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Friends, Romans and countrymen, lend me a short span of your attention. As some of you are aware, we have lost a couple of players from the (first) Eberron game and their return isn't looking all that imminent. Currently, as an offer only to those who are playing in the Runelords game at the moment (and not in the Eberron game), I'm wondering if any of you would be interested in branching out into Eberron. I'm effectively offering current players first refusal to play in the Eberron game. At the moment the other players in the Eberron game are less interested in recruiting externally, hence the cliquey approach. The discussion thread is here.

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In regards to this game and its also-shrinking roll-call of players, I have had a direct approach from someone I play with in another PbP, mellowgoth, who is interested in joining this game. Apparently he has been shadowing this game for a while (and the Eberron game) which if nothing else proves he has a high level of tolerance for my prose style. Given he has made a direct approach and is aware of what is going on in the game, I'd like to ask you guys if you are OK for him to join the game.

Tikrok |

Fine with me for mellowgoth to join.
I may have dreamt of making a kalashtar monk for your first eberon game way back when they first showed up... but seeing how I'm in two of your games already I don't want to be greedy

Asher Merivingion |

Bring him in. :)
I as well have thought about multiple characters in your Eberron game (as I e-mailed you originally.) I wouldn't want to be greedy either, although I also wouldn't say no if I was offered to bring in one of those characters.
Mothman has been around in the game for a bloody decade. Did we really lose him? :/

Sefayll Valerian |

Mothman was one of the originals. He actually had a lengthy hiatus and just came back last year, if memory serves. I've been in for nine years already and I'm one of the substitutes. This is what you might refer to as an epic, my friend.
And if you have dreams of a character in the other game, the worst that can happen is Aubrey says no. I wouldn't give "being greedy" any bandwidth in that decision.

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If you are interested in the Eberron game, please post on the discussion thread there.

mellowgoth |

Hi, all, and thanks for the invite!
I've been following a couple of Aubrey's games for a few years, now, and I'm tickled at the chance to jump in.
I've been RPGing since the early 80's (1980, actually...) and stumbled on Pathfinder around 2010. I'm in Eastern Time in the U.S. (Pittsburgh, GMT+5) with an office job that usually lets me post a couple of times a day.
If I have a type, I lean toward blaster-casters or straight-up fighters, but I do like to branch out now and then. I'm happy to round out any corners that the party might need. I've done some higher-level play, so I should be able to get up to speed pretty quickly.
Any thoughts on the type of character you might want to see in the party?
Again, thanks!
mellowgoth

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Well, the party comprises a human gunslinger (with a crossbow), a halfling rogue, a human druid and a human wizard/hellknight signifier. Se we sort of, if you squint, have the basic warrior, thief, divine caster, arcane caster bases covered. So it's kind-of up to you. If I was to hazard a guess, I'd say the party could maybe do with a little bit more up-front fighter-yness, but defer to the other party members on what they want.
Plot-wise, the PCs are at Fort Rannick, which is in the wilds at the extreme end of Magnimarian influence, close the true giant-infested mountains and the Storval Plateau. The fort has been taken over by hellknights who take a tough stand on crime, and the causes of crime (i.e. criminals). A hellknight PC might be difficult, however, as Sefayll has been ordered not to go near them, on pain of death.

mellowgoth |

I'm thinking of a native of one of the smaller Varisian towns - Nybor or Wolf' Ear or some such. He went off to Absolom to join the Pathfinders, had a long career there. Came home to retire, and all of a sudden there are @#$%in' giants all over the place! He and a couple of buddies have just finished fighting off the wave of giant attacks (like the one that hit Sandpoint) and have been pushing the remnants back into the mountains, maybe doing some exploring to find the source. His colleagues split off in the Iron Peaks, and he figured that he would check in on Fort Rannik, see if they have any information.
He was probably planning on staying longer, but Hellknights annoy him, so he's looking to move on shortly.
How long ago, in-game time, was player's attack on the Stone Giant wizard?
Crunch-wise, I am probably looking at a straight-up heavy armor two-handed fighter. A few adventure/pathfinder skills, but otherwise concentrating on hitting things very hard with a big stick.
Thoughts, suggestions?

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Sounds good. I have a few suggestions:
More thoughts to come.

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More thoughts for mellowgoth:
I then see two possible scenarios. Either you have also been unfairly arrested by the hellknights while passing this way, and are therefore in jail with them. You then escape. Alternatively, you are not under arrest but around, finding the hellknights annoying. You can then help spring them from unfair imprisonment (possibly with Tikrok if he hasn't given himself away). You may be aware of the heroes of Turtleback Ferry and therefore see them as kindred spirits. Then you can head merrily towards Kaer Maga.
A little bit railroad-y maybe, but thoughts?

Tikrok |

Tikrok hasn't been around long but he did help out in the tunnels under Sandpoint. He's a tough person to miss being a rather large Shoanti when he is in human form. He is currently hiding as a horse because he doesn't trust what the hellknights consider 'law'. I built him to wildshape and frontline in combat as large or bigger creatures. That whole bat episode was an exception but I don't think a giant hippo would have fit in the room...

mellowgoth |

I think, specifically, when the giants attack, our chum recruited or rallied a bunch of younger, lower-level redshirts...er....NPC adventurers, and, giants being giants, they got squished. So, yeah, some revenge and guilt as motivation.
I don't recall if the hellknights are there at the explicit invitation of Magnimar or Korvosa or whichever city-state ostensibly holds sway over the area, or if they just showed up because they could. If the latter, our new PC would certainly have no problem bloodying their nose. I could see him sitting in jail "because i haven't figured out how many of them I'd need to kill, and I'm not quite sure how violent I am feeling today...", or he could be on the outside.
If he is not in the cells when they meet, I think a smash-and grab rather than a stealthy sneak, might be better if the break-out crew is a fighter and a druid.
I'm working in Herolab as we speak...I'll have a sheet for you soon.
20 point buy, standard wealth-by level?

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mellowgoth:

mellowgoth |

I think I'll start outside, grumbling in the courtyard. Here is Ivori, for your consideration:
Ivori Zalakura
Human (Varisian) fighter 11
NG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 27, touch 14, flat-footed 25 (+11 armor, +2 deflection, +2 Dex, +2 natural)
hp 103 (11d10+33)
Fort +12, Ref +7, Will +6 (+3 vs. fear, +2 trait bonus vs. charm and compulsion effects)
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Offense
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Speed 30 ft.
Melee +1 adamantine morningstar +14/+9/+4 (1d8+12) or
+1 keen cold iron greatsword +21/+13/+8 (2d6+21/17-20) or
mwk dagger +14/+9/+4 (1d4+11/19-20) or
mwk silver heavy mace +14/+9/+4 (1d8+11)
Ranged mwk composite longbow +13/+8/+3 (1d8+6/×3)
Special Attacks weapon trainings (heavy blades +2, bows +1)
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Statistics
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Str 21, Dex 14, Con 16, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +13; CMD 30
Feats Associate (pathfinder Society), Combat Reflexes, Critical Focus, Critical Versatility[ARG], Furious Focus[APG], Greater Weapon Focus (greatsword), Improved Vital Strike, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits free agent, world traveler
Skills Diplomacy +14 (+18 to influence members of the Pathfinder Society or making gather information checks about them.), Handle Animal +5, Intimidate +6, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +3, Linguistics +3, Profession (siege engineer) +5, Profession (soldier) +5, Ride +4, Survival +11, Swim +7
Languages Common, Giant, Shoanti, Thassilonian, Varisian
SQ armor training 3
Combat Gear cold iron arrows (50), oil of bless weapon (4), oil of daylight, potion of fly (2), silver arrows (50), wand of cure moderate wounds; Other Gear +2 full plate, mwk heavy steel shield, +1 adamantine morningstar, +1 keen cold iron greatsword, arrows (20), blunt arrows[APG] (20), mwk composite longbow (+6 Str), mwk dagger, mwk silver heavy mace, amulet of natural armor +2, belt of physical perfection +2, boots of the cat[UE], clear spindle ioun stone, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, pathfinder pouch, ring of protection +2, wayfinder[ISWG], 3,507 gp, 5 sp
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Tracked Resources
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Arrows - 0/20
Blunt arrows - 0/20
Cold iron arrows - 0/50
Masterwork dagger - 0/1
Oil of bless weapon - 0/4
Oil of daylight - 0/1
Potion of fly - 0/2
Protection from Evil (burn out ioun for immediate cast, 1/day) - 0/1
Silver arrows - 0/50
Wand of cure moderate wounds - 0/50
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Special Abilities
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Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Associate (Pathfinder Society) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Versatility Gain one critical feat you meet the requirements for.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows

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It was, thanks. Sorry if I've neglected you all a little since coming back from holiday. However, the garden waits for no man and my boss's new boss has a habit of prowling the office looking at people's screens more than the old one. Please bear with me - a day or two at most.

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A week in the Vosges Mountains followed by a week in the Black Forest which basically face one another across the Rhine.

AinvarG |

Can’t see why not, but Aubrey is on holiday for roughly two weeks, so he won’t likely weigh in with a reintroduction scenario until at least mid-month. Maybe you can show up and save the day with the party members that aren’t imprisoned currently.
It’s good to see you posting again. I heard you had a tough go for a while - wishing you all the best.

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This party has gone though some wild mutations over the years - it started out as a large, very melee-heavy group, then shrunk into a small, finesse-oriented group (Alwyn being the healer and main melee combatant) and now back to a big, beefy group again. I'm keen on seeing Asher do his thing, as I am completely blank on the capabilities of the Gunslinger class.
Oh, and Abydos Karnak is a hell of a fun name. Kudos!