
DM Feral |

I suppose I should talk a little bit about myself.
I'm a longtime participant in PBP on these forums both as a player and as a DM. I've run bunch of PFS but am also involved in running a few APs.
These include:
Rise of the Runelords (finishing book 2 now in a bit less than a year)
Co-DMed Skull and Shackles (finished the entire thing in four months)
Co-DMed Second Darkness (starting book 3 now in five months)
My Expectations
I want players that are going to be involved. This game isn't an AP. There will be no plot railroad for me to push you guys down. I need players that are motivated in the world around them. I want players that will ask questions and looks for answers.
What You Can Expect From Me
I will run a fair game and give you an engaging experience. I'm a strong believe in the notion that the game is character-driven first. I am not a DM that runs the game like a video game. Tabletop (or PBP in this case) RPGs are a medium that few other forms of entertainment can match. I like to capitalize on that.
What I Want in Applicants
I want to see interesting, fleshed out, and cohesive characters. That is, I want to see characters that are more than optimization templates with histories that work within Golarion and Magnimar. I don't expect (or even really want) a novel of backstory but your character should make sense.
I'm going to stick with the original DM's character creation rules but I should warn everyone that there are a few things that will 99% get you skipped.
Summoner
Magus
Anything with Crane Style
Zen Archers
If you're curious if your character's gimmick my be on the softban list, ask. I'll be honest with you. If you're absolutely married to something that I'd rather not have in my game, I'll work with you on a compromise.
***
As mentioned in my previous post. I'm going to leave applications open until Saturday. I'm only looking for four characters but I might do five. If you have any other questions, please post them here.

Me'mori |

Halsanna Firdraes. Female Half-Elf Fighter(Archer).
12,17,12,15,10,12
Traits: Civilized, Tactician,
Drawback: Meticulous
The daughter of a Taldan noble, Halsanna was sent away for a "proper" schooling. Much to the dismay of their father (once he found out), she had found classes at the local fighting salle to be far more preferable to the ladies' classes. So she switched schools. Her father was sending the money to her, anyways. Of course, that did not go well upon her graduation, as she learned that she was promised to a man she had not even met in an arranged marriage!
Drawing up a plan, she signed on with the Silver Ribbon mercenary company, and let the work take her where it would. She was trained for the work and good at organization, so finding a place was not too difficult. In between contracts, she turned to gambling to help keep her funds from depleting. An I.O.U. gained at a gambling table brought her to Magnimar, the promise of money enough for her. That it took her further away from a marriage she did not agree to was a bonus.
Her skills will include Profession(Gambling)& Profession(Soldier)

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Barbarian 1
Medium Half-elf / Humanoid (Half-elf)
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,
==DEFENSE==
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 14 (1d12+1)
Fort +3, Ref +1, Will +2
Armor Chain Shirt, Light
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)
==OFFENSE==
Spd 30 ft/x4
Melee Ranseur +5 (2d4+6) 20/x3 disarm, reach
==STATISTICS==
Str 19, Dex 12, Con 12, Int 14, Wis 10, Cha 8
BAB +1, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Acrobatics +3, Bluff +4, Diplomacy +3, Perception +6, Stealth +0, Survival +1
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Convincing Liar (Social: Bellflower Network) (PFCh: FcGd 63)
Languages Common, Elven
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Cruch: Character will be going melee and level as an Bramble Brewer Alchemyst
-----
Fluff:
Azgal was an orphan who grew up in the area between Varisia and Cheliax.
He survived these years because the was a long stronger then the rest of the kids that lived in the streets.
At 16 not really wanting to stay and enlist with the local thief guild
The next night, besotted with cheap ale and languishing in a humor most foul, Azgal signed off and became a mercenary
He had been captured fighting in the Yerasol's about a year before the end of the company's engagement contract. Shortly thereafter he was bought from the work camp, a shell of his former robust self. He had lost over 80 lbs from his former 160+ pounds, and sleeping sores and unhealed cuts left his body a mass of scar tissue. He also had a slight limp from an improperly set broken ankle, but he was alive, and on a wagon headed for who knows where....
It happened to be Magnimar. There he was told that we was going to be free as he had been chosen to be send to the Aspis Consortium as a replacement for the Son of Cleric Bromius of the Church of Abadar.
In the camp: bad treatment, little food, lots of work was the daily routine. The only person who showed some compassion was another prisoner given the task to keep the prisoner in working condition was an alchemist. He took my character as a helper for the heavy lifting. The alchemyst was also task to experiment on corpse and bodies from time to time. They had an escape plan has the alchemyst was trying to make a mutagen that could be taken by others. But he was purchased before all that came to happened.
Those who exhibit special knowledge or skill useful to the laborers are treated with respect and given appropriate task. The Alchemyst did his best to act as a doctor to all, amongst other "skilled, specialty" workers. My character being very strong and strong willed intervened to rescue the old man from a beating as he refused to carry out an vivisection asked. He insulted the Taskmaster and got himself a great beating (ankle broken) And that is where the relationship began. (in fact not quite as the alchemyst has treated him a few times before for whip lashes.) Working with the alchemyst they both came in with a plan. He would try to synthese his mutagen extracts in order for non alchemyst to be able to use them in order to be stronger so that they would be able to escape one night (And so a team of specialty people was chosen to carry out the Great Escape Plan (think about the WW2 movie). On the day they were going to carry out a bunch of slaver traveling from Cheliax to Magnimar stop at the Labor camp. They had suffered a bandit attack and figure they could replenish some of the lost slave / guard with what they could find. He was purchased amongst 10 others. The other were able to carry out the Great escape anyway while my character was taken to Magnimar and acted as a guard caravan on the way. Once more the caravan was attacked by bandits but this time Leading the "purchased" guards they were able to survive the raid.

Seamus Greenbottle |

Would anyone be interested in doing a joint background? I want to do a CHA and INT based rogue who excels out of combat but has little interest in sullying his hands unless absolutely necessary. Anyone interested in playing a bodyguard of sorts? Could be either an antagonistic relationship, or a more respectful, mutually beneficial one.

RebBrown |

I'm rolling up a ranger (freebooter), but am running into one detail that irks me: he has spellcasting. Where would such a scoundrel get his magic from? Besmara? It ain't an issue 'yet', but a ranger can use a variety of wands from lvl1 and on.
Stacking the skirmisher archetype on top of the freebooter would fix that, but I utterly dislike stacking archetypes.

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Thanks for picking this up DM Feral. I've read through everything and I am very interested.
First question- same crunch requirements and parameters as the original GM?
A second question- the character I have in mind would be extremely interested in taking the Master Performer and (when he hits the right level for it) the Grand Master Performer feats from the Faction Guide. Would there be any chance we could waive the TPA requirements in lieu of good role-playing? The Kithrodian Academy would tie into the character's background anyway but obviously, the character would be unable to gain TPA with that faction.

DM Feral |

Archetype stacking is perfectly healthy and normal. Assuming they stack legally, stack away!
I spoke briefly about the character building rules in my previous big post. You’re welcome to follow the character building specifications in Tallgrass’s original post but I’m likely to pass on characters taking advantage of any especially broken options. I have a short list in that post. If you’re worried about your choices, ask.
I'll take a look at the faction guide stuff tonight. I don't like the idea of skipping a requirement completely. I'm sure we can find another way for you to fulfill it.

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Sorry I edited my initial post to add in a second question, please see my last post above.
For full clarity i'm going to be pitching an Archaeologist Bard, re-fluffing the archetype somewhat as representing an individual with incredible luck both with dice (represented by maxed out Gambling skill) and in battle; a lot like Matrim Cauthon from the Robert Jordan's Wheel of Time. I think the character would be an absolute blast to play and i'm looking for ways to boost that luck bonus from the Archaeologist's Luck ability in order to mechanically represent his incredible luck; the primary method of which are the Master Performer and Grand Performer feats from the Faction Guide. I could instead use the favored class bonus from the Aasimar but I felt the concept fit a human far better.
I have plenty of other concepts but wanted to run that question by you before I put the character forward.
Edit: Ah just saw your edit. I'd like to take Master Performer at first level if at all possible, i'd meet every pre-requisite except the TPA immediately.

Me'mori |

Would anyone be interested in doing a joint background? I want to do a CHA and INT based rogue who excels out of combat but has little interest in sullying his hands unless absolutely necessary. Anyone interested in playing a bodyguard of sorts? Could be either an antagonistic relationship, or a more respectful, mutually beneficial one.
I'm game. Let's talk shop.

Otm-Shank |

Would anyone be interested in doing a joint background? I want to do a CHA and INT based rogue who excels out of combat but has little interest in sullying his hands unless absolutely necessary. Anyone interested in playing a bodyguard of sorts? Could be either an antagonistic relationship, or a more respectful, mutually beneficial one.
I'd also be down actually. My immediate thought was to make a true partner in crime, in the form of an Infiltrator Inquisitor. Packs a punch but has the talent to accompany you nearly anywhere without drawing attention.

Viluki |

She eventually began to learn Diabolism properly and then through blackmail and deceit she arranged visits to the "vault". The "vault" is where the forbidden texts on diabolism and many other forms of magic is kept. Mallivia then found the text itself that lead to her "ascension" and being kicked out of the Academae. The text told her of an ancient and profane ritual known as the "rite of transformation". The "rite" offered the power of Hell by infusing it into one's very being and ethos. Being the Renegade she was she performed the "rite" a month later and let her soul be infused with the power of Hell.
Just an hour after the ritual she found herself capable of manipulating objects and other magical cantrips. When the instructors put two and two together they realized what Mallivia had done and finally having the excuse they kicked her out. Mallivia wasn't a dunce and recognized that her former instructors might decide to "manufacture" an incident that would get her killed. As such she fled to Magnimar and with her honeyed tongue made her way into employment with the Aspis Consortium... Now its time to test whether or not if this was a good idea.
Won't be producing a stat block until I know whether or not if I am selected. GM your review?

Lynnda Windstrike |

Current Applicants
Just a note: Lynnda's character summary on the above sheet lists her as half-elf. She's actually human. Thanks!

Viluki |

another note on class, depending on in game circumstances if selected I may go for either the Diabolist or Blackfire Adept prestige classes to represent the fact that my character is focused on the summoning of fiends. Sadly the Infernal bloodline is not predisposed to the summoning of allies. Question of note do you like my character from the roleplaying perspective?

Viluki |

Human sorcerer 1
LE Medium humanoid (human)
Init +4; Senses Perception +0
Defense
AC 10/14, touch 10/10, flat-footed 10/14
hp 6 (1d6)
Fort +0, Ref +0, Will +2
Offense
Speed 30 ft.
Melee quarterstaff +0 (1d6x2)
Special attack Ray of Frost 0+, (1d3/19-20x2) (If I am remembering the ray spell rules right, correct me if I am not) and Corrupting Touch 0+, 7/day
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—Charm Person (DC 17), Mage Armor
0 (at will)—Ray of Frost, Detect Magic, Message and Mage Hand
Bloodline Infernal
Statistics
Str 10, Dex 10, Con 10, Int 16, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 10
Feats Eschew Materials (innate class feat), Improved Initiative and Spell Focus (Conjuration)
Skills 7 per level Knowledge (the planes and religion) 4+, Knowledge (Arcana) 7+, Diplomacy 8+, Intimidate 8+, Spellcraft 7+ and Use Magic Device 8+
favored class benefit is 1 extra skill point per level
Languages Common, Celestial, Abyssal and Infernal
equipment is robes and quarterstaff both of which are free leaving 70 gp.
gm your thoughts?
here are links
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/blackfire- adept

Edeldhur |

I'll be upfront about this one - I would really like to join the game. I even have a concept in mind, more of an attitude in life, for my character. But I am not 100% sure how to build it...
Idea is something along the Fighter/Rogue/Thug/Scout/Knife Master but, as I said, I am more intent on a certain character attitude than a specific crunch - below an excerpt trying to give a perspective of who Hagrin (my character) would be.
The sound would be sickening for others, but Hagrin had grown used to it by now. As the massive weapon descended on the man's head, ignoring its pleads for mercy, he felt no particular enjoyment or satisfaction - it was merely another job completed - "You should have thought of that before" - he whispered to the lifeless body in front of him.
For a month ,he had been tracking the merchant from one village to the other, after he had been offered 50 gold for his head - Hmmmm, I don't think he meant literally - he pondered looking at the half smashed craneum. The man who paid him was all tears and disgust after having bought a concoction that would heal his poor sick child of its ailment - Hagrin hadn't really paid much attention to the details of the sickness itself, to be honest - from this peddler that promised miraculous effects, only to verify, of course, that it produced no effects whatsoever on the child. Surprisingly, the miracle maker was already long gone by then...
The man pleaded for justice, retribution, and whatnot, but what he really wanted was revenge - they both knew it. Hagrin also knew a thing or two about human behaviour, so when the man told him that he had no more than 10 gold to pay for the "job", he merely laughed and motioned to leave - there had to be more, there is always more tucked away somewhere under a mattress, for an eventuality - "Well..." - he grinned - "This is your rainy day. It is finnally here"
They agreed on 50 gold, though even he could not have imagined that the man would have so much money stashed away - Better to spend it on a sure thing, like revenge, than on a miracle that will probably never happen" - he mused as he left the house with half the payment upfront. The girl was out there waiting for him, leaning against two walking sticks, her legs deformed and swollen - "Mister, you're going to find the drink that heals me?" - she asked with huge blue eyes.
That made him stop dead in his tracks just for a split second, but he quickly regained his bearings - "You need to go talk to your father about that. I am no doctor" - he commented without skipping a step, and proceeding immediately out of town.
The merchant was a wretch, a con-man - not really dangerous or agressive, only a well spoken liar that made a living out of ignorant and stupid people - Not bad actually, as far as businesses go - he remembered having though, while waiting for him on the back of the wagon. He would give him a good scare (Hagrin was good at that), and even a better shakedown, and surely the matter would quickly be ended.
Something strange though, as he waited there in the darkness, something about being small and weak amongst others that are big and strong, started grating on his nerves - the girl waiting for the magical drink that would heal her, the stupid father (or was he just desperate) that instead of going to a church or something, bought some murky water from a man he had never seen before, because he wanted to believe it would heal the kid... And all the while, he heard the man outside, selling more and more of his lies to desperate people...
By the time the charlatan entered the wagon, Hagrin was already in a fould mood because of it all, the stupidity, the despair, the weakness of the father... As the Earthbreaker descended the first time, it broke the man's leg - he cried feebly as Hagrin lifted the weapon for a second blow - he offered money and some other stuff for his life, but there was something primal already on the move, and some persistent memory of blue eyes - the weapon smashed his head - he did not move anymore, and the eyes were gone.
Hagrin
Human Fighter 1
CG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee earth breaker +5 (2d6+6/×3)
Ranged sling +2 (1d4+4/×2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack, Skill Focus (Survival)
Skills Intimidate +5, Knowledge (local) +2, Perception +0, Survival +6
Languages Common, Orc
Other Gear Scale mail, Earth breaker, Sling, Sling bullets (20), 59 GP, 8 SP
--------------------
Special Abilities
--------------------
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
The main idea is to go about two levels as a fighter for now, then start into rogue(scout/thug), and turn Hagrin into two main things - a decent martial combatant, aiming at stacking effects on opponents through Intimidation, and feats like Enforcer, Sap Master, the whole nine yards; on the other hand, the rogue levels afford him one of the things I enjoy more - SKILLZ! And consequently a lot of versatility in social situations, knowledge skills, etc. - it will all depend on what the group needs focus on, I guess.

Abramov |

Reb Brown here. As you said you don't want a novel, I kept the background 'brief'. I thought out why he worships Norgorber, why he is so fascinated with poison, but it would most likely fill a page. Brevity is not one of my strong suits when it comes to character backgrounds *laughs*
During the course of his teenage years he learned everything he possibly could from this untalented hick. The man kept asking for money, a result of his drug addiction, and Abram had to start selling his skills to less than pleasant company. He had never been squeamish, but seeing a young sailor having his throat slit so that he could dissect him and retrieve the smuggled goods out of him certainly was a new experience for him. The many horrible sights have made him realize that there’s only way to avoid such unpleasantries in the future: either become so rich that he may escape this part of the world OR become invaluable to those around him.
As of now, he is neither invaluable nor rich. This gives Abram a whole lot of drive, and his engine is just getting started.
Personality: The three keywords when describing Abramov are: Antsy, Paranoid and Ambitious.
He tries to hide these traits, but the result is that he is almost permanently holding his chin with his hand in an attempt to keep his mouth covered either by a clenched fist or his fingers resting on his lips, a restless index finger tapping along to some unknown beat.
Outside of working hours and the occasional visit to a brothel, he likes to keep to himself and spend countless hours into his personal research. He is remarkably easy to get along with. That is assuming that you stay out of his way.
Abram takes a questionable amount of joy out of acts of skullduggery.
Appearance: A neatly groomed beard and well-kept hairdo show the meticulous nature of Abram. Cold grey eyes pierce through from under the sandy brown ridge of his eyebrows. He wears glasses to underscore his expertise. The rise of his chin and the near-permanent frown on his face give anyone dealing with him the idea that he’s ever displeased, but unlucky genes are to blame for that.
Abram prefers to dress in clothes that portray his professionalism. Stylish white leather coats with a colored rim of black, brown, grey or red have his preference. Thanks to an overzealous mom, he wears a scarf even during the hottest days of summer. When it is too warm to wear it, bystanders will notice him eyeing his surroundings whenever he has the chance to do so. Mom could notice he isn’t wearing his scarf!
Future goals: Get better at using and crafting poisons. Obtain wealth and influence, in order to achieve two things: to fund his research and to improve his living conditions. To get out of the shadow of that damned bridge. To find a pretty snake of a woman in who he can confide and scheme with.
STR 12
DEX 18
CON 14
INT 14
WIS 10
CHA 8
1D8 HD = 8+2con+1fav = 11HP
BAB 0
Saves F2/R2/w0
Adjusted Saves F4/R6/W0
AC 10+4dex+4armor=18, Touch 14, Flat-Footed 14
Dagger +4 Attack, 1D4+1 damage, 19-20 x2, piercing.
Feats
H Weapon Finesse
B Brew Potion
B Throw Anything
1 Improved Initiative
Skills
1 Craft Alchemy
2 Knowledge Nature
3 Heal
4 Perception
I Disable Device
I Sleight of Hand
I Stealth
H Sense Motive
Traits
T Reactionary (+2 initiative)
T Suspicious (+1 Sense Motive, Sense Motive becomes a class skill)
T Secret Knowledge (+2 Knowledge Nature)
D Paranoid (Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.)
Extracts Per Day: lvl 1 – (2)
Formula known:
1: Cure Light Wounds, Crafter’s Fortune, Shield, Detect Secret Doors, Enlarge Person.
Special
HUMAN
-Bonus feat.
-Bonus skill point per level.
ALCHEMIST
-Sneak Attack 1D6
-Alchemy (+level as competence bonus to craft alchemy checks)(can identify potions with craft alchemy)
-Brew Potion (as bonus feat)
-Mutagen ( At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.)
-Throw Anything (as bonus feat)(An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.)
Equipment (180-100-2-40)
Chainshirt
Dagger x2
Alchemy Crafting Kit

DM Feral |

The recruitment roster's been updated. If I missed you or got some important detail wrong, please speak up. I'll be choosing a party tomorrow.
A few notes:
*I don't like thug rogue - largely because players feel a need to optimize around and it it forces the DM to build encounters around it. I suggest you reconsider or convince me that you won't become a problem.
*I'm okay with necromancers in general but I don't ever want Animate Dead to become an excuse to shop the bestiary. I don't ever want to see a post asking for the nearest hydra den.
*I take resumes and posting history very seriously. If I see you have a game that you abandoned, it'd be best if you were forthright and convince me that it'll never happen again.

DM Feral |

Sorry about the tardiness, I got the gym a bit late and it threw my whole schedule out of whack. After much consideration I've settled on the following.
Daeron Cuthollal
Yolanda Yll
Kalam Sayros
Abramov
Lynnda Windstrike
I ended up taking five instead of four because there were six there were very close. The sixth person will be an alternate if someone ends up dropping out.
A few pointers for folks in the future:
*Write up characters that feel like they can be part of a team. Characters that appear to be designed to solo encounters is a huge turnoff for me. I understand the desire for a 'Broken Arrow' option but if I see it there, I'm going to assume you plan to spam it.
*It's a small world. The Paizo PBP community is even smaller. Pay attention to who is DMing and pay closer attention to who is a DM you'd like to play with. When opportunities come up to play with them, take them. Networking matters. It's hard to repair burned bridges.
*Brush up on Golarion lore. It can be intimidating but it helps to know about the world you're going to be playing in. It's a lot easier for a DM to envision your character as part of the story if you meet him halfway.
Thanks everyone for the applications. If you'd like specific feedback PM me and I'll tell you what I can. That said, I make no promises that you'll like it. =(

"Lament" Duskbreeze |

I'm all over this. I have followed a few of DM Feral's campaigns and would love an opportunity to join this. I am relatively new to PBP, but lurked for quite a while. You can see my RPing in this character's posts or check out my witch Drovic. I'll have something built after I read a little of the gameplay thread.