Recruiting / Interest Check - Pathfinder Savage Tide Campaign


Gamer Connection


So I'm thinking I am going to dive into trying my hand at GMing a PbP game. I've been GMing IRL for something like 8 years, but have only recently discovered the world of PbP games. I have quite a bit of free time available for posting in these so I figured I'd see what kind of interest I can drum up for a game. Here's what I'm looking for:

Four players
Regular posting schedules

25 pt point-buy
Standard character creation rules
Any official Paizo supplements (Core, APG, Companion books, etc)
Consideration of some 3.5 feats and spells per my approval
Set in Golarian starting out in Bloodcove

Also for those not in the know, Savage Tide is a seafaring campaign that focuses on lots of swashbuckling action and exploration so watch out for that.

If you're interested, post here and feel free to put together some characters. After I get some responses, I'll pick a crew and post a couple of threads in the main and discussion forums.

Dark Archive

I am definitely interested in this campaign. I wanted to play it when it was in the magazines and feared there wouldn't be another chance. I will post a couple of character ideas over the course of today as I am at work.


Also interested. I'm looking for some inspiration for an aquatic-themed swashbuckler homebrew I'm on the verge of writing, never read Savage Tide so I wouldn't have any spoilers, but it might give me some good ideas. Right now, what with the holidays, I'm very busy, but in about 4-5 days I will be back up to posting speed with probably multiple times per day.


Pathfinder Adventure Subscriber

Love to play a druid in this campaign....

Liberty's Edge

I'd love to play in this campaign myself, I started to play in it in RL once, but we only made it through about half of the first adventure before the DM had to drop the game.

I'm a frequent poster(way too close to being 'always on') so I don't think posting schedule will be a problem, whatever it is.

The two characters I have really been wanting to play recently are either a summoner or an oracle of lore, I could really enjoy either depending on what the rest of the party is and needs.

I wanted to throw my hat in the ring now, but I will try and get some backgrounds whipped up for both the characters either tonight or tomorrow morning, depending on just how busy I end up being. That way either one could be ready to go in case I am picked to be in.


Like Tarlane, I only got to dip my toe into the first part of the first adventure.

I would love to run a water elementalist focused wizard. I will stat him up tomrrow, along with the backstory.


Posting to show interest.

I am, however, already IN a Savage Tide game, so will be more than happy just to watch. =)

Dark Archive

drayen wrote:
I am definitely interested in this campaign. I wanted to play it when it was in the magazines and feared there wouldn't be another chance. I will post a couple of character ideas over the course of today as I am at work.

I have a few character ideas. I am partial to trying out a gillman (Pathfinder Chronicles: Guide to Absalom); where else would an amphibious race fit so well? There are so many great choices for classes especially with the archetypes in the APG. Here are three that I think would be fun and very useful to the party, in order by their level of contribution and how they stand apart from the concepts of others:

Gillman Sea Singer (bard)- Taught the traditions of merfolk, nairid, and to a lesser extent, the sirens, his songs steady nerves and renew energy, calm rough waters, conjure up winds in the midst of doldrums, and bend storms to his will. His home is in the ocean while his heart is in the wind.

Gillman cleric of Gozreh (Oceans and Winds sub-domains)- A devotee of nature blue; his twin domains of the oceans deep and high skies mirroring his soul.

Gillman sorcerer (aquatic bloodline) - A paragon of his people's affinity for water, he calls the creatures of the deep to do his bidding and can even summon up the ocean itself to obey his will.


DM, this post is Gerald's Water Elementalist Wizard for consideration.

I did not select traits, and I did not know for sure how much gold we would be starting with. If you want these included, let me know.

Thanks.


There is also the more 'normal 'Aquatic Elf' from the SRD, which with some of the new traits and feats also gains a 'fresh' look.

*bows*

Am just waiting to see who the DM chooses. Am quite happy to wait in the wings as an NPC character to take the place of any 'fallen' who might happen along the way. By which I mean players who's Real Life causes them troubles.

*bows again*


I am definitely interested in joining up for this campaign. I am thinking of playing either a rogue or a fighter. Either way, he would be a trained sailor who would happen to be in port at the time.


My poor European, sleeping-until-just-now self hopes the character selection isn't a first-come-first-serve, and would definitely like to participate!

I'll take a look at the Player's Guide for that AP once I'm back from work (so in about 10 hours) and opt to post my character concept then.

(And I can definitely commit to a regular posting schedule -- hell, I can do a couple each day, even, if it's active enough to do so.)


Ugly and unkempt, Asfer has fallen on hard times. He reached the not-so-safe haven of Bloodcove only six short months ago. Since then the half-elf has tried several jobs and made various contacts among the underbelly of the port. He even acted bodyguard, lookout then porter all in the same week. Unfortunately Asfer has also spent a couple of occasions in jail for minor offenses like theft or unpaid bar bills.
But whatever wealth he gets, Asfer finds it runs like water through his hands. This makes the warrior all the more greedy for more. He only has one friend, someone that he trusts and that is...pick suitable other PC

Asfer will be a warrior of some kind, depending on the makeup of the party, maybe a fighter or possibly a barbarian or preferably ranger.


*Bows* I introduce Desvartes.

A work as of yet incomplete since I too await others first turn at the tilt of character creation. Though perhaps a Dex based fighter? or the 'Swashbuckler' from the APG?

Until things gel further. *Bows*


I am very interested in playing.

I'd like to play a female Mwangi(Zenj) cleric of Gozreh by the name of Yejide. She was born in a very patriarchial animist village and badly beaten when she refused the norms her village imposed on women.

However she encountered a travelling cleric of Gozreh in the jungle one day when she tried to run from home. This lone woman took the bruise covered child and trained her as a cleric aswell until leaving her to find her own path.

Yejide doesn't beleive that the jungle is where she will find a connection with Gozreh and has travelled to the coast and Bloodcove seeking to find the voice of the Wind and Waves, and if she can spread it to others.


I am very interested in this one as well. When do you expect to make your choices? I'll work up a character option or two for your consideration.

Thanks!
mob


Wow, I'm pleasantly surprised to see so much repsonse! I'll give until Monday to make a decision. Having never run one of these before I'm kind of leaning towards giving priority to the first four people that posted so if all of them are able to put together characters by Monday and it ends up being a group that fits well together, we'll probably run with that. However, if not all of them post characters by then or they don't fit well, I'll run down the list in post-order to determine who gets in. Of course if someone else posts something really impressive they may get a bump up the list ;)

As for Aquatic races, while there is definitely plenty of water going on around this adventure path, very little of it actually takes place underseas. If people are still set on making Aquatic PCs, I'd allow Gillmen (Aquatic Humans) and Aquatic Elves using THIS template and allowing the character to be amphibious (the -10 ft land speed is pretty balancing I'd say). Keep in mind that neither Gillmen nor Aquatic Elves (which get a little blurb in Elves of Golarian if I recall) are native to this region, so you'll want to have a pretty good backstory on how you got here.

Also, one additional piece of backstory I'll need from everyone for this campaign is a recent event in your character's life that marks them as an adventurer. It can be something that they did or something that happened to them that got their name in the proverbial paper and may have attracted the attention of a person who may be looking for adventurious folk.

EDIT: Also, gold would be standard (so average for your class) and traits would be standard as well (so two of em)


Man, curse my Europeanness, I missed the 'first come first serve' first four by exactly one.

Well then. I'm thinking ... Bard! I'll write up the proper concept to go along with it soon, but I'm thinking a sea-faring bard who is/was more or less the morale officer on board. Wieldin' whips and throwing nets.

Bard Stats:

BARD CR 1/2
Male Half-Elf Bard 1
CN Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+3 armor, +1 shield, +1 Dex)
hp 11 (1d8+2)
Fort +2, Ref +3, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Net +2 () and
. . Shortsword +2 (1d6+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2) and
. . Whip +2 (1d3+2/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +2 melee touch, +1 ranged touch):
1 (2/day) Charm Person (DC 15), Grease (DC 15)
0 (at will) Dancing Lights, Ghost Sound (DC 14), Detect Magic, Read Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Bard Weapon Proficiencies, Lingering Performance
Traits Charming, River Rat (marsh or river)
Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -1, Knowledge: Arcana +7, Knowledge: Dungeoneering +3, Perception +5, Perform: Comedy +8, Perform: Dance +8, Perform: Oratory +8, Profession: Sailor +3, Ride -1, Spellcraft +6, Stealth -1, Swim +5
Languages Common, Elven, Polyglot, Varisian
SQ Arcane Training, Bardic Knowledge +1 (Ex), Elf Blood
Combat Gear Net (2), Whip, Shortsword, Buckler, Studded Leather; Other Gear Backpack (1 @ 10 lbs), Caltrops, Chalk, 1 piece (3), Fishhook, Flint and steel, Pouch, belt (6 @ 0.92 lbs), Rope, hempen (50 ft.), String (50')
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually attracted to you.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


*Bows* I am more than happy to 'Sit in the benches' as it were.

All the very best to those who are the front line players. =)


Hey DM, finished everything up for the elemental water wizard. Everything you need should be under spoiler tags in my profile. If you need anything let me know. Thanks.


Here is drayen's character. I took what you said about the campaign not being underwater and left the amphibious gillman behind. Keeping the theme, I decided to go with a Mordant Spire elf. I took the alternate racial feature, Spirit of the Waters, and the regional trait, Mordant Heritage, to reflect his subrace. As we have someone with a fleshed out water elementalist wizard, the sorcerer seemed redundant. Based on the next three posters after me, one said they were thinking druid, so I left the cleric and decided upon the Sea Singer (bard).

You'll find my background and stats in the character profile. I hope you find this character to be what you're looking for to complement the party.


I'll be using this picture for my Bard, incidentally, should she be accepted. (Von Doom here.)

Character background will be coming up ... tomorrow. Already 1 AM 'round these parts.

Edit: Oh, so the first responder (drayen) made a Bard, too. Chances for me being accepted ... radidly declining. Curses.


Nimwi wrote:
Bard

Bard looks good and as you were the first poster you're pretty much in.

Uraisa Ellsworth wrote:
Wizard

Wizard looks good. Technically you were fifth to post, but you put together your character really quickly and it looks great so I'm leaning towards you getting a spot.

Desvartes wrote:
Fighter

A fighter would be nice. You mentioned that you're already playing in Savage Tide though so I'm tempted to give someone else who hasn't had a chance to experience it yet the chance. We shall see though. I appreciate the initiative either way :)

Von Doom wrote:
Bard

Two Bards probably would be a little much. We'll see what happens though as Monday approaches.

Everyone Else wrote:
Stuff

I'm going to reserve further comments until I see more characters posted. For the first-comers who haven't posted anything yet though, it looks like this prospective party could use a Fighter type and maybe something Healy.

Liberty's Edge

I've been watching the thread since my original post, though I haven't had enough time to read all the way through the ST players guide and write up a full background yet. Since it looks like most of those higher up in the thread have other ideas, I'll probably lean towards my oracle though I might still make both just in case the summoner is preferred(I like making characters).

I'll have them done tonight, I just wanted to make sure you knew my interest was still there.


Tarlane wrote:

I've been watching the thread since my original post, though I haven't had enough time to read all the way through the ST players guide and write up a full background yet. Since it looks like most of those higher up in the thread have other ideas, I'll probably lean towards my oracle though I might still make both just in case the summoner is preferred(I like making characters).

I'll have them done tonight, I just wanted to make sure you knew my interest was still there.

Sounds good. If you made the Oracle and someone else made something Fightery that would make a pretty good party in my opinion with the Bard and the Wizard.


Pathfinder Adventure Subscriber

Here is the basic sheet for Lilly the 1/2 Orc, Female, Druid. Lilly was born on an island somewhere off the coast, and captured recently by a slave ship. The slave ship crashed on the rocks, near the starting point and Lilly made her way to the shore. Her faithful pet Smiley followed her all the way, and is very happy to be back with her. More to follow when characters are finalized.

Character Sheet.

Spoiler:

LILLY CR 1/2
Female Half-Orc Druid (Aquatic Druid) 1
NG Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+2 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +5, Ref +3, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Knife, Switchblade +1 (1d4+1/19-20/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Shield, Heavy Wooden -3 (1d4+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +2 (1d4+1/20/x2)
Druid (Aquatic Druid) Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Magic Stone, Cure Light Wounds (DC 14)
0 (at will) Purify Food and Drink (DC 13), Create Water, Know Direction
--------------------
STATISTICS
--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Druid Weapon Proficiencies, Point Blank Shot
Traits Artifact Hunter (Mwangi Expanse): Knowledge: Geography, Deadeye
Skills Acrobatics +1, Climb +0, Escape Artist +0, Fly +0, Handle Animal +6, Heal +7, Knowledge: Nature +7, Perception +9, Ride +0, Stealth +0, Survival +9, Swim +3
Languages Common, Druidic, Giant, Orc
SQ Animal Companion Link (Ex), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +3 (Ex)
Combat Gear Knife, Switchblade, Scimitar, Shortspear, Sling, Leather, Shield, Heavy Wooden;
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Artifact Hunter (Mwangi Expanse): Knowledge: Geography +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


Desvartes is all good for being a Fighter...at least for the first level. =)

His weapon, the traits that compliment said weapon should make him a descent combatant.

Since I'm happy to wait in line only Des' back ground and barest of sketches of stuff have been finished. *Bows*


This is markofbane. Even though I know I'm lower on the response list, I still wanted to put Dantes forward as a candidate. His background is in his profile.

While he is a ranger at 1st level (reflecting his time as a huntsman in the north as well as the time he has studied human behavior while training for dueling) for the rest of his progression past that I was looking at the Fighter class with the Free Hand Fighter archtype.

While I haven't read or played in this AP, I've heard great things about it and would love to participate.

The Exchange

It looks like I may have a shot so here goes - Asfer the half-elf ranger. He will be a switch-hitter taking archery as ranger feats and greatsword related general feats.

Asfer hates humans, not just any humans but greedy slavers in particular. Caught out in the open as a youngster, he has been chained to a slaver ship rowing for years. Long enough to grow a burning hatred of their piracy and lack of honour. His last ship's captain was forced to run aground by the forces of a major power. He strangled the drum guard, and used his keys to free himself and several others before they drowned. Since then the one-time carefree native has become a cunning hunter seeking the worst of pirates and their evil. A little crazed by his inner anger, the ranger has infiltrated one gangs of thugs suffocating the sleeping leader on a bag of gold. Not quite satisfied, Asfer is looking for the next target.

Neutral due to single-minded attitude to greed and theft, he believes in law and order but not in the ability of the militia and forces of order to prevail against those that act with unbridled aggression and no morals. And the weak may inherit the earth, but without the likes of Asfer to protect them and take out the worst mortal parasites, that day will be a long way off. Goodness may be something his friend X professes but the half-elf trusts his sword more.

If selected I'll fill in the alias profile along those lines. Posting is not an issue because I am running two games and playing in three others. Savage Tide is something I have always wanted to play in and the possibility of playing with scranford (great roleplayer) is too good to pass up.

Cheers and good luck to all of us


scranford wrote:
Druid

Druid looks good. Out of curiousity, what kind of animal is your companion? I didn't see that mentioned, but I could be blind.

Dantes wrote:
Ranger/Fighter

Fighter looks good. Though you are a little lower down the post list, I'll definitely keep him in mind.

Asfer wrote:
Ranger

Ranger looks good. I could see your background and scranford's mixing together well since you were both slaves at one point or another, especially since your background involves knowing another character.

Everyone else wrote:
Stuff

I've got a pretty good idea of what I'm leaning towards at the moment, but keep posting characters and I'll give my final word soon. I might try to get on this weekend to check stuff, but I'll probably be busy with New Years tonight, recovering from New Years tomorrow, and running my IRL Rise of the Runelords game most of the day on Sunday (For those familiar with the campaign, the players are in the middle of the Fortress of the Stone Giants and about to confront Mokmurian - I'm pretty pumped to see what happens!)


Pathfinder Adventure Subscriber

Whoops sorry. I forgot HL lists the Animal Companion as a separate sheet.

Dimorphodon.


Von Doom here. I gave my Bard a name. Whoo!

Lyra Nejera

History:

Lyra is the result of a rather peculiar union. One of her parents was a pirate captain, the other an elf taken captive in a raid. The captain was her mother, Marissa Nejera, who had taken a liking to the young elf who was to be her father. After a brief romance she unceremoniously dumped him figuratively and literally the next time they reached land, only to discover sometime later that he had left her with something far more permanent: a child. Lyra.

Being both pregnant and a pirate captain doesn't go well in hand, and so the next time her ship landed in Bloodcove, Marissa opted to share the loot and use it to buy a tavern for herself. She had wanted to retire soon and her pregnancy only speeded up matters.

Under the rather firm but loving care of her mother, Lyra grew up amongst rogues and pirates and was quick to adopt a rather roguish attitude herself even as a young child, often caught stealing or sneaking around -- despite her elfish ancestry, she never proved too good at staying out of the spotlight. She was very adept at making friends, however, and always had two or three other little rapscallions following her lead.

As she grew up to reach puberty, she began showing an interest in dancing, and everyone knew that she was not only a master of telling grand tales, but also at amusing mockery -- which often earned her the ire of young suitors who she ridiculed to no end, at least until she grew interested in boys herself -- then she only did so after dumping them.

Her mother had married another human, a merchant by the name of Marco, four years ago, but he and Lyra never really grew close, especially as Marissa died of sickness two years into the relationship. Marco took her last name and now runs her tavern, the 'Pirate Queen'. People who mock him because of the name are rare and usually new arrivals, as the regular bar crowd is quick to show their disapproval and beat up any dissenters.

Lyra herself now find herself at a bit of a conundrum -- she can earn some spending money with her dancing and tales, and she has learned a rather peculiar fighting style from her mother that employs a whip and nets, but she doesn't really have any direction in life just yet. She is hoping to board a ship herself soon, having learned most of the necessities over the years from her mother.

Personality:

Lyra is a rogue through and through: charming, witty and sly. While she isn't exactly vulgar, she certainly is no fine lady and due to her easy demeanor she tends to be popular among her peers -- though her impish smile and good looks may help with that, too.

She is rather selfish, motivated primarily by things to her own benefit or money, though she is usually willing to make exceptions for good friends - after all, if you're too busy being hung up about yourself all the money in the world won't buy you any comrades. But to see Lyra help a stranger is a rare sight, and one may well suspect that she has rather un-altruistic reasons to do so.


smashthedean wrote:
Ranger looks good. I could see your background and scranford's mixing together well since you were both slaves at one point or another, especially since your background involves knowing another character.

That would actually make three of us who have been slaves. :)


Slave city in here! :P

Liberty's Edge

Alright, just wanted to give an apology. Somehow the quick summary I was trying to write for my background turned into a novel as I started detailing how his curse happened and where some of his powers came from, so I'm sorry this is so wordy. Also, I don't know a whole lot about Mwangi, mostly just what I was able to pick up off the wiki about Mwangi and Blood Cove so I didn't detail experiences there too much. If you feel I mixed something up or some details about the area would fit better with the character, let me know and I'll adjust it.

Thanks

Background

Spoiler:
Lerith is older than most new adventurers, already in his early 30s, though to be fair his youth was its own kind of adventure. Born to a family of inner sea merchants, Lerith was always a strange child and had an imaginary friend from before he could speak, he would often stare off where no one was and laugh and chatter. His parents saw this as a sign of intelligence and imagination at such an early age and were proud of it at first, though that pride turned to concern as he grew into a young child and began to act out, blaming smashed items, frightened animals and odd noises on that friend no one else can see.

Before his tenth birthday these outburts had already begun to cause trouble for Lerith's parents business, potential customers would often hear rude shouts or have things thrown at them from the ship while his father was trying to conduct business and soon a reputation had built that caused profits to massively drop off at all the ports they would normally berth. Never intended to be overheard, one night he caught his parents talking, heard them discussing just what they should do about things since they couldn't maintain their business. The idea of surrendering him to one of the churches was quickly discarded, even with all the troubles his parents still loved him, but they needed to do something. It was eventually decided that it would be best to try and set up a trade route at Sargava and some of the frontier towns in the Mwangi Expanse where trade was beginning to flourish. The people their didn't know anything of their reputation and the locals' belief in spirits may even help them to be understanding about their son.

When Lerith returned to bed that night he made a pledge to himself, his parents were ready to give up their known lives to continue to look after him, he would be a burden on them no longer. He knew that there really was something there, he wasn't just pretending, but he would learn to control it. During the long trip across the sea to Mwangi he grew up quite a bit, maybe not in body but emotionally. He gained focus and became more introspective as he looked to himself to try and learn what this spirit wanted with him. He began to meditate, trying to use it almost as a communion with this force to make peace with it. His real breakthrough came when he tried to dig into some of the books that were part of the goods being transported, looking to see if there were any further ideas in the legends within about ways to deal with spirits. As he read he found that things had actually grown quiet.

It was through such studies that Lerith finally made a peace of sorts with whatever it was that haunted him. The being must have been a scholar in its life, it loved books and all sorts of knowledge. Lerith himself was an intelligent boy, but he had taken after his father and prefered the art of the bargain, of sizing up your opposistion and talking your way through them before they knew their own thoughts. Still, when he shared new knowledge with the spirit it seemed ready to return the favor and more, sharing its own lore with him in times of need and he could swear that he could hear its voice warning him when there was danger nearby.

His parents didn't know what happened, but they simply decided that he had matured during his trip because it was what they wanted to believe. It seemed he had become taken with books though he did still seem to pull odd pranks in more stressful situations that was at oods with his more serious meign. Still, with his new found focus the business in the new country was able to flourish and the son even began to help his father in deals, showing his natural talent with words.

When he was old enough, his father had a surprise for him. Having seen how interested Lerith had becoming in his studies and having the trading business doing so well now it was decided that he could be sent to school in Oppara. This was a confusing time of Lerith's life, but quickly became an experience he treasured as he built many important skills, not all of those related to his education. The constant influx of knowledge kept the spirit that followed him peaceful, even helpful, giving his words a new type of power that he began to try and explore. Never having much talent for fencing, Lerith won multiple duels in his more combative courses by bringing his blade to the challenger's and murmering for them to drop their sword only to have the spirits power flow through him and find they did just that.

The spells the spirit provided him weren't the only ways that Lerith found his voice at this time. Even with the newly found assistance it would provide him as he fed it knowledge, the ghostly form's power still was not always fully controlled. Never as destructive as it once was when he was a unfocused youth, small items would still occasionaly swirl around him as if a gust of wind had picked up or fly off to the side when he tried to pick them up. These oddities led to him building on his merchant's abilities to talk fast, distract from little things and play off the oddities. He found himself popular among the other students and his time at university was among the best of his life. Still eventually his schooling had to come to an end.

Realizing that going back to his life as a merchant would only lead to him losing some of the control he had begun to built through his studies he spent time looking for ways to continue them. He passed through several churches, trying to learn their dogma, knowing that many of their clerics held powers similar to his. He never felt the touch of the gods though and knowing that his powers came from somewhere else the other clerics never were very accepting though he did find an appreciation for those in the church of Nethys and their search for further knowledge.

It was during his time there that he met some adventurers, explorers planning on going to Mwangi and looking for maps of the area. When they spoke of how they hoped to find some of the ancient ruins and learn mysteries of the past he realized how he could keep always building his knowledge. He told the men he had grown in Mwangi, new some of the area and could speak polyglot and they quickly hired him on. During the trip back to Mwangi he took the time to study up on the local events in the years since he left and learn the maps of the surrounding regions in order to be prepared.

Unfortunately the expedition itself went bad, he was able to map out where the ruins correctly and the group found them, but as their studies some of the natives came upon them. It was sacred ground and they were taken prisoner, to be killed. While the others prepared for their death, Lerith tried to speak to the chief, putting some of his talents to the test. It took a great deal of talking, but eventually he was able to explain that they came in reverence of the ancestors and sought to learn of them rather than desecrate the shrine. Eventually they were released on the promise that they never return to that sacred ground.

Falling back to the large settlement of BloodCove, the others were through with the adventuring life, the near death experience was enough to leave them ready to retreat home. It left the opposite impression on Lerith however, he could learn his limits and help them grow even beyond the things he can discover in the studies. The life of an explorer was what he was made for. That the others talked often of how he saved them from the tribe in the days before they were able to get a ship to return to Taldor could only help him in finding a new group of adventurers to make his way with. It seemed at last he was home.

Character

Spoiler:
Lerith CR 1/2
Male Human Oracle 1
NN Medium Humanoid (Human)
Init +0; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 14. . (+3 armor, +1 shield, +5 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +3
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Morningstar +0 (1d8/20/x2) and
. . Shield, Light Wooden -4 (1d3/20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Oracle Spells Known (CL 1, +0 melee touch, +0 ranged touch):
1 (5/day) Command (DC 16), Cure Light Wounds (DC 16), Liberating Command
0 (at will) Detect Poison, Read Magic, Light, Ghost Sound (DC 15), Detect Magic, Mage Hand
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 10, Int 14, Wis 13, Cha 20
Base Atk +0; CMB +0; CMD 10
Feats Combat Casting, Extra Revelation
Traits Fast-Talker, Power of Suggestion
Skills Acrobatics -2, Bluff +10, Climb -2, Diplomacy +9, Escape Artist -2, Fly -2, Knowledge: Arcana +9, Knowledge: Geography +9, Knowledge: History +9, Knowledge: Local +9, Knowledge: Religion +9, Knowledge: The Planes +9, Ride -2, Stealth -2, Swim -2 Modifiers Lore Keeper
Languages Common, Draconic, Polyglot
Combat Gear Studded Leather, Dagger, Morningstar, Dagger, Shield, Light Wooden; Other Gear Backpack (empty), Flint and steel, Ink (1 oz. vial, black), Inkpen, Lantern, bullseye waterproof, Oil (1-pint flask) (2), Paper (sheet) (5), Rations, trail (per day) (5), Rope, silk (50 ft.), Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Lore Keeper (Ex) Knowledge Skills become CHA-based.

I'll make an alias for the character if I am picked to be in the game.


Asfer's profile is beginning to take shape. Just in case...

Cheers


Happy New Year dudes and possibly dudettes.

I've decided that my mind is pretty made up on the party so I'm just going to go ahead and announce it now so that everyone can have profiles ready to start next week.

The party for my Savage Tide campaign is...

Party Member 1:
Nimwi: Elf Bard, played by drayen

Party Member 2:
Uraisa Ellsworth: Human Wizard, played by Gerald

Party Member 3:
Lilly: Half Orc Druid, played by scranford

Party Member 4:
Asfer: Half Elf Ranger, played by French Wolf

And there we have it... or do we? Actually, no. I decided that there were too many good characters to choose just four. So, the final member of the party is...

Party Member 5:
Lerith: Human Oracle, played by Tarlane

Thanks everyone for making characters and to anyone who didn't get in, there's a fair chance that I may start up another game at some point in the future depending on how much of my time this one takes to run and I will definitely give anyone who got passed over in this game special consideration. Also if anyone drops from this game, I'll be using this thread to hunt for replacements and you all will be at the top of that list.

HERE is a link to the OOC Discussion thread I just started so everyone can go ahead and post in there with their completed profiles and we can get ready to roll. Thanks again everyone!


Ah, darn it, this one looked really interesting, too. But it's not entirely unexpected, what with the first poster ultimately also going for a bard and all. I hope it works out well and is a lot of fun, nevertheless!


*Bows* Congratulations to those who's adventure is starting. I'll watch and cheer from the side lines. =)


Congrats to who got in!


Hi Smathedean,

I have played dnd on and off for about 30 years. I use to DM a group (2nd edition) in college every week for two years about 15 years ago. I have played a lot of 3rd edition with my son the last 10 years, but I would like to try a hand at PBP. I am familiar with 3.5, but I am now learning the changes to Pathfinder. I am completely new to PBP and how this even works, but this looks like a lot of fun. If you have room in your campaign, let me know. I can be flexible with what character I could play. I like the changes I am seeing with the cleric and his channelling abilities, but I also have an interest in playing a gnome sorcerer. Here is his background that I made up.

Solaruffikus Poshmont, known to his friends as Sol is the son of Grumble “the humble” Poshmont a famous merchant and owner of the Poshmont Trading Company. Sol was raised by his father to be a frugal merchant and to find the best deals in all the land. The Poshmont family prides themselves in their skill of haggling and they take great delight in practically robbing their customers while keeping them happy and grateful for doing business with the family. Although he was an excellent merchant, Sol grew in conflict as he began to discover the influence of his celestial bloodline, and began to question whether the merchant life was meant for him. One day, a particular transaction went sour in a trade with a hobgoblin clan known as the Durnok. In their anger they sacked and burned down the Poshmont Trading House. The Poshmonts were bankrupt from that day forward and Solaruffikus has vowed to pusue his celestial heritage and develop his arcane arts, never to let a repeat happen of that fateful day.

Thanks for your consideration. If you know any other campaigns, please let me know.

smashthedean wrote:

So I'm thinking I am going to dive into trying my hand at GMing a PbP game. I've been GMing IRL for something like 8 years, but have only recently discovered the world of PbP games. I have quite a bit of free time available for posting in these so I figured I'd see what kind of interest I can drum up for a game. Here's what I'm looking for:

Four players
Regular posting schedules

25 pt point-buy
Standard character creation rules
Any official Paizo supplements (Core, APG, Companion books, etc)
Consideration of some 3.5 feats and spells per my approval
Set in Golarian starting out in Bloodcove

Also for those not in the know, Savage Tide is a seafaring campaign that focuses on lots of swashbuckling action and exploration so watch out for that.

If you're interested, post here and feel free to put together some characters. After I get some responses, I'll pick a crew and post a couple of threads in the main and discussion forums.


Solaruffikus wrote:

Hi Smathedean,

Thanks for the interest, but we just started up with a full crew. I'll post in this thread if anyone drops out though and will definitely keep you in mind if that happens!


Smashthedean, I have a favor to ask. Earlier you mentioned that, if time allowed, you may start a parallel campaign of Savage Tide. If you decide that you don't have time for that, could you please post that here? I am avoiding following along with this group because I don't want to spoil any of the Savage Tide storyline for myself should I be selected for the second team.

That said, I know you are in for a great PbP thread! I have played PbP with both Scanford and Gerald and both are great storytellers. I'd love to read what you all come up with together if you decide against a second group.

Thanks,
Mark


markofbane wrote:

Smashthedean, I have a favor to ask. Earlier you mentioned that, if time allowed, you may start a parallel campaign of Savage Tide. If you decide that you don't have time for that, could you please post that here? I am avoiding following along with this group because I don't want to spoil any of the Savage Tide storyline for myself should I be selected for the second team.

That said, I know you are in for a great PbP thread! I have played PbP with both Scanford and Gerald and both are great storytellers. I'd love to read what you all come up with together if you decide against a second group.

Thanks,
Mark

Sorry if I wasn't clear. If I started another game, it would probably be a different adventure path so feel free to read along :)

Community / Forums / Gamer Life / Gaming / Gamer Connection / Recruiting / Interest Check - Pathfinder Savage Tide Campaign All Messageboards

Want to post a reply? Sign in.
Recent threads in Gamer Connection