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Opening up a recruitment for an upcoming PFS PbP game for the Quest for Perfection (parts 1-3). The Scenarios are 1st - 5th level, and I was planning on running them back to back. A single character would be best, but is not required.
I am looking for daily posting, give or take, and understand that the weekends and holidays tend to be slower.
I will be utilizing Google Docs for maps (limited interactive and free) and the Paizo Boards for the game play.
I prefer if players can arrange most of their common stats in the "Class and Level" and "Race" section of their character sheet, but not required, and try to utilize a common posting style,
Bold for in character dialogue
Italics for thoughts, actions, writing, and distinction in a post. <I will also use this for descriptions and narration.>
Blue for Out of Character comments, questions, or the like.
Old Faction Missions will be available upon request, for fun.
I understand that life happens, so if you know something is coming up that might mean you can't post for a bit, just let me know, and preferably with some basic instructions for me (or someone) to run your character as needed.
Feel free to ask questions if needed.
Part of this will be dependent on the players, but I am hoping for each scenario to be completed in approx. 1-2 months.

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I'm an experienced pathfinder player but I just joined the PFS today so this would be my 1st scenario.
Here is my 1st character:
Zane Allan
Male NG Human Magus, Level 1, Init +2, HP 13/13, Speed 30'
AC 17, Touch 13, Flat-footed 14, CMD 15, Fort +4, Ref +2, Will +2, CMB +2, Base Attack Bonus 0
Sawback Longsword +2 (1d8+3, 19-20 x2)
Cestus +2 (1d4(+2), 19-20 x2)
Leather Lamellar (+4 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Condition None

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Torean -> Inquisitor 1
Zane -> Magus 1
Maaarv -> Alchy 4
Gunner -> Fighter 1
Krumthi -> ?
Maybe's (as in I'll get you in a game, but might be the other, maybe both, but I'd like to give other people a chance to play in one if they are not at all first)
Gryne
Thovar -> Cleric 1
A few of those are that you are a member of, work with/for, or are somehow a part of a small group called the Pathfinder Society, and have an interest in exploring <adventuring>, working with a team <no player vs player stuff>, and reporting back <taking a few notes, and doing things that would help the Pathfinder Society in general>.
Two free roducts will help.
the Guide to PFS Organize Play
and the Additional Resurces, with a link near the bottom of the paragraph for a PDF of it.

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DM Beckett - I may excuse myself from these. It looks like you're getting a lot of Level 1's. I'm not really interested in starting up another character at this time, and I'm afraid mixing in a Level 4 with all Level 1's will make me a little overpowered for the scenarios.
Both of my current Level 1 characters are in other PbPs at the moment.
Also, like I had posted, I've already completed Part 1, but I'd love to bring in one of my Level 1 characters for parts 2 and 3 when they become available, if things work out.

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Torean -> Inquisitor 1
Zane -> Magus 1
Maaarv -> Alchy 4
Gunner -> Fighter 1
Krumthi -> ?Maybe's (as in I'll get you in a game, but might be the other, maybe both, but I'd like to give other people a chance to play in one if they are not at all first)
Gryne
Thovar -> Cleric 1** spoiler omitted **
I don't mind new players at all, and I hope that I can give you both a good game and an intro into PF/PFS/PbP (whichever apply). PFS is mostly like any other PFS game, with a few basic changes in order to make it viable as a world-wide sort of home game. Things that make it possible for you to take your character to any other PFS game and be able to jump in. So certain things are just universally not allowed, house rules are kept to a minimum, and there are some assumptions.A few of those are that you are a member of, work with/for, or are somehow a part of a small group called the Pathfinder Society, and have an interest in exploring <adventuring>, working with a team <no player vs player stuff>, and reporting back <taking a few notes, and doing things that would help the Pathfinder Society in general>.
Two free roducts will help.
the Guide to PFS Organize Playand the Additional Resurces, with a link near the bottom of the paragraph for a PDF of it.
it would be the the PFS.
I have played on here before, I have played other places online and I have played many time IRL. So the society is what would be new for me, I joined a long time ago but never had the chance to do anything with it. I am going to Gen-con this year so I wanted to be able to play there.I am thinking that I am going to start a rouge from what it looks like on the boards, and that it the type that I am most comfortable with anyhow. So if you would have me. I will get the stuff together tonight when I get off of work.

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Torean -> Inquisitor 1
Zane -> Magus 1
Gunner -> Fighter 1
Krumthi -> Rogue 1
*Gryne ->
Wyran -> Warpriest 1
Gaius -> Sorcerer 1
So I am definitely going to cut it off there. Sorry, no more applicants at this time.
@ Gryne. It sounds like the City of Strangers game is going to need to splint into two separate games. How would you feel about jumping into one of those so I can keep this one a 6 person party? Alternatively, I have a friend that is also still looking for players for The Devil We Know (parts 1-4).
Anyone that is interested can check that out.

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Here is Gunnar's Statblock. Fresh character, first game.
Male Human (Ulfen) Fighter (Phalanx Soldier) 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
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Offense
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Speed 20 ft.
Melee heavy shield bash +5 (1d6+4/×2) and
battleaxe +5 (1d8+4/×3) and
javelin +1 (1d6+4/×2) and
ranseur +5 (2d4+6/×3)
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Statistics
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Str 18, Dex 14, Con 14, Int 13, Wis 11, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Bodyguard, Combat Reflexes, Saving Shield
Traits adopted, helpful, merchant of katheer
Skills Appraise +6, Climb +2, Profession (merchant) +4, Swim +2
Languages Common, Shoanti, Skald
Other Gear Scale mail, Shield Spikes Heavy steel shield, Battleaxe, Javelin (3), Ranseur, Backpack (18 @ 34 lbs), Bedroll, Belt pouch (4 @ 2.22 lbs), Flint and steel, Hip flask, Mess kit, Pot, Rope, Torch (10), Trail rations (5), Whetstone, 1 GP, 2 SP, 8 CP
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
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Thrud
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1/×2)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Down [Trick], Heavy Labor [Trick], Heel [Trick], Perform [Trick], Stay [Trick], Work [Trick]
Skills Perception +5
SQ down, heavy labor, heel, perform, stay
Other Gear Ale (per gallon), Cards (3), Dice (2), Dominos (2), Honey (per jar) (2), Mead (per gallon) (2), Merchant's scale, Pack saddle, Pulque (per wineskin) (2), Soap, Tobacco (3), Wine, fine (per bottle)
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Special Abilities
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Down [Trick] The animal will break off combat on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Heavy Labor [Trick] The animal has been trained for labor.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Perform [Trick] The animal will perform tricks.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

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Krumthi
Male Elf Rogue 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20/×2) and
. . heavy mace +1 (1d8+1/×2)
Special Attacks sneak attack +1d6
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Statistics
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Str 13, Dex 16, Con 12, Int 15, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Dodge
Traits child of the streets, fencer
Skills Acrobatics +5, Appraise +6, Diplomacy +5, Disable Device +6, Escape Artist +5, Perception +7 (+8 to locate traps), Sense Motive +5, Sleight of Hand +6, Spellcraft +3 (+5 to determine the properties of a magic item), Stealth +5, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ elven magic, trapfinding +1
Combat Gear Caltrops; Other Gear Lamellar (leather) armor, Dagger, Heavy mace, Backpack (1 @ 5 lbs), Bedroll, Belt pouch (4 @ 3 lbs), Chalk, Flint and steel, Grappling hook, Rogue's kit, Thieves' tools, Torch (10), 26 GP
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TRACKED RESOURCES
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Dagger - 0/1
Torch - 0/10
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Special Abilities
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Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Torean -> Inquisitor 1
Zane -> Magus 1
Gunner -> Fighter 1
Krumthi -> Rogue 1
Wyran -> Warpriest 1
Gaius -> Sorcerer 1
looks good.
I am going to be starting up the game soon, and after that, probably tomorrow, I will edit campaign. Can I get everyone to post the follow info:
Player Name (or Nickname) - Character Name - PFS Number - Faction
and also a Day Job check if you have one (or let me know if you plan of getting one by the end).
One other thing, please designate some type of default action for your character in combat to take if for some reason w need to move on and you can not post. I will not use any of your resources (with the exception that someone else might immediately die if they are not used) without your say so, or it is a odd time where it could really mess somebody up for some reason. <It's never happened, but just wanted to make that clear>
Example:
DM Beckett - Yanos - PFS 5,274-17 - Taldor and Day Job (Heal): 1d20 + 8 ⇒ (3) + 8 = 11 If you need to move things along and waiting on me, I'll either ready an action to heal with my wand or Aid Another each round to boost someone's attack, whichever seems more wise for that encounter.
Also, remind me if you are new to PFS, to Pathfinder, or to Play by Post, so I can remember to explain things a bit better, or to offer tips that might help. Feel free to ask questions at any point, or for clarification on things before you act.

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[*url=http://www.myth-weavers.com/sheetview.php?sheetid=761901]Zane[/url*]
to the Homepage section (deleting the 2 *'s).

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Player Name: Zane - Zane Allan - PFS # 120444-1 - Grand Lodge
I do not currently have a Day Job but would like to get one. The GtPSOP did not go into much detail about Day Jobs. I don't think I currently have any skills that would apply so I may have to wait until I level up to invest in one.
Default action: Two-Handed Attack with Longsword +2 (1d8+3, 19-20 x2)
I am new to PFS but not Pathfinder. I am not new to PbP but I am new to this site. I am used to RPG Crossing and Myth Weavers. Things are a bit different here.

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Enchanter Tim - Torean Spellbane - PFS#: 1142-4 - Grand Lodge
No day job roll
Torean's default action would be to attack the nearest enemy. He places a priority on going after enemy spellcasters, but not so much as to put himself and the group in a bad tactical position.
So others know, Torean is built as an anti-spell melee character. He's got some pretty massive saves vs. spells effects. You *should* be able to count on him to pass any spell save (non-spell saves are a different story), and then put his hammer into the mage's face.