
GM Beastmaster |

This is the recruitment for my Homebrew campaign, Isles of Kathlan. This will be a mostly sandbox campaign, but it will have an overarching plot that will tie in with what the PC's do and I will use it as a guideline, but for the most part the plot will be driven by the PC's.
The campaign setting can be found here. It is highly reccomended you read the doc before continuing.
For some reason or another, you have been tasked with accompanying a large shipment of Talium crystal to the capital of the Dathalan empire, Liral, from a Tathran Federation mining outpost. The shipment is necessary for an important research project at the Kaliax University, and you are being payed 2,000 gold for its safe passage.
Now that that is over, Character creation rules and expectations.
-Characters will begin at level 5.
-Wealth: 10,000 gold.
-Classes: All paizo material is allowed, as is Spheres of Power. For all other third party, ask me. I generally like a lot of third party material, but i am not familiar with all of it.
Races: All races mentioned in the document, so basically all core and featured, and android. Anything else may still be allowed, but ask first.
-2 Traits.
-4d6 drop the lowest, reroll anything 7 or less. You may have one free reroll on all stats, and if you don't like either of your stat rolls, you may choose a 25 point buy.
-Background skills are go.
-Max HP first level.
-Evil characters are allowed, but they must have a reason to be with the party and there will be no PVP unless all players are OK with it.
-I will keep track of exp.
For expectations:
I expect about 1 post a day except weekends, simply inform me if this is not possible on certain days.
For your background , you must have some reason to be on this mission. I would also like some plot hooks if possible that I can use later throughout the campaign.
If none of the nations fit the character you want to play or where they come from, just tell me. It's a big world, and I couldn't possible explain all of it. If you have a specific idea for your home, tell me and I will fit it in if I can.
On the subject of traits, please do not pick traits just based off of their bonuses. If you have traits on your character that are not explained in your background or do not fit with your character, you will be less likely to get picked.
Also, I would like a description of your character's appearance and personality, as well as 1-2 secrets your PC keeps that your party members do not know about. It is also nice if the PC's are connected to each other somehow, either being family or friends or some other relationship, maybe they have not even met but are half siblings, its up to you.
Overall, I much prefer a good backstory to an optimized character, so keep that in mind. Deadline for submissions is 12 PM PST (3 AM EST) on July 4th, or 5th for those of you not on the west coast.
If you have any questions feel free to ask me.

Guy St-Amant |
1) Skills:
* Any skills "unique" to the setting?
* any skills working differently?
* any change to class skills lists?
2) Firearms:
* how common are they?
* Early or Advanced?
3) Gods: any changes?
4) World:
* any moon(s)?
* The Farlands are almost always dark, does it mean the rest is almost always under the sun?
5) Characters:
* Templates?
* Young Characters?
* Ability scores adjustments by age categories, CRB or PFS like?

EmissaryOfTheNorth |

You got me with the Setting Doc,
enraptured me with the Kaliax University and I finally fell for the rolled stats.
My initial concept (which will probably see some changes until I finally submit it ) is a human from the Dathalan Empire. A Philosophy Associate Professor (or aspiring to become one if that's too much of a stretch) and swordmanship aficionado. Going through a midlife crisis he requested a temporary leave to see world, enjoy the little pleasures, probably die bloodied with his sword in hand and decide what the hell he wants to do with his life.
A fighter or fighter multiclass would probably fit the bill, so would do a Magus, but here come the obligatory questions: are Path of War classes allowed? What about PoW archetypes for base classes? And PoW feats? Finally, Variant Multiclassing?
In any case, rolling! I'll refrain from rolling a second set because I like the risks.
Stats: 4d6 - 2 ⇒ (4, 2, 4, 6) - 2 = 14
Stats: 4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9
Stats: 4d6 - 3 ⇒ (6, 3, 5, 4) - 3 = 15
Stats: 4d6 - 2 ⇒ (3, 6, 4, 2) - 2 = 13
Stats: 4d6 - 2 ⇒ (6, 6, 2, 5) - 2 = 17
Stats: 4d6 - 2 ⇒ (5, 4, 2, 6) - 2 = 15

Fury of the Tempest |

Hmmmm, interesting this is going to be a fun game for sure... would the Saurian Shaman be a relevant archetype at all? And if so, where will they most likely come from?
Rolling Rolling Rolling:
4d6 - 1 ⇒ (1, 6, 3, 2) - 1 = 11
4d6 - 2 ⇒ (6, 6, 2, 2) - 2 = 14
4d6 - 1 ⇒ (1, 2, 3, 1) - 1 = 6 - Reroll 4d6 - 2 ⇒ (4, 4, 5, 2) - 2 = 13
4d6 - 2 ⇒ (6, 1, 4, 1) - 2 = 10
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11
4d6 - 1 ⇒ (3, 1, 2, 1) - 1 = 6 - Reroll 4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
That isn't even 20 Point Buy...
4d6 - 1 ⇒ (1, 5, 3, 6) - 1 = 14
4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
4d6 - 1 ⇒ (2, 1, 6, 2) - 1 = 10
4d6 - 1 ⇒ (2, 1, 4, 4) - 1 = 10
4d6 - 1 ⇒ (1, 5, 3, 5) - 1 = 13
4d6 - 2 ⇒ (4, 5, 2, 2) - 2 = 11
That's even worse... I'll take the Point Buy.

Whiskey and a Bonesaw |

Well, this looks interesting. I'm thinking a Sun Warrior Mageknight...
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 1 ⇒ (5, 6, 1, 4) - 1 = 15
4d6 - 3 ⇒ (5, 3, 6, 3) - 3 = 14
4d6 - 1 ⇒ (1, 3, 6, 4) - 1 = 13
4d6 - 1 ⇒ (1, 4, 6, 6) - 1 = 16
4d6 - 1 ⇒ (2, 3, 1, 3) - 1 = 8
Set 2:
4d6 - 1 ⇒ (5, 1, 3, 1) - 1 = 9
4d6 - 1 ⇒ (1, 4, 4, 5) - 1 = 13
4d6 - 2 ⇒ (3, 3, 2, 3) - 2 = 9
4d6 - 1 ⇒ (2, 1, 1, 4) - 1 = 7
4d6 - 4 ⇒ (4, 4, 4, 6) - 4 = 14
4d6 - 1 ⇒ (5, 2, 1, 2) - 1 = 9
Looks like Set 1 it is! Now to get down to the nitty-gritty.

Kevin O'Rourke 440 |

So if it's all chains of floating islands is the shipment being transported on some kind of airship? I am just wondering how viable a non flying melee character would be though I've got a few basic concepts. Some of the other questions I have were asked already above.
Dice Set 1
4d6 ⇒ (1, 6, 1, 5) = 13
4d6 ⇒ (4, 1, 1, 5) = 11
4d6 ⇒ (2, 6, 5, 6) = 19
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (5, 1, 4, 3) = 13
4d6 ⇒ (6, 3, 4, 2) = 15
So 12, 10, 17, 9, 12, 13
Dice set 2
4d6 ⇒ (4, 4, 1, 1) = 10
4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (1, 1, 3, 4) = 9
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (2, 5, 6, 1) = 14
4d6 ⇒ (2, 6, 5, 4) = 17
Or 9, 11, 8, 14, 13, 15
25 Point buy might be the way to go... the first set I could live with but I could do it and a little bit better with 25 point buy.

TheWaskally |

First roll
4d6: 4d6 ⇒ (4, 4, 6, 4) = 18 14
4d6: 4d6 ⇒ (1, 4, 1, 2) = 8 8
4d6: 4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6: 4d6 ⇒ (4, 3, 1, 2) = 10 9
4d6: 4d6 ⇒ (6, 4, 6, 3) = 19 16
4d6: 4d6 ⇒ (1, 6, 5, 5) = 17 16
Second roll
4d6: 4d6 ⇒ (2, 5, 4, 3) = 14 12
4d6: 4d6 ⇒ (2, 2, 4, 6) = 14 12
4d6: 4d6 ⇒ (3, 2, 2, 1) = 8
4d6: 4d6 ⇒ (1, 2, 4, 6) = 13 12
4d6: 4d6 ⇒ (3, 4, 6, 1) = 14 13
4d6: 4d6 ⇒ (2, 6, 2, 5) = 15 13
Rerolling the 7:
4d6: 4d6 ⇒ (4, 1, 6, 4) = 15 14
Hmm. Not sure what to submit. Will look back for more world information.

GM Beastmaster |

1) Skills:
* Any skills "unique" to the setting?
* any skills working differently?
* any change to class skills lists?2) Firearms:
* how common are they?
* Early or Advanced?3) Gods: any changes?
4) World:
* any moon(s)?
* The Farlands are almost always dark, does it mean the rest is almost always under the sun?5) Characters:
* Templates?
* Young Characters?
* Ability scores adjustments by age categories, CRB or PFS like?
There are no Unique skills, and skills and class skills are the same as normal.
Firearms are commonplace, with early being rather common and advanced being mostly limited to Nekorol.There is one moon, about the same size and shape as ours, though a bit farther from the planet.
Think of the farlands like Alaska, Always facing away from the sun during winter. With the way that the planet rotates and it is tilted, the farlands are almost always facing away from the sun. This also means there are not really seasons on Kathlan. There are some places that are almost always in the sun, mostly being the Karthen Alliance territory, but they do get far more darkness than the farlands get light. Theoretically there would be a place opposite of the farlands, but that has not been found yet.
You may take any CR 1 template in exchange for 1 level CR 2 templates are with permission only.
That's a no on young characters, sorry.
No on ability score adjustments by age.
For other questions,
Variant Multiclassing is a Go.
I will have to get back to you on Path Of War, I don't know too much about it.
Saurian Shaman could quite easily be worked in. Again, That is not even a quarter of the nations that exist, those are just the main ones. If you decide that is what you want to go for, PM me and we can work that in.
Yes, they did figure out other stuff on Nekorol. The main things they have so far is advanced weaponry and Androids. If I had to say, think about mid 1900s level technology. The only reason they have androids is because they found damaged, but mostly functional ones in a crash site. Mostly they are feared not because they are so far ahead, but because of how fast they are progressing, probably 2-3 times the speed of our progression here on earth. All the other nations probably have around early 1800's tech, except for my next question.
Airships. That is the technological breakthrough I spoke of, except it isn't really technological. These ships look and function relatively similarly to normal sea ships, But use Large Talium crystals to levitate, by storing arcane energy and slowly releasing it over time. At least, that's what scholars think is happening, they don't really know for sure.

Papa-DRB |

-4d6 drop the lowest, re-roll anything 7 or less. You may have one free re-roll on all stats, and if you don't like either of your stat rolls, you may choose a 25 point buy.
Stat Roll
4d6 ⇒ (2, 2, 5, 6) = 15 - 13
4d6 ⇒ (1, 5, 1, 6) = 13 - 12
4d6 ⇒ (6, 2, 2, 1) = 11 - 10
4d6 ⇒ (1, 3, 2, 1) = 7 - 6
4d6 ⇒ (2, 2, 1, 4) = 9 - 8
4d6 ⇒ (5, 6, 3, 4) = 18 - 15
*ugh* are you kidding me !!! (less than 6 point buy)
Stat Roll
4d6 ⇒ (3, 6, 4, 1) = 14 - 13
4d6 ⇒ (4, 5, 6, 6) = 21 - 17
4d6 ⇒ (3, 1, 4, 5) = 13 - 12
4d6 ⇒ (4, 2, 2, 5) = 13 - 11
4d6 ⇒ (5, 4, 2, 2) = 13 - 11
4d6 ⇒ (1, 3, 1, 2) = 7 - 6
*ugh* again (less than 16 point buy)
I'll take the 25 point buy

drbuzzard |

Might as well roll.
4d6 ⇒ (3, 1, 1, 3) = 8 7
4d6 ⇒ (3, 2, 3, 5) = 13 11
4d6 ⇒ (1, 3, 2, 5) = 11 10
4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (4, 4, 5, 3) = 16 13
reroll of 7 4d6 ⇒ (5, 5, 4, 5) = 19 15
free reroll of 10 4d6 ⇒ (1, 1, 4, 4) = 10 well that's not pretty- 9 does one have to take the reroll?
16
15
15
13
11
9 (if reroll, otherwise 10). That's not a bad set. I'm thinking a Dwarf guard assigned by the Tathran federation to guard the shipment because Nekoron has been interfering with their commerce using banditry which can't be traced directly back. That's a very Cold War kind of thing. Likely a fighter.

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4d6 ⇒ (2, 6, 3, 4) = 15 13
4d6 ⇒ (2, 2, 1, 6) = 11 10
4d6 ⇒ (3, 1, 1, 3) = 8 7
4d6 ⇒ (5, 5, 3, 4) = 17 14
4d6 ⇒ (3, 6, 1, 3) = 13 12
4d6 ⇒ (2, 1, 5, 4) = 12 11
4d6 ⇒ (6, 6, 3, 2) = 17 15
------
4d6 ⇒ (1, 4, 4, 2) = 11 10
4d6 ⇒ (3, 3, 1, 6) = 13 12
4d6 ⇒ (1, 4, 4, 1) = 10 9
4d6 ⇒ (1, 6, 6, 3) = 16 15
4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (1, 2, 4, 1) = 8 7
4d6 ⇒ (6, 5, 1, 6) = 1817

Madcaster |

So, with early guns being commonplace, do you use Commonplace firearms rules?
4d6 - 1 ⇒ (4, 1, 2, 5) - 1 = 11
4d6 - 1 ⇒ (3, 1, 1, 5) - 1 = 9
4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 3 ⇒ (5, 3, 3, 5) - 3 = 13
4d6 - 1 ⇒ (3, 4, 1, 1) - 1 = 8
4d6 - 2 ⇒ (4, 3, 2, 6) - 2 = 13
Set 2
4d6 - 1 ⇒ (1, 6, 6, 3) - 1 = 15
4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 3 ⇒ (3, 5, 3, 6) - 3 = 14
4d6 - 2 ⇒ (5, 2, 6, 2) - 2 = 13

Sarabian |

I think I like the idea of a dwarven magus from Tathran, trying to acquire funds for crystals so he can do some experimenting with them and see if they can help break the stalemate between Tathran and Nekorol. I'll do my rolls here for whatever character I decide on, just to get things out of the way.
4d6 ⇒ (2, 5, 4, 1) = 12 11
4d6 ⇒ (4, 1, 3, 5) = 13 12
4d6 ⇒ (1, 1, 2, 1) = 5 4 (reroll)
4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (5, 1, 2, 6) = 14 13
4d6 ⇒ (5, 6, 2, 3) = 16 14
reroll: 4d6 ⇒ (6, 2, 1, 5) = 14 13
Stats: 17, 14, 13, 13, 12, 11
I can work with those stats.

Almonihah |

Interesting... thinking a tengu swordmaster of some kind from the Emerald Islands. Possibly a warpriest. Let's roll...
Stats: 4d6 ⇒ (4, 5, 6, 1) = 16->15
Stats: 4d6 ⇒ (6, 5, 3, 1) = 15->14
Stats: 4d6 ⇒ (6, 4, 1, 6) = 17->16
Stats: 4d6 ⇒ (2, 4, 4, 3) = 13->11
Stats: 4d6 ⇒ (5, 3, 5, 3) = 16->13
Stats: 4d6 ⇒ (4, 1, 5, 6) = 16->15
That's... actually pretty nice.
Given the tech level, is Feicui Dao seeing something similar to the decline of the samurai in Meiji-era Japan? A mercenary ronin tengu could be interesting...

Grumbaki |

Question: Does this use Golarion's gods? Or is divine magic something similar to arcane magic?
Also is there any faction that we shouldn't be from due to it getting in the way of the planned story?
And this may be reaching...but would you accept this class?
http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/dwarven-crossbowyer/
The plan would be as such:
(1) Wield a large heavy crossbow (-2 hit, 2d6 damage)
(2) Vital strike build
(3) Use magic and enchantments to keep adding to that single hit damage
It means losing out on iterative attacks. But rather than filling an enemy with lots of arrows, I would instead go for one really hard shot. Plus a dwarven crossbowman from the Tathran federation would be cool.
Also liking all of the potential dwarven submissions here.
------
4d6 ⇒ (1, 3, 4, 1) = 9 8
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (4, 5, 3, 2) = 14 12
4d6 ⇒ (6, 3, 2, 2) = 13 13
4d6 ⇒ (1, 6, 4, 5) = 16 15
4d6 ⇒ (5, 2, 5, 5) = 17 15
22 point buy
4d6 ⇒ (3, 4, 4, 1) = 12 11
4d6 ⇒ (4, 3, 3, 6) = 16 13
4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6 ⇒ (2, 1, 6, 4) = 13 12
4d6 ⇒ (1, 6, 5, 1) = 13 12
4d6 ⇒ (1, 4, 1, 4) = 10 9
12 point buy!

Papa-DRB |

Question, Are you going to be using the Automatic Bonus Progression?
Also, I will be submitting a Spheres of Power character.
-- david

Arielle Windsong |

Looking to make some sort of divine caster. Rolling up some stats to see what I have to work with:
First roll
4d6 ⇒ (1, 3, 6, 3) = 13 12
4d6 ⇒ (3, 6, 5, 3) = 17 14
4d6 ⇒ (1, 1, 4, 5) = 11 10
4d6 ⇒ (2, 3, 3, 5) = 13 11
4d6 ⇒ (2, 5, 2, 1) = 10 9
4d6 ⇒ (5, 5, 4, 3) = 17 14
Second
4d6 ⇒ (5, 6, 1, 2) = 14 9
4d6 ⇒ (5, 2, 1, 2) = 10 14
4d6 ⇒ (5, 1, 4, 5) = 15 14
4d6 ⇒ (2, 5, 5, 4) = 16 13
4d6 ⇒ (2, 2, 5, 6) = 15 17
4d6 ⇒ (6, 6, 5, 1) = 18 8
Unsure which I like. I may go with the 25 buy.

alexgndl |

Rolling!
4d6 ⇒ (4, 4, 3, 6) = 17 14
4d6 ⇒ (3, 4, 6, 3) = 16 13
4d6 ⇒ (6, 4, 5, 2) = 17 15
4d6 ⇒ (4, 4, 6, 5) = 19 15
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (6, 4, 5, 2) = 17 15
So this is a solid 44 point buy...
4d6 ⇒ (3, 6, 3, 4) = 16 13
4d6 ⇒ (4, 2, 4, 6) = 16 14
4d6 ⇒ (6, 2, 6, 6) = 20 18
4d6 ⇒ (4, 6, 1, 3) = 14 13
4d6 ⇒ (4, 4, 5, 3) = 16 13
4d6 ⇒ (3, 5, 5, 2) = 15 13
And a 34 point. I'll be taking the first set, I think. No idea what I'd want to make, though.

Godric Alden |

Grumbaki with my submission: Durak Barrowbreaker. Fluff to come later. But as can be seen, he is without a doubt an undead hunter.
A dwarven crossbowman. Had to take a 25pt buy given low rolls. The character won't really 'come online' until lvl7 when he gets vital strike.
Hey alexgndl, mind if I borrow your second roll? ;)

Joseph Soltz |

4d6 ⇒ (2, 2, 2, 2) = 8
4d6 ⇒ (6, 2, 2, 4) = 14
4d6 ⇒ (5, 3, 5, 5) = 18
4d6 ⇒ (3, 2, 5, 6) = 16
4d6 ⇒ (5, 5, 4, 1) = 15
4d6 ⇒ (1, 6, 2, 3) = 12
First 4d6 Reroll: 4d6 ⇒ (5, 1, 1, 2) = 9
Not sure how much I like those. It's an 18 point buy, unless I'm doing math wrong.
4d6 ⇒ (5, 1, 2, 6) = 14
4d6 ⇒ (5, 2, 6, 4) = 17
4d6 ⇒ (6, 3, 2, 2) = 13
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (1, 3, 6, 4) = 14
4d6 ⇒ (1, 5, 5, 5) = 16
That's a little better, but I think I'll take the 25pb.
No concept yet, I'll take a closer look at options available when I return home!

Almonihah |

I find myself considering something that's probably a bad idea... a katana-wielding monk. I'm trying to figure out how I could make it a less bad idea. But with the stat roll I got and Tengu racial bonuses, I could actually afford a good dexterity and wisdom and a decent strength, so I might be able to manage something crazy like this.