
GM: Dave the Dwarf |

I am new to Play by Post but I am enjoying myself with it so much I would like to try to run my own game. I want to run Crypt of the everflame before I jump headlong into an AP.
What I am looking for is between 4 to 6 players veteran or noob to the Play by Post system.
Character creation would be a 20 point buy. Starting at level 1 but for this one Core classes and races only. Max HP first level. 175 gold for your gear. Since this is my first time lets go good or neutrals only.
I am going to alter the pathfinder system in the following ways. The combat will be more of a free flow description rather than squares and threatening spaces. I am not going to post maps; I will just describe what is going on. Attacks of opportunity will be rare so if you need combat reflexes as a prerequisite to another feat you can have it for free as it does not really matter in my games.
The Crypt of the everflame is written in a way that it provides you with a back story so I just need character stats and a personality and we are ready to roll. Your character for this game will be a teenager from a small town so you will start out knowing each other. You do not have to like each other if you do not want to.
I want to learn PBP better so I can run some adventure paths if this goes well.
If you, the players, get attached to these characters in Crypt of the Everflame I can string together more modules and adventures to make a full campaign out of it.
Please be ready to help me learn!

Ed Gentry |

I'd love to give this a try. I've done a lot of PbP but it's been a while. I play PF regularly irl and know the rules pretty well. I DM for PFS irl on occasion.
Full Name: Yorn
Race: Half-orc
Classes/Levels: Rogue 1
Gender M
Size M
Alignment NG
Languages Common, Orc
Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10
About Yorn
As a six and a half foot half-orc, Yorn sticks out. Usually this is a bad thing as a rogue but Yorn makes it work. Stealthy when he needs to be, strong as an ox when that fails, Yorn prefers subtle but is just as happy with plowing ahead if need be. Most of the time, Yorn seems to forget that he's a half-orc and it is easy for those who know him to forget his lineage as well. However, when Yorn loses his temper, his ancestry becomes clear...and usually really loud.

Digger Chandler |

I don't have a name for her yet, but I am terrified of her.
CG Medium Humanoid (human)
Init +2; Perception -1
--------------------
Defense
--------------------
AC 19 (12 touch, 15 flat footed)
hp 12
Fort +3, Ref +2, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Longsword +4 (1d8+2)19/20x2
Melee: Warhammer +3 (1d8+2)x3
Melee: Light Pick +3 (1d4+2)x4
Ranged: Longbow +3 (1d8)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 13, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +3 ; CMD 15
Feats: Intimidating Prowess, Weapon Focus (Longsword),
Traits: Convincing Liar, Extremely Fashionable
Skills: Bluff 10/11 if in 150gp+worth of clothes (3+1+3+2+1), Diplomacy 9/10 if in 150gp+worth of clothes (3+1+3+2), Intimidate 10/11 if in 150gp+worth of clothes (3+1+3+1+2),
Languages: Common
--------------------
Racial Abilities
--------------------
• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Bonus Feat: Humans select one extra feat at 1st level.
• Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy andBluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
--------------------
Class Abilities
--------------------
.
EQUIPMENT:
Longsword
Light Pick
Warhammer
Heavy Wooden Shield, spiked
Scale Mail Armor
Longbow
40 arrows

Digger Chandler |

Ah, forgot to copy and paste. It's "Dazzling Display," an intimidation feat. She's a beautiful girl who knows how to manipulate her, and I know no one more frightening than pretty teenage girls. They can be so ...mean! But I want to try to play her as a face for the team, freeing up the rogue for dastardliness and sneaking.

Digger Chandler |

That works for me! Intimidating prowess just lets her add her strength bonus to her intimidation ...now that I'm thinking about it, that's just plus two ...hmmmmmm. I may switch that one out. The Dazzling Display is just taking a full round to do cool crap with your favored weapon, allowing you to intimidate anyone in 30 feet, like when they wind up for a big fight scene in kung fu movies, heh. EDIT: Yeah, switching out Intimidating Prowess for Persuasive, so she gets bonuses in bluff and intimidate.
Always wanted to play a social-martial character combo.

Nalun Elzrahar |

Color me interested!
S 10
D 14
C 14
I 18
W 12
CH 8
HP 9
Fort +2
Ref +2
Will +3
AC 12
Human Traits (Core 27)
Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.
Skilled (Core 27): You gain 1 additional skill rank at each level*.
Traits
Gifted Adept (APG 329): Pick one spell when you choose this trait from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (Web Bolt)
Magic is Life (APG 333): As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
Class Features
Weapon Proficiency: You are proficient with the following weapons: Club;Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff
Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Bonded object (Rune Carved Staff)
Arcane School (Core 79): You are a specialist in arcane spells of the
Conjuration spell school. Your prohibited schools are: Evocation Necromancy
Summoner's Charm (Su) (Core 80): Whenever you cast a conjuration
(summoning) spell, increase the duration by 1 rounds.
Acid Dart (Sp) (Core 80): As a standard action you can unleash an acid
dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6) points of acid damage. You can use this ability 7 times a day. This attack ignores spell resistance.
Feats
Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
Greater Spell Focus (Conjuration) (Core 125): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
Scribe Scroll (Core 132): You can create a scroll of any spell you know
Favored Class Bonus +1 hp
Spells known:
0 ALL
1 Web Bolt
Sleep
Enlarge Person
Summon Monster I
Color Spray
Mudball
Magic Weapon
Spells Prepared
0 Detect Magic, Prestidigitation, Daze
1 Mudball, Web Bolt, Enlarge Person

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Also new to pbp.
I put forward:
Baral Dorda
Male Half-Elf (Human-Raised) Monk 1
LN Medium Humanoid (elf, human)
Hero Points 1
Init +2; Senses Low-Light Vision; Perception +3
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Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 0
Critical Defense: +2. . (+2 Dex)
Vig 8 (1d8) Wnd 26 (Threshold 13)
Fort +4, Ref +4, Will +1
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Atlatl Dart -2 (1d6+2/x2) and
. . Siangham +2 (1d6+2/x2) and
. . Unarmed Strike +2 (1d6+2/x2)
Ranged Shuriken +2 (1d2+2/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 8, Cha 9
Base Atk +0; CMB +2; CMD 14
Feats Combat Reflexes (3 AoO/round), Improved Unarmed Strike, Monk Weapon Proficiencies, Skill Focus (Acrobatics) (Adaptability), Stunning Fist (1/day) (DC 9), Throw Anything
Traits Drug Addict (Friend) (Diplomacy), Forlorn
Skills Acrobatics +9, Bluff +1, Climb +6, Diplomacy +1, Disguise +0, Escape Artist +6, Intimidate +3, Perception +3, Sense Motive +0, Stealth +6, Swim +6
Languages Common, Draconic, Dwarven, Elven
SQ AC Bonus +0, Elf Blood, Hero Points (1), Stunning Fist (Stun), Unarmed Strike (1d6)
Combat Gear Atlatl Dart (2), Shuriken (10), Siangham; Other Gear Backpack (7 @ 5.4 lbs), Bedroll, Chalk, 1 piece, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (2), Pole, 10-foot, Rations, trail (per day) (3), Rope, hempen (50 ft.), Torch (2)
--------------------
Special Abilities
--------------------
AC Bonus +0 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stunning Fist (1/day) (DC 9) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Child of a guard of the Elf Mierani ambassador and the daughter of a Noble house. Mother and child where sent away to the North. To Kaer Maga, where he passed his childhood and became a monk of the Brothers of the Seal order. He came back recently and wants to claim his human heirloom. His noble human grandfather passed away without male descendents. He was not a member of one of the great houses, but was the scion of an ancient and comfortably wealthy noble founders of the city. Baral wants to show that he is a worthwhile member of that house, even if he is a half breed. To that end he wants to engage in worthy tasks for the good of the city."

Mark Talbot |

Hi Dave! I'd like to play a troubled kid whose only real friend is his pet tigress, Maggie. Meet Mark Talbot:
Mark Talbot
Mark "feels things quite strongly," as his mother likes to say. In truth, Mark was a real terror growing up, but has since gotten somewhat of a handle on his emotions - at least, until his pet Maggie is threatened. Doing so sends Mark into a tumultuous rage that isn't pretty to watch. Maggie is a big cat, a tigress to be exact, that Mark and his father rescued when Mark was very young, and Maggie was just an abandoned kitten left behind when a traveling group of circus performers left town. Mark will fight anyone, any time, if Maggie's in danger. Maggie was all Mark had growing up when his father left him and his mother. Now, he tries to make friends with the other kids, but never truly feels comfortable around them. Maggie's the only one who truly understands Mark, and is always there for him, by his side.
Crunch is in the profile. I post every day!

GM: Dave the Dwarf |

I like what everyone came up with.
Where is the Mad Dog Barbarian from? Like what sourcebook?
Do you guys want to go ahead and get started or do you want to see if a healer shows up?
Has everyone read the campaign info?
You guys put a lot more though into these characters then I really expected and thats great. I think I will plan on running the 2 adventures that follow Crypt of the Everflame. I think that will take us to about level 7 and we will see where it goes from there.

Geriatric_ |

I'm very interested in this. Do you still have room? I can probably have something worked up in the next few hours.
I'd definitely go Oracle, as I don't see these young people necessarily having had the time to "train" as much.
Probably a female, very unsure of the changes that have developed recently. Her powers very recently manifesting.
Edit: I have very little experience with PbP, but I have recently joined two campaigns. I am a frequent poster, as I have more time than most to post while at work.
I just re-read character guidelines and saw that it is Core only.
So I will play a Cleric.

GM: Dave the Dwarf |

If you want to play an Oracle I think that will work fine. The Core only is mostly because the module assumes you start in this town and you have a mentor. We will just use the Cleric mentor for you but your character will actually be a Oracle.
If anyone else wants to change to something more exotic let me know and we can maybe make it work.

Mark Talbot |

Well, like everything else, I found the Mad Dog barbarian on the Pathfinder SRD online. However, the original sourcebook the archetype came from is the Animal Archive, a sourcebook designed to allow more classes the option to have an animal companion should they desire.

GM: Dave the Dwarf |

Well, like everything else, I found the Mad Dog barbarian on the Pathfinder SRD online. However, the original sourcebook the archetype came from is the Animal Archive, a sourcebook designed to allow more classes the option to have an animal companion should they desire.
I do not have access to that document. That is not to say you can't use it as I like your story. What do you loose for having an animal companion? Giving a full power barbarian a fighting pet seems a little overpowered to me so I assume you loose some other powers.

Mark Talbot |

Here is the page describing the Mad Dog archetype.
It lists the drawbacks there, but for your convenience:
I lose my rage powers that I gain at 2nd, 6th, 10th, 14th, and 18th level, meaning I get half the rage powers of a regular barbarian.
I lose uncanny dodge and improved uncanny dodge. (this one hurts most.)
I don't get rage until level 4, and when I do get rage I get it at my effective barbarian level - 3. So at level 4 I will have the same rage as a level 1 normal barbarian.
Normal barbarians get Damage Reduction/- at level 7, I get it at level 10.
I also lose Indomitable Will.
These are all in exchange for other Mad Dog class features, like getting +4 to hit when I'm flanking a target with my animal companion instead of just +2, stuff like that.

GM: Dave the Dwarf |

Here is the page describing the Mad Dog archetype.
It lists the drawbacks there, but for your convenience:
I lose my rage powers that I gain at 2nd, 6th, 10th, 14th, and 18th level, meaning I get half the rage powers of a regular barbarian.
I lose uncanny dodge and improved uncanny dodge. (this one hurts most.)
I don't get rage until level 4, and when I do get rage I get it at my effective barbarian level - 3. So at level 4 I will have the same rage as a level 1 normal barbarian.
Normal barbarians get Damage Reduction/- at level 7, I get it at level 10.
I also lose Indomitable Will.
These are all in exchange for other Mad Dog class features, like getting +4 to hit when I'm flanking a target with my animal companion instead of just +2, stuff like that.
Thanks I am at work and that site is blocked. That looks to be balanced fine to me then. You may be very powerful at 1st level but it should all even out. I will just throw more stuff at you guys to make up for 7 targets.
You are all experienced role players you can handle it... =D

SuperJebba |
I know you said you were full, but I was in the throes of rolling my character up when you posted that message. Very disappointed. I've been wanting to try PbP for a long time now, and this seemed like a great chance to do so that didn't seem as terrifying as most of the other recruitment thread. I figured I'd post my character on the off chance that someone bails.
Character
Lilian Lark
Female Human Druid 1
N Medium Humanoid (Human)
Init +6; Senses - Perception +8
Defenses
AC 15, touch 12, flat-footed 13
Fort +3, Ref +2, Will +6
Offenses
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged +2 Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Statistics
Str 9 Dex 14 Con 12 Int 12 Wis 18 Cha 12
Base Attk +0 CMB -1 CMD 11
Feats - Spell Focus (evocation), Improved Initiative
Traits - Child of Nature, Gifted Adept (Produce Lightning)
Skills - Climb +3, Fly +6, Heal +8, Knowledge (nature) +8, Perception +8, Survival +10 (11 to find water), +3 Swim
Languages - Common, Druidic, Sylvan
SQ - Nature’s Bond (Air domain), Nature Sense, Wild Empathy
Special Abilities
Orisons
Spells
Combat Gear
quarterstaff, light wooden shield, leather armor, druid’s kit
As a small child, Lillian and her family lost their home to a massive tornado. Ever since, Lillian has been obsessed with gaining mastery over nature. Lillian was not interested in power or destruction or anything malevolent. No, Lillian wanted to be able to stop nature's fury from exacting its wrath on innocents in the future. While certainly comfortable with animals and able to commune with them, Lillian's talents lie in her ability to control the elements and help those affected by her unbridled fury.

GM: Dave the Dwarf |

I know you said you were full, but I was in the throes of rolling my character up when you posted that message. Very disappointed. I've been wanting to try PbP for a long time now, and this seemed like a great chance to do so that didn't seem as terrifying as most of the other recruitment thread. I figured I'd post my character on the off chance that someone bails.
** spoiler omitted **...
Well damn...how can I really say no.
Thats it though 7 and we are done. Go to discussion an post how you know everyone or don't know everyone. Also read the campaign info please.

GM: Dave the Dwarf |

I understand your situation Dave, I'm actually DMing a play-by-post on these forums too and I had to increase my intended party size to 7 players because I just liked the applications so much. Haven't had any problems so far.
Yea im assuming that 7 players in play by post will not be so bad. I will just increase the encounters and that can be more fun in its own way.

GM: Dave the Dwarf |

I appreciate it, Dave, but I don't want to inconvenience you. I've run large group adventures IRL and they're hard enough. I can chill and wait to see if someone leaves the party.
It really should not be a problem. Besides I allready typed out a lot of info for you in the discussion thread =P