Anxious Buyer

rpgramen's page

Goblin Squad Member. Organized Play Member. 49 posts (148 including aliases). No reviews. No lists. No wishlists. 2 aliases.


RSS


2 people marked this as a favorite.

Man. I'm about to feel SUPER old...

Mekton and Mekton Zeta. Though the Mekton creation rules were REALLY convoluted unless you had Mekton Zeta+, I loved the character creation aspect where you could play either a "Rookie" or a "Veteran" -- Veterans basically got more skills, but gained them more slowly, while Rookies had fewer skills and gained them more quickly. Also, random character generation! Very Gundam-esque in most cases, but could totally be used to emulate things like Macross or Zoids or whatever, really. Even something devoid of giant robots (though why would you do that? ;_;)

As mentioned previously, Cyberpunk 2020 is amazing. Like, wow. Anyone who's anyone is chromed, and being chromed is the way of the future! Rocker Boys, Solos, Nomads... in a lot of ways, I consider it the precursor to Shadowrun, sans magic and fantasy races. It's more... I don't know how to summarize it without linking to a million articles. Blade Runner-ish? Cyber-gangs roam the dilapidated streets, human chop-shops in the seediest corners, Megacorps rule the world, everyone's "plugged in", et cetera, et cetera. Also, this.


Super-dotting for interest! I've had this idea for a theatrical Rogue for a while, and this is the perfect chance to try and employ it! :D


Clerics, regardless of their channeling focus, are pretty boss. The Kensai Magus Archetype is something I'm not super intimate with, unfortunately, but looking at it with nothing more than a cursory glance, I'm personally not sure I'd want to sacrifice both armor and suffer diminished spellcasting for a class that's essentially all about those two things >_>

But, hey, if you've got a neat concept and think it'd be fun, then I'd say roll with it! :D


Still hashing out character ideas myself, but in the meantime, here's a handy-dandy reference to what everyone has submitted so far for anyone currently examining the thread:

Braggom, Barbarian from the Osirion Desert, by Ira kroll

Marcellano Wintrish, Warpriest of Ragathiel, by JASON RODARTE

Crushtooth, Drunken Master Sensei Monk, by Vasari

Jazmine the Hunter & Giggles the Velociraptor, by Awennydd83

Nátulcien Ar-Feiniel the Oracle,
by Paladin of Baha-who?


Derp. Dunno why I didn't notice the trait bit at the top the first time; disregard my previous edit :p

Anyway, looking hard at some sort of romanticized Taldan adventurer. Rogue seems the most obvious fit, but we'll see where that goes.


Dottity-dot. O, Mighty RNG! Don't be a Scrooge!

4d6 ⇒ (6, 5, 6, 4) = 21 - 17
4d6 ⇒ (1, 4, 1, 3) = 9 - 8
4d6 ⇒ (4, 5, 5, 6) = 20 - 16
4d6 ⇒ (3, 5, 3, 6) = 17 - 14
4d6 ⇒ (3, 3, 3, 6) = 15 - 12
4d6 ⇒ (1, 6, 2, 2) = 11 - 10

O, praise to thee, RNG! Since there's potential credit, might just play a Pathfinder or some such. Seems oddly appropriate :3

Edit: Before I forget, are we using traits? I'm assuming not, but figured I'd ask for the sake of clarity.


Indeed! Happy Turkey Genocide Day! :3


Gonna go ahead and withdraw from this here awesome campaign. I got accepted into another game, and I don't want to spread myself too thin.

Best of luck to everyone else though, as I know you guys're gonna have an awesome campaign on your hands! :D


Neato burritos! Thanks for the invite, and the super-awesome welcome! :D

I'll see about getting a profile proper up real quick so I'll be all set to go once things get a'rollin' :3


Azih wrote:

Will do crunch later, but here is the backstory and motivation for Kerk Jenkins Human Inquisitor of Pharasma and a subject of the good Professor's study.

He'll be a medium armoured THF with the Final Rest Inquisition. Motivation is a hatred for undead explained by his backstory. Melee, monster knowledge and tracking skills. Let me know what you think please.

** spoiler omitted **...

Bah! You beat me to the punch, as I had a wildly similar idea! :p

Plan B then: Investigator of the Sleepless Agency inspired by the late, great Professor Lorrimor!


After some thought, looking REEEEEAL hard at an Infiltrator + Skirmisher Ranger; less of a nature-loving hippy and more of a grim and gritty hunter of monsters. Will have that up first thing tomorrow after getting some sleep :p


All of my yes. Dotting for interest!


And so the last horse crosses the finish line :p

Charde Flaskbreaker -- Shoanti Human Ragechemist

Personality:
Stoic. Honest. Trustworthy.

Once briefly a ball of rage after the Late Unpleasantness, Charde has since cooled off, becoming a more even-handed and level-headed soul over the passing years. He's learned to control his emotions, for the most part, and in place of his misguided anger has taken up a sense of duty, dependability, and determination, even becoming quite amicable so long as folks aren't causing trouble.

For a Shoanti, Charde is a surprisingly bookish individual. On the rare occasions he's not found patrolling the streets or futzing about in the Rusty Dragon, a book often isn't far from his face. It's quite the spectacle given his physique, watching him comb through pages of some new issue of the Pathfinder Chronicler or formulaic tome with insatiably hungry eyes. It's something of a public secret that he's also keen on romance novels; one would be ill-advised to call Charde out on that, however, as he's just as quick to deny it as he is to punch you in the schnoz if you keep pushing your luck!

Albeit a bit cliche', Belor Hemlock is the closest thing to a father Charde's ever had, and the only thing remotely close to kin since his mother's passing. The man put his career on the line for the young man, and for that Charde has been infinitely grateful. Bordering on sycophancy, Charde would follow the sheriff into the fiery depths if he but asked. As far as devotion is concerned, Hemlock is only a close second, however, with Sandpoint taking precedence in terms of importance in the native's eyes. While he'd follow Hemlock anywhere, Charde would die for his hometown, a facet that borders on nigh fanaticism as safeguarding the people is his top priority... even if he isn't always on the up-and-up about legal procedures.

Appearance:
Tall, fair skinned, and sporting cleanly cut dark hair, Charde is an odd amalgam of obvious Shoanti heritage and foreign tampering. Boasting a robust physique, this young guardsman bears numerous scars from his scuffles in the city streets both with ruffians and the recent goblin incursion, wearing them like a badge of courage in the face of adversity. He carries himself with no small degree of pride and self-confidence, bearing the telltale hallmarks not of a conscripted militiaman but a genuine soldier; statuesque in pose, back straight and dark brown eyes posted vigilantly ever forward.

Often found garbed as if preparing for trouble, Charde is rarely seen without some sort of weapon whilst out on the streets of Sandpoint, most typically a spear or mace when the need for skullbashery becomes apparent. Over a suit of armor, the young Shoanti bears the uniform of Sandpoint and its sigil proudly on his chest, replete with a small cloak to complete the militaristic ensemble. His most striking piece of equipment, however, are the various flasks, tinctures, and minor explosives lined across his belt, each one a painstakingly crafted secret alchemical masterpiece brewed in the guardsman's downtime.

Backstory:
Born and raised by a single mother in Sandpoint, Charde serves as the latest and only remaining heir to a small group of enigmatic Skoan-Quah refugees whom had settled in the then minuscule town some sixty years prior. Though neither rich nor rife with renown, Charde led a humble life, following in the footsteps of his mother, Nunah, an herbalist of no small worth and a staunch Skoan traditionalist despite their ancestors' self-imposed exile. She was a both a firm, strong woman and a strict teacher, quick to curb any rebellion her boy might have once boasted; Charde was, after all, her pride and joy, but also the child she would pass all she knew on to. It was a rocky relationship, to put it lightly, but for all their strife there was also much love; as much friends as family, dedicating herself fervently to guiding Charde towards a life he could be proud of.

Forever a pivotal figure in his life, it was Nunah who taught Charde how to prepare the ancient tinctures and battle-brews the Skoan had safeguarded for centuries. It was Nunah who instilled in him a sense of purpose and pride in Sandpoint, encouraging her boy to do his part in contributing to the home they both so dearly cherished. It was Nunah who inked her son when he came of age, lining his skin with the sacred symbols of their tribe as a rite of passage into manhood. Most importantly, it was Nunah who Chopper took as his nineteenth victim; a devastating facet of Charde's life that would both define and forever haunt him for years to come.

The Late Unpleasantness and the death of his mother changed Charde. Barely into his sixteenth summer when it happened, he was still more boy than man, taking the series of events as hard as many of the other victims. He became bitter and sullen, but mostly angry; a young man adrift without a mentor, he became a hellion made manifest, lashing out against the people who might have taken him in for no reason other than to vent his frustration and sorrow at even the pettiest slight. That might have been the end of it, too, his days spent incarcerated in Magnimar or sent on his way from Sandpoint without so much as a how-do-ya-do had the newly minted Sheriff Hemlock not interceded. Whether out of sympathy or as a kindred spirit, the man took a shining to the lost lad, turning his despair around and granting him renewed fortunes.

Though he might have lost his mother, Charde gained a father figure in return, with Hemlock going above and beyond his station to secure a new lease on life for the boy. At the sheriff's behest, he acquired a position as a city guard and field medic, re-purposing his misguided angst and putting his talents to use towards something more important than wallowing in his own mire of self-pity: protecting his home, the last thing he had left to lose.

Over the course of the next half decade, Charde's admiration for Sheriff Hemlock grew immensely, as did his gratitude for all the man had done for him. While the term "lapdog" and "lackey" have been bandied about, the fact is that Charde is loyal to Belor Hemlock, admiring the man for both his honor and devotion to keeping Sandpoint safe. To make up for all he'd given him, Charde has dedicated his life towards following in the sheriff's footsteps, fervently serving and protecting his hometown. With recent events revolving around the attack on the new cathedral to Desna, Charde's endeavors have only been redoubled in an attempt to maintain law and order, as is his sworn duty.

What Does This Guy Bring to the Table?:
Though neither a conventional tank nor primary damage dealer, Charde is pretty capable of both, I think! For an Alchemist, he's really meaty, and with a sweet Strength and his Mutagens is certainly capable of dishing out some serious melee damage when needed; and it only goes up from there. Since Grenadier is off the table, a dip into Barbarian seems inevitable -- likely at level 2 -- to make him an even more vicious frontline combatant and pick up the much needed Medium Armor Proficiency and Martial Weapon Proficiency. For the most part, he'll likely remain an Alchemist through and through, taking the Ragechemist Archetype to further accentuate his melee prowess via Mutagens.

On the flipside, bombs! When picking up discoveries, Charde will likely focus on bombs that can help control the battlefield: frost bombs, smoke bombs (later stink bombs), and tanglefoot bombs are all tops on his list in order to protect the squishies. Aside from those, things that make him better at his job (that is to say, getting punched/punching things in the face) will be where the rest of those discoveries go.

Outside of combat, he's got a good smattering of skills, with Knowledges in Arcana, Local, and Nature where needed. Should the need for a trapmonkey arise, he's also got Disable Device as a class skill, though I'm not sure how I could explain where he learned to spring said traps if the need to go that route comes up :p


Dotting for tentative interest :3


Blah. I want to write up this bastard-born rogue, but just can't find the time. Doubt I'll have it done by tomorrow, so I guess I'll just bow out :(

Good luck to everyone else, though, and hope you guys have a blast! :D


Dotting for interest! Super-late currently, but I've got a spiffy idea for a bastard-born I'll be shooting your way sometime tomorrow most likely :3


Dotting for super-interest! I've never, ever, EVER been able to get into a Kingmaker game (despite my sacrifices to my dark and terrible god, Cthulhu gentle nudges IRL :p), so you've definitely got my ear.

Unfortunately, as far as getting together to bash the BBEG in real-time, that's not a likely possibility with me. I work a pretty serious series of shifts during the week, most of which involve long hours. If you're okay with this factoid, I'm still totes interested!

I'll ponder for a bit and throw something together for you sans crunch, and see how it strikes you once I've read up a bit more on the Kingmaker Player's Guide.


I know I'm super tardy to the party, but I think I've got time to whip something up. I can't make any promises for statblocks, but I promise at least a backstory and the like :)


I second Duke's sentiments. I know life can get in the way of things; sometimes that means giving up something you love in order to make time for what you need to do. If there's only one spot free, as seems to be the sentiments of the player base currently, then I'll also differ it to Hadassa if they'll have her back.

For the time being I'll keep my submission up and on the table, and would like to just add that if Hadassa is opted back into the campaign as the only addition, then there's no hard feelings! Just keep me in mind if another slot happens to become available. I've waited this long to get into a Legacy of Fire game, so I think I can wait a little longer :)


Phew! Just finished catching up on the game thread. That deadline... so close! Though a lot of this is mutable and subject to change if accepted to meet party standards, here's what I've got for Amir Al-Fairuz so far.

As far as class is concerned (if it's even relevant at this point :p), Sorcerer seems the most natural fit for Amir, likely with one of the four Genie Bloodlines (leaning strongly towards Djinni or Marid with the Seeker Archetype, personally). No fancy tricks, no PrCs, just Sorcerer all the way, baby. On the other end of the spectrum, if the group is in need of a Knowledge Monkey, then Bard. Again, no gimmicks, just a traditional Bard with all the knowledge skills. ALL THE KNOWLEDGESES!

Short & Sweet Background:
Once the heir to a tyrannical genie-blooded merchant prince of Katapesh, Amir Al-Fairuz turned his back on a life of decadence and would-be slavery to pursue a career of adventure as a member of the Pathfinder Society. With recent word having reached him in Osirion of united gnoll tribes rallying behind a flag leveraged by the legendary Carrion King himself, Amir has returned home after a decade abroad to uncover the truth and -- if necessary -- help put a stop to the foul plans set in motion before all of the Land of Trade is embroiled in turmoil.

Long & Boring Background:
Born into a life of opulent wealth that many in Katapesh would have killed for, Amir Al-Fairuz was the only child of Qadir Al-Fairuz, a shrewd and notoriously ambitious merchant prince. From the outside, it looked as if Amir had everything he wanted. He boasted a decadent home, the best tutors coin could procure, and an exclusive coterie of slaves to fulfill his every whim, he seemed pampered and spoiled to the core by a father whom had earned his fortune justly. For Amir himself, however, the tale is much different, for he was privy to things that would cast his family in a much darker light.

The truth of the matter was that his father had not earned his fortune fairly, a fact that gnawed at Amir. While he was manipulative, strict, and practically a despot, Qadir was nothing but honest to his child, if only to groom him for the future. For generations, the family had been blessed with inexplicable magic capable of performing arcane talents on a whim rather than through study. "The blood of genies is ours to command," Qadir would tell his son with the utmost authority, "and through it we can prosper." And prosper they did, with Qadir secretly exploiting his magic on his clients, using his gifts to either coerce or convince them in order to line his pockets. In time, he expected Amir to follow in his footsteps, preparing him for a life his son hadn't even agreed to lead: one of lies and treachery against his own people for personal gain.

Like a rare bird in a gilded cage, Amir became a prisoner in his own home soon after he began to manifest his own magic. Where other boys his age might have spent their days playing in the streets or out in the scrub lands just beyond the city, Amir's were spent being forced to listen to lectures from masters of economics, learning languages, and studying the arcane, all in the pursuit of something that Amir had no real interest in becoming. The harder Qadir pushed, though, the more rebellious Amir became; he began questioning his father at every turn, and had grown tired of living his life sequestered away, yearning to see more of what the world had to offer than what his inflexible father permitted. And so it was that in his fit of adolescent revolution Amir took to regularly sneaking out in the dead of night, disappearing into the streets of Katapesh's Night Markets and taverns in search of adventure.

Though he never found what he sought, he found something almost as good: stories of far-off lands from those brave men and women whom had come so far from home to distant Katapesh. But no tales compared to those of the Pathfinders and their wily misadventures. Amir became enamored by this stories and through his eyes viewed the Pathfinder Society as everything he ever wanted: the freedom to explore the world and do something good with his life. When he finally mustered the courage and told his father this, the result was predictable: Qadir accused his delinquent child of having his mind polluted by guttersnipes and vagabonds, and Amir countered that his father was a tyrant in the guise of a merchant. Heated words were exchanged, and Amir -- now nearing the end of his teenage years -- finally found the willpower to cast off the yoke his father had set upon him, accepting his disinheritance with little more than a flippant huff. And so it was that Amir took what few possessions he could call his own, hocked them for a modest sum of coin, and set off for the Grand Lodge of Absalom to become a Pathfinder, make his own fortune, and -- as an added bonus -- put as much distance between himself, his father, and Katapesh that he could.

Eight years passed, and Amir made good on his endeavors. A full-fledged member of the Society, the young Pathfinder had spent nigh on a decade scouring the lands of Avistan for artifacts, exploring ancient keeps, and otherwise exercise his freedom in ways he'd once never thought possible, all the while striving towards helping folks along the way. For the first time in a long while, Amir had achieved a level of happiness. But for all his endeavors to leave his past behind him and get on with his life, it was during a reprieve after an excavation in Osirion that troubling news surrounding the recently liberated Kelmarane reached his ears. Rumors were spreading of gnolls moving through the Brazen Peaks, the tribes amassing under a singular flag -- that of the infamous entity known as the Carrion King!

Faced with the choice of turning his back on his homeland or investigating the goings-on to discover the truth first-hand, Amir has for the first time in almost ten years returned to Katapesh to uncover the truth to these rumors. Though he's loathe to return, Katapesh is still his home, and he had to know for certain what was going on; but should there be some grain of truth to the rumors, the young Pathfinder knows that he must do whatever he can to stem the tide, lest the Land of Trade and its people be engulfed in the ensuing conflict.

Rough Personality:
Plucky. Idealistic. Free-spirited. These are all apt descriptors of Amir, a young man whom is more apt to follow his heart than his head when it comes to most matters. Though once a rebellious rabble-rouser in his youth, Amir's time amongst the Society and abroad have since tempered him, molding the boy from a stubborn brat into a well-respected and trustworthy adventurer. At his core, Amir is a simple fellow who believes that what an individual does with their life is more important than what they've gained along the way; adamant that, at the end of the day, anyone is capable of doing the right thing, yet aptly choose not to.

If ever there was a Harrow card that best described him, the Fool would undoubtedly be it. Though he boasts a sharp mind, Amir is more apt to lay out a quip or crack a joke than let on that he's somewhat well-learned. Likewise, it's behind this guise of positivity and carefree attitude that the able Pathfinder hides many of his own insecurities. He might put on a brave face, but he's not immune to fear, and though he'd never openly admit it, being scared is a fact that comes up more times than he'd like given his career choice.

Though a Kellish man by birth, one would be hard pressed to find many similarities between Amir and the locals these days. So long has he been gone from the Land of Trade that he's all but forsaken many of their customs, going so far as to nearly drop his accent entirely in favor of a more western dialect. He no longer favors the gaudy, eye-catching attire he'd once been accustomed to, and has become far more practical in his attire. Really, he may as well be a foreigner pretending to be from Katapesh than a true son at this point, often feeling more out of place now than he ever had before. Yet, after witnessing life beyond his sandy home where coin is king, nothing bothers him more now about his homeland than the act of slavery. While still popular in many parts of Golarion, Amir knows what it must be like to be bound in servitude, and as such holds a strong opposition towards slavery; the mere thought of being clapped in irons and sold on the market ruffling his feathers something fierce.

Rough Appearance:
With dark, feathery hair, soft grey eyes, defined cheekbones, and a dusky complexion, Amir might not be the toughest fellow in Katapesh, but at least he's fairly easy on the eyes! While of only modest height, the novitiate of the Society carries himself with a stature and confidence that belies in size, whilst a smile is never far from his lips. His stride is practiced and poised, rife with both purpose and the distinct gait that only those blessed with the vim and vigor of youth can attain. A motley assortment of scars and nicks from his previous escapades line his body, almost all but invisible against his lightly burnished skin.

When it comes to attire, Amir has long since given up the flashier garb that once befit his station as a scion of wealth and taste in Katapesh in lieu of more practical attire. Though his outfits frequently change given the hazardous predicaments he so often finds himself in, Amir's most current ensemble consists of a light and airy white tunic with a brown leather vest, an elaborately stitched poncho, cotton breeches replete with a lengthy red sash to hold them in place, and a pair of sturdy, well-worn boots. Though Amir is a fellow who always likes to come prepared, no item is of more significance to him than his wayfinder, the symbol of his station which he always carries in close proximity within a latched pouch at his waist.


Still catching up on the game itself, and I know the deadline's on the horizon, but I promise I'll have something up tonight or early tomorrow! :D


Expressing tentative interest. I've perused some of the game thread, but haven't read all the way through it yet. That being said, I definitely want to get a feel for the group dynamic first and foremost before I commit to this fully, as I feel integration into the story is paramount to a smooth performance.

As an aside, I've been brainstorming ideas whilst I do so. While I don't have anything concrete just yet, I think I'd like to hop on the bandwagon :p probably give a Sorcerer a whirl, with the Marid Bloodline in mind, with Arcanist a close runner-up.


Excuse my delay; having internet issues. Promise I'm still working on this campaign/characters, it's just slow going between bouts of connectivity.


Hmm... before I draw up some character ideas, any more info on the campaign itself? Starting locations? Agendas? Overall synopsis?


Updatearooni: Friday. Keep an eye out for a link here for my RotRL campaign :)


That's a pretty good idea!

Anyway, after some more thought for a character, I think I'm pretty settled on the idea of a Suli Magus (Elemental Knight); forced from Kelmarane as a young child, discovers later in life his/her latent Janni heritage, honed said talents, and when given an opportunity to reclaim his/her lost home after the passing of his/her family seizes the chance to do so. I'll probably try and do something like playing up the "mysterious" aspect of a genie-blooded individual; neither confirming nor denying their heritage and strangely innate abilities.


It's available for free in the Paizo Store. Just add it to your downloads, and read away :)


With a potential group of six to eight players, but only four other DMs, that leaves quite a bit of leeway in terms of character options. At the moment, I'm looking through the LoF Player's Guide, I find the idea of reclaiming Kelmarane as an ancestral home rather nifty. Class and race can go anywhere at my current juncture, but I'm thinking along the lines of a character with a distinct desire to see his/her home returned, and the mercenary endeavors from Garavel and Almah seem a convenient means to do so.

What little consideration I've given for character concept seem to be leaning more towards the mystical aspects of the Arabian variety: Suli Sorcerer of some kind of Genie Bloodline, or a Peri-Blooded Aasimar Divine Character - likely Cleric of Serenrae or an Oathbound Paladin.

EDIT: Oh! Alternatively, Cavalier/Bard/Battle Herald! Buffariffic without any real spells. I rather like that idea, albeit it seems semi-tricky to pull off effectively.


I'm thinking three posts per character per week minimum - not a lot, but enough to move things along should no one be able to post more than that. Likewise, I'll probably update every other day (likely Monday, Wednesday, and Friday if possible) so it's a more scheduled, plannable ordeal than just 'Oh, bunch of people posted. I should update!'

Still working on some minor things for my campaign, but it should be ready to go soon.


Well, I guess it'd come down to how focused on Thassilonian magic Zoruk is, right? I mean, is he the sorta fella that'd be willing to give up two entire lists of spells to further his knowledge of "true" Thassilonian magic?


Hrm... while I do love me some sandbox action, I'd have to cast my vote for Legacy of Fire. There's just something tantalizing about the whole "Post Genie War" deal that tickles my interest, and the fact that it's already a pre-structured adventure path seems like it'd be easier to work with given the concept of our endeavor.

But, hey, I'll defer to you on that one. If you wanna do some homebrew sandbox shenanigans, I'm all for it; flex that imagination! :D


Huzzah! Everything's looking good so far, and I'm getting pretty excited for this little experiment. Thus, I shall begin making preparations for my campaign. Best to get a head start and all that jazz! :D


Hmm, hmm, hmm... looks like there's considerable interest for RotRL and JR then. If no one has any qualms with it, I'd like a chance at running Runelords; it'd be a good opportunity for me to get my Pathfinder-oriented DM feet wet, so to speak :)


Excerpted from the other thread:

rpgramen wrote:

Counting solely the Paizo forums, I've yet to play in any campaigns here, though I've applied to about a half-dozen since my arrival. Most recently IRL, I've been a part of a Crimson Throne game (currently on hiatus) with my standard group, and am playing in a once-a-month campaign set in Golarion that has been going on now for almost six months, which is currently focusing on the acquirement of an army to defend itself from an encroaching advance from the Worldwound. Other well-known campaigns I've been through include the Tomb of Horrors, Against the Giants, World's Largest Dungeon (though we only made it halfway!), and White Plume Mountain, among numerous other homebrew campaigns hosted by my friends. I've never been the dungeon master of any of the Pathfinder scenarios or Adventure Paths, but I've run The Temple of Elemental Evil (and its sequel, Return to the Temple of Elemental Evil). My last foray as a dungeon master was for a homebrew Dark Sun campaign, which centered around the reinstatement of Rajaat back into The Hollow.

The list of things I'd like to play in are pretty broad, but chief amongst them are the Rise of the Runelords, Legacy of Fire, and Jade Regent Adventure Paths. This isn't to say I'm only interested in these two things, though I do tend to trend towards characters and campaigns that are more heroically-inclined. The classic struggle of good versus evil, saving the realm from an overwhelming doom, a sense of adventure, rescuing prince(sse)s... you know, that whole shtick. Homebrew campaigns certainly aren't out of the question, but I'd prefer if they were set in Golarion or some other setting - after all, I find it easier to research something already established (no offense!) in order to build an appropriate character.

As for running things, I've had my eye on the Legacy of Fire Adventure Path for some time, though I've also pondered the idea of running Rise of the Runelords, Jade Regent, and Kingmaker myself - though I think Kingmaker would be more tenuous than worthwhile for a slower paced game, given the numerous factors it possesses. I'm open to other homebrew ideas, but the ones I've pondered myself have been sitting on the back burner for quite a while, and I'd rather hear some suggestions from prospective players before bandying my own ideas about all willy-nilly :)

So, yeah. Still here and eager to run stuff. In addition to the above, I also wouldn't mind playing through Age of Worms, as I've heard nothing but good things about it.

Again, as for running homebrew stuff, feel free to shoot some ideas my way! If we can reach a consensus on the overall idea for the story involved, I like to think I'd be able to incorporate it into a full-fledged campaign :D

EDIT: Might be worth the time to put together some sort of master list/table for what people want to play and DM respectively to help coalesce ideas.


The more I hear about this Age of Worms deal, the greater it sounds. Unfortunately, I don't own it, so I can't even begin to contemplate running it. But it does sound neat and certifiably epic in scope!

Anyways, you're right, Fanguar; it'd be quite the pickle if one of us should just up and skedaddle without so much as a word. Unfortunately, I have no kind of validation to put people at ease as far as my endeavors to remain present for the long-term, save for my enthusiasm and willingness to at least try. I'm still interested in at least giving this idea a chance, and happy enough to run a game that accommodates the tastes of various players :)


Counting solely the Paizo forums, I've yet to play in any campaigns here, though I've applied to about a half-dozen since my arrival. Most recently IRL, I've been a part of a Crimson Throne game (currently on hiatus) with my standard group, and am playing in a once-a-month campaign set in Golarion that has been going on now for almost six months, which is currently focusing on the acquirement of an army to defend itself from an encroaching advance from the Worldwound. Other well-known campaigns I've been through include the Tomb of Horrors, Against the Giants, World's Largest Dungeon (though we only made it halfway!), and White Plume Mountain, among numerous other homebrew campaigns hosted by my friends. I've never been the dungeon master of any of the Pathfinder scenarios or Adventure Paths, but I've run The Temple of Elemental Evil (and its sequel, Return to the Temple of Elemental Evil). My last foray as a dungeon master was for a homebrew Dark Sun campaign, which centered around the reinstatement of Rajaat back into The Hollow.

The list of things I'd like to play in are pretty broad, but chief amongst them are the Rise of the Runelords, Legacy of Fire, and Jade Regent Adventure Paths. This isn't to say I'm only interested in these two things, though I do tend to trend towards characters and campaigns that are more heroically-inclined. The classic struggle of good versus evil, saving the realm from an overwhelming doom, a sense of adventure, rescuing prince(sse)s... you know, that whole shtick. Homebrew campaigns certainly aren't out of the question, but I'd prefer if they were set in Golarion or some other setting - after all, I find it easier to research something already established (no offense!) in order to build an appropriate character.

As for running things, I've had my eye on the Legacy of Fire Adventure Path for some time, though I've also pondered the idea of running Rise of the Runelords, Jade Regent, and Kingmaker myself - though I think Kingmaker would be more tenuous than worthwhile for a slower paced game, given the numerous factors it possesses. I'm open to other homebrew ideas, but the ones I've pondered myself have been sitting on the back burner for quite a while, and I'd rather hear some suggestions from prospective players before bandying my own ideas about all willy-nilly :)


If that's the case, then I guess I'm leaning more for the slower paced game. If it's a post every other day (or some such), five campaigns shouldn't be too much of an issue. As for the once-a-day multi-campaign deal, I think I could wing it, if you don't mind shorter posts of two or three sentences per update.


It might be a bit belated, but I'd like to throw my hat into the proverbial ring herein. My luck with getting into games has been less than stellar, but I have been itching to do some DMing in lieu of that. This is certainly an interesting concept, and if nothing else I'd be willing to give it a whirl!

So, hey, yeah! Two birds, one stone and all that. While I own most of the APs thanks to our local gaming group, I haven't yet finished any of them; our Crimson Throne game now taking a prolonged hiatus due to various family-oriented reasons. My only schism might be that if I were to take up the DM mantle and assume the role of a player simultaneously, I'd likely only be able to play in two rather than the gregarious remainder thereof; three is a possibility, but I'd be lying if I didn't think that would be stretching it for me since I tend to get a little wordy with my posts. But still, if none of that's a qualm for anyone, then marvelous! Sign me up; I have no problem with a post a day or so nor a post a week - so long as it moves along, I'm confident I can commit; at least for the next foreseeable six months.

That all being said, I'm certainly open to ideas on what to run! If it's an Adventure Path (sans Skull & Shackles or Shattered Star, since I don't completely own either), I'm more than happy to oblige in that regard. If it's homebrew, know that I welcome my brain being bombarded by interesting concepts, and eagerly await a chance to flex my storytelling muscles. As far as the player-side of things, I, too, would like a chance to get through at least one of the APs; my preferences lying between Rise of the Runelords and the Jade Regent.


Noting interest!


Figured I'd try and get a quick list of applicants up, in case people are still working on stuff and haven't read through all the great characters so far:

Characters:
Akido Kaijutsu, Tien Human Two-Weapon Fighter
Aloria Adu, Gnome Cleric of Desna
Andrezi Teskarova, Varisian Human Fighter
Borem Falnotas, Halfling Summoner
Brandon Harcroft, Varisian Human Alchemist
Bref, Human Arcane Duelist/Sound Striker Bard
Bruden Valdemar, Human Cavalier
Caerwyn Callandriil, Half-Elf Scout Rogue
Dorvren, Human Chameleon Rogue
Emerald Castrovei, Musetouched Aasimar Starsoul Bloodline Tattooed Sorcerer
Engir Wolfeye, Ulfen Human Fighter
G'aerth the Idyll, Human Cleric of Cayden Cailean
Hijiro Hakamura, Kitsune Ninja
Hiro Takeshi, Tian-Min Human Sword Saint Samurai
Ikoma Gohei, Tian-Xa Human Samurai
Ikshu the Fire Bringer, Shoanti Human Cleric
Iozif Henricson, Half-Orc Ranger
Jeihachi Kaijitsu, Tian-Shu Human Draconic Bloodline Sorcerer
John Lo, Aasimar Musket Master Gunslinger
John Johanna, Aasimar Inquisitor
Kynira Andosana, Half-Elf Druid
Lou Kasuri, Human Drunken Master/Many Styles Monk
Mamoru Onitora, Half-Ogre Sword Saint Samurai
Marcus Adarian, Human Cavalier
Nikitarik, Gnome Summoner (I think...)
Osgar Mvashti, Half-Orc Alchemist
Poxymoron, Human Fighter
Rascaliron the Begger King, Human Oracle
Rellen Marn, Human Paladin
Salty McGinty, Human Knife-Master Rogue
Spindle, Gnome Animal Speaker/Dawnflower Dervish Bard
Thaster the Golden, Human Diviner
Xadia Nakamura, Elven Inquisitor

My goodness that's a lot of applications O_O


Likewise on the crossing of fingers. It's gonna be a hard choice for poor Singer given all the awesome applications put in here. If Andrezi isn't picked up, I'd like to take this time to preemptively congratulate everyone who makes it in! Similarly, I'd like to congratulate everyone who finished a submission for this campaign, as I've thoroughly enjoyed reading through all of them. No doubt it'll be a great game for everyone involved :D


Aha! Still extremely interested; just didn't have time to meet the deadline for your Shattered Star game! I've got a character ready to go who didn't make the cut in the last recruitment; I'm extremely excited to at least try and weasel him into this one once I get him squared away :)


Likewise! There are so many great applications, I've no doubt it'll be a tough decision on Haldhin's part. If I don't make it in, I'd like to congratulate you guys on whipping up some very interesting characters, and hope that you guys and gals'll have as fantastic a time playing them as I did reading through them :D


Just an update: letting you know I'm still interested and working on a character, but I've been reading through the thread and trying to catch up with what has already transpired. I should have something for you here shortly, as the groundwork is mostly done. It's just the background that needs doing.


Hmm... looking at submitting a Fighter, if it's not too late. Are the Luck Feats/Hero Points in use? I have this odd idea for a character who almost solely relies on good fortune to see him/her through the toughest of times. In lieu of that idea, then good ol' Tanky McTankpants!


Alrighty! Suli Inquisitor it is! Now, let's see... archetypes...

Vanilla, Heretic, Infiltrator, Sin Eater.


I'd like to express interest in this, if it's not too late! I'm feelin' particularly conflicted for ideas, but I'm sure I'll drum up something here soon :)

EDIT: Actually, y'know what? Let's do that whole random generation deal. My only request is that I'd like to not roll randomly for a gender; I'd just prefer a choice therein, if it's not too much to ask. Beyond that, I'm honestly willing to play whatever those fickle dice gods give me :D

So, let's see, let's see... something I haven't played yet...

Assault: Fighter, Monk
Skilled: Inquisitor, Rogue
Divine: Cleric, Ranger
Arcane: Alchemist, Sorcerer

Races: Aasimar, Half-Elf, Human, Suli


I second this notion. I don't think I'll have this submission done before tonight, but I hope you guys have a blast! :D


Hi! I'm both pretty new to the forums as well as pretty new to PbP, but I'd like to express my interest in taking part in your game. I'm not wholly committed to a concept just yet, but I am exploring concepts. I'm sure I'll have something for you in no time :)