Beyond the World's Edge: A Frontier Campaign

Game Master vayelan

Current Encounter: Cyclopean Ruins

Resources:
The Caravan

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


51 to 100 of 125 << first < prev | 1 | 2 | 3 | next > last >>

Hi Dotting

I have a idea which I think will be cool to play.


Hi, everyone. Just a heads up that if you are planning to have custom crafted gear in your inventory, or to create it in the future, we'll be using the Pathfinder Unchained rules for crafting. That means if you want to start with something that your PC made on his/her own (at a lower price), you'll need to:

A) Have a high enough skill bonus (in the relevant skill) to create it by Taking 10.

B) Roll the relevant skill here in the recruitment thread enough times to create the item.

Example: Longsword:
Let's assume that our character has an Intelligence score of 12, 2 ranks in Craft (Weapons), and a set of masterwork crafting tools, for a total bonus of +8. Another PC has an intelligence score of 10, 1 rank in Craft (Weapons), and a normal set of tools, for a total bonus of +4.

1. Make sure you have a suitable work space and tools to avoid a penalty to the check. We'll assume both our crafters can find a shop where they can craft their swords.

2. Pay 1/4 of the item's price for the raw material cost.
150 SP x 1/4 = 37.5 SP

3. Find the item's DC from Table: Craft Skills.

PRD wrote:

Normal (DC 15)

...
Weapons: Martial weapons and crossbows.

4. Make an appropriate Craft check representing one week's worth of work.

PC A's Craft(Weapons): Day 1: 1d20 + 8 ⇒ (17) + 8 = 25
PC B's Craft(Weapons): Day 1: 1d20 + 4 ⇒ (15) + 4 = 19

PC A's Craft(Weapons): Day 2: 1d20 + 8 ⇒ (17) + 8 = 25
PC B's Craft(Weapons): Day 2: 1d20 + 4 ⇒ (13) + 4 = 17

PC A's Craft(Weapons): Day 3: 1d20 + 8 ⇒ (2) + 8 = 10
PC B's Craft(Weapons): Day 3: 1d20 + 4 ⇒ (10) + 4 = 14

PC A's Craft(Weapons): Day 4: 1d20 + 8 ⇒ (2) + 8 = 10 - Must pay for more materials.
PC B's Craft(Weapons): Day 4: 1d20 + 4 ⇒ (8) + 4 = 12

PC A's Craft(Weapons): Day 5: 1d20 + 8 ⇒ (4) + 8 = 12 - Must pay for more materials.
PC B's Craft(Weapons): Day 5: 1d20 + 4 ⇒ (14) + 4 = 18

PC A's Craft(Weapons): Day 6: 1d20 + 8 ⇒ (16) + 8 = 24 - Sword complete!
PC B's Craft(Weapons): Day 6: 1d20 + 4 ⇒ (5) + 4 = 9 - Must pay for more materials.

PC B's Craft(Weapons): Day 7: 1d20 + 4 ⇒ (14) + 4 = 18
PC B's Craft(Weapons): Day 8: 1d20 + 4 ⇒ (6) + 4 = 10 - Must pay for more materials.
PC B's Craft(Weapons): Day 9: 1d20 + 4 ⇒ (14) + 4 = 18
PC B's Craft(Weapons): Day 10: 1d20 + 4 ⇒ (4) + 4 = 8 - Must pay for more materials.
PC B's Craft(Weapons): Day 11: 1d20 + 4 ⇒ (4) + 4 = 8 - Must pay for more materials.
PC B's Craft(Weapons): Day 12: 1d20 + 4 ⇒ (1) + 4 = 5 - Must pay for more materials.
PC B's Craft(Weapons): Day 13: 1d20 + 4 ⇒ (15) + 4 = 19
PC B's Craft(Weapons): Day 14: 1d20 + 4 ⇒ (7) + 4 = 11
PC B's Craft(Weapons): Day 15: 1d20 + 4 ⇒ (5) + 4 = 9 - Must pay for more materials.
PC B's Craft(Weapons): Day 16: 1d20 + 4 ⇒ (16) + 4 = 20 - Sword complete!

5. If you succeed, you make an amount of progress equal to the silver piece or gold piece value listed in the appropriate entry in the Base Progress per Day column of Table: Crafting DCs and Progress Values. If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on. You can see how this goes for each of our crafters from the rolls above.

PC A has paid 77.5 SP for the finished sword, which took 8 work days to create.

PC B has paid 157.5 SP for the finished sword, which took 16 work days to create.

In this example, I'm assuming that the loss of raw materials does not destroy the item you're crafting. It just spoils the materials you were using that day. Progress is not subtracted from your item, just delayed (and it costs more).

C) You pay full price for the custom crafted item.

Let me know if you have additional questions!


1 person marked this as a favorite.

I should note I have done this, and though I suspect I meet all the criteria I will double check. Please note that Marcian has his alchemy lab and his MW Craft Clothing tools in his mules Pack Saddle, so herolab does not include them in his stats his actual Craft scores will be +11 for alchemy and +10 for clothing I believe that covers everything I have had him craft. He also has ready access to Crafter's Fortune for a +5 which he would have used if preparing anything difficult.

I used herolab and have paid one third instead of one quarter, but if you do not object I would rather stick with that higher amount than go back and do the math :) In the future I would happily use the lower amount!

Since he starts with Brew Potion I have also crafted 4 potions of Cure Light Wounds.

Edit: Checked and he covers everything under option A. Not sure if craft clothing can fairly be applied to a tent, but it seems like the tools would be largely applicable, so even untrained he ought to be fine with Crafter's Fortune.


Thanks for the heads up, Marcian! If you are ok with the higher amount, we won't make you go back and re-do your math. :)


Phew!

Silver Crusade

do those crafting rules overwrite the normal crafting rules for magic items then? (IE, this line here- he DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.)

If so, what would potions be considered?

also, I'm starting with 4 free potions due to the new druid nature bond-

rules for druid herbalism:

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

So, I'd only start with 4, and possibly make 4 more the day we start depending on what the GM says.

Of course, this means I don't get an animal companion nor domain.


Hi, Rorek, happy to clarify. This system is just for use of the Craft skill to create mundane and alchemical items, not magical items. Magic item crafting would still use the creation rules from the Core Rulebook, including those rules for failure. It makes magic item creation a lot riskier in one sense, but the (relatively) low DC makes it easier to pull off in another sense.

Potions would be considered a magical item, because they require a magic item creation feat to make, even if they can use a different skill.

When determining if your PC has them or not at creation, the three options above are the ones you should use:
A) Is it possible to Take 10 and create the item after paying the base materials cost?
B) Is it possible to roll the appropriate check successfully enough times to create the item after paying the base materials cost?
C) Is it possible to just purchase the item outright?

Does that help?

Silver Crusade

yes,

The only aspect that is a little confusing is that a druid with the druidic herbalism nature bond gains a number of free potions (herbal concoctions) per day equal to her wisdom modifiers, these are treated as potions for all aspects in their regard. so, I get 4 free potions from the druid spell list a day at 0 cost, and 0 spell expenditure, any further potions I make act as normal under the brew potions rule.

So I figured having a days worth of them at start seemed okay.
Thats up to the GMs though. (basically, I can create any druid spell as a potion that is allowed as a potion?)

Other than that I understand everything else thank you!
Just wanted to make sure why you would see a "free" listed beside a few potions.


Good Lord that is broken as hell! That is a free money factory a first level druid potentially being able to sell potions for 200gp per day. 3rd level for 1200gp a day, 5th level for 3750gp a day - assuming 18 Wisdom and a Wis boosting item at or before 5th level.

I cannot believe Paizo published that! *Starts making a druid.*

A druid with this ability would own the settlement within a month as written.


Yeah, DM Vayelan and I will want to talk about that particular class feature option and how well it would balance in a campaign like this. I don't have the source book that it's from, so it's a little tricky to just go off of d20pfsrd on this without further context. Thanks for bringing it to our attention, we'll try to get back to you soon.

Silver Crusade

1 person marked this as a favorite.

^ I don't intend to break it as much, as most of the freebies i'll be stocking up for me and the party to use. The potion shop will run off more balanced rules (since I am assuming I'd be able to actually make a profit selling potions,at least a bit in the more ordinary way) just wanted to make my intentions clear. Just wanted someone naturey and potioney NOT trying to break things. I likely wouldn't sell many of the free potions until much higher levels where their benefits for me and the party begin to fall off.


Unsolicited Suggestion for Druidic Herbalism:
Sure, and I love the intent of it, but an ability that requires intentional self gimping is inherently problematic. And this seems to be a game where the party might get a lot of down time between fights. If the settlement does not get attacked for a week that is 24 free potions, which used well should throw balance out of whack.

My suggested fix would be to limit it to Wisdom times a day, have them only last a day, not require spell expenditure, and alter the 3rd level cap on potions to 6th level.

I think on balance that would make me seriously consider taking it over an Animal Companion - though an obvious choice is to take it and feat buy an animal companion who can glug potions like a champ.


GM Cyrioul wrote:

Hi, everyone. Just a heads up that if you are planning to have custom crafted gear in your inventory, or to create it in the future, we'll be using the Pathfinder Unchained rules for crafting. That means if you want to start with something that your PC made on his/her own (at a lower price), you'll need to:

A) Have a high enough skill bonus (in the relevant skill) to create it by Taking 10.

B) Roll the relevant skill here in the recruitment thread enough times to create the item.
** spoiler omitted **...

Hi there. I'm not sure what I did, but it seems I paid half price for my crafted weapons and armour... I think I must have been assuming some failed dice rolls and simplifying it, then forgot to actually work it out. Also, just noticed I can't craft my bow, as bows are their own thing - oops! Not trying to game anything, I just haven't played PF for years, getting back into the swing of the crunchiness. I'll recalculate all my gear costs (with attendant craft rolls) before the close of recruitment.

Silver Crusade

@placeholder of Doom, here, let me post the entire rules for it as found on the SRD

Druidic Herbalism:

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level.

Also, I doubt it would throw too much stuff out of whack, as potions still require actions to do, it would however, likely give more options and ways for people to handle certain things. Especially considering a -decent- built Animal companion can out combat entire groups in the early levels of a game. IDK, I know a lot of people don't like animal companions on these boards, but I have always found them immeasurably useful in game

That said, I'll likely stick with it whatever the GMs decide, as I really like the character and concept I've created so far.


Oh gee, the PF Unchained rules for crafting (as I understand them) are going to require a lot (hundreds?) of daily rolls for my masterwork items. Am I missing something here...? 4 gp a day progress for DC 20? Crafting 625 gp worth of items is going to take over 150 rolls if I don't fail any.

I've never had a crafting character before... It just got a lot less fun! I can't really be bothered making that many rolls for the sake of a few hundred gp. I'll downgrade some gear and pay full price for the rest.

In my pitch, I've referred to my self-made masterwork items. Should I now go back and redo my pitch, as I am no longer the maker of those items?

Was a fun idea, but never mind.


I had read that text, in a thread calling for errata on this ability - one of several. I did miss the any level of potion bit, which makes it even worse. Selling these free potions, which seems implicitly allowed is a license to print money, running around with triple your highest level of spells with only minor restrictions imposed on potions is game breaking. The Wizard has 2 Ninth level spells and a couple of scrolls he needed to pay for, the Druid takes a day of before the adventure and has his normal spells plus a dozen potions of Shapechange and the hundreds of accumulated potions from lower levels.

We have been allowed to craft before this that ability makes it perfectly reasonable, in rules terms, for you to begin play with lets say two weeks of potions. First level character beginning play with 50+ potions. The fact that no GM would allow it, and no reasonable player would do it should demonstrate that this is in no way a reasonable ability.

I love the flavour of this, and I would love it to be viable, but as written... What were they smoking?


Ariso Chivala wrote:
GM Cyrioul wrote:

Hi, everyone. Just a heads up that if you are planning to have custom crafted gear in your inventory, or to create it in the future, we'll be using the Pathfinder Unchained rules for crafting. That means if you want to start with something that your PC made on his/her own (at a lower price), you'll need to:

A) Have a high enough skill bonus (in the relevant skill) to create it by Taking 10.

B) Roll the relevant skill here in the recruitment thread enough times to create the item.
** spoiler omitted **...

Hi there. I'm not sure what I did, but it seems I paid half price for my crafted weapons and armour... I think I must have been assuming some failed dice rolls and simplifying it, then forgot to actually work it out. Also, just noticed I can't craft my bow, as bows are their own thing - oops! Not trying to game anything, I just haven't played PF for years, getting back into the swing of the crunchiness. I'll recalculate all my gear costs (with attendant craft rolls) before the close of recruitment.

No problem! Glad you caught it. Let me know if you need any help getting it together, but it sounds like you’ve got it.


GM Cyrioul wrote:
Ariso Chivala wrote:
GM Cyrioul wrote:

Hi, everyone. Just a heads up that if you are planning to have custom crafted gear in your inventory, or to create it in the future, we'll be using the Pathfinder Unchained rules for crafting. That means if you want to start with something that your PC made on his/her own (at a lower price), you'll need to:

A) Have a high enough skill bonus (in the relevant skill) to create it by Taking 10.

B) Roll the relevant skill here in the recruitment thread enough times to create the item.
** spoiler omitted **...

Hi there. I'm not sure what I did, but it seems I paid half price for my crafted weapons and armour... I think I must have been assuming some failed dice rolls and simplifying it, then forgot to actually work it out. Also, just noticed I can't craft my bow, as bows are their own thing - oops! Not trying to game anything, I just haven't played PF for years, getting back into the swing of the crunchiness. I'll recalculate all my gear costs (with attendant craft rolls) before the close of recruitment.
No problem! Glad you caught it. Let me know if you need any help getting it together, but it sounds like you’ve got it.

As mentioned above, it was a fun idea having stuff I'd made myself, but I'm 3 off being able to take 10, and I'm not up for the 150+ dice rolls required... Just going to downgrade my falchion and pay full price for the rest. But also as mentioned above, let me know if you want me to rewrite my pitch, as I no longer have equipment that I've made myself to display.

Silver Crusade

Yes, but the wizard has two casts of the wish spell, the druid doesn't have such. If we are talking super high levels, and at that point the game breaks itself anyway.

I figure that the potions normally got used up, so starting with only 4 on day one makes sense in that regard.

also, the writes state that NPCs would likely need to be convinced to purchases these "potions" and may only purchase them at half the normal price for a time.

and the amount of potions I can sell is CERTAINLY not 4 everyday. My income from this would be limited by the income and gold flow in the new town. If I had even intended for that purpose.

I understand what you are saying though, but I don't think its quite as bad as it may seem. Considering I still can't make pocket dimensions and call forth planar allies to permanently bind to my will :P


Hey, all - regarding the Druid abilities, let’s hold off on that level of discussion here for now. Probably better in another thread. Thanks for your thoughts!


*deletes his paragraph of two cents*

Dotting here.


(character created by Bullo Dagmawi)
crunch is in profile

question #1:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Valmont held considerable animosity for the country and people of Galt before he ever went there due to the long arm of the eternal revolution murdering his mother. He journeyed there from Liberthane to see for himself and his worst assumptions were confirmed. His animosity grew and he was constantly at battle with his alter ego, the Baryog, to keep from going off the deep end and killing those he had grown to hate. He fed that anger at night by running interference and messages for all sorts of fight clubs and thieves' guilds.

When he saw the opportunity to leave and be a part of something new, Valmont knew he could not pass on it. He would bury his anger in his work and in crafting new things. Perhaps he would still be able to offer payback to Galt and its people from a new home.

question #2:

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

Viscount Aristide, I am both pleased and humbled that you deigned to speak with me.

My name is Valmont Lafayette and I have been earning wages as a businessman here in Galt.

Valmont paused to see if he had the Viscount's attention. I am, first and foremost, an engineer and a crafter. I know what it means to build something, whether it be a toy or a city. Valmont took another breath and then continued, I have managed to put together a small team of employees who I believe will be immensely valuable in this venture. This team includes a driver, three smiths skilled at crafting hand tools, and a handful of laborers. In order to build, you need tools, and I can ensure that you have the tools in ready supply.

Valmont stopped for a moment and looked the Viscount squarely in the eyes. I have also made arrangements and set aside the funds to purchase and build my starting business facilities.

This brings me to my last point. Valmont paused on that last word in order to draw the Viscount's attention. Although I have seen some success here, the atmosphere is not to my liking. Though the volatility lends itself to quick, one-time gains, it is not conducive to long term business growth and that is something I have always longed for. I believe this is my chance to make something of myself and I hope to become a part of it.

question #3:

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

a. Start a business- Valmont wants to grow a business dedicated to manufacturing military equipment (specifically guns) and scientific and medical development: Lafayette Enterprises. This would include (at least) a foundry, a gunworks, a university, and a medical center. Ideally, this business would heavily employ half-orcs.
Note: this will grow from his original smith business. Although his original craftspeople may be human, he will intend to set up an apprentice program to feed in half-orcs. Think Stark Enterpises or Wayne Enterprises.

b. Establish a thieves' guild- The Baryog would like to run the night of the city while Valmont Lafayette influences the day. Or, more specifically, he would like to dominate whatever section of the city is most heavily settled with half-orcs.
Note: this will grow from his original group of laborers being upgraded into scofflaws. From there, cutpurses and such can be recruited.

c. Start a new "philosophy"- Valmont (and the Baryog) would seek to unite the half-orcs under a unified banner consisting of Lafayette Enterprises, the Baryog's gangs, and a variation of ancestor worship where one would revere the gifts of one's ancestors as a foundation for building something greater.
Note: this unification will start from a classroom being built shortly after the original smithy and it will (hopefully) have an acolyte (specifically an ancestor oracle) recruited to teach. Think of this as founding a new religious "philosophy"- the half-orc nation

Note: of course, all the half-orc stuff could be dropped and he could do everything else without it, or do none of it.


1 person marked this as a favorite.

Hi, all - just a reminder that there's a few days left to submit applications.

If you're interested in running a series of checks to determine how your PC would do at creating some custom gear by NOT taking 10, I've made a spreadsheet (get ready - the first of many) to help with the posting for rolls and tracking progress. Click here to check it out. There are still a couple things to finish up on it, but the basics are there.

(Ariso, I did have your PC in mind from our above conversation when I was looking into this, if it ends up looking familiar. We'll keep to our PM conversation conclusions.)

Test Rolls: MWK Longbow:

Day 1: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 2: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 3: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 4: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 5: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 6: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 7: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 8: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 9: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 10: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 11: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 12: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 13: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 14: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 15: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 16: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 17: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 18: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 19: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 20: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 21: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 22: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 23: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 24: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 25: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 26: Craft(Bows): 1d20 + 7 ⇒ (20) + 7 = 27
Day 27: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 28: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 29: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 30: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 31: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 32: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 33: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 34: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 35: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 36: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 37: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 38: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 39: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 40: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 41: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 42: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 43: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 44: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 45: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 46: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 47: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 48: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 49: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 50: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 51: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 52: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 53: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 54: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 55: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 56: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 57: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 58: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 59: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 60: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 61: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 62: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 63: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 64: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 65: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 66: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 67: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 68: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 69: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 70: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 71: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 72: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 73: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 74: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 75: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 76: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 77: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 78: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 79: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 80: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 81: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 82: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 83: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 84: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 85: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 86: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 87: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 88: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 89: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 90: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 91: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 92: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 93: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 94: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 95: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 96: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 97: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 98: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 99: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 100: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 101: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 102: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 103: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 104: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 105: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 106: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 107: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 108: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 109: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 110: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 111: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 112: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 113: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 114: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 115: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 116: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 117: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 118: Craft(Bows): 1d20 + 7 ⇒ (20) + 7 = 27
Day 119: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 120: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 121: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 122: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 123: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 124: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 125: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 126: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 127: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 128: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 129: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 130: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 131: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 132: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 133: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 134: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 135: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 136: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 137: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 138: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 139: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 140: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 141: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 142: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 143: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 144: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 145: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 146: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 147: Craft(Bows): 1d20 + 7 ⇒ (20) + 7 = 27
Day 148: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 149: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 150: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 151: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 152: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 153: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 154: Craft(Bows): 1d20 + 7 ⇒ (4) + 7 = 11
Day 155: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 156: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 157: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 158: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 159: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 160: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 161: Craft(Bows): 1d20 + 7 ⇒ (10) + 7 = 17
Day 162: Craft(Bows): 1d20 + 7 ⇒ (12) + 7 = 19
Day 163: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 164: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 165: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 166: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 167: Craft(Bows): 1d20 + 7 ⇒ (3) + 7 = 10
Day 168: Craft(Bows): 1d20 + 7 ⇒ (5) + 7 = 12
Day 169: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 170: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 171: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 172: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 173: Craft(Bows): 1d20 + 7 ⇒ (8) + 7 = 15
Day 174: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 175: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 176: Craft(Bows): 1d20 + 7 ⇒ (20) + 7 = 27
Day 177: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 178: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 179: Craft(Bows): 1d20 + 7 ⇒ (11) + 7 = 18
Day 180: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 181: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 182: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 183: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 184: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 185: Craft(Bows): 1d20 + 7 ⇒ (9) + 7 = 16
Day 186: Craft(Bows): 1d20 + 7 ⇒ (2) + 7 = 9
Day 187: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 188: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 189: Craft(Bows): 1d20 + 7 ⇒ (13) + 7 = 20
Day 190: Craft(Bows): 1d20 + 7 ⇒ (18) + 7 = 25
Day 191: Craft(Bows): 1d20 + 7 ⇒ (17) + 7 = 24
Day 192: Craft(Bows): 1d20 + 7 ⇒ (15) + 7 = 22
Day 193: Craft(Bows): 1d20 + 7 ⇒ (6) + 7 = 13
Day 194: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8
Day 195: Craft(Bows): 1d20 + 7 ⇒ (7) + 7 = 14
Day 196: Craft(Bows): 1d20 + 7 ⇒ (19) + 7 = 26
Day 197: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 198: Craft(Bows): 1d20 + 7 ⇒ (16) + 7 = 23
Day 199: Craft(Bows): 1d20 + 7 ⇒ (14) + 7 = 21
Day 200: Craft(Bows): 1d20 + 7 ⇒ (1) + 7 = 8

Get ready for long crafting times if you're looking for something custom-made! :)


i presume if we can take 10, than there is no chance for failure if we auto-succeed?

Are racial alternate traits allowed?


Take 10: Correct, no chance for failure if it auto-succeeds. I'm presuing that your work doesn't get interrupted by the Grey Gardeners such that Taking 10 wouldn't be possible. :)

Which alternate racial trait did you have in mind?


@GM Cyrioul, I took an alternate racial trait for Saara. I didn't think to ask, as it's never been a problem with past GMs. Apologies.

This is the one I took: Industrious (alternate racial trait): Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.

Is it permitted?


Yep, totally fine! And a good idea for a campaign with this much planned use of the Downtime system.

I should have clarified - it was more for my curiousity than any worries about suitability, though sometimes concerns pop up.

You're good to go!


1 person marked this as a favorite.

Thank you, GM Cyrioul. :)

Please note, I changed my character's name from Saara to Lena. I made the changes to her profile page as well, so hopefully I corrected the name everywhere it needed to be.


My necromancer cleric got accepted in another game, so I am working on something else. Thinking of a buffer bard character, possibly with the arcane healer archetype.

Are Aasimar with variant heritages allowed?


As the weekend approaches, let's have a look at the current list of daring souls hoping to travel beyond the map of Avistan...

Sir Dorick Granstead - Human Cavalier (Order of the Lion)
Maskini - Human (Mwangi) Unchained Monk
Mortimer Mathias Argentum - Dwarf Gunslinger (Musket Master)
Fendir Tang - Hobgoblin Geokineticist
Lena Kensley - Human Bard (Archivist)
MarcianGrallm - Tiefling Alchemist (Mindchemist)
Francoix Delacouis - Human Rogue (Burglar/Cutpurse)
Ariso Chivala - Human Ranger
Professor Yeoffray Potter - Aasimar Bard (Archivist)
Kalig the Tireless - Half-Orc Druid (Urban Druid)
Mia Ravenlock - Human Druid
Valmont Lafayette - Half-Orc Vigilante (Gunmaster)

If I've missed anyone, please let me know.

There's still plenty of time to submit a character.
We'll be holding audiences on behalf of Viscount Aristide until 10pm EST on Sunday, March 18th.


@Peet, I'm inclined to allow Aasimar variant heritages.

Silver Crusade

should I create an alias for my character? Would the almighty DMs prefer such? :3


rorek55 wrote:
should I create an alias for my character? Would the almighty DMs prefer such? :3

Not necessary. I've edited the list to include a link to your post with Mia's info.

Silver Crusade

merely asking for your own convenience. And ofc one will be made if selected.


Hey there, Dot! I was in the original recruitment, and have a better idea for this one... I think. I'll get workin' on it. Seems like - just like last time - we have quite an excess of martial characters.

I want to play somebody whose family has gotten mixed up in the Red Revolution and has been executed, and now flees with the only things they have left - their life and a few hastily gathered possessions. It's the first thing that jumps out at me, being from Galt. Updates to follow.


DM Vayelan wrote:
@Peet, I'm inclined to allow Aasimar variant heritages.

Dammit, there's already an Aasimar Bard in the running!

Okay, We seem light on Healing. I have a gnome nature oracle who was in a Crypt of the Everflame game which died. He was a lot of fun.

He is Sir Bleeparolo The Deft and he is a lot of fun to play.

I'll have to rejigger the crunch and the fluff a bit. His original background was pretty simple (in Crypt of the Everflame you just had to grow up near Kassen).

I'll get working on that.


rorek55 wrote:
merely asking for your own convenience. And ofc one will be made if selected.

Made if selected is fine. Text is text, after all!


Changed/added to my gear (decided to buy her a mule equipped with stuff for an expedition, and traded any-tool for some healing supplies).

Silver Crusade

@GM, I just noticed I posted my character without her set spells, would it be okay for me to choose my spells if selected, or do I need to have all my spells "Prepared" now?


It wasn't on your list, and you said "don't ask for permission to use other books", but I am interested in trying the new shifter class out of the 2017 Ultimate Wilderness book. shifter

It is 100% Paizo. Thoughts? I was thinking a dwarf taking on a wolverine shape. OR maybe some type of plant shifter. Ent-like. That would certainly be unusual... He would be a defender of the new colony, often ranging out of town into the wilderness to protect borders.


@rorek55, you can wait to choose spells if you are selected.

@Mustachioed, Shifter is okay.


@Mustachioed, the d20PFSRD should reflect this, but make sure to take a look at the BIG FAQ for the Shifter class. Just in case the SRD isn’t updated yet. Thanks!


GM Cyrioul wrote:
@Mustachioed, the d20PFSRD should reflect this, but make sure to take a look at the BIG FAQ for the Shifter class. Just in case the SRD isn’t updated yet. Thanks!

Thank you! I knew the book was poorly written and the class not well received by the community. I'm having fun trying to see how to make it work. It will not be overpowered certainly, but hopefully unique.

To add more flavor and personality, I am going to take the skinwalker race, which I believe is allowed because it is not a listed Uncommon race, but if I got that wrong please let me know.

Grand Lodge

Mustachioed's submission. A skinwalker shifter, who concentrates on bear form (at least initially). He brings solid melee performance but a bigger goal of serving as a party tank with decent AC and high HP pool. I don't think he is redundant at all with the many druid submissions, in fact, would be great friends with them! One of the major criticisms of a shifter is that it takes til level 4 to really do any shapeshifting. I decided to get around this by tying the character to the skinwalker race, which gives some shapeshifting aspects immediately.

Noax talks in a big booming voice. He is not quite cognizant of how loud he must sound

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

answer:
"Sir, you may have noticed that I appear a bit different than the others here you are talking to. Yes, I'm a big person, muscular and intimidating. And most would call me quite ugly. And others would say I lack finesse in the conversational arts. All true... I am ugly. People don't like talking to me. Perhaps that is because I spend so much time time in the woods, where I can embrace my true nature as a descendant from a long-line of lycanthrope bears."

"But we are a noble breed, convinced of the good of all sentient beings, and we do what needs to be done to protect them. My kind is usually not welcome in civilized lands though, so we are a wandering people. You need protection; I need a home. A place to call my own, where I am not reviled, seen as an ugly misfit. A place where I can contribute."

"You ask why I am fleeing Galt. Galt is a cesspool of evil. The politicians don't live long enough to make a difference in our world. We have too much death, too much instability. The land is not kind to those of my race; many have seen their end on the tip of a guillotine blade. Twenty years ago it happened to my parents, and now I survive by living alone and avoiding civilization. The people in Galt do not trust strangers, and surely I am most strange to their eyes. I stay in the woods, I try to do good by protecting farms and innocents who wander the woods, but development and growth of cities has left my home shrinking. This land is death; your colony in the wilderness could be my hope for life."

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

answer:
"I believe in rule of law. I believe in the good of others. And I believe to keep both, you need aggression! To lay out destruction on those who would try to bring you down. Sir, you need fighters on this trip, someone to stand in the front lines. In fact, you need someone with the skills to go beyond the front lines, to scout, to wander the countryside and end the threats before they can approach our fair town. That person is me. While the power is not quite in my grasp, I can soon see being able to hide in the wilderness as a bear, kill our enemies, and fly back to town as an owl to report. I have a unique skill set, and I will NOT be easily taken down."

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

answer:
"My priority, sir, will of course be to defend and scout the countryside and keep my community safe. But, I enjoy the tanning arts and would be interested in crafting proper leather armor for your scouts. Who will of course be under my command. Yes, I think I would like to start a business, in fact. After all, tanning leather takes long periods of inactivity. It is a perfect job for someone who would rather be in the woods."

"And I think, a community like this where I can truly know someone, and where they can truly know me, is one of my long-term goals. I would not object to falling in love, sir. In fact, I would quite enjoy the experience. You accept me, and I will be your man for life. My life and my children."


Still working on crunch, but wanted to get questions answered real quick. Working on a Bard.

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

She is tired of all the political uneasiness and instability of Galt. She wants to be able to express herself through her artistic talents, without fear of persecution from the craziness that is the Grey Gardeners. If she wants to pick a lilac, she doesn’t want to lose her life over it. Although she goes where her heart is rugged to at times, Galt’s unrest and chaos is even more than she can stand and put up with.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

Why should I be chosen? Well, I yearn to live in a place that is more beautiful. I want to be able to look around and find inspiration for my paintings in a place not filled with strife, chaos, and sadness. I always try to find the beauty in life, but the current state of Galt is wearing even my cheerfulness down to its last note. I will also keep up the morale of those who travel with us, people say I am a great singer.

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Own her own dance school or artist shop to be able to both teach those interested in her art, and possibly make a living by selling her paintings in a gallery.


I think I'm done.

Just FYI, Diplomacy is min-maxed out the ass in order to facilitate the use of Call Truce, which she will be taking at 5th-level. Basically, this character is there to turn enemies into friends, which I thought is a valuable skill for a fledgling settlement. If this is inappropriate or won't fit, let me know. Otherwise she fits in a classic rogue role - off-melee, face skills, and Dex-based skills. Combat-wise, I plan to have her use social skills (Antagonize, Dazzling Display) to de-buff enemies and then stack that onto debilitating injury.

Fluffs:
Description:

Valentina is, in effect, a very well-educated mundane young woman. Her hair is naturally full, curly and soft and was the envy of many of her friends, though she has chopped it all off in order to attract less attention. She never favored austentatious clothing, though in school she was known for being fashionable. However, after the death of her parents she's made a deliberate effort to dress as plainly as possible. She only wears gray, brown, or black traveling clothes, often underneath a plain hooded cloak.

At a very impressionable age, Valentina watched her nation consume itself with ideological fervor and violence. This has caused her to have very strong views about politics, public service, ideology and tyranny. Valentina is twenty years old.

Background:

Valentina comes from a family of wealthy Galtan professionals. She had two parents - her mother, a scribe for a local scroll-selling business and her father, a university history professor. She still has a younger sister named Mabel, a bright young girl who's only starting to understand the ruin that's been made of their lives. Before the Red Revolution, before the murders and the unrest, Valentina had a charmed childhood. Her family was responsible and educated, and Valentina always had the best of everything. She went to private schools and was tutored by the best. She was ensured access to her favorite hobbies. In short, her upbringing was ideal. The first hint of sour was the first time the Gray Gardeners came to her father's workplace. They confiscated a number of books, gave a series of speeches about "dangerous reactionary ideas" that they were preventing and left with a warning: teach values consistent with the revolution or be punished.

That could have been the end of it, but her father did not really accept their ultimatums. He said that denying knowledge to the students made them fascists, and that it made them just as bad, if not worse, than the tyrants that they purported to replace. He continued to teach while revolutionary fever built to a boiling pitch in Galt. For awhile, it was fine. The Gardeners came to the Univeristy from time to time to demand that he quit, but he refused to be intimidated. His students looked up to him for leadership, after all.

Their final days as a family were not that long ago. Many of the students at the University had slowly been turned over to the ideals of the Gray Gardeners and their propaganda. Through coercion, persuasion, and intimidation, Valentina's father's own students were convinced that he was holding back progress with his "reactionary" teaching. He was dragged out of his office, of his classroom, by some of his pupils. They beat him halfway to death before delivering him to the Gardeners, where he was beheaded by a final blade. Another bourgeosie pig too wealthy for the common people to stomach. Valentina, her mother, and her sister only had a short time to pack and go. Valentina and Mabel only escaped because their mother stalled the Gardeners, and because they happened to be upstairs when they visited the family house. With nothing but a couple of backpacks, Valentina dropped a rope out of a window and the pair climbed down before escaping down a nearby city alley.

They've spent the last few weeks staying with friends, living in hostels, and sleeping on the streets, but Valentina isn't willing to put anybody she knows in danger protecting them. She knows they have to leave Galt.

Questions:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

- After her family was murdered by the Gray Gardeners for refusing to preach propaganda in school, Valentina and her sister were the only ones to escape successfully. After that experience she doesn't feel safe in her home nation. The Viscount's mission strikes close to home and she joins in because she's in exactly the same boat as he (and likely all of his servants and men) is.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

- "Please, sir," she asks, clasping her hands together. "We have nothing. All I want is the chance of a happy life for my little sister. I'll do anything that needs to be done to ensure that your settlement succeeds, that everything is fair and safe and clean and right. Just let us come along. Please. I'll be helpful, I swear. I'm a fair hand with a sword, and I've had a good bit of school. If it takes money, I have that too. Whatever it takes."

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

- Valentina's role in any possible settlement depends on the morality of its leaders. If she trusts those in charge, her overriding goal will be the success of her younger sister, which means she is going to take on a lucrative job, build them somewhere to live, and champion every cause which advances her sister's interests - education, safety, urban development, etc. etc. City planning, in effect. If not, and those in charge turn out to be corrupt, misguided, or cruel, she would take matters into her own hands. She didn't escape Galt in order to live somewhere else that would be terrible. I see a future for her as a politician.

Crunch:
Valentina Silverstone
Female human rogue (phantom thief) 2
LG Medium humanoid (human)
Init +3; Senses Perception +5

--------------------
DEFENSE
--------------------

AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 18 (2d8+2)
Fort +1, Ref +6, Will +0 (+2 vs. emotion and fear)
Defensive Abilities evasion
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee mwk rapier +5 (1d6/18-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks finesse training (rapier)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Persuasive, Weapon Finesse, Antagonize
Traits Helpless, Silent Watcher, Natural-Born Leader, Disillusioned
Skills Bluff +7, Diplomacy +16, Disable Device +8, Disguise +6, Intimidate +8, Knowledge (history, local, nobility) +6, Perception +5, Ride +8, Sense Motive +5, Spellcraft +6, Stealth +8 Conditional Bonuses +2 when gaining followers or recruiting teams, +1 on Sense Motive and Stealth in crowds
Languages Common, Elven
SQ social ties, powerful presence, rogue talents (social grace (diplomacy)), broad education, refined education (diplomacy)
Gear mwk rapier, lamellar cuirass, mwk buckler, cold-weather outfit, traveling outfit, thieves' tools, mwk backpack, bedroll, blanket, light crossbow with 10 bolts, light horse named Mulligan, 310gp, 5sp

Maths:
Equipment:

Mwk rapier - 320gp x
light crossbow - 35gp
10 bolts - 1gp
lamellar cuirass - 15gp x
mwk buckler - 160gp x
cold-weather outfit - 8gp x
traveling outfit - free
thieves' tools - 25gp x
mwk backpack - 50gp x
bedroll - 1gp x
blanket - 0.5gp x
light horse - 75gp

TOTAL REMAINING: 310.5gp

SKILLS: 12 ranks/level (8 + 1 Int + 1 FCB + 2 background)

Bluff - 2 ranks + 2 Cha + 3 class = +7
Diplomacy - 2 ranks + 2 Cha + 2 social ties + 1 refined education + 2 Persuasive + 4 social grace + 3 class = +16
Disable Device - 2 ranks + 3 Dex + 3 class = +8
Disguise - 1 rank + 2 Cha + 3 class = +6
Intimidate - 1 rank + 2 Cha + 2 Persuasive + 3 class = +8
Knowledge (history) - 2 ranks + 1 Int + 3 class = +6
Knowledge (local) - 2 ranks + 1 Int + 3 class = +6
Knowledge (nobility)- 2 ranks + 1 Int + 3 class = +6
Perception - 2 ranks + 0 Wis + 3 class = +5
Ride - 2 ranks + 3 Dex + 3 class = +8
Sense Motive - 2 ranks + 0 Wis + 3 class = +5
Spellcraft - 2 ranks + 1 Int + 3 class = +6
Stealth - 2 ranks + 3 Dex + 3 class = +8


Andostre wrote:
Definitely interested in submitting a gnome cavalier for this! Spring Break is coming up, which means traveling out of town with the family, but I should be able to submit this before the deadline.

Hi, I'm back! Here is my submission:

Gnixgnox Arrig - gnome cavalier and exemplary expert explorer

My PC's answers to the three questions are at the end of the Background section on the profile page. Additionally, I want to add that having GMed a PbP campaign (although not on Paizo boards) and having played in various campaigns on the Paizo boards, I am familiar with the routine and I understand the importance of keeping posting momentum going, and I understand it's the responsibility of both the GM and the players.

I'd like to add a little bit about myself: I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of related, continuous PbPs since... dang, since 2006. Those aren't on this board, but I am involved in a fair amount of other PbPs on this board. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.

Let me know if there are any questions, and good luck to everyone!


Late entry :) Will be done (more or less, might not finish crossing all the t's) pretty soon.


basically done, can finish equipment if chosen


With 24 hours left to go, here is the current list of submissions:

Sir Dorick Granstead - Human Cavalier (Order of the Lion)
Maskini - Human (Mwangi) Unchained Monk
Mortimer Mathias Argentum - Dwarf Gunslinger (Musket Master)
Fendir Tang - Hobgoblin Geokineticist
Lena Kensley - Human Bard (Archivist)
MarcianGrallm - Tiefling Alchemist (Mindchemist)
Francoix Delacouis - Human Rogue (Burglar/Cutpurse)
Ariso Chivala - Human Ranger
Professor Yeoffray Potter - Aasimar Bard (Archivist)
Kalig the Tireless - Half-Orc Druid (Urban Druid)
Mia Ravenlock - Human Druid
Valmont Lafayette - Half-Orc Vigilante (Gunmaster)
Sir Bleeparolo the Deft - Gnome Oracle (Nature)
Noax Coldborn - Skinwalker Shifter
Valentina Silverstone - Human Rogue (Phantom Thief)
Gnixgnox Arrig - Gnome Cavalier (Beast rider)
Soraya Blacktip - Human Witch

Fear not, dots! There is still time to finish up your appeals to Viscount Aristide.

51 to 100 of 125 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Frontier Needs Settlers, Redux All Messageboards

Want to post a reply? Sign in.