
leinathan |

Hey all,
Our game's been moving along at a steady enough pace, but we've had some inactivity from a couple of players. One has dropped out with notice and been replaced, but the other appears to be simply absent from the boards. It leaves a mechanical hole in our party, and I also like to have that extra player. You know, to move things along, and also to make sure that the party's got all the bases covered. So I'm back, looking for one or two replacement players!
Our current party is:
Tallak Sigurdarson, an Ulfen cleric, well-rounded in stats, a tribal shaman with no diety
Clara Flingflopsparkfizz, a gnome bomb-tossing alchemist
Irissa Fiore, a Varisian sorceress specializing in enchantment and illusion
and Calder Brandson, an Ulfen two-handed fighter, former sailor, and adventurer
Obviously, we're missing some skills. I don't want to make any hard and fast rules about who I'd accept, but if you want to make a character, it's gotta fill a niche we don't already have.
The party is currently in Kalsgard, investigating local businesses and guilds and such to try and find a guide over the Crown of the world.
Character creation guidelines can be found under
House Rules: I have a small list of these, but they're important. They could affect character-creation.
1. Rolling a natural 1 or a natural 20 on a skill check, attack roll or saving throw provides a -10 (on a natural 1) or a +10 (on a natural 20) bonus or penalty to the check. Rolling a natural 1 or a natural 20 on any other roll has no effect.
2. With the exception of classes whose abilities explicitly mention it, taking 10 or taking 20 is not allowed. If there is no penalty for failure, I simply won't ask you to roll certain checks.
3. When crafting magic items, one cannot ignore a prerequisite. All prerequisites must be met. Multiple creatures can contribute to a single item's creation, though.
4. When you make a combat maneuver and you don't have the relevant Improved feat, you only provoke an attack of opportunity if you fail the combat maneuver.
5. Crossbows deal bonus damage, as if they had inherent strength bonuses. Hand crossbows deal 1 bonus damage, light crossbows deal 2 bonus damage, and heavy crossbows deal 4 bonus damage.
Optional Rules:
1. The unchained variants for each class with one are mandatory. (That is, you cannot play a chained monk, summoner, barbarian or rogue)
2. I plan on using the Wound Threshold system from unchained. For those unfamiliar, it imposes debuffs for every 1/4th of your health you're missing. It will apply to both NPCs and PCs, and the threshold of a creature is visible to all.
3. Fractional advancement is used for multi-classing.
4. I plan to track encumberance, food, and water. If this becomes too cumbersome or if nobody likes it though, we can skip it and be Big Damn Heroes without worrying about little stuff.
Actual Character-Creation Rules
- To reflect the fact that we're skipping the first chapter and because I hate 1st-level play, we'll be starting at level 4.
- Any Paizo source (barring bans or playtest material) is available, as is all of Dreamscarred Press' psionics material. Flavor-wise, psionics and psychic casting work the same way and psionic powers will have emotion and thought components.
- For ability scores, please use 17 point buy. Yes, I know it's unusual. Do it anyway.
- Starting wealth will be 3,500gp.
- for classes, please no Gunslinger, or any other gun-related archetype or class. No ninja and no samurai, at least to start. No master summoner. No vigilante.
- The races allowed will be all Core races plus the goblin, the tengu, the hobgoblin and the kitsune. To be a kitsune or a tengu, it's likely that you're a descendant of a Tian immigant.
- I don't have an alignment restriction, but don't be a dick. Make a team player. I don't have time for the cliche loner ranger whose family died who has a dark secret and a revenge quest to go on.
- 2 traits, one of which must be one of the campaign traits found in the players' guide. So, read that.
- HP is generated with the PFS rule: 1/2 HD + 1. Everybody will get Background skills. Find the rules for that here, but it's simple enough. You get 2 bonus skill ranks per level but can only spend them on specific skills.
Fluff Stuff: I have a few expectations regarding your fluff stuff. To discourage a 2-sentence backstory, I'm coming here and giving you guys this.
Answer these questions!
1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry?
2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world?
3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated.
4. How did they become whatever class they are? Were they trained? Did it come to them magically one day?
5. What is your character like? How do they treat people?
6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.
7. If you have a character with a Code, like a paladin, be explicit about what that Code means.

leinathan |

A ranger certainly could fill the hole. The skills missing are most of the roguely ones (disable device, stealth, sleight of hand) as well as some ranged combat and face skills. Do with what what you will.
The wealth is low because I felt it would make a lot of the early drops better, character creation simpler, and because of automatic bonus progression

Burnscar |
We're using ABP? Huh, that's neat. Okay, was working on this post for a while, got ninja'ed. ^^
Very preliminary fluff:
Kravar is a young tengu, who came over from the Tian side of the cronw of the world with his parents as but a hatchling, driven into refuge from dreaded Oni warlords. Now a man grown, he is ready to return to his ancestral lands in search of vengeance, with his trusty warcat in tow.
Male NG Tengu Ambush Hunter Ranger 4
Initiative +4, Perception +12, Low-light Vision
Ac 21, T 16, FF 15, CMD 21, FFCMD 15
Hp 34 (4d10+8)
Fort +6, Ref +9, Will +7
30ft.
Melee
...Attuned Masterwork Shortsword +9, 1d6+5 (19-20/*2)
...Off-hand Masterwork Shortsword +9, 1d6+4 (19-20/*2)
...Two Weapon Fighting +7/+7, 1d6+5/1d6+4 (19-20/*2)
...Bite +8, 1d3+4 (*2)
...Bite, secondary (two-weapon fighting), +1, 1d3+4 (*2)
Ranged
...Longbow +9, 1d8+1 (*3)
Special Attacks: Ambush Tactics, Maneuvers, Favored Enemy(Native Outsiders +2)
Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Feats Weapon Finesse, Two-weapon FightingB, Deadly Agility, EnduranceB
Skills Acrobatics +8*, Disable Device +8*, Handle Animal +6, Knowledge(Geography) +7, Knowledge(Nature) +6, Linguistics +8, Perception +12, Survival +10, Stealth +13*
ACP -1
Languages Common(Taldane), Ulfen, Tian, Tengu
Maneuvers
...Encouraging Roar - Readied
...Pride Movement
...Swift Claws - Readied
...Raging Hunter Pounce - Readied
...Flick of the Wrist
Stances
...Inner Sphere Stance - Active
...Running Hunter's Stance
Special: Gifted Linguist, Sword-trained, Track, Wild Empathy, Two-weapon Combat Style, Favored Terrain(Cold +2), Martial Companion, Martial Style(Trashing Dragon)
Gear: 2 masterwork shortswords, masterwork composite longbow [+1str], masterwork chainshirt, masterwork studded leather barding, 20 arrows
Sailon
Kravar rescued this cub from its cruel orc masters. It now follows him whereever he goes.
Warcat Martial Companion
Perception +0, Low-light vision, scent
AC 19, T 12, FF 17, CMD 15, FFCMD 13
hp 13(2d8+4)
Fort +4, Ref +4, Will +2
40ft.
Melee
...Bite +3, 1d6+2
...2 claws +3, 1d4+2
Special Attacks, Ambush Tactics, Favored Enemy(Native Outsiders), Maneuvers
Str 15, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Feats Iron Will
Skills Stealth +6, Survival +4
Maneuvers Bloody Riposte, Momentum Crash
Stances Running Hunter Stance(Active)
Special Favored Terrain(Cold +2)

CircadianRythms |

Okay I wrote up Kurasaviel. Half-elf Unchained Rogue. Pretty sure I answered all of your fluff questions (and then some!) but if there's further questions you have about the character or if anything isn't correct crunch/lore-wise just let me know!

leinathan |

Okay I wrote up Kurasaviel. Half-elf Unchained Rogue. Pretty sure I answered all of your fluff questions (and then some!) but if there's further questions you have about the character or if anything isn't correct crunch/lore-wise just let me know!
I like it! A couple of things:
First, the attack line in your crunch. Am I to assume you're using Power Attack? As a general rule, it's helpful to mark down things like that (that is, things that are being added that aren't just the really obvious things)
Second, the party is currently in Kalsgard, in the Lands of the Linnorm Kings. Your character obviously wasn't part of the original caravan group, and I'm not super willing to just say that you were there the whole time. Can you think of an explanation for that?

CircadianRythms |

Updated attack line and updated backstory. So you don't have to crawl through it, I'm pasting the updated background under
Kurasaviel knew that Ameiko had lost too many people in her life for him to sway her, but that didn't mean he was going to follow her wishes in this regard. Kurasaviel felt that he had to go with Ameiko, to help her and keep her safe and maybe, in the process, prove his worth. He knew that she was going to be setting out for Kalsgard. He made sure that Bethana hired some help, then called in every favor he could and spent most of what meager savings he had. Kurasaviel hired a traveling wizard, powerful enough to teleport the young man most of the way to the land of the Linnorm Kings.
Kurasaviel is under no illusions that Ameiko will be pleased to see him, but that's of secondary concern. He can't shake the feeling that in the very near future, she and her allies are going to need him. Nothing in the world could keep him away.

leinathan |

I would say that "saved" would probably take more time away from whatever the preset storyline is, but that's not necessarily a bad thing. Both would require a little bit of branching effort.
Under saved, it would probably be easiest to have you be assaulted by one of the PCs' existing enemies, and to have the PCs stumble on the ongoing fight and help you out. It probably wouldn't be "in the forest" though, as the PCs are currently in a large city and won't be leaving for awhile.
There is another option! There is a healer amongst the PCs' caravan, and the caravan is without allegiance to existing powers in Kalsgard. You could stagger, wounded, into the Bone District and the healer Koya could heal you up. In this case I think it would again be best if who assaulted you was an existing enemy of the PCs. The PCs are currently aligned against a merchants' guild called the Rimerunners (who secretly have some mysterious other s%*& going on) so we could talk about the circumstances of your assault.

leinathan |

Updated attack line and updated backstory. So you don't have to crawl through it, I'm pasting the updated background under ** spoiler omitted **
This is an easy and well-conceived fix to the problem. So, your character got a lift to Kalsgard, but doesn't know where Ameiko is or what they're doing. What do you do to look for them?

Matin Crowtongue |

Presenting Matin Crowtongue, human archaeologist bard. He's geared towards ranged combat, has all the roguely talents covered (including trapfinding via his archetype), and can function as a party face with ranks in all three social skills. I'm still working on his gear as I'm not entirely sure what he'll need, but I hope to have that finished soon.

Yokaiboy |

I think the third option works best for the character idea I have.
P.S
RUMILA
Human Ranger (Divine tracker) 4;
Chaotic Good Medium
Init: +3; Perception: +8
DEFENSE
AC 19, touch 13, flat-footed 16, ( +5 armor +1 shield +3 dex)
hp 40 (25-52)
Fort +6 Ref +7 Will +2
OFFENSE
Speed: 20
Melee Bardiche +6 (1d10 +3 19-20/x2); Starknife +6 (1d4 +2 20/x3);
Longsword +6 (1d8 +2 19-20/x2); Morningstar +6 (1d8 +2 20/x2);
Ranged Composite longbow +8 (1d8 +2 20/x3);
STATISTICS
Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB 6; CMD 19
Feats Point-Blank Shot; Precise Shot; Rapid Shot; Endurance; Weapon
Focus: Composite longbow;
Skills Perception +8; Stealth +10; Intimidate +5; Survival +7; Escape Artist +4;
Disguise +1; Heal +5; Climb +6; Sleight of Hand +4; Spellcraft +4; Acrobatics
+4; Ride +7; Knowledge (dungeoneering) +5; Knowledge (geography) +5;
Disable Device +4; Handle Animal +4; Swim +6;
SPECIAL ABILITIES
Specials Track; Skilled; Humanoid (human); Archery; Endurance; Forest
(coniferous and deciduous); Liberation; Lucky Presence; Liberation Blessing;
Luck Blessing;

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Just a quick dot, I have a couple of concepts, I'll piece together a submission ASAP. Also, I join the question train: do we have to pick a campaign trait even if we are arriving now? Because fluffwise they all assume us starting in Sandpoint, so unless I ran all the way hoping to find my beloved Shalelu...

leinathan |

Okay, I'm back because I'm satisfied with Matin Crowtongue enough to offer him and his player a spot in my game. I also very much like the look of the rogue Kurasaviel. Both of you can feel free to ensure that you're done, make up an alias and check into my Discussion thread. Ill find a way to fit you in soon.