FratManCy's "Tears at Bitter Manor" PBP


Recruitment

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The Golden Watch needs your help!

Howdy Folks!

FratManCy's back with another glorious adventure – Tears at Bitter Manor!

Description

Hope Against Hope!
Bleak days have come to the Taldan city of Cassomir and nearby settlements, with a wave of depression and rage sparking horrific acts of violence. When retired adventurer Taergan Flinn doesn’t show up to meet with his old companions, The Golden Watch, the PCs are called upon to investigate, leading them into a swirling maelstrom of horror and tragedy. Can the PCs unmask and confront the malevolent entity behind the madness and restore hope to a tortured land?

Format
While the adventure has ample maps and room for battle grounds, I've decided that a theatrical approach is more appropriate. I've learned in the past that having grid-based combat in a PBP becomes a huge mess! Sorry combat wrecking machines, you'll need to invest points in your dump stats!

Commitment

Keeping in line with the latest that Paizo has to offer, we're looking at something more than just a one shot adventure! In order to make this happen, I need 4 Players that can commit to atleast 1 post per day. It's not a lot, but it'll keep the pace of the game going. Being that my last PBP adventure had died out due to my players' busy life and work schedules, I need people that can commit!

Backgrounds

I want backgrounds to be simple and neat. I'd imagine as 5th level adventurers, you're of a hearty stock and have done well to make it this far!

- - - - -

Should yall have any questions or concerns, feel free to PM!

Thusly, I'm ending the draft on May 2nd @ 10:00PM EST

How I feel right now

Base Creation Rules  
Stats: 20point Buy ( 07 lowest stat )  
Traits: ( optional ) 2
Classes and Archetypes: CRB, APG, UC, UM, ACG (No Summoner, Gunslinger, or Non Paizo)
Restrictions: No firearms.
Races: Core Only  
Starting Cash: Level 5 suggested Gold + Appropriate Class Max Gold  
Starting Level: 5th  
Alignment Any Non-Evil.  


Hello FratManCy, this looks like a fun game and it's one I haven't heard of before. I humbly submit Kienyach for your consideration. He's a brawler from the ACG and his party role is a versatile front liner.

He's a bit of a dark character (I took racial traits to make him a half-drow) but is a man who goes by a code and helps people when they need it.

Right now he's a level 7 with a 25 point buy, but I can easily make adjustments if selected.


Hey,

I'd like to propose Dr. Alexei Strigoi, a half-elf alchemist/barbarian. Alexei is a common doctor at first glance, but underneath his good nature and charming face lies another persona, a dark and wildly chaotic being named Selloc. Alexei was always an adventurous lad, but stumbled upon some darker secrets in some of his travels. Curious to see what these strange formula that described enlightenment entailed, he brewed up a batch and after injecting this alchemical substance the manual called a mutagen, awoke the darker side of his personality. So far, Selloc has remained within Alexei's control, only surfacing when he injects his mutagen, but Selloc has become stronger, and his rage has started to bleed over into Doctor Strigoi's life. This feelings of slowly losing control has caused Alexei to sink into a deep depression, and after helping his patients during the day, turns to alcohol and gambling to ease some of the pain. Recently, Alexei's dreams have been filled with Selloc's wild and chaotic spirit, so he has been taking allnight occasionally to fend off the nightmares.

Stats will be forthcoming, but the basic build is 4 Alchemist/1 Barbarian, with the Vivisectionist/Chirurgeon archetypes. Alexei will be LN normally, but when under the effects of the mutagen, Selloc will take control and he is CN. Alexei also uses syringes instead of drinking his extracts and mutagens (but that is just flavor).

One quick question; I can use Knowledge(Nature) instead of Heal for heal checks, but Chirurgeon gives Skill Focus(Heal) at level 5? Is there any way I can replace the Skill Focus(Heal) with SF(Knowledge Nature)?

Basic Stats:
Str: 15 +1 Level +2 Racial
Dex: 12
Con: 13
Int: 14
Wis: 10
Cha: 13


Hi! I've never played in a Play-by-post game before, mostly due to never managing to catch a good game before it was swamped with applicants, but this sounds like a great opportunity to give it a shot! I've been looking forward to the "Tears at Bitter Manor" module since it won RPG Superstar and would love a chance to give it, and PbP gaming, a shot. I can definitely commit to one post a day, whether before work or after. I was hoping to play a human monk, but if Kienyach's brawler character is too close for comfort I'd be more than happy to make a cleric (of either Sarenrae or Erastil) instead. The monk character would be a high-dex/wisdom character with a focus on unarmed strikes, and if I do a cleric, I'll probably focus more on defense/support than offense, depending on the deity and domains I go with. Any suggestions?

Quick question about character creation: how are we doing HP progression after first level? Roll, average hit die, etc...?

Coincidentally, this is my first actual post on the Paizo boards. Hello, all!


Hello other applicants!

Attropos, always interesting to see another one of those Jekyll/Hyde alchemists. Some are done really well and others...well you know.

Budd, welcome to the boards! Yes there would be less direct competition between us if you played a cleric instead of a monk, but you build whatever character you want.


Budd the C.H.U.D. wrote:
Quick question about character creation: how are we doing HP progression after first level? Roll, average hit die, etc...?

Blast! I knew I forgot something!

HP Progression 1st: Full, Average +1

@Kienyach: That's great to hear! To give your character a fair chance from the drawing, I'd need him to be level 5.

@Budd: Make a character to your heart's consent. We've a week's worth of time and I need as many unique characters to draw a roster from.

@Attropos: I don't think that's how it works so I'm going to have to say no to SF(Heal) for SF(Knowledge Nature).


Kienyach has been updated to level 5, including gear.

On a side note, brawling armor is AMAZING for unarmed fighters.

RPG Superstar 2015 Top 32

Dotting.

Probably going to make a bard of some kind, though I'm not sure what his specialty or race will be. I just haven't played a bard in forever, and I'm feeling the urge to let the maestro flow. Should have something up for today?


I know it's been ruled as OK, but I like too check anyway - do you have any objection to half-orcs using the Scarred Witch Doctor Archetype? My loose idea is one who was raised in a full orc tribe an eventually turned good, also adding the Hedge Witch Archetype to make a pretty cool healer character.

Plus I like the visual of someone half covered in ritual scarification and half covered in sacred tattoos in a swirling pattern.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I'm definitely interested. I'm working on an Ulfen Bloodrager (Destined Bloodline) who has made his way South in search of his destiny.


Well, hello to ye again! Id have to update him based on your character generation guidelines, but Id love to give Bromen another chance at adventure.....dotting for interest, will begin making the adjustments right away.


Okay, I've decided to work on a cleric! I haven't played one before, unlike the monk, and variety's the spice of life and all that jazz...

I'll try to have my character ready within a few hours for you to look at.


JonGarrett wrote:

I know it's been ruled as OK, but I like too check anyway - do you have any objection to half-orcs using the Scarred Witch Doctor Archetype? My loose idea is one who was raised in a full orc tribe an eventually turned good, also adding the Hedge Witch Archetype to make a pretty cool healer character.

Plus I like the visual of someone half covered in ritual scarification and half covered in sacred tattoos in a swirling pattern.

Thank you for checking in with me on that matter. I'm totally fine with you rocking that archetype. To me, I wouldn't see it as a problem because a half-something race should get benefits for their bloodline, not only detriments.

@Kienyach: Thank you for making the necessary adjustments.

Character Roster so far:

FratManCy: Awesome GM

Kienyach: Half Elf Brawler
Helio: Bard of somesort
JonGarret: Half Orc Scarred Witchdoctor
Joshua Hirtz: Ulfen Bloodrager
Bromen Spellbane: Dwarf Fighter
Budd the C.H.U.D.: Cleric of some sort

Also I should note that given the character roster we have, it's too early to start worrying about the party's comp. I'd rather have folks put their desired characters out there, and I'll decide what we need. Being that it's still too early, I don't want yall shorting yourselves because we don't have a quarterback!

Looking good so far people! Keep it up!


Helio here:

Still musing over the backstory, but the crunch is all finished up. I present Pipernortin, the laughably stereotypical and excitable gnome bard. I went with the Animal Speaker Bard, so he's got a bit of Dr. Dolittle in him - including two pet dogs he pals around with. One of which he rides, because why not?

He's a little light on any actual offensive capability, but I think I've just about overloaded him with as much utility as I could squeeze in.


Is this a homebrew? A PFS senario or something else?


Are spellslingers off limits?


@BigBenClockTower: No Gunslingers, No Firearms = No Spellslingers.

Silver Crusade RPG Superstar Season 9 Top 32

I'd like to dot for interest!

I'm intrigued by the summary of the module, but I have no idea what kind of character I'd like to make for it. Do you think you could expand a little more on the background/setting/expectations for the adventure?


mechaPoet wrote:

I'd like to dot for interest!

I'm intrigued by the summary of the module, but I have no idea what kind of character I'd like to make for it. Do you think you could expand a little more on the background/setting/expectations for the adventure?

I'd be more than happy to elaborate.

What we're looking at folks is a super deluxe adventure that's going to expose you to haunts, some urban dungeoneering, as well as wilderness exploration. Ideally, you'll want a character that can hold their own given the circumstances. As for Arcane / Divine magic, there's plenty of applications. Smite Evil would come in handy, plenty of foes that would feel the righteous burn.

Your first taste of the adventure will bring you to Cassomir, a small city within Taldor where you'll be introduced to the plot hook "Find the missing Adventurer!". Expect some urban exploration which will then lead you to your first urban dungeon. Some point after that, you'll explore the Verduran Forest complete with hazards and terrible monsters.

As for expectations, I'm hoping yall can find the missing member of the Golden Watch and restore balance to Cassomir!

I apologize for the broken english and poor grammar. I'm currently at work and it's hectic here!

Silver Crusade RPG Superstar Season 9 Top 32

Thanks for the additional info! I think that I'll apply with a sling-focused halfling paladin--not sure what deity I'll select yet, but I've been interested in halflings lately, and I've yet to take advantage of their notoriety with the humble sling.


Another question, if I may? The 5th level ability for Witch Doctor allows me to add abilities to my mask, as though I had Craft Wondrous Item. Can I add the effects of the Jingasa of the Fortunate Soldier to mine? And should I half the cost, or keep it full price?


JonGarrett wrote:
Another question, if I may? The 5th level ability for Witch Doctor allows me to add abilities to my mask, as though I had Craft Wondrous Item. Can I add the effects of the Jingasa of the Fortunate Soldier to mine? And should I half the cost, or keep it full price?

Yes, you can add the effects of Jingasa of the Forunate Soldier, and for half price as well. But if you're doing all of this, I have one request - send me a picture of what your mask looks like! Here I'm thinking it looks like the mask from Crash Bandicoot!

mechaPoet wrote:
Thanks for the additional info! I think that I'll apply with a sling-focused halfling paladin--not sure what deity I'll select yet, but I've been interested in halflings lately, and I've yet to take advantage of their notoriety with the humble sling.

That sounds fantastic! It's not often that I found find folks eager to play halflings! Be sure to make him/her a badass!

There is one thing though. Every paladin I've seen has been a follower of the Sword and Starburst, Iomedae. It might give you some distinction from your peers if you were to pick a different diety. Be unique! Be bold! Not every God chooses crusaders to be their right hand!


I for one am a fan of having paladins of Erastil. Sarenrae is always a good choice, and one of my main NPC's in my homebrew game has a paladin of Abadar. For a halfling, perhaps Chalidira Zuzaristan?


This is the image I've been working on, although it doesn't show the tattoos or scarification the character has


So I have a couple ideas I wanted to share. I have both of them halfway done, but I wanted to know what you liked better, since I feel that submitting multiple characters is both dumb and unfair.

I have a Ninja nurse who is eccentric, and enjoys experimenting on bodies of bad guys "who cause us lots of problems for no reason at all". She always is prepared for just about every circumstance, and throws syringes (Darts) alongside her Shuriken.

Then there's the Scrollmaster and Scroll Scholar Wizard + Kensai Magus who is a wiz at deciphering things, but has nothing in the way of street smarts. Yes, she wields her scrolls as weapons, and it is glorious, if inefficient.

One would be more of a skill monkey / combat aid, whereas the other would be a close combat spellsword.

There's also the Sniper Rogue who's blind to a degree, and can't see further than 30'. An old character concept I had who was fun in gameplay once she reached level 5.

Any of them will work, so I wanted your guys' opinions before I submit one for official consideration.


Hey, just checking in. I finished my character sheet today, but things got a little hectic with shopping (and it happens to be our weekly RPG night, so I literally just got out of a RL Pathfinder session about an hour ago), so I didn't get a chance to make an alias and post my Cleric yet. I will have to wait until tomorrow to post with the full alias, but here's the gist:

The character is Rafaello Lorenza, human (Taldan) cleric of Shelyn. He's a sort of "gentleman priest" who loves fine wine, expensive food, art, and music. Raised in an Abadaran family, he was rescued from bandits by a beautiful cleric of Shelyn who later converted him to the faith of the Eternal Rose. Rafaello is a little different from your typical adventurer in that he's happily married (to Streya, the cleric who saved him years ago and taught him everything he knows) and has a kid on the way. Given the module's backstory, would it be appropriate for him to live in Cassomir or somewhere nearby? He is from Taldor, after all...

I originally was going to do a Cleric of Sarenrae, but after reading about how the Cult of the Dawnflower isn't super-popular in Taldor anymore, I changed my mind. Right now he's going to have the Air and Protection domains, and will mostly focus on support/defense and backup melee with his glaive (reach weapons are sweet). I'll try to get the alias for him made, with full character sheet and backstory, up tomorrow after work, mid-afternoonish.

Sounds like a lot of cool applicants so far! The witch doctor looks awesome, and that ninja nurse character sounds hysterical... I'm always a fan of characters with unusual fighting tactics in my games. ;)


@Budd. I really like that character, unique and interesting! I also love that godess, but mostly because I had a main villain who was obsessed with curing Zon-Kuthon of his madness and she is his sister.

However, from a purely statistical standpoint, the air domain sucks. It's all cool if you like it for RP reasons and whatnot, but it is just an awful domain and Shelyn offers so many good ones.


Backstory's up!

The tl;dr version:

As a gnome, Pipernortin (or Pip), never really had "sitting still" on his list of things to do. He knew he'd travel, and when he fell in love with the musical songs of the bards, he knew how he'd travel. He ventured off to Oppara's Rhapsodic College to master the arts.

And quickly found it boring. He left in pursuit of more interesting ways to learn his trade - or so he says, since his mentors say his failing grades tossed him to the curb. It didn't take him long to figure out that a novice bard in a nation of experts (and so close to the bardic college, at that) was a failing prospect. He needed a gimmick.

His gimmick was animals. They loved him, so he trained they, tamed them, chased them away, negotiated with them, had them in his shows, had tea with them, and - every once in a while - ate them. It wasn't his fault chickens were so delicious.

Pip's combat style revolves around "make other people fight so I don't have to." He's strictly support focused, and the only real weapon he carries is a small crossbow. He's got lots of little tricks and toys to maximize his ability to aid allies in or out of battle. I have realized, however, that despite being a bard and having a silly UMD check, I didn't actually get anything for it. I might go back and shuffle around some things to pick up some scrolls or wands.


I'm looking at an Aasimar Fighter1/Crossblooded Sorceror1 (Draconic/Sage)/EK3 that will segue into Dragon Disciple from level 6. The aim is to create a build that can fight and cast. Against tough melee opponents, he lays down spell support and against spellcasters he can wade in with melee.

But I would need your Ok for the ruling on SLAs being eligible for Prestige Classes. I know some GM's rule against it.


Dawn of another day, and with that – more questions!

DoubleGold wrote:
Is this a homebrew? A PFS senario or something else?

Tears at Bitter Manor

BigBenClockTower wrote:

So I have a couple ideas I wanted to share. I have both of them halfway done, but I wanted to know what you liked better, since I feel that submitting multiple characters is both dumb and unfair.

I have a Ninja nurse who is eccentric, and enjoys experimenting on bodies of bad guys "who cause us lots of problems for no reason at all". She always is prepared for just about every circumstance, and throws syringes (Darts) alongside her Shuriken.
Then there's the Scrollmaster and Scroll Scholar Wizard + Kensai Magus who is a wiz at deciphering things, but has nothing in the way of street smarts. Yes, she wields her scrolls as weapons, and it is glorious, if inefficient.
One would be more of a skill monkey / combat aid, whereas the other would be a close combat spellsword.
There's also the Sniper Rogue who's blind to a degree, and can't see further than 30'. An old character concept I had who was fun in gameplay once she reached level 5.
Any of them will work, so I wanted your guys' opinions before I submit one for official consideration.

Ambitious! I enjoy that in my players, but I feel that your Scrollmaster or Scroll Scholar might be your strongest suite. I feel that the Ninja Nurse is...a bit over the top, maybe she's better suited in an action movie. As for your Rogue Sniper, I don't know how effective he can be if he's limited to 30feet?

Gavmania wrote:

I'm looking at an Aasimar Fighter1/Crossblooded Sorceror1 (Draconic/Sage)/EK3 that will segue into Dragon Disciple from level 6. The aim is to create a build that can fight and cast. Against tough melee opponents, he lays down spell support and against spellcasters he can wade in with melee.

But I would need your Ok for the ruling on SLAs being eligible for Prestige Classes. I know some GM's rule against it

Aasimar's are not allowed. As for SLA's counting for Prestige Classes, no.

- - - - - - -

Quite the roster for submissions, eh? The characters thus far:

FratManCy: Awesome GM

Kienyach: Half Elf Brawler 
Attropos Half Elf Alchemist / Barbarian
Helio: Gnomish Animal Speaker Bard
JonGarret: Half Orc Scarred Witchdoctor 
Joshua Hirtz: Human (Ulfen) Bloodrager (Destined Bloodline) 
Bromen Spellbane: Dwarf Fighter 
Budd the C.H.U.D.: Human (Taldan) Cleric of Shelyn
mechaPoet: Halfling Paladin of ???


Almost done with updating Bromen to 5th but real life is intruding.... will finish up as soon as I can!


Kienyach wrote:

@Budd. I really like that character, unique and interesting! I also love that godess, but mostly because I had a main villain who was obsessed with curing Zon-Kuthon of his madness and she is his sister.

However, from a purely statistical standpoint, the air domain sucks. It's all cool if you like it for RP reasons and whatnot, but it is just an awful domain and Shelyn offers so many good ones.

Thanks for the feedback! After reading that, I'm trading out Air for Luck. From the guide I just read, that seems to be a good choice. I'm touching up the character sheet now. Should I go ahead and make an alias or should I wait to see if I get picked?


Bromen Spellbane wrote:
Almost done with updating Bromen to 5th but real life is intruding.... will finish up as soon as I can!

Yea...it happens. I'm real glad that you're applying! I remember our short lived time as fellow adventurers in Duboris' homebrew!

Budd the C.H.U.D. wrote:
Thanks for the feedback! After reading that, I'm trading out Air for Luck. From the guide I just read, that seems to be a good choice. I'm touching up the character sheet now. Should I go ahead and make an alias or should I wait to see if I get picked?

Making an alias seems best. It'll allow me to see your build, and would give you a better chance of getting a spot in this game. Just do a " hey, this is my guy, it's me Budd ". Look at the fellow applicants to get an idea how to format your dude.


Hi, I would like to submit Dolth, the Dwarf magus.

stat block:
Dolth
Male dwarf magus 5
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
hp 48 (5d8+20);
Fort +7; Ref +3; Will +5; +2 racial vs. poison; +4 vs. spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 scimitar +6 (1d6+4/18-20), dwarven waraxe +5 (1d10+4/x3)
Ranged mwk composite longbow [+3] +5 (1d8+3/x3)
Special Attacks ancient enimty (+1 racial on attack rolls vs. humanoid [elf]), spell combat, spellstrike
Magus Spells Prepared (CL 5th; concentration +8)
2nd—cat’s grace, frigid touch, mirror image
1st—chill touch (Fort DC 14), color spray (Will DC 14), grease (Reflex DC 14), ray of enfeeblement, unerring weapon
0—acid splash, detect magic, mage hand, prestidigitation
STATISTICS
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 9
Base Atk +2; CMB +6; CMD 17 (21 vs. bull rush and trip)
Feats Craft Magic Arms and ArmorB, Extra Arcane Pool, Steel Soul, Toughness
Traits Bladed Magic
Skills Climb +7, Craft (armor) +8, Craft (weapons) +7 (+8 to craft magic or masterwork weapons), Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (planes) +9, Spellcraft +10, Swim +7; Racial Modifiers +2 Craft or Profession (metal or stone), +2 Perception (unusual stonework)
Languages Common, Dwarven, Gnome, and Orc
SQ arcane pool (7 points/day, +2 bonus) craftsman, magus arcana (arcane accuracy), slow and steady, spell recall, stonecutting, weapon familiarity.
Combat Gear arrows (40), scroll of blood transcription, scroll of spider climb, wand of enlarge person (50); Other Gear amulet of natural armor +1, +1 mithril buckler, mithril chain shirt, cloak of resistance +1, composite longbow (+3), magus’s kit [backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit (plate, bowl, cup, fork, knife, spoon), rope, soap, spell component pouch, torches [10], trail rations [5 days], waterskin], ring of protection +1, +1 scimitar, spellbook [all cantrips and spells prepared, plus expeditious retreat, glitterdust, obscuring mist, unerring weapon, vanish], 136 gp
SPECIAL ABILITIES
Arcane Pool (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute (two minutes w/Bladed Magic trait). For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spell Recall (Su)
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Stonecutting
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

background:
Dolth hails from Janderhoff in the Mindspin mountains. He came from a family of miners and blacksmiths. During his childhood and young adult years he worked in the family blacksmith shop. Upon reaching his majority, he enlisted in the militia that guards Janderhoff's entrance to the Darklands. He served 15 years in the militia, distinguishing himself in combat against both the duergar and the drow. Eventually, he worked his way up to officer's rank. Everything was going well until one day when Dolth's platoon was standing guard in the outskirts of Nar-Voth when a raiding group of drow ambushed them. Normally in the face of such overwhelming force he would have ordered his men to retreat behind Janderhoff's fortifications, but among the drow was a noble spellcaster who silence-ed the area around Dolth, preventing him from giving orders. Recognizing his duty to warn the city but unable to send anybody else, Dolth ran. Dolth returned with reinforcements just in time to see the last of his men fall to one of the noble's spell. Dolth charged the noble and decapitated him, but that didn't bring back his men. The inevitable court-martial acquitted him, since it was clearly a case of weighing his platoon against the havoc a noble-led drow raiding party could wreak if they caught the city unawares. Officially, Dolth was a hero, but the sidelong glances and dead-end assignments he received revealed how people really felt about him. Unable to deal with the stress of staying in Janderhoff, Dolth decided to become a traveling adventurer.


Hey this is Jon with Laralai, my Scarred Hedge Witch. I haven't done mundane equipment yet, and her Prepared Spell section is filled in, but otherwise it's all done.

Laralai:

Laralai
Female Half-Orc Scarred Hedge Witch 5
Neutral Good Medium Humanoid
Initiative; +2 Perception +5
--------------------
Defense
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AC 16, touch 12 flat-footed 14
hp 47
Fort +9, Ref +6, Will +7
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Offence
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Speed 30 ft.
Melee Greataxe +4 (1d12+3 damage)
Prepared Spells
Level 3 Spells (2 per day)
Level 2 Spells (3 Per Day) - Blood Transcription
Level 1 Spells(5 per day) - Mage Armour
Level 0 (4 per day) (at will) - Message, Read Magic, Detect Magic

Spells Known
Level 3 Spells - Lightning Bolt, Sands of Time,
Level 2 Spells - Lesser Restoration, Limp Lash, Glitterdust, Blood Transcription, Fog Cloud,
Level 1 Spells - Remove Fear, Mage Armour, Reduce Person, Enlarge Person, Ray of Enfeeblement, Burning Hands, Air Bubble, Lock Gaze,
Level 0 (at will) - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark/url], [url=http://www.d20pfsrd.com/magic/all-spells/s/stabilize]Stabilize, Touch of Fatigue

--------------------
Statistics
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Str 14 Dex 14, Con 20, Int 10 Wis 13, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Keen Scent, Extra Hex x 2
Traits Fate’s Favored, Outcast
Racial Traits Sacred Tattoo (+1 Luck Bonus to all saves, replaces Orc Ferocity) - Shaman’s Apprentice gives (Endurance as a Bonus Feat, replaces Intimidating) - Darkvision 60ft - Orc Weapon Proficiency
Skills Survival - 9, Intimidate +7, Use Magic Device +5, Heal +7, Perception +5
Languages Common, Orc
SQ
Combat Gear Ring of Protection +1, Mask of the Fortunate Soldier, Amulet of Natural Armour +1.
Other Gear Belt of Might Constitution+2,
--------------------
Special Abilities
--------------------

Constitution Dependant - Spellcasting and Hexes based on constitution rather than Intelligence
[Scarshield/url] - Gain +2 to Natural Armour for five minutes per day.
[url=http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-witch-doctor-witch-orc]Fetish Mask
- Mask Replaces familiar
Hex Scars - All Hexes are marked by scarification
Spontaneoius Healing - Sacrafice a spell to cast a Cure spell of the same level.
Healing Hex - Acts as Cure Moderate Wounds but can only affect a target once.
Evil Eye Hex - Target suffers - 2 to AC, attacks, skill rolls and saving throws for 8 rounds - will save reduces this to 1.
Cackle - Extends other Hexes

Appearance:
A tall, dark green skinned woman with a hard body, Laralai’s most striking feature is her markings. The ritual scarification of her magic wraps around one half of her body, left side of the face, right half of the torso and arm and then down the left leg in a spiral of thin lines, the white of the scars standing out vividly against the darkness of her skin. They form a complex pattern of spirals and curves.

On the opposite side is tattooed text in Orcish, chants of power and requests to the Gods to see this child through life with a Shaman’s lot. Vivid purple they make an interesting counterpoint to the scars. Between them the scars and tattoos cover Lorelai’s whole body, even the palms of her hands and the soles of her feet.

To those who look beyond that, Lorelai tends to wear simple clothes. Leathers and furs are common, often those she’s acquired herself. Her face is more human than Orc, although it’s unlikely anyone would ever describe her as anything more than handsome, with a shaved head and large, dark eyes. Her voice is soothing, although she speaks Common with an unusal accent.

One noticeable is her fetish mask - a carved and bleached slab of wood, painted and mounted with horns and feathers. As her powers grow the mask has changed, becoming longer, the mouth gaping wider in a silent scream, the eyes giving it an expression of pained rage. The colours have become more vivid, but oddly more sinister, as though they’re worryingly alive. Indeed, the whole mask is disturbingly alive, and more than one person has watched it to make sure it doesn’t move. So far no one has caught it moving. So far.

Personality:
Lorelai is a woman who is not used to the social niceties. First an Orc Shaman, then a lone hunter, she is simply not that used to people who don’t think with an axe. As a result she often acts oddly in certain situations, but will happily take directions from a more socially experienced person - so long as she doesn’t think they’re trying to mess with her.

Otherwise, Larelai is calm and measured, although sometimes surprisingly talkative suggesting a lack of social experience, not social desire. As a healer she knows that calm is vital to saving lives - as a fighter she knows it can vital to taking them in combat.

In combat, Larelai is aggressive. Often using Mage Armour and her Scarshield ability to increase her defences so she can wade into the thick of combat, whether to heal an ally, cast a spell on an opponent or simply slam her Axe into their head if all else fails. Her first goal is to keep allies alive, her second is to defeat her foes, and she does both with a chilling efficiency.

Background:
Larelai was never sure exactly how she came to be. She was the Half-Orc daughter of her tribe’s Shaman, a brutally powerful woman who ruled everyone in the tribe with her potent magic abilities. She didn’t know who her father was. No one else seemed to, either. Larelai therefore assumed she was the result of a dalliance with one of the tribe’s other Half-Orc members, where the human had bred true.

Wherever she came from, she was raised as an Orc. Not as strong as most of her kind, she was uncommonly tough, and as she approached her tenth year she knew she would need it. She was to be trained as a Shaman to replace her mother. Tattoo after tattoo had to be endured in silence - cut’s not just endured but self inflicted. Eventually she learned to tolerate, and then embrace her pain. And as the pain grew so did her powers.

There was only one problem - she didn’t want to be a Shaman. She loved the powers, and she loved the healing. But using her powers to rule others in fear, to torment enemies and put allies in their place made her feel sick in a way slicing into her own flesh never had. But as she grew, and less of her flesh went unmarked, the more she was forced to, to prove her place.

The day Larelai fashioned her mask was the day she knew what she had to do. The voice of the mask whispered of other peoples, other lands. Or was it her own voice, given an outlet? She didn’t know. She didn’t care. She simply vanished. Using her skill at tracking to first escape, and then survive by hunting.

As she searched and wandered, she encountered word of the Dawnflower, Sarenrae. The idea of redemption appealed to her. There had been more than one questionable act in her life as she fought for survival. So she learned, and became if not socialized at least less likely to reply to insults with a greataxe.

Soon she left, with no other purpose than to find her path to redemption through deeds.


Introducing Marigold Whiteroot, halfling paladin of Alseta, the goddess of doors, transitions, and years. Technically she falls outside of the sourcebook limits, so I can figure out something else if that's a problem.

I only have the stats up at the moment on this alias, but I hope to get the background and such up by tomorrow. I think the idea will be that she's a native of Cassomir who helps halfling immigrants from other cities (often fleeing Chelish slaves) integrate into their new communities, and defends them from whatever evils oppose her or her community.


Hey! BigBenClockTower here! This is Quin'e ("keen-oh"). I don't have time to write her bio this weekend (maybe tomorrow, we'll see), but she is stated out to specifications.

She's the Scrollmaster character I mentioned earlier, and would likely be booksmart over streetsmart.


All right, this is Budd the C.H.U.D.'s cleric, with character sheet completely completed! Unfortunately I don't have the background, personality, and description fields filled out yet, despite spending half an hour typing them up- got randomly signed out when I hit Preview. :( I'll update those shortly.

Anyhoo, feel free to take a look through the crunch and make sure everything looks good!

EDIT: I probably need to throw the prepared spells in there somewhere, too!


Good tip for the boards: Whenever you're making a character, always copy the entire sheet before you click save. ALWAYS. Saves so much headache.

Sovereign Court

Good morning!

I must say the outline you've provided combined with your background interests me in this campaign. If the story summary written below is to your liking, I'll flesh her out for a full submission.

Galoria, Half-elven Ranger:
Galoria Ginodessa, to be precise. An out-of-wedlock daughter from the forests of Kyonin, she struggled to find acceptance among her peers and elders all throughout her youth. Matters were complicated as the human father, a merchant, had left in her youth - her memories of him few. It also didn't help matters she was in a minor noble family, and appearances were everything.

It did not take too long in her adolescence before the heads of the family decided her (to them) impatience and brashness were too much of a liability; under thin pretenses, she was sent abroad, a "fledgling diplomat" to the River Kingdoms. Though they meant to get rid of her, the family's plan backfired: Galoria was a hit! To humans, she was seen as outgoing but wise, and her elven features made her the heartthrob of many an aspiring suitor. She applied the hunting skills earned in her youth to show she could not only keep up with the boys, but best them in the field. Sadly, it was here she also got her first taste of bloodshed; the River Kingdoms are not known for being a peaceful place. One man she genuinely fancied at the time was wounded, dying a few months later of disease. Though she bore no scars from the conflict on her body, the pain would be forever engraved on her heart.

Though she didn't have permission to return home - her "ambassadorship" was a thinly-veiled exile - she did anyway, the depression of the area where she lost her love (to her at the time - likely more an intense crush) was too much to bear. Her positive relations with the people preceded her though; punishment would have soured the two countries' standings. Therefore, she unknowingly saved her own status with her convivial nature. However, it was clear to her she was not liked by most of her own people, and when news came to her of an opportunity to improve relations with Taldor to the Southeast, she took it. Apparently, a clever person who didn't miss much in the way of observation was needed for a delicate job. Having cut her teeth already in the North, Galoria took the opportunity and set out...


Kienyach wrote:
Good tip for the boards: Whenever you're making a character, always copy the entire sheet before you click save. ALWAYS. Saves so much headache.

A lesson learned! Ah well, I like this version of his backstory a tiny bit better. Nothing super fancy, but it'll do, methinks.

Added backstory, personality, et al. Still gotta do spells, but at least the important stuff's out of the way!


I love the sacred touch trait. It's so cool flavor wise. I also like your formatting, everybody enjoys the little details like that tedious bolding! Although I still believe I'm one of the only very few players who actually tracks his encumbrance (it's amazing how inconvenient 8 str on a caster can become).

Might I be so bold as to offer a bit more advice? I've learned from players far more experienced than I that there is a very nifty trick to preparing spells as a cleric. Once you're past the first few levels it can be extremely beneficial to leave a single spell slot unprepared. Not the best idea if you're going to be battling an army that day, but it allows you to prepare any spell on the entire cleric list in fifteen minutes. It often prevents having to wait an entire day for that much needed "remove poison" or "regenerate".

P.S. Stratos, it's good to see you! I love your appreciation for half-elves, their difficulty fitting in is often overlooked since they're much prettier than other mixed races like half-orcs.


I'd like to dot for interest with an investigator - an older human man (I'm thinking middle-aged, and will take the aging penalties if you deem it necessary), with a passion for alchemy and the knowledge that comes from a long life of study.

I'm thinking he might have been an associate of the Golden Watch, perhaps a local scholar they consulted from time to time. If you're cool with crafting, he'll have a wide stock of alchemical supplies, ready to deploy at a moment's notice.

If you're happy to allow some of the new stuff from the Alchemy Manual player companion, even better.


Thanks for the continued feedback, Kienyach! Having never played a cleric before, that's going to come in handy. :) Best of luck everybody!


OK, I'd like to come back in with a Human Ninja.

The idea is that he's a native of Tarlane, but travelled upstream to Kyonin, where they trained him in Elven infiltration techniques (a.k.a. Ninja). After graduating, he has returned to Tarlane where he plans to set himself up as a Free agent. The Elves, seeing that an Elf from Kyonin might stick out too much, are happy to allow this so that they can use his services.

If I pick up Eldritch Heritage, DO you allow wildblooded bloodlines (I might go Umbral).


Alrighty folks! It's that time again!

THE CHARACTERS SO FAR!

FratManCy: Awesome GM

Kienyach: Half Elf Brawler 
Attropos Half Elf Alchemist / Barbarian
Helio: Gnomish Animal Speaker Bard
JonGarret: Half Orc Scarred Witchdoctor 
Joshua Hirtz: Ulfen Bloodrager (Destined Bloodline) 
Bromen Spellbane: Dwarf Fighter 
Budd the C.H.U.D.: Human Cleric of Shelyn
mechaPoet: Halfling Paladin of Alseta
sarpadian: Dwarf Magus
BigBenClockTower: Scrollmaster Wizard
Stratos Half Elf Ranger
El Ronza: Alchemist of some kind?
Gavmania: Human trained Elven Ninja?

Gavmania wrote:

OK, I'd like to come back in with a Human Ninja.

The idea is that he's a native of Tarlane, but travelled upstream to Kyonin, where they trained him in Elven infiltration techniques (a.k.a. Ninja). After graduating, he has returned to Tarlane where he plans to set himself up as a Free agent. The Elves, seeing that an Elf from Kyonin might stick out too much, are happy to allow this so that they can use his services.
If I pick up Eldritch Heritage, DO you allow wildblooded bloodlines (I might go Umbral).

Sure, you can use wildblooded bloodlines.

- - - - - -

I'm glad to see such an interest in this game so far! Given the current selection pool, I can't wait to see what other friends would like to join this endeavor! Unfortunately, I'm restricted to picking only four of yall, so please, don't let the exclusivity intimidate you! Instead, yall should take this as a challenge to create a compelling character that you'd enjoy role playing as!

Sovereign Court

I'll flesh-out Galoria tomorrow!

Liberty's Edge

How brutal will the combat be?
Been wanting to use a character, Captain Andoran (El Caperino if you're not into the whole brevity thing) based around, (Ok, he IS) Captain America. His stats will be something along the lines of 14,16,14,12,12,12 to reflect the whole above-normal-human-capabilities-but-not-superhuman shtick. Monk/2, Fighter/3. Build focuses on shield bash, shield throw, and unarmed. The only weapon he carries is a returning mithril heavy throwing shield. I don't wanna see him slaughtered if the game's designed around min-maxing :(


OK, slight change to background. (originally, I was going to go half-elf which worked with the elf connection, human doesn't). I'm gonna make him a noble bastard - given training as a ninja to further the family's aims. Eventually, he will become a free agent (perhaps this represents his debut as a free agent?) due to differences with his family (they consider him expendable, he doesn't).


Bromen is updated and ready to go - his old pal Bannon would still recognize him but he's come a LONG way since first level!

Thanks in advance for the consideration, good luck to all the applicants!

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