[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

IronDesk's List'O'Loot


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Build for Azul so far.

Azul Undi
M Jotun(Aspect of the Storm) Jotun Paragon 3, Level 3, Init 1, HP 33/33, Speed 30
AC 14, Touch 9, Flat-footed 14, CMD 18, Fort 7, Ref 3, Will 0, CMB +8, Base Attack Bonus 2
Natural Slam(*2) +6 (1d8+5, *2)
Masterwork Club +7 (1d6+7/1d8+7, *2)
Masterwork Heavy Crossbow (100 Bolts) +3 (1d10/2d6, 19-*2)
+5 +2 Fort vs Cold Exposure Cold Weather Outfit w/Furs (+0 Armor, -1 Size, +5 Deflect)
Abilities Str 20, Dex 13, Con 16, Int 9, Wis 7, Cha 12
Condition None

Dark Archive

str 20? Maybe I just found the solution to Glowen's encumbrance problem.. :P


Are right I don't think I missed anything this time. Added image and backstory is in the alias. Looking forward to viking with you all.


Archmage of Entropy wrote:
str 20? Maybe I just found the solution to Glowen's encumbrance problem.. :P

I can carry stuff for you. With all my gear and weapons I'm at 150 lbs. My light load is 266 lbs.

Edit: image


You can use my muleback cords then you can carry lots of things. I have no weapon or armor but the stupid backpack weighs 22lbs :)

Now all we need is a bard or cleric to be our face.


All you guys are puny! I thought we were security. I hope no one attacks us...Lol.

I will just have to giant enough for the all of us!


Archmage of Entropy,
Regard snowshoes: If you'd take a Stealth penalty for snowshoes, you'd take a bigger one without them, so I wouldn't worry.

Bane88,

Build WIP:
  • My sources tell me its 5 sp for a whole fishing kit. Not 20 gp for just the tackle.
  • You need Improved Unarmed Strike to nab Improved Grapple.
  • You listed Arm Breaker instead of what I'd assume is either Arm Twist or Back Breaker. Similarly, you wrote Aspect of Storm, but in this case I know you mean Air Affinity.
  • The way I read it, your club and heavy crossbow increase with you in size as you level - I.E. you get them for Medium-size prices. I don't read, however, that they decrease in size when you take your full-round action to do so. Especially considering this is an extraordinarily ability, I'd rule it this way unless you can otherwise point me to where the RAI disagrees with that.
  • I never specifically said this, but since I don't see them selected, know that you can take two traits.
  • I figured your HP as one less:

    HP Calculation wrote:
    8 (1st level) + 9 (4.5*2, 2nd & 3rd level) + 9 (CON mod 3*3 levels) + 3 (Toughness) + 3 (Favored Class) = 32
Looking good otherwise. I would like to see it in statblock form on your alias before game starts, but as far as making the deadline, I'm fine with Myth-Weavers sheet. Final note is that I'm reading that you have ~720 gp left over at this point, which is nearly half your starting wealth. As I made Glówen do, make sure Azul spends some of that.

Ashe,

Final Statblock:
  • I don't see that you've selected your psychic warrior 0-level talents, of which there should be two.
  • As a tiefling, you get either abyssal or infernal as a bonus language. Given your backstory, I'd also allow dwarven. Include one of those and common somewhere on your statblock.
  • Since they don't exist in Hero Lab, would you link gladiator's gauze and power stone of animal affinity in your statblock for me?
Havark checks out otherwise.

That's the spirit everyone! Distribute your burdens.

So as we roll up to the deadline here, I want your feedback about this. Since legoguy4492 hasn't made any more progress on their Google Doc sheet, and I haven't heard from TwelvePointFivePercent since 4 posts in, I don't expect either to make a submission in time. So as long as your characters are completed tonight, it'll be up to you three. Do we want to

Extend the deadline?:
I'd give us another week, and reach out to friends of mine who could be interested. I have a feeling that anyone who would have time or interest wouldn't have played Pathfinder before though, and I'd hate to see us wait a week to be back where we started. As I've checked out your posting histories, going down this road would also lead me to say that you three are for-sure in - but with only two slots left, it will likely affect who would and wouldn't want to sub.
Or allow you to rework your characters as gestalt?:
I'd probably bump you all up to either a 20 or 25-point buy and give you max HP/level as well. I think this is the better option, but it may be a lot asking you to rework each of your characters, and it isn't quite the game you subbed for.

There is a third option, which I hate, but if you guys unanimously agreed that it's what you'd want me to do, I'd...still have to consider it. But I could make a GMPC.

What do you think?

Dark Archive

I'm in no rush, so extending is fine with me. If we have to rework the chars, I might have to wait until the weekend find enough time to do it anyway... I wonder if I can drag my son into this....

Side note:
I was looking through 3rd party items. What do you think of these?

http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-wondrou s-items/kobold-press/princelings-circlet
http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-rings/i ron-hills-games/damnable-things-rings/the-damnable/ring-of-blending

The cursed item probably wouldn't cost much, but the circlet would use up most of my spare cash.

If I bought a wand of grease or summon monster I, would those break me out of stealth when I used them?


I'm not big on the "use a cursed item to your advantage" ploy, especially to pick one up at character creation. So no to the ring of blending, but the circlet is fine. As far as the wands, it would break you out of "quiet stealth." If you're in a crowd, you could maybe pull it off, but because it requires that you speak a command word (and doesn't make a mention of whispering), that you couldn't in a quiet room and get away with it.


Sorry for not working on it. i worked a lot today though, almost done!
(Just need gear and HP)


I love gestalt so reworking is fine for me.

These friends here all seem cool. I might just take Monk for that free IUS out of the gate.

Fixed on my sheet, I did mean Air affinity. Also, I probably f'd up my HP by using PFS average Hp which is "half" no decimal law of averages, so a D8 is actually 5 per level, its cool though 1 hp no big.

Also, Did you see all the crap I bought! As a giant I literally have no use for money. No armor prof, simple weapons. No shields.

It's like, hey what do you do? Oh you're huge and you through people/stuff, got it.

Size Increase (Ex)

You continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level you become size Colossal.

No ability score modifications arise as a result of the growth, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to fit your new size as long as you are attending it at the time you gain the appropriate level.

You can as a full-round action reduce your size one category, it also takes a standard action to increase your size back up one category.

I am making the argument that this is intended to prevent "Hulking" As intended I read it as, I can suppress my giantness to better service a medium party, my clothes and weapons re-size when I grow AND when I shrink, otherwise, what is the point of it being able to grow. So it didn't shred when I got big, but now I have Colossal undies that are bigger than a boat sail and every time I want to go in a house I have to change clothes like the world's weirdest vampire or attend parties in the nude, which I guess hey, not really a Problem for Azul, but others might be not so happy. What I obviously couldn't do is shoot a M bolt into a dude and then magically make it bigger by increasing my size, likewise if I leave my club in an inn and go out in the yard to brawl, It's not going to double in length and quadruple in weight at the table.

Dark Archive

I SO CANNOT DECIDE WHAT TO BUY. I don't technically have enough gold to buy the circlet, but even if you let me have it, I then have nothing else. That seems to defeat your advice to 'buy lots of stuff'.

On the other hand, I finally got around to adding a spellbook to my inventory. Duh! Anyway, these are the spells I picked (min selection). I assume I can add 'new' spells to it for the cost of a scroll of that level? Are we playing with a max number of known spells per level and/or do I have to make rolls in this thread to be able to learn the ones I want to add?

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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -charm person, expeditious retreat, grease, hypnotism, memory lapse, silent image, vanish, *ventriloquism
0th -acid splash, arcane mark, daze, detect magic, detect poison, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance


Hey legoguy4492! Good to know. I didn't mean to jump to conclusions, but I totally did. I'd prefer to see your submission done by deadline (about 2 1/2 hours from now), but keep me posted whether or not that works for you.

EDIT:
Looks like you've got a lot of the build figured out. I meddled with your format to make it easier for my brain to parse. I can make a more final judgement when I see the mechanics of the statblock. If you can't get it finished before deadline tonight, please communicate with me and I'll make an effort to work with you.

Bane88,
The bit I get hung up on is 'at the time you gain the appropriate level,' - and the interactions that happen when you touch someone else's stuff or they touch yours. I see your point as well though, and after a little pondering, can we agree on this ruling?

Size Increase (Ex) ruling wrote:
Objects in your possession that meet or exceed your size category will also reduce in size when you choose do so. An object that leaves your possession while in this state returns to its original size at the end of the turn or when wielded up by another creature (whichever comes first), and whenever you return to your original size.

Therefore, no, bolts won't suddenly POOF to large size until the end of the turn...at which time they'll just kinda slide out, doing no extra damage. I would advise you to watch where you leave your club though...:-P

And I did see you bought a lot of stuff! I'm also saying, buy a potion or something.

Archmage,
Well I don't think I said 'buy LOTS of stuff' exactly... more 'gold is for spending' and 'don't let your characters freeze to death.' :-) As far as spells go: yes, purchase at scroll prices. No, you don't have to roll each spell to add it, and no, your only limit is the GP you decide to invest (including more spellbooks if you go over 100 pages).

Otherwise, looks like we've got 1 vote for extend, 1 vote for gestalt. Ashe, what's your take?

Dark Archive

OK, here is

Glowen:

Glówen (aka Silverbolt)
Male Ratfolk rogue 1 / illusionist 2
TN Small humanoid (ratfolk)
Init +8, Senses Perception +8
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DEFENSE
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size )
hp 13 ((1d8)+(2d6)-3)
Fort -1, Ref +4, Will +3

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OFFENSE
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Speed 20 ft.
Melee sword (short) (small) +4 (1d4-1/19-20)
Ranged shortbow (small) +4 (1d4-1/x3)
Special Attacks Blinding Ray, Sneak Attack 1d6,

Prepared Spells
Wizard (CL 2nd; concentration +5)
1st-charm person(DC 15), grease(DC 15), hypnotism(DC 15), *silent image(DC 15)
0th-detect magic, ghost sound(DC 14), message, prestidigitation(DC 14)

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TACTICS
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STATISTICS
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Str 8, Dex 14, Con 8, Int 18, Wis 11, Cha 15,
Base Atk +1; CMB -1; CMD 11
Feats Improved Initiative, Scribe Scroll, Weapon Finesse, Go Unnoticed
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Disable Device +9, Disguise +6, Escape Artist +6, Heal +1, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Linguistics(Read Lips) +8, Perception +8, Perform (Act) +6, Perform (Comedy) +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +10, Stealth +12, Use Magic Device +9,
Traits Reactionary, Suspicious,
Languages Common, Gnome, Goblin, Halfling, Read Lips, Undercommon
SQ arcane bond, bonded object, bonus rogue escape artist, cantrips, darkvision, evocation opposition school, extended illusion, illusion school, necromancy opposition school, rodent empathy, swarming, tinker, trapfinding,
Combat Gear bloodblock, potion of cure light wounds, smoke pellet, smokestick, vermin repellent (2), scroll (darkness), scroll (daze), scroll (grease), scroll (detect secret doors), scroll (jump), scroll (mage armor), scroll (obscuring mist), scroll (ray of enfeeblement), scroll (reduce person), scroll (sleep) (2), scroll (color spray), scroll (comprehend languages), scroll (endure elements) (2),
Other Gear amulet (bonded object), sword (short) (small), outfit (cold-weather) (small), snowshoes (small), backpack (masterwork) (small), halfling trail rations (small) (5), waterskin, waterproof bag (small), spellbook (wizard's/blank), pouch (belt) (small), scroll case (4), scroll case, scroll case, scroll case, compass, spell component pouch, thieves' tools (masterwork), shortbow (small), arrows (20) (small), bandolier (small), 15.2 gp
NOTE The following equipment is in a sack carred by someone else: sack (small) (2), flint and steel, bedroll (small), fake footprint shoes, map maker's kit, rope, spider silk (50 ft.),
NOTE The scrolls are in the scroll cases which are in the bandolier across his chest.
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SPECIAL ABILITIES
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Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision Ratfolk can see in the dark up to 60 feet

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration.

Illusion School You have chosen to specialize in illusion spells.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -air bubble, break, charm person, color spray, comprehend languages, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, hold portal, hypnotism, identify, illusion of calm, jump, mage armor, magic aura, memory lapse, obscuring mist, silent image, sleep, touch of the sea, unseen servant, vanish, ventriloquism, vocal alteration
0th -acid splash, arcane mark, daze, detect magic, detect poison, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance

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DESCRIPTION
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The first thing you notice about Glowen, aside from being a ratfok, is the color of his fur. It is a remarkable silver-grey that makes him look older than a typical middle-aged rat. Adding to his elderly appearance is the fact that he is scrawny, even for ratfolk. On the other hand, he is quite friendly, polite, and cheerful. A tiny bow and small dagger (at his belt, not on his tail) are his only weapons.

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BIO
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Glowen's oldest memory starts with him waking up in the rain amidst the smoking ruins of a what appears to have been a wizard's tower, perhaps belonging to a powerful necromancer. His fur is singed, his body hurts all over, and his mind is foggy. He does not know how he got there or what happened. He cannot remember a thing before he woke. Around his neck is a black chain holding a small crystal sphere. In the sphere is the face of a female elf. He does not know her but he feels a strong connection to her (although he cannot decide if it is love, awe, disgust, or hate). Over time, the expression of the face changes as would a normal person's in their daily life, even closing her eyes and resting at times.

He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
Eventually he found he had an aptitude for magic, especially illusions. He truly delighted in making children laugh.

(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ).

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THREE LOYALTIES
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1) Mirth: He has become a kid at heart, (unknowingly freed of the burden of his previous sins), and wants everyone around him to feel likewise. Children are the hope of the future and the sound of their laughter is more precious than gold. [I assume a deeply depressed person would detect him as evil, seeking to destroy the happiness in others and further their own sadness].

2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation.

3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding.


Hi all! I know this is a late submission, but if you're still recruiting, I'd love to put my character up for consideration. I should note that, while I don't have experience playing Pathfinder (tabletop or PbP), I have been studying the CRB, APG and associated guides. I also have a number of years with PbP roleplaying, and I feel I should also mention I do have a copy of the Midgard Campaign Guide. If you find the character works with the campaign you're setting up, I'll follow up with expounding a bit more on the Loyalties, give her a bio, and also submit the statblock for the familiar. =)

Statblock:
Ilyrisse aus Riel
Female Feytouched Hexer (Witch) 3
Freedom, Fairness & the Fey (Loyalties)
Medium Fey (Nymph, Human)
Init +7, Senses Perception +2, Lowlight Vision
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DEFENSE
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Cha [Unearthly Grace] )
HP 12 (6-1)+(4-1)+(5-1)
Fort +3, Ref +7, Will +6
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OFFENSE
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Speed 30 ft.
Melee Masterwork Dagger +1 (1d4-1/19-20/x2)
Ranged Crossbow, light +4 (1d8/19-20/x2)
Special Attacks Cackle (Su), Fey Fascination (Su), Misfortune (Su), Slumber (Su)

Known Spells
Witch
(CL 3rd; concentration +8)
1st - charm person (DC 17), ill omen, hex vulnerability (DC 16)
0th - dancing lights, daze, detect magic, detect poison, stabilize
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TACTICS
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STATISTICS
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Str 8, Dex 16, Con 8, Int 12, Wis 10, Cha 20
BAB +1; CMB 0; CMD 15
Feats Extra Hex, Extra Hex
Skills Acrobatics +3, Appraise +1, Bluff +5, Climb -1, Diplomacy +6, Disguise +5, Escape Artist +3, Fly +3, Intimidate +5, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +2, Ride +3, Spellcraft +6, Stealth +3, Swim -1, Use Magic Device +9
Traits Overwhelming Beauty, Rich Parents
Languages Trade Tongue (Common), Elvish, Northern
SQ cackle, cantrips, fey fascination, fortune, hexes, lowlight vision, misfortune, overwhelming beauty, rich parents, seducer, slumber, unearthly grace, witch's familiar

Combat Gear potion of cure light wounds (2), potion of endure elements, potion of jump, potion of mage armor

Other Gear Crossbow - light, Wrist Sheath (Masterwork Dagger), Pouch - belt (Bolts – crossbow (50)), Cold-weather outfit, Backpack – masterwork {Bag of Holding, Minor [(Bedroll, Blanket - Winter (2), Tent, Rations - trail (per day) (7), Courtier's outfit, Mess kit, Soap (bar) (2), Heatstone (3), Kit – Grooming (comb, scissors, nail file, hairbrush, miniature mirror, soap, chewing stick & tooth powder)], Waybread (5), Waterskin}, Spell component pouch, Goblet of Quenching, Lesser Talisman of Beneficial Winds, 136gp, 1sp, 8cp
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SPECIAL ABILITIES
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Cackle (Su) A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of agony hex, charm hex, evil eye hex, fortune hex or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Fey Fascination (Su) Once a day, as a free action, the half-nymph can create a 30-foot radius burst aura. Those that look at her must make a Will save (DC 10 + ½ character level + Charisma modifier) or become fascinated for 1 round/level.

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefitted from the fortune hex, it cannot benefit from it again for 24 hours.

Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once.

Lowlight Vision (Ex) A creature with lowlight vision can see twice as far as a human in starlight, moonlight, torchlight, and similar condition of shadowy illumination. It retains the ability to distinguish colour and detail under these conditions. A spellcaster with lowlight vision can read a scroll as long as even the tiniest candle flame is next to her as a light source.

Misfortune (Su) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save (DC 10 + ½ Witch’s Level + Charisma modifier) negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 24 hours.

Overwhelming Beauty The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Rich Parents You were born into a rich family, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances. Your starting wealth increases by 900 gp.

Seducer You add +1 to the saving throw DCs for your spells and spell-like abilities of the enchantment school.

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the sleep spell. The creature receives a Will save (DC 10 + ½ Witch’s Level + Charisma modifier) to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Unearthly Grace (Su) A half-nymph adds ½ her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Witch's Familiar (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. A witch must commune with her familiar each day to regain her spell slots. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar.


Working on checking it currently, but wanna bring this to your attention right away Archmage: what happened to your ability scores? They changed from before, and work out to 18 points.

Edit: Cool, thanks for the submission, Ilyrisse a.k.a miss.grey! I'll check her out hencely. And yeah, as long as you can be reasonably self-sufficient in game, a first-time player is all good. Everyone's gotta start somewhere. Also, I feel it bears repeating because you used the word campaign, that for this game and these characters, I'm looking to run through a single adventure only. If you want to help your sub, do you mind linking me to some of your play-by-post work on other sites?


Alright. It seems at this point, the game has more potential to be awesome if I give everyone a little more time. I'm going to bed, so I'm calling it here.

The submission deadline has been extended. Players have until 11:59 PM CST on Tuesday, February 9th, 2016 to submit final statblocks and background for consideration.

Archmage,
The previous post started this. Your mods remain the same if you reduce Cha to 14 and Wis to 10, and then you fit in the point buy. Assuming you do this, your HP and Stealth mod are still 1 higher than what I get, but we are otherwise good.

miss.grey,
I take a hard look at your character tomorrow. If you see this before then and now: please source for me all non-Paizo items so I know where to look. And your race is missing from gender/race/class line, but I worked out that it was half-nymph.

legoguy4492,
Deadline's been extended, so you're still in the running. Thanks for your continued interest.


Everything should be a Paizo item, but I linked the more uncommon items just in case.

As for my play-by-post experience, it won't be anything recent. I'd fallen out of writing for a long while, and most of the boards I posted on have closed since. All I've been able to find so far is some of my older work. ...Ridiculously older. Movable type old.

That was about all I was able to dig up tonight. The posts shouldn't be indicative of how I plan to post here. I like to write, but if anything starts approaching that length, you all feel free to tell me to hush. =)


*checks thread while waiting for roads to reopen*

Thanks for the links, I'll check them out. I misspoke when I said non-Paizo items; sorry about that. I meant non-Paizo aspects of your sheet: Feytouched Hexer seems to be a Flaming Crab Games' Advanced Archetypes, but I don't know where to find the half-nymph race, and I had not looked close enough to see if there was anything else that I couldn't track down. However, your thoroughness in responding to the question I actually asked is noted and appreciated.


That ruling seems super fair GMAB! Maybe I'll buy a potion of CLWs or something hmm.


So waiting a week? Sounds good. Shoot me a PM if we start sooner just incase I miss activity on this thread.

Dark Archive

Must be a bug in PCGen. I started a fresh char to recheck.
15pt buy: 11,13,9,15,10,4.
ratfolk(-2str,+2dex,+2int)
MiddleAged:(-1 to str,dex,const. +1 to int, wis, cha)
Final total: 8,14,8,18,11,15

I've never created a pathfinder char by hand (LOTS of AD&D 1e/2e), so I don't have time to try this morning. Just rechecking what pcgen gave me.
If you say the stats should be lower, I'll not argue. :)

I wanted to do venerable, but that is -6 to str,dex,const and only +3 to int,wis,cha. => no hitpoints.


GM Arcadius Blue wrote:
The submission deadline has been extended. Players have until 11:59 PM CST on Tuesday, February 9th, 2016 to submit final statblocks and background for consideration.

YAAAYY!


Glad to hear it, Bane88.

Sounds good Ashe. Remember- talents!

Archmage, I COMPLETELY blanked on Glowen being middle-aged. You ability scores are absolutely correct. Oops. I'm still baffled about why PCGen disagrees with me about Stealth, but that and HP are now my only qualms.

And I very much appreciate your enthusiasm, legoguy4492.

Dark Archive

I picked the wrong values for HP. Will adjust.
I'll adjust Stealth too, but will try to get PCGen to tell me how it is computing it (for your sanity :) )


Cool, thanks!

miss.grey,

Build:
As I have not yet seen the half-nymph race, these notes don't touch on any of that.
  • I appreciate you sorting your equipment into it's proper containers. Regarding that, I believe you're 1 lb. over on your minor bag of holding.
  • Even if we don't take the 1 lb. out of the bag, I still see you at 31 lbs, putting you at medium encumbrance (and therefore, suffering armor check penalties to the appropriate skills).
  • Is your listed tent a 'small tent'? 10 gold, 20 lbs, holds 1 person?
  • The Rich Parents trait is balanced for a normal wealth-by-level. Since characters have half their expected wealth with the Automatic Bonus Progression rules, is it fair that I ask that you to reduce your total starting gold to 1950?
Relevant Math wrote:

900 (Rich Parents) - 150 (starting wealth in Pathfinder Society Organized play) = 750

750 / 2 = 375
375 (modified Rich Parents trait bonus) + 1500 (starting wealth) + 75 (GM fiat) = 1950
  • Finally, your initiative bonus is +7; is the extra +4 coming from your unseen familiar?

Thanks for linking me to your previous PbP. I only wanted to judge posting consistency (don't worry, it's apparent that those games moved at a different pace), so I appreciate that you provided me the opportunity to do that. I'd love to see backstory and familiar stats for Ilyrisse!


Oh, I see what you meant, Blue. Yep, the Feytouched Hexer is from Flaming Crab Games. The Half-Nymph, though, was just based of the Nymph entry in the Bestiary, with some added traits using the race builder from ARG. If you'd rather I stick to one of the more official races, though, a Svartlafar would work just as fine for me.

EDIT: Just saw your post; I'll recalculate the equipment and see if there's anything I can afford to lose. Or, worse case scenario, your suggestion to Archmage about holding a bag of extra gear and dropping it when trouble arises was particularly crafty. Might have to steal it. Yes, the tent should be a small tent, suitable for one medium person. The adjustment to the Rich Parents trait sounds fair, and I'll keep the new amount in mind when I revamp the equipment. And lastly, yes, the familiar is going to be an Arctic Hare (from Reign of Winter Player's Guide) which provides +4 initiative to its master.


Thanks very much for extending the deadline on this - would love a chance to apply if there is still room. Glancing through the thread I'm having trouble telling what the classes of the already selected characters are...What does the party still need?

I'd love to try a Taninim from In the company of dragons ( could have some cool RP potential with any Jotun in the group), or a Demiurge from Libre Influxis Communis ( though I'm not sure if the platonic philosopher vibe fits with the campaign setting - perhaps a thirteenth warrior angle?). However, if the party really needs a full caster or healer/buffer, I'd be happy to step into one of those roles instead.


miss.grey,
Sounds good. I'm not a big fan of the ARG race builder, but if you get me the build point-by-point, I'll look it over. Otherwise, to keep with the concept, I have in my library a half-nymph race or two I wouldn't mind you using. Additionally, I forgot to mention this, but it is assumed that when purchasing a crossbow and bolts, quivers are included in the price. A belt pouch is a little bit smaller than that anyway - they're better for potions or money.

Irondesk,
I had originally intended on 5 characters + a few alternates, but it may be easier to grab 6, and then continue with the party as-is if people drop. Provided everyone gets their characters done (which most are close), it looks like we have five, and you'd make 6. We've got:

  • A grapple-focused martial (Jotun)
  • A damage-focused gish (soulknife/psychic warrior w/ path of war)
  • A debuff gish (direlock)
  • An illusionist/rogue
  • A spontaneous-casting witch.
The party does lack a healing options and buffs as it stands, but I sympathize that play-by-post is probably the sanest place to roll up a demiurge. ;-)

If you have Spheres of Power and want to kill two birds with one stone, you could move forward with either of those ideas, and grab the Life sphere a la Basic Magical Training feat. That would be my suggestion; however, you are welcome to submit whatever you'd like within existing guidelines.


Done(not a final submission) Just click this link Thank you for your patience and extending the deadline.


Awesome, I'll have a finished submission by Friday, latest.

Given that it may be a 6 person group, I'll drop the demiurge idea in the interests of not cluttering the battlefield too much :>

What about a Fey ( In the Company of...) - hey, can't be the only human in the group! - soulweaver (life, death, darkness, warp) who is fascinated with what he will never have - a mortal soul, treating them alternately like child's playthings and the most delicate gifts in the realm?


Awesome, legoguy4492. I'll take a closer look at Deathly Heir and get back to you at some point tomorrow.

I'm intrigued by your proposition IronDesk. I look forward to your submission.

As you guys continue to work on your submissions, be aware that I will be entirely too busy Saturday to make a post. I'll still post Sunday, but that too may be a lot of 'hey, I'll get back to you about that.' Thanks again for all the interest. Everything you have been putting out thus far is awesome and I can't wait to start gaming with all of you.


Some backstory for Azul!

Born to the Jotun Storm Tribe Undi(OON-DEE) Azul was the son of the chief and born in the midst of a blizzard and thunderstorm, a powerful omen. Blessed by Donar to be an elemental paragon of his people, Azul was raised in relative happiness in an insular community in the mountains. The Nord people did trade with his tribe and he befriended many a friendly traveler and drank many a barrel of mead at the great bonfires of his people.

He is sent now on a pilgrimage to learn more of the world. Jotun’s live a long time, and Azul was only 18. He had much to learn and see. From the traders he had learned the value of money and enterprise and hoped that when he was chief of his tribe, his people would flourish with the help of friends and associates he would make on his travels. He was honored to escort the winter lady on her ship to the gathering. She was pretty and he was easily enamored.

Azul save a portion of what he earned towards his meeting place for all, in his village in the mountains, he would start a tavern and in with a small bazaar in the front called Humans Welcome. He found that lots of humans, especially those not of the northlands, were scared of Jotuns, due to their size, and the fact that Fire Jotuns were violent jerks. He aimed to change that with a place where all could sing, and dance and humans could literally drown in cups of ale. Good mead and wine and food truly surpassed all bonds of race and kin.

Azul was complex for a Jotun, capricious and free spirited, quick with a joke and booming laugh. He was also a stalwart friend and voice of reason and honor. Quick tempered but quicker to forgive, he is a bit of a flirt and while not a womanizer, definitely a woman admirer, the prettier they were the more bashful he became. All and all he is a good and honest person who abhors liars and cheats and hates murderous and the backstabby types. Not afraid of violence, Azul just believes, as much of the north believes, that you should face challenges head on and if you die, die with honor, weapon in hand warcry on your lips.


Glad to see a few more submissions. I added talents. I took Float: because A. Viking, and B. Low Str and no swim skill means bad times if I go overboard. and Detect Psionics.


I would love to have been part of this but I fear my knowledge of the setting and playing online generally are less than ideal at the moment. I love norse settings though, I'll be reading up on this setting, and I shall read what I can of the campaign with interest. L


Ashe,
Thank you, duly noted.

Bane,
I love that backstory! I imagine an alternate highschool universe where Azul got shoved into lockers by Fire Jotun jocks. "Ugh, you're such violent jerks." Let me know of any updates you make to your character sheet.

legoguy4492,

Build:
I'm not super intimate with the direlock class, but I believe you've got everything regarding their abilities. As for the rest, here's what I've found at this point:
  • You put a rank in Craft, but didn't specify WHAT craft skill you're taking.
  • With your INT bonus, you get 1 more language.
  • As you've spent your wealth, it's HEAVILY skewed towards that mithral shirt. Can you redistribute your wealth a little more evenly? It doesn't have to be perfect, but aim for 300 gp for each of these five categories I listed in the OP. If you notice that I was lenient with Ashe's character Havark about this, it's because he's built a martial character than requires neither weapons nor armor. It'd be arbitrary and unfair if I required him to spend 600 gp on items he'll never use.
  • Ironborn require 1/4 of the food and water of other humanoids, but you don't have any. As I've stated above, the comforts of civilization are never a guarantee for these characters.
  • Your build doesn't seem to include a favored class bonus for each level. Your HP is should also be 1 higher (the average roll for a d8 is 4.5). I'll keep in mind that literal average HP has thrown people for a loop, but I've enforced it with everyone else so far, so we're sticking with it.
  • I'm going to send you a PM regarding this, but our math doesn't match for your skill modifiers.
  • Bloodthirsty and Reactionary are both combat traits. You cannot take two traits from the same category.
  • You're missing the Automatic Bonus Progression bonus to your saves. Additionally, you seem to have a calculated the Will save on the poor progression or something - it's at an additional -2 from where it should be.
Let me know when you've taken the time to address these, and I'll be happy to look it over again!

Louxman,
I'm glad it caught your eye. If you want to submit a character, you're always welcome. We're filling up to 6 now, so there would be competition where there is none currently. Otherwise, I hope you enjoy reading along a bit. For the record, I believe miss.grey is the only one besides me that has any setting information.


Okie doke, here is the updated statblock for Ilyrisse, and the statblock for her familiar, Snowshoe. The equipment section should add up properly now, with only 50 lbs. in the minor bag of holding and I removed a fluff item so that she'd be under light encumbrance. I also brought down the starting wealth as suggested, included the racial point build (and swapped out the seducer trait for object of desire so that it would be comparable to aasimars--mathematically speaking, anyway), and picked up a spell I saw in the Northlands campaign book. Lastly, here is the character sheet for Ilyrisse; the last page has a brief description, bit of personality and her back story.

Statblock:
Ilyrisse aus Riel
Female Half-Nymph Feytouched Hexer (Witch) 3
Charity, Fairness & Freyja (Loyalties)
Medium Fey (Nymph, Human)
Init +7, Senses Perception +2 (+4 when familiar is in arms reach), Lowlight Vision
=================================================
DEFENSE
=================================================
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Cha [Unearthly Grace] )
HP 10 (6+3.5+3.5)-3
Fort +3, Ref +7, Will +6
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Dagger (1d4-1/19-20/x2)
Ranged Crossbow, light +4 (1d8/19-20/x2)
Special Attacks Cackle (Su), Fey Fascination (Su), Misfortune (Su), Slumber (Su)

Known Spells
Witch
(CL 3rd; concentration +8)
1st - charm person (DC 16), hex vulnerability (DC 16), twist the skein
0th - dancing lights, daze, detect magic, detect poison, stabilize
=================================================
RACE BUILD
=================================================
Fey Type (2 RP)
Medium Size (0 RP)
Normal Speed (0 RP)
Standard Abilities [+2 DEX, CHA, -2 CON] (0 RP)
Standard Language [Common, Sylvan] (0 RP)
Advanced Charisma [+2 CHA] (4 RP)
Object of Desire [+1 to CL when casting Charm Person or Charm Monster] (1 RP)
Unearthly Grace [Add ½ CHA modifier as racial bonus to saving throws & as deflection bonus to AC/CMD] (5 RP)
Lesser Spell-like Ability [Fey Fascination] (3 RP)

Total RP = 15
=================================================
STATISTICS
=================================================
Str 8, Dex 16, Con 8, Int 12, Wis 10, Cha 20
BAB +1; CMB 0; CMD 15
Feats Extra Hex, Extra Hex
Skills Acrobatics +3, Appraise +1, Bluff +5, Climb -1, Diplomacy +6, Disguise +5, Escape Artist +3, Fly +3, Intimidate +5, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +2, Ride +3, Spellcraft +6, Stealth +3, Swim -1, Use Magic Device +9
Traits Overwhelming Beauty, Rich Parents
Languages Common, Sylvan
SQ alertness, cackle, cantrips, fey fascination, healing, lowlight vision, misfortune, object of desire, overwhelming beauty, rich parents, slumber, unearthly grace, witch's familiar

Combat Gear Pouch - belt (potion of cure light wounds (2), potion of endure elements, potion of jump, potion of mage armor)

Other Gear Crossbow - light, Wrist sheath (Dagger), Quiver (Bolts – crossbow (50)), Cold-weather outfit, Backpack – masterwork {Bag of Holding - Minor [(Bedroll, Blanket - winter (2), Tent - small, Rations – Elven trail (per day) (3), Mess kit, Heatstone (3), Grooming kit (comb, scissors, nail file, hairbrush, miniature mirror, soap, chewing stick & tooth powder)], Waybread (5), Waterskin, Goblet of Quenching}, Spell component pouch, Lesser Talisman of Beneficial Winds, 33 gp 7sp
=================================================
SPECIAL ABILITIES
=================================================

Alertness (Ex) You get a +2 bonus on Perception and Sense Motive skill checks while your familiar is within arm’s reach. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Cackle (Su) A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of agony hex, charm hex, evil eye hex, fortune hex or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Fey Fascination (Su) Once a day, as a free action, the half-nymph can create a 30-foot radius burst aura. Those that look at her must make a Will save (DC 10 + ½ character level + Charisma modifier) or become fascinated for 1 round/level.

Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once.

Lowlight Vision (Ex) A creature with lowlight vision can see twice as far as a human in starlight, moonlight, torchlight, and similar condition of shadowy illumination. It retains the ability to distinguish colour and detail under these conditions. A spellcaster with lowlight vision can read a scroll as long as even the tiniest candle flame is next to her as a light source.

Misfortune (Su) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save (DC 10 + ½ Witch’s Level + Charisma modifier) negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 24 hours.

Object of Desire Members of this race add +1 to their caster level when casting charm person and charm monster.

Overwhelming Beauty The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Rich Parents You were born into a rich family, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances. Your starting wealth increases by 450 gp.

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the sleep spell. The creature receives a Will save (DC 10 + ½ Witch’s Level + Charisma modifier) to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Unearthly Grace (Su) A half-nymph adds ½ her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Witch's Familiar (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. A witch must commune with her familiar each day to regain her spell slots. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar.

Familiar Statblock:
Snowshoe
Male Arctic Hare Familiar
The Fey, Ilyrisse (Loyalties)
Tiny Magical Beast
Init +3, Senses Lowlight Vision, Perception +3
=================================================
DEFENSE
=================================================
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Size)
HP 5 (10/2)
Fort +1, Ref +5, Will +1
=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee Bite +5 (1d3-4)
Space 2-½ ft., Reach 0 ft.
=================================================
STATISTICS
=================================================
Str 3, Dex 16, Con 9, Int 7, Wis 12, Cha 5
BAB +1; CMB +1; CMD 7 (11 vs. trip)
Feats Run, Improved Evasion
Skills Acrobatics +3 (+8 when jumping), Appraise +1, Bluff +5, Climb -1, Diplomacy +6, Disguise +5, Escape Artist +3, Intimidate +5, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +2, Ride +3, Spellcraft +6, Stealth +15 (+19 in snow), Swim +3, Use Magic Device +9
SQ alertness, deliver touch spells, empathic link, improved evasion, share spells, store spells
=================================================
SPECIAL ABILITIES
=================================================
Alertness (Ex) While the familiar is within arm’s reach, the master gains the Alertness Feat.

Deliver Touch Spells (Su) If the witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Empathic Link (Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Store Spells Starting at 1st level, the witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, the witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be cast as normal once they are gained.


Awesome, thanks so much miss.grey. The backstory is great; every character is bringing a different angle to the 'table,' and you're no exception. Are the factions/locations mentioned part of the Midgard Campaign Setting? You have me curious. At this time, I only possess the Northlands book.

Regarding your build, a few more notes:

Build Notes:
  • You should select favored class bonuses. If you are unfamiliar with that term, basically, choose one class (the one you take at first level, unless you plan on multiclassing). For every level you have in that class, gain either 1 hit point or 1 skill point.
  • Regarding race points, I'll allow you to keep Unearthly Grace if you drop Advanced Charisma, or vice versa. You can build back up to 15 RP, but keep it more mundane with those last few points: skill bonuses, feat bonuses, senses, stuff like that.
  • Fey Fascination is cool as a standard action, but not as a free.
Otherwise, everything looks really good. Great job, especially considering this is your first crack at Pathfinder. As you've read through the rules, are there any places you find yourself hung up or unsure about a particular part? Feel free to PM me to avoid cluttering this thread, but now is a good time to ask.

EDIT: For those submitting, and for those who may be considering a submission, legoguy4492 has informed me through PM that he would like to withdraw his application. We currently have four players with complete to near-complete submissions then, and it sounds like IronDesk will drop one in tomorrow. What that means is, at this point, if you can submit a complete build and background by deadline, and your posting history wouldn't make me think better of it, you have no competition to be our sixth player.


GM assuming we complete the adventure whats the chance of doing more after? You did say this was a one shot and you don't expect us to level on it correct?


Assuming you mean doing more after with these characters, my gut says not very high: 20% or so. I'm not sure I'd want to invest a lot of time into the Northlands/Midgard; there are other settings that I'd like to try. It's not unreasonable that I could tweak it into something that would hold my interest better, though.

If you mean another play-by-post? I'm very excited about this right now, so I'd say a really good chance. I don't know if it would be another one-shot or not. Other parts of my decision process will involve figuring out how much investment the game requires once it takes off - my life is currently in a place where I have a lot of spare time, but within the next couple years I'll be doing some combination of returning to school and starting a family. So I'm not sure if an extended format of PbP will be realistic for me. I may instead find that play-by-post is my best best - I know that my face-to-face games will take a hit as these events happen, and might go on hiatus altogether. Regardless, should I run another game on the boards that wasn't a continuation of this one, any players who stick it out here would get a free pass into that game.

As far as XP goes, I figured a rough estimate what your total will be: 18,100, with some wiggle room. With six players on the medium advancement track, that falls a little short of leveling by the adventure's end. If that number drops to four players, you would expect to level about 80% of the way in. I wouldn't be opposed to doing a fast advancement track either. I'm not a big fan of it in regard to F2F games, but I could see the advantage in play-by-post.


Cool, I'm in for the long haul as well. I work for the state in IT, so I tend to post well over 10 times a day in all my games. My face to face games took a hit as our GM moved back to Michigan and others moved away. Now we play once or twice a week using roll20 or Fantasy Grounds. PBP certainly helps the work day pass :)

Was mostly just curious. Havark seems like a fun build and I'm wondering where his power level will go. Assuming we make it through this I would be happy to join another game.


Background for my fey soul weaver is done. I'm having some trouble connecting him with the adventure and the rest of the group (part of that is me knowing nothing about Midgard), some any help there would be welcome.

Crunch, and a current personality sketch should be done soon. This is the first time I've really sat down and made a spheres of power character and I gotta say, it makes for a dizzying array of possibilities for character design.

Tyv:

The creature stared down at the boy with expressionless eyes. The boy exhaled his last breath; a steamy wisp in the cold night air. The creature grasped at it with long thin fingers but could not catch it. It cocked its head, confused. The boy had dreamed it into being and now the boy was dead – that couldn’t be right. It reached out and gently stroked the boys face. Slowly its translucent grey skin flushed pink. Its featureless face rounded into lips and nose and ears. The boy stood up from the frozen corpse at its feet and wandered deeper into the wintery woods, his blue eyes sparkling with wonder at all he beheld, as if it was his first night on earth.

Ten years after Ata and Borge’s son had vanished into the deep woods on a cold winter night, rumors of the Fair One had become more and more common amongst the scattered farms that bordered the wood. Some called him the Cobwebbed Child, or Breath-Stealer. Helga had even taken to calling him the Prince of Dolls when she told the story of how the flaxen haired imp had crept into her home and stolen her children’s playthings. she had seen him moving amongst the cairns of the western ridge. When Lars Skagson the logger was deep into his cups would rant about how he had awoken one morning to find the apparition hunched over the dead body of his old hunting dog. Frede the tanner swore to his grave that he had seen it, all claws and cobwebs, cavorting amongst the cairns on the western ridge with his wife Elga – who had died of palsy the previous spring.

But for every morbid, fearful tale there was another of hope or wonderment. Skagi the trapper should have died after that accident with the faulty bear-trap, but was found on the edge of the wood alive and well and babbling about the fair haired boy who, with nothing but leaves and forest silks to protect him from the cold, had come from the trees and saved his leg with a touch. The little Gunderson twins were lost in the deep woods for over a week then, against all common sense, were found tucked into their beds warm and well, each clutching a beaten and bedraggled wooden doll. When questioned, the children swore on Wodin’s beard that the dolls had guided them from the wood.

...can you guess where I'm going with loyalties based on the background? :>


Any campaign specific traits available?


Sure thing, Ashe. Yeah, you definitely caught me off guard mechanically with Havark there. I'd never roll up a character like that, and I mean that in the best way possible. Kudos.

IronDesk,
Dude, cooooool. I think your backstory works great for this game. I'm not too worried about closely adhering to the Midgard setting when it comes to characters. I've scattered bits of information about Northlands culture throughout the thread, if you wanna pore through the relevant stuff a bit.

As far as your ties to the party, the obvious connection is to find that someone is honor-bound to you for saving their life; though Tyv seems reclusive (as it often is with the Fey), and I don't know how he picks someone to form a bond with.

The totally optional ideas that come to my mind:
Maybe Havark would have died a babe, had Tyv not intervened with magic to sustain him. A scaled-baby could be captivating. Perhaps, since Havark never reached a full size or height, Tyv's fascination never ended, pushing him to make contact. Alternatively or additionally, Glówen loves making children laugh. Sounds like something could be figured out with that.

I haven't come up with (read: and don't plan to) any campaign-specific traits. If you'd like, I could PM what exists in the Northlands setting book. Additionally, feel free to show what your work-in-progress is here, I'm happy to provide feedback. I have built at least one SoP character.

And if I were to take a stab at your loyalties, I'd say "privacy, life, innocence". How'd I do? :-D

For everyone,
Spend a little time brainstorming in this thread about how your characters know each other. Ashe created Havark's backstory with a little supplemental information from me, such that Havark could have close ties to House Hávardr. Therefore, if all else fails, "Havark recruited me for this job," is a valid connection to the game.

Just a reminder for everyone that I won't be available to post tomorrow, but you can expect to hear from me come Sunday.


K, here's the WIP build:
Tyv, Prince of Dolls

I'm still working on feats, traits, equipment and the casting tradition needs fleshing out...

That's an intriguing tie in for Havark


Hmm; my guesses at loyalties were...ballpark of the ballpark. I really expected as much - I wouldn't need you all to write 'em down if I could figure them out on my own.

Spheres Suggestions:
As far as this piece goes, everything looks pretty good. I'd say if you want to be able lean on your geomancing abilities, take the Extra Spellpoints to make sure you always have some plantlife in a pinch. Do you plan on reanimating much with your Death sphere? If not, you could always drop it with the Necromantic Limit drawback and nab another ghost strike. Bleeding Wounds, Curse, and Inflict Disease all seem pretty 'fey'.

For casting tradition fleshing, the "claws and cobwebs" in your backstory stuck with me. Maybe the somatic components are a frantic clawing? Maybe the magical signs are spiderwebs spontaneously weaving themselves off of your body?
Regarding Wild Magic, would you find objection with the results coming from a netbook of 10,000 random magical effects? I'd keep it balanced against the rod of wonder, allowing for saves as necessary. To sweeten the deal, I can grant you access to the following Magic Trait:

Pandemonium's Pilot:
As the fey play pranks on men, so too does magic play pranks on the fey. You've learned to... mitigate the damage.
Whenever your Wild Magic casting tradition would generate a random magical effect, roll twice on the table and choose one of those effects to occur.

PS, and this goes for everyone: I like flexing my creativity, I like brainstorming with my players. I don't ever intend to tell you what your character should or shouldn't be, and if I start to overreach in that way, please tell me to stop.

Maybe it went without saying, but I'm from the land of 'Minnesota Nice' - which, in practice, is passive-aggression. So you'll probably hear the "please be honest and direct and give me your feedback" pitch a lot - don't take it as an accusation. I've just had to beat it into a lot of people's heads, and it's habit by now.


test


I think your "Minnesota Nice" and my "Canadian Sorry" are going to get along just fine :>

No objections about using an expanded source for the wild magic drawback. The Pandemonium's Pilot trait seems like it would be perfect, but I worry about slowing things down unduly; me triggering the trait, then you rolling some options, then waiting for me to choose one of those options could be pretty cumbersome in a PbP.

Re-examining the death sphere, I'm not really liking the options there much. I might just drop it altogether and reinvest in nature or Enhance. Just seems wrong to make a soul weaver without the death sphere though. I'll try to have everything finalized after work by end of day.


With re-spect and re-gret I'll withdraw my dot. Won't be in an adequate and appropriate headspace to put together a character I'll be happy with.


*trusts that Glowen's hp and Stealth will be fixed but can't help but point it out anyway*

Sounds good, IronDesk. Yeah, I could go either way on the Death sphere, but I've been really impressed with all the expansions (both finalized and playtests), so I have high hopes for what Death CAN be. I had similar concerns about pacing even the Wild Magic drawback by itself. My thoughts are, since we'll be using Roll20 in tandem, that I'll create a rollable table macro for you to use: once you know you've triggered Wild Magic, you can log in, get your table results, and finish your post. A small flaw with this plan is that the table is system-neutral, so as far as saves and the like go, completely resolving the Wild Magic would still have to wait until my post. However, I believe this brings it into manageable territory. Does this sound agreeable to you?

Thanks for letting me know, Mark. I appreciate the interest nonetheless.

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