all the others had done, this group of captives consisted of several trained warriors who wanted blood. They raged onto the deck, wielding clubs and other various heavy equipment, and quickly subdued the few guards who were actually awake. Stealing their blades, the captives then led a pirate massacre that haunted Winston for many moons. He would be spared for his mercy, they told him afterwards, but he should abandon ship before they arrived at their new port of destination or he would be handed over to the law, to which mercy means nothing. Winston gathered his belongings and fled in one of the Huntress' rowboats, shaken by the quick, brutal end of that chapter of his life.

Since then, he has been searching for a new way to serve the Lucky Drunk--a new calling, as he likes to think of it. He's picked up several useful skills and even some knowledge in his many years, but has yet to accomplish something he considers worthy of his life's great adventure. His time left is dwindling, he knows, and it has driven him to a somewhat strange, enexpected, and eccentric outlook on life. Some call him crazy, some call him quirky, and most call him kind--but nobody who's met Winston can really put their finger down about the crafty, clever old man. He's either thinking several steps ahead of everyone else, or thinking about something completely unrelated and irrelevant. He's proven time and time again, however, that he is a good asset for any expedition, especially when avoiding the laws of the land might be more prudent than usual: Winston holds no fear of authority itself, but he is not ashamed to skirt legal confrontations if possible.

Description and Information:
Winston is getting up in his years, and he knows it and shows it: his shortly cropped hair has started to grey, and the once finely-tuned body of a young sailor has slowly lost it's edge, though his mind is as sharp as ever and he still has an uncanny knack for getting from one place to the next. He knows his way around the humanoid anatomy well enough to administer medical attention without the help of magic (though he does that sometimes, as well), and he's had to forge a few official documents in the past just to get into and out of ports where his vessel was overwhelmed by suspicion.

He loves people, and he understands people, and he knows that people are the most useful tools there are. While he refrains from manipulating his friends, he sees no wrong done if he manipulates the political, judicial, or economic system to gain a few favors or advantages. When he's not chatting with friends, crewmates, or friendly patrons at the local tavern, Winston is scribbling away in his journal: sometimes he writes about himself and his own life, but sometimes he writes solely to practice the art of writing. He understands that language links all of the races together, it is what created and runs this world in the fashion we see now. Winston generally prefers to avoid combat, but when faced with no other choice he is as determined to survive as the next sea-swaggering swashbuckler. He carries a sharp rapier into melee combat, but generally prefers to stay at a distance with his crossbow and rely on his magical abilities to help him and his friends survive the fight.

Stats:
Init: +8, Senses: Perception +9
Languages (4): Taldane, Varisian, Osiriani, Elven, Vudrani
=================================================
=====================DEFENSE=====================
=================================================
AC 15 or 17, Touch 12, Flat-footed 13 or 15, CMD 13
HP 18 (2d8, +2 favored class)
Fort: +3, Ref: +2, Will: +7
Spell Resistance: NA
=================================================
=====================OFFENSE=====================
=================================================
Speed: 40ft (8 Squares)
Orisons DC 14: Detect Magic, Read Magic, Guidance, Light, Create Water
1st Level Spells DC 15: Bless, Protection from Evil, Doom
Domain Spells: Expeditious Retreat
Melee:
Rapier +2 vs AC (1d6+1)
Ranged:
Masterwood Repeating Crossbow +4 vs AC (1d8)*
Space: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +2
* +1 when within 30 feet
=================================================
====================STATISTICS====================
=================================================
Abilities: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 14 (+2), Wis 18 (+4), Cha 14 (+2)
Feats (2): Point Blank Shot, Precise Shot
Skills (18): Bluff +11; Heal +9; Knowledge (local) +8; Knowledge (Nature) +6; Linguistics +8; Perception +9; Profession (sailor) +7; Spellcraft +7; Stealth +11
Class Skills (3 Ranks per Level):
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Bonus class skills: Linguistics (Without a Pass trait), Knowledge (local) (World Traveler trait)
=================================================
=================SPECIAL ABILITIES=================
=================================================
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Trait: Without a Past
Winston began his career working in the name of the Lucky Drunk as a young deck hand on a pirate ship. He earned his keep by scrubbing floors and serving food, but he was classified as a pirate and disowned by his family and hometown, where he is now a wanted man. He was always good at covering his tracks, so his crew didn't know his real mission: to learn the methods and manners of pirates, to understand how to fight and defeat them better. He also helped several captives escape the bonds of slavery during his time on the ship, though the law fails to recognize it. You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them. You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
Trait: World Traveller
Having served on dozens of vessels, Winston has visited countless foreign lands. Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
Domain: Exploration (Travel Subdomain, +10 movement speed)
Domain Power - Door Sight: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Judgment (1/day): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Lore of Escape: At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.
Hide Tracks: At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Equipment and Possessions:
Light Load: 43 lbs. or less
Medium Load: 44-86 lbs.
Heavy Load: 87-130 lbs.

1000 gp
Possessions,
Travelers Outfit, free, 5 lbs.
Leather Armor, 10 gp, 15 lbs.
Armored Kilt, 20 gp, 10 lbs.
Rapier, 20 gp, 2 lbs.
Darkwood Shield, 257 gp, 5 lbs.
Masterwork Repeating Crossbow, 400 gp, 6 lbs.
Bolts (x50), 5 gp, 5 lbs.
Dagger, 1 gp, 1 lb.
Backpack, 2 gp, 2 lbs.
Bedroll, 1 sp, 5 lbs.
Compass, 1 gp, 1/2 lb.
Flint and Steel, 1 gp, -- lbs.
Silver Flask (whiskey), 5 sp, 1/2 lb.
Healer's Kit x2 (20 uses), 100 gp, 2 lbs.
Surgeon’s Tool, 20 gp, 5 lbs.
Money Pouch, 1 gp, 1/2 lb.
14 pp, 21 gp, 4 sp

Total Weight: 64.5

Silver Crusade

Pathfinder Companion Subscriber
Rapth wrote:

Hi, I am interested in joining the campaign, but I am inexperienced at this game, and do not exactly know what the Pathfinder Society Guide is... Any help would be appreciated. If my lack of skill, in roleplaying, and this game in general will slow the game down, I understand, and will not be offended if I can not join.

Also, I was wondering how many available spots were remaining, as I won't have my character finished by the end of the night. Thanks guys.

Hi Rapth!

Please read my previous posts as they will talk about our picking process and that we are not using Pathfinder Society rules, we are just utilizing the setting and all other parts are original. So you have time to build your character and do your research. Also, if you are wanting to know more about society, you are on the right website.. Click on The Pathfinder Society logo and they should take you to where you can learn more about the setting!

Thanks!

Silver Crusade

Pathfinder Companion Subscriber
Vonzara wrote:
Kaylnn is traveling to Jalmeray to study blacksmithing and hopefully learn some different techniques. Also depending on the economy she is thinking about setting up a shop. She specializes in dwarven armor and weaponry. Kalynn accepted the trip from the society as a way to help Taldor. It is concidered a great honor for her to serve the society. Both of Kaylynn's parents and 3 brothers are members as well.

That's all sweet. Tell me more about your family? Do they have names? Are they all of the same faction as Kaylnn or has someone deserted into another faction? As for setting up a shop, it may not happen in the campaign cause you will be busy working for the society, but we can definately weave that little bit into your gameplay as well.

Lantern Lodge

Thank you. I will have my character created tomorrow in the afternoon. Thinking of making a Samurai, or perhaps Summoner. Not sure race, but I only have CRB, APG, and UC books, thanks again.

Silver Crusade

Pathfinder Companion Subscriber
garabbott wrote:
Concerning Winston

Ok-now that I see the main stat block it makes sense to me now. All those old people modifiers.. >.<

Other than that, your stats look good. Since you are rocking a strength penalty you should consider a MW Backpack which gives you a carry load of one strength higher when calculating encumbrance. That might help a little bit!

Thanks!

Silver Crusade

Pathfinder Companion Subscriber
Rapth wrote:
Thank you. I will have my character created tomorrow in the afternoon. Thinking of making a Samurai, or perhaps Summoner. Not sure race, but I only have CRB, APG, and UC books, thanks again.

Those books are totally good in building a character! So long as it's paizo, it's all good!

Lantern Lodge

I created a Gnome Summoner. I just need to select my gear, and upload it to my profile on this site, and will be finished.

Lantern Lodge

The majority of my character is created, and is on this website. I only need to add total weight, add skill ranks, create background story, and select traits. Please review my sheet to ensure everything is correct. My character information is in my profile, thank you.


Bowing out. Game on!

Sczarni

Klynn's revised backstory:
I grew up in Taldor with my parents, Durham and Hilda, and 3 brothers, Mirindir, Athos, and Decon. So from a very early age I learned how to wield a warhammer and wear armor. Once I reached the right age my father began teaching me the family craft, blacksmithing. He also taught me how to be a good merchant so I could sell the work I had completed.I specialize in dwarven armor and weaponry, which I sell in the family shop, the Iron Ring.
My three brothers are also members of the Taldoran Pathfinder Society.

Mirindir is a cleric, Athos is a paladin, and Decon is a rogue sniper. My parents are members of the Taldoran Pathfinder Society as well. Dad was a fighter back in the day with mum. My mum is one of the best merchants in Taldor due to ability to negotiate and barter. She is a tough person to fool and doesn’t take kindly to people with light fingers.

I have decided to travel to Jalmeray to study blacksmithing and hopefully learn some different techniques. Also depending on the economy she is thinking about setting up a shop. I have accepted the trip from the society as a way to help Taldor. It is considered a great honor for her to serve the society. Both of my parents and 3 brothers are members of Taldor as well.


Hello,
I would like to express my interest in this campaign. However, like Rapth, I do not have much experience with PF or PbP games (this will be my first.) If this is an issue for this campaign, just let me know. I will not be offended :D
I was thinking of building a CG half-elf rogue. Mostly a skill-monkey, with sort of a dashing swashbuckler feel (but not the archetype, I like my trapfinding too much), probably heading towards duelist prestige class.
I'll build my character either later tonight or tomorrow, and submit him then for your consideration.

Lantern Lodge

Background:
An elder man, standing a top a cliff, gazing off into the distance, as if in thought. The wind slightly blowing, the season being autumn, leaves of many different colors were blowing past his face, not breaking his gaze. The sun beating on his long white hair, the end of his long beard blowing with the wind, and leaves, tied at the end to keep it all together. His eyes were black, nothingness, suddenly, a young boy sitting atop his roof, watching the distant path through the fog, waiting for his father, and two brothers, Lark, Amakare, to return from their hunt, to feed their starving village. It was winter time, flog had settled around the small mountain village of Zigar... Though the night was clam, with a light snowfall. Down the path, and through patches of clear through the fog, reveled tiny glints of light. The young boy stood up, and studied the area further. He noticed these were not just glints of light, but steel. Weapons and armor of steel, glinting off the moonlight. He noticed there weren't a few men, but many. Marching in columns of three wide, lasting as far as the eye could see. The young boy jumped off the room, landing in the soft snow, and quickly ran inside. His father had taught him how to hunt, with bow and arrow, as well as a spear. He grabbed his bow, attached a quiver to his back, than headed out the door, heading toward the patch he had seen the mysterious men. The path was narrow, wide enough for three men. Alongside the path were mountain walls, and trees as tall as giants. <br><br> As he got closer to the path, he began hearing voices, and footsteps, the clinging of armor against the snow, horses trotting through the snow, carrying heavy loads. He still was not close enough to understand the words. The soldiers did not look familiar to the boy, they were not of his village, or any friendly village, or even the entire kingdom of Tibby. They were wearing purple and gold armor, the lead group carrying a banner of a Gold dragon, curled around its self, breathing fire... The background was purple. The boy was closer now, he was now right beside the path, and could now see the mens faces. He quickly looked over them, and quickly seen his father, the mayor of the village Flint. He was tied at the hands and neck by rope, to the reigns of a horse. With men shouting and hitting him in the back with the hilts of their swords. The boy silently followed. He was so concerned for his father, he did not realize they were now upon his village.

Am I headed in the right direction with this? I would love to finish it tonight, but I can not... Its 1:00am, and I work at 6:00am, I really must be going to sleep. Please let me know if this is heading in a good direction. Also, I do have plans for why my character has chosen the faction that he has. Thank you, I look forward to eharing from you.

Silver Crusade

Pathfinder Companion Subscriber

Hi Rapth, no worries, go and rest, as I am reviewing characters now. Check back tomorrow with information.

Osirion

If you're still looking I can level and update Nasir. Had the idea to play a belly dancer bard.

Silver Crusade

Pathfinder Companion Subscriber
Rapth wrote:
Concerning Rapth

So your background, and most of your stats are looking good.

I would advise, that this adventure will involve climbing and doing lots of STR based checks, so you might want to consider not nerfing that, especially since your character is taking the middle age penalty as well. Gnomes already get some pretty sweet features, but you can't rely on people carrying you if you get fatigued.

Silver Crusade

Pathfinder Companion Subscriber
Nasir al' Shahaadi wrote:
If you're still looking I can level and update Nasir. Had the idea to play a belly dancer bard.

I am always open to Bards, so go ahead, and update her so that I can see what she looks like at 2nd level. Be sure to read the build rules above.

Lantern Lodge

Can't I have my summon carry me? I suppose I can set my strength to ten, to not get a negative mod... Also, I had a questions about my background story.

I noticed that I was making up my own world, own town, kingdom, but the campaign takes place in a set world... Should I switch it over to Jalmeray? I found some information, on the island. But they only list three settlements, can I make my own, but within that region? Let me know, and I will change my back story accordingly thank you.

Silver Crusade

Pathfinder Companion Subscriber
Rapth wrote:
Concerning Rapth

Now technically, the answer is well yeah sure you can let your Eidolon carry you. But keep in mind, that there are things like "Dismissal" and "Banishment" out there. Also, if you are in a position where your eidolon cannot come and help (like it's beaten back to the planes, or you are knocked unconscious and you get back up.) you have to be able to do work without it. So having a 5 STR, puts you in a bad spot. Don't rely on your Eidolon to do work for you, you yourself need to be able to take care of yourself as well.

Concerning your backstory, I am feeling it, now just expand on how he becomes a Pathfinder, and why he choose to take the expediton and you will be good.

Lantern Lodge

Okay thank you. I do think I have an idea on how my character ended up at the island of Jalmeray...

I will work on the back story, hopefully get that finished tonight, than work on my character tomorrow after work. I also forgot to add initiative, and there are a few things still unfinished on his stat sheet.

Trying to hurry and get everything finished, in time for the campaign. Really interested in playing. :P


I know you have some pretty good interest in this game already but I would also love to throw my hat into the ring. When are you planning on ending the recruitment? I just came across the ad, so it will take me a little time to develop an idea and do a decent write up (probably could get something together tomorrow or Saturday).

I am thinking of doing a magus, since I've been itching to give the class a try, but need to develop a good character concept to go with the class.

+

Lantern Lodge

Magus class sounds awesome. :P I was considering choosing that class, but decided to do Summoner first. Will be good playing a campaign with a Magus, will give me a better understanding of the class.

Silver Crusade

Pathfinder Companion Subscriber

I am reposting this as we are having more people ask.

How I am choosing Players

-Timeliness in completing character and following directions

- Compatability with the remainder of the group ( I already have a Cleric of Abdar and a Necromancing Wizard from the original live campaign that didn't go off.)

- Diversity in classes- Having 5 clerics of five different faiths may not work. But I'm not against a cleric, inquisitor, paladin, and an oracle either.

- Faction Choice-I don't want there to be six Grand Lodge players, I want players who come from different walks and have different beliefs, it adds to the roleplay.

- Extent of PC development. While we are going to work on getting players into the Society Setting, they should have a good "before they were Pathfinders" story as well. I will be using this to build you adventure as we go along.

Also, because this is a PbP, and a really big expedition, I am going to be seating 7-8 players. I have two already, so that means I am seating 5 for sure, and possibly an 6th person depending on turnout. If you are not okay with this, it's okay to rescind your request to join when picking does happen

Picking will take place on August 1st, and game starts August 5th to give players time to clean up their characters.

Silver Crusade

Pathfinder Companion Subscriber
Vonzara wrote:
** spoiler omitted **

Updated backstory is much better :D


Ah dang I thought I read thoroughly and some how missed that info. Oh great and lovely GM* thank you for reposting it. I'm starting to develop a tiefling magus...something with a dark background looking for redemption maybe? I'll see what I can dream up this evening/tomorrow and will hopefully have something for you tomorrow night.

*and yes I am not above some shameless flattery or even bribery :)

+

Lantern Lodge

I think I am finished. Please let me know what you think. I made a back story of why I joined the faction, and why I had accepted the expedition. Hopefully it is good enough, it took me three days, strained my brain, and is my first background story EVER. :P Anyways, hope its good enough. Thank you.


Ok, the basics are done. I (Braingamer) still need to pick my faction and languages, as well as write my backstory. I'm somewhat new to Golarion, so I'm looking up lore as I go. For faction I was thinking of either Andoran or Shadow Lodge, so if there is a preference let me know.

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