
GM Mowque |

Let’s do an update of the Applications, shall we (so I can keep track easier)?
Completed Applications:
Arcane
Pinja- Human Witch
Kupona- Human witch
Edgerson- Teifling Wizard
Divine
Sborki- Grippli Druid
Falkir Wildblood- Half-elf oracle
Melee
Olaff Olaffson- Human Fighter
Abbo Lyrio- Half-Orc Brawler
Skill/Other
Tathlan Larethaeright- Elf fighter
(Didn’t do Tikkle’s swashbuckler because it isn’t quite ready, as well as a few others I know are coming).
So lots of space still left, everyone. At least every place has an entry. Keep them coming!

JonGarrett |

Which would be more likely to be useful in this game - a Barbarian with the Fire Totem and surprising social skills or a Warpriest with the Fire and Good blessings and also some social skills (either way he'll follow Angradd, if not in the most conventional manner).

GM Mowque |

Which would be more likely to be useful in this game - a Barbarian with the Fire Totem and surprising social skills or a Warpriest with the Fire and Good blessings and also some social skills (either way he'll follow Angradd, if not in the most conventional manner).
Choose what you want but I think Barbarian would be a better choice. Squishy characters submitted so far.

Mital Purmar |

@GM Mowque I've updated my character sheet with an elven alternate racial trait presented in Inner Sea Races, Human Raised, which I think fits much better for an elf who was raised amongst humans (even though he did have his elven parents). Coincidentally it replaces Elven Weapon Training and Elven Magic, two things an elf fighter doesn't need!

oyzar |

OK, how can there possibly be no rangers yet :-) :-) ? I decided against a ranger or hunter partly because I expected there to be too many :-). This is the perfect campaign for a ranger
People play what they want to play, not necessarily what fits the game the best. The competition between the casters will be fierce.

GM Mowque |

OK, how can there possibly be no rangers yet :-) :-) ? I decided against a ranger or hunter partly because I expected there to be too many :-). This is the perfect campaign for a ranger
You can always change if you think there are too many witches (or casters) and want to play a ranger.
@GM Mowque I've updated my character sheet with an elven alternate racial trait presented in Inner Sea Races, Human Raised, which I think fits much better for an elf who was raised amongst humans (even though he did have his elven parents). Coincidentally it replaces Elven Weapon Training and Elven Magic, two things an elf fighter doesn't need!
Sounds good to me!
Tannan Valdri[/url]
Looks interesting a gnome bard...please add a few lines about why you want to play This game in particular. Thanks!

Joshua Hirtz |

Kupona wrote:OK, how can there possibly be no rangers yet :-) :-) ? I decided against a ranger or hunter partly because I expected there to be too many :-). This is the perfect campaign for a rangerYou can always change if you think there are too many witches (or casters) and want to play a ranger.
Did Seth86 drop? He put forth a ranger on the first page named Talin

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I'd like to introduce Laplabella for consideration for your foray into the jungle. She's most eager to be chosen.
GNOME Rogue 2 Feral Hunter 1
Small humanoid CG
Init +4; Senses Perception +9
DEFENSE
----------------------------------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 Size)
hp 20 (3d8+2)
Fort +2, Ref +8, Will +1
OFFENSE
-----------------------------------------------
Speed 20ft
Melee mwk rapier +6 (1d4/18-20)
Melee Machete +5 (1d4/19-20)
Ranged Shortbow +5 (1d4/x3)
Spells / Per Day
0- detect magic, read magic, stabilize, light / Unlimited
1- lead blades, cure light wounds, summon natures ally I / 2
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 13
Base Atk +1; CMB +0; CMD 13
Feats: TWF, Weapon Finesse, Combat Expertise
Traits: Devotee of the Green, Rapscallion
Skills: Acrobatics +8, Bluff +6, Diplomacy +6, Disable Device +10 , Escape Artist +8, Knowledge (Geography) +9, Knowledge (Nature) +11, Perception +9; Sense Motive +7, Sleight of Hand +8, Spellcraft +6, Stealth +12, Survival +5, Use Magic Device +6,
Languages Common, Gnome, Sylvan, Goblin, Draconic
Combat Gear: Wand of CLW [50]; Other Gear: backpack, bedroll, blanket, Tent, Rope (50ft), MWK Rapier, Machete, MWK Chain shirt, MWK Thieves tools 16gp, 4sp
Rogue Features
Sneak Attack: +1d6 damage to foes denied Dex to AC bonus or flanked.
Trap finding: +1/2 level to Perception for finding traps
Evasion: Reflex save negates AoE damage, fail negates half
Rogue Talents: Finesse Rogue (Weapon Finesse)
Feral Hunter Features (Hunter Archetype)
Divine Spell Casting
Animal Focus: As a swift action hunter may take on aspect of an animal of their choice until cancelled.
Wild Empathy: As diplomacy on wild animals 1d20+hunter level+cha bonus
Racial Traits
Gnome Magic
Low light vision
Illusion Resistance: +2 Vs illusion spells or effects
Keen Vision: +2 on Perception checks
Academician: +2 on chosen Knowledge skill (Nature), replaces obsession
Bond to the Land: +2 AC bonus in favored terrain (Jungle), replaces hatred and defensive training
"I hope I'm not late!" The sun can barely be seen over the horizon as Laplabella runs down the road at a speed uncommon for her kind. She reaches up and pulls a few leaves from the small antlers protruding from her forehead, her eyes on Bloodcove, still too far away for her liking.
As she runs she wonders, not for the first time, if she really wants to get rid of these strange abilities she's inherited, after all, they've come in handy.
----------------------------------------------------------------
A few months earlier
----------------------------------------------------------------
"Stop her before she gets out!" The guard rounds the corner, panting heavily as Laplabella deftly climbs the side of the watch tower, toward the battlements, smiling happily at the weight of a few new trinkets in her pocket. As she reaches the top she narrowly avoids capture yet, stepping to the side just enough to avoid the grasp of another city guard. She's not quite sure where she's going, but she's never been the type to plan too far in advance.
As the second guard stumbles past her she bounds to the other side of the wall and over the edge, gripping tightly to the stones with her small fingers. The fall to the ground isn't deadly, but it would hurt, and this was the last obstacle between her and freedom.
A few halfhearted shots rain down on her from the crossbowman above, but she knows they're only trying to frighten her. Finally she makes it down and veers into the forest, knowing from experience that you should avoid the road when you're escaping from human settlements. She wanders the woods for a long time, taking quite a few peeks at the jewels in her pocket to admire their beauty, and before long she realizes she's hopelessly lost.
For hours she wanders the verdant landscape, trying desperately to figure out which way leads home. After too long a time, she climbs a tree and sits wistfully in it's boughs, staring at the moon above.
The say my people came from the first world, where we did what we wanted, without consequence among it's forests. Maybe I found the way back? Not long after she falls asleep, her jewels tumble to the ground below, forgotten.
When the morning comes Laplabella wakes to scents and sounds she's never heard. The forest seems more alive than she's ever felt it before. She stretches, still up in her tree, and goes to run her hands through her hair when she feels something new. Something...furry? When she looks down at her hands she's surprised to find them covered in coarse grey hair and as she feels her face she discovers that where her mouth was, is now a snout, full of sharp teeth...
---------------------------------------------------------------------
Present day
----------------------------------------------------------------------
Laplabella resumes her 'normal' image as she finally nears the entrance to Bloodcove. It doesn't take long to find where Bandrift is holding his meeting, as everyone in town seems to be headed that way too.
"If you're so determined to find this Spriggan city in the Expanse, then go find this Dagen Bandrift. He's probably the only one who can help you find it. For your sake though I hope it doesn't exist." She can still hear her brothers voice in her head.
Maybe Glupluzk is right and this is a stupid idea, but they might be the only ones who can help me figure out what happened to me that night. She takes a deep breath and prepares her self for the hardest thing she's ever had to do; not pick all these pockets while trying to get a spot in this expedition.
First, what I want out of this character: I thought it might be an interesting take on the feral hunter archetype to make it more of a spontaneous magical happening, maybe the evil Spriggans may have a cure, or at least an explanation, maybe it's an ancient gnomish prophecy, maybe she's been chosen to be the herald of some Golarion god, only time will tell. I would also like to explore the difference between her interpersonal skills from her life as a rogue and her more primal based abilities and skills as she (potentially) embraces her hunter side.
Second, why I want to participate in this game: I'm new to Pathfinder (though not roleplaying games) and the Mwangi Expanse is one of the more intriguing settings in Golarion. Jungles full of mystery, ruins, and danger around every corner, indigenous peoples with strange customs; it's everything I got into roleplaying for! And you're throwing in intrigue with different factions and personal goals, possibly even custom story elements based on PC backgrounds? How could I not submit a concept to this?
Thanks for the consideration, if there is anything you'd like altered or explained before considering this a complete submission please let me know.

Fabian Benavente |

Hey GM,
I'm very interested. A GM that asks for character motivations is not easy to find. And the Mwangi Expanse calls to mind 'Dark Africa' of the 17th and 18th centuries, Solomon Kane, Edgar Rice Burroughs, Wilbur Smith, all excellent stuff.
I looked at your games and you seem to write quite a bit (very good).
What will you be expecting from players' posts (not frequency since you already covered that) in regards to length and quality?
Thanks,

Mimesyne |

Witches. Witches everywhere.
Adelaide has spent most of her life engrossed in her studies of the natural world. Not in the way a druid fusses over nature, but the actual nature of all things. From the way the celestial bodies move across the sky to the subtle movements of the earth, Adelaide dedicated herself to demystification of the secrets of the universe. While on a university-funded expedition focused on studying the movement of air currents in an attempt to predict weather by mundane means in the fey forests of the frozen north, she came across an intersection of ley lines, primal paths of energy that run through all of Golarion. What's more, she found that she had the ability to tap into them, using them as a source of arcane power to emulate the abilities of wizards and sorcerers.
Of course this sparked a very sudden change in direction for her studies. She began traveling far and wide to start charting the vast network of Golarion's ley lines and researching their functions and purposes. Though the more she researched, the less she felt she knew. Books on the matter were few and far between, and most information had to be gathered orally from others who could feel these lines more acutely. There was a handful of others who could tap into this primal power and bend it to their own will, but all such practitioners said the same thing: ley lines were a conduit, not a source of power. Rather then finding answers in her search, all she turned up were more questions. If the ley lines themselves were not fueling the power she channeled through them, then what was?
Years of her life went into trying to unravel this very mystery. She had gone from a mundane researcher with not an ounce of magical talent (much to her parents' dismay) to a talented wielder of arcane forces nearly over night. It wasn't something that she had inherently known like a sorcerer, nor something she slaved over for years like a wizard. It had to come from somewhere... Translating tablets and ancient scrolls that depicted the ley lines became her life's work, and she tracked down every lead those uncovered. They lead her around the world to monuments and ruins from ancient civilizations which only lead her on to the next vague clues. Her most recent discoveries have lead her to the Mwangi, where ancient civilizations in the jungle had build temples and cities along these ley lines. Diagrams from these ancient scriptures showed ancient shamans using these lines to focus the primal might of the elements to perform great feats of magic.
Of course, one does not simply walk into the wilds of the Mwangi Jungle, and even if she did, she wouldn't know where to begin. She'd need an expedition team, to be sure, and a guide of some sort. Having lead expeditions before, she knew that locals were usually the best at working such undertakings so she took a ship from Cheliax to Bloodcove, where she would begin recruitment. Not that she would tell anyone why she was looking into this. She had kept it all quite close to the chest; people tended to mistrust things they couldn't explain and the last thing any expedition needed was superstitious mojo to taint the experience. As far as anyone would know, it'd just be another archaeology study.
Or maybe not.
Shortly before her own arrival, Degan Bandrift, a man she had only read about before during her research, had emerged from his own expedition in the Mwangi and was already assembling a team for another. Well, clearly someone was favoring her fortunes! Surely someone with her skills in geographical mapping would be of use to such a trek through the jungles, and she'd get her chance to explore the secrets the Mwangi harbored. A win-win. And hey, if she happened to pick up some of that gold Degan said was in there, she wouldn't complain.
Adelaide's motivations are primarily focused on unraveling the mysteries of the ley lines and the source of the power she channels through them. Years of research has lead her here and she's not about to give up that chance.
She's also found herself in debt to a university who funded her last major expedition, the one studying weather patterns before she discovered the ley line intersection. The expedition had not had the results the university had been hoping for, or any results at all, actually. It had been a breach of contract when she abandoned the project, which meant that she'd have to repay the university to cover the cost of her expedition. She had been making annual payments up until the last due date when her money started running out. Her financial reserves have been slowly dwindling as she gallivanted across Avistan and Garund. She's depending on this expedition to upkeep her finances as things are getting tighter by the day.
Adelaide
Female elf witch (ley line guardian) 3
NG Medium humanoid (elf)
Initiative +2; Senses low-light vision; Perception +10
=============================
DEFENSE
=============================
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 armor)
hp 17 (3d6+3)
Fort 3+, Ref +4, Will +5; + vs enchantment effects
Immune sleep
=============================
OFFENSE
=============================
Speed 30ft
Melee mwk dagger +1(1d4-1/19-20)
Ranged mwk dagger +4(1d4-1/19-20/10ft)
Special Attacks conduit surge 3/day (+1d4-1 CL), hexes (cackle, evil eye, misfortune)
Witch Spells Known (CL 3rd; concentration +7; +2 CL vs SR)
1st (/day) — mage armor, mudball, obscuring mist, shocking grasp
0 (at will) — arcane mark, dancing lights, detect magic, message, read magic
Patron Elements
=============================
STATISTICS
=============================
Strength 8 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 19 (+4), Wisdom 12 (+1), Charisma 10 (+0)
Base Atk +1; CMB +0; CMD 12
Feats Extra Hex (cackle), Reach Spell
Skills
Acrobatics +7 (class skill +3, ability mod +2, ranks +2)
Heal +5 (class skill +3, ability mod +1, ranks +1)
Nature(arcana) +11 (class skill +3, ability mod +4, trait +1, ranks +3)
Knowledge(nature) +10 (class skill +3, ability mod +4, ranks +3)
Knowledge(planes) +10 (class skill +3, ability mod +4, ranks +3)
Perception +10 (class skill +3, ability mod +1, racial +2, trait +1, ranks +3)
Spellcraft +10 (+2 to identify magical properties of items) (class skill +3, ability mod +4, ranks +3)
Use Magic Device +6 (class skill +3, ability mod +0, ranks +3)
Background Skills
Craft(cartographer) +8 (class skill +3, ability mod +4, ranks +1)
Knowledge(geography) +7 (ability mod +4, ranks +3)
Linguistics +6 (ability mod +4, ranks +2)
Traits Magical Lineage, Seeker of Brightness
Languages Celestial, Common, Draconic, Elven, Gnome, Polyglot, Protean, Sylvan
=============================
EQUIPMENT
=============================
Weapons mwk dagger
Armor haramaki, hot weather outfit
Wands, Rods, Etc wand of cure light wounds
Mwk Backpack journal with simple lock, ink (2), inkpen (2), map case, mwk artisan's tools (cartography)
Belt Pouch 73gp 3sp
Spell Component Pouch
Mule pack saddle with bit and bridle, animal feed (6 days), small tent, bedroll, silk rope (50ft), trail rations (10 days), waterskin, mess kit, grooming kit, mapmaker's kit
=============================
OTHER INFORMATION
=============================
Carrying 18.5lb
Carrying Capacity 30lb/60lb/90lb
Favored Class Bonuses
1st to 3rd — skill point
Ability Score Increases
4th —

GM Mowque |

Been tinkering to make Pinja less squishy and able to fix a boat...just in case.
Also added a bit about her Mwangi faith and changed her selective channeling for an hex that allows her to breath under water, sweet!
cheers
Always useful...
I'd like to introduce Laplabella for consideration for your foray into the jungle. She's most eager to be chosen.
** spoiler omitted **...
Our first multi-class! You win our prize of...a high-five. Cool character, will add him to the next list. Thanks for the n ice things said about the game.
Hey GM,
I looked at your games and you seem to write quite a bit (very good).
What will you be expecting from players' posts (not frequency since you already covered that) in regards to length and quality?
1. Thanks for the compliment on the other games. The solo games are fun but very different types...
2. This is a great question to ask but so hard to answer. Sometimes you are just chopping at an orc with your sword and you only have 3-4 lines of text and lots of dice rolls. Sometimes you are entering a giant cathedral with the wedding of your arch-foe and your PC has five paragraphs of reactions.
So I'm not going to put requirements or anything on length, but what I do look for is good, typo free (I am guilty of this one, even my OP up there has one or two....), posting that involves other PCs (this is so hard sometimes). If you can do that in a paragraph fine, but I often feel two paragraphs or so hits all the right notes for a 'bigger' post. Sometimes all you need is a few lines but I try to punch it up.
Tough question to answer.

Olaff Olaffson |

So I'm not going to put requirements or anything on length, but what I do look for is good, typo free (I am guilty of this one, even my OP up there has one or two....), posting that involves other PCs (this is so hard sometimes). If you can do that in a paragraph fine, but I often feel two paragraphs or so hits all the right notes for a 'bigger' post. Sometimes all you need is a few lines but I try to punch it up.
Forgot to mention, but I am from Brazil and English is not my first language… so some spelling/concordance mistakes may occur… is that a huge problem?

GM Mowque |

How much longer will recruitment be open?
Till October 7th. Still have plenty of time! But the sooner you submit, the more time it gives me to 'fit you in' the scheme of my game and the other players.
Forgot to mention, but I am from Brazil and English is not my first language… so some spelling/concordance mistakes may occur… is that a huge problem?
You are fine, I didn't notice anything odd about your posts so far. I was more talking about any 'internet' speak or stuff like that.

Ellyrion Lanethriellyn |
Here is the submission from Demon Lurking.
Ellyrion Lanethriellyn was born in Varisia nearly 150 years ago. This blond haired, deep blue eyed elf stands just over six and a half feet tall when he is not hunched under a heavily loaded backpack. His youth was not the usual elven upbringing. Yes, he still learned swordplay and sorcery as most elves, but not in some treebound settlement. His family had become enamored of the Varisian nomadic lifestyle. He grew up traveling the wilds of Varisia. With regular visits to Riddleport, Magnimar, and Korvosa for major supplies, he would procure any book of learning he could get his hands on.
His family’s caravan would pass through much of the Varisian wilds, but Ellyrion would constantly yearn for more knowledge and adventure. When he was able he left the caravan and went in search of knowledge anywhere. After several decades of searching rumors, ruins, caves, forests, etc. he had gained some measure of his desired knowledge. At the age of 125 he began teaching in the Wise Quarter of Absalom. He specialized in history and the arcane. He would frequently take “sabbaticals” where he would go on an expedition to some ruin or another.
He frequently wound up being just behind an Aspis agent looking for the same artifact or secret. Constantly behind, (usually due to having fewer resources) Ellyrion is constantly frustrated that the money behind the Aspis Consortium gets them to historical items and knowledge that they then simply sell for more money. He feels that the knowledge gained by these expeditions should be given freely to those who desire it, not locked in some noble’s collection. His latest journey has had him racing against rumors of Aspis activity in Bloodcove.
When he arrived in Mwangi he heard that Dagen Bandrift was returning to the Expanse in search of more wealth and treasure. Hoping to finally keep the Aspis Consortium from gaining the upper hand, Ellyrion will do anything he can to gain a spot in Bandrift’s party.
Cedradel Lanethriellyn (male CG elf bard (Archeologist)); Ellyrion's father, he still travels the Varisian wilds with a caravan of similar minded elves. Always searching for knowledge of the ancient Thassilonians.
Anderil Morrson (male LE human rogue/aspis agent); Always one step ahead, Anderil is the bane of Ellyrion's existence. He has repeatedly gotten to important discoveries before Ellyrion.
Grunyar Deepeye (male NG dwarf arcanist (Elemental Master(earth))); Grunyar is one of Ellyrion's oldest friends. Currently a teacher at the Arcanamirium in Absalom.
I have been gaming for decades, lately I have been primarily GM. I love the adventurous feel of Pathfinder and the idea of exploration of jungle and ruins. This character is drawn from the concepts of Indiana Jones and Allan Quatermain. I know I don't have much PbP experience, but I look forward to this opportunity.

Landon Ninefingers |

I've been referred here by Mimesyne with the comment that there weren't nearly enough rogues for a forest/ruins/dungeon delving group. So, meet Landon! I'll get a backstory and such up for this guy later today. Just wanted to get my foot in the door while I still could. Should fit the skilled niche very well, too.

GM Mowque |

Time for another updated list! We have a few more that I know a good bit about that aren’t quite ready yet (looking at you, goblin, dwarf and half-elf rogue). The field is getting tough but I want to stress that submitting late is not a problem. Every pick is making me re-evaluate the entire party so plenty of time to make a strong entry and get it!
Completed Applications:
Arcane
Pinja- Human Witch
Kupona- Human witch
Edgerson- Teifling Wizard
Adelaide -Female elf witch
Divine
Sborki- Grippli Druid
Falkir Wildblood- Half-elf oracle
Melee
Olaff Olaffson- Human Fighter
Abbo Lyrio- Half-Orc Brawler
Skill/Other
Tathlan Larethaeright- Elf fighter
Tannan Valdri- Gnome Bard
Laplabella – Gnome Rogue/Hunter
Ellyrion Lanethriellyn- Elf Investigator
I don’t think I have any questions that need answering. If I missed something please post and mention it to me.

Olaff Olaffson |

Once the players get picked, will you start it just after or allow them to alter their characters?
Asking this because from your posts, a couple of players will think about boats, or have the same knowledge skills...
What do you think about it? Nothing really game changing, just to better complemente each other.

GM Mowque |

Once the players get picked, will you start it just after or allow them to alter their characters?
Asking this because from your posts, a couple of players will think about boats, or have the same knowledge skills...
What do you think about it? Nothing really game changing, just to better complemente each other.
To be honest, I'd rather start right away with enthusiasm high.
I'll be flexible to minor changes once we start though (and before we get right into the real heat of things) but make your character the best you can now!

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You said ask the question so I shall. Why four PCs and not five or six? I've run and played in pbp games with up to eight players and rarely seen such a group size.
I don't mean to criticize at all, just interested in your reasons GM. Four PCs makes animal companions and characters able to multi-task far more important. Which leads to the question of us synergizing the eventual party, something that is less vital when there are several others in the party.
It will certainly make combat more risky which is a good thing in my book. On Monday evenings I play in a large tabletop group and we have rarely been challenged by Rise of the Runelords.
cheers

GM Mowque |
1 person marked this as a favorite. |

You said ask the question so I shall. Why four PCs and not five or six? I've run and played in pbp games with up to eight players and rarely seen such a group size.
I don't mean to criticize at all, just interested in your reasons GM. Four PCs makes animal companions and characters able to multi-task far more important. Which leads to the question of us synergizing the eventual party, something that is less vital when there are several others in the party.
It will certainly make combat more risky which is a good thing in my book. On Monday evenings I play in a large tabletop group and we have rarely been challenged by Rise of the Runelords.
cheers
This is a good question, one for which I have several answers, some selfish some not. I shall list them, which'll help get my thoughts in order...
1. PbP is a slow medium and smaller parties are easier to move along. I personally think it is nearly correlational between party size and speed. Less party members means less waiting for a consensus (and easier to get one).
2. Makes it easier for me, the GM, to plan what options a party has. If I have six PCs it is easier to forget that one of them has Fly, a climb speed or the ability to turn into smoke (I forgot about that once in a game...). So less paperwork for me.
3. Makes planning encounters easier, (this is personal opinion). I only consider a 'good' encounter complete if every party member has a task (which are often not just 'fighting a bad guy'). This is easier to do with four then six. For example I can have one guy holding the door, one guy trying to pick a safe, and one guy trying to search the room and another chasing the villain's cat. With six people it gets unweidly (and hard to do creatively).
4. For my first party in PBP I want to keep it simple.
5.I like a party to have to work at it. Over-sized parties, as you mention, often have an easy time of it. Resources can be saved, meat-shields are common, and skills are plentiful. Having a small party encourages smart team work and creative thinking.
6. A smaller party makes it easier to incorporate PC themes into the game. It is far easier to blend 4 varying concepts and past relations into a game, then six. It gets exponentially harder to 'fit' everyone's backstory in, in a fun, interesting way. (the same applies to factions and PCs having their own agenda. When you start getting to six you start having internal party factions which is hard to deal with, imo).
7. It also leads to better inter-party character development since you aren't lost in the crowd. You are forced to interact because there aren't many of them.
8. Personal view on party size. I think solo games are great (running two of them) and, in my mind, a duo is the perfect party. I'm trying to branch out to more traditional style adventures, so if anything, to me, four people seems extravagant.
Good answer?

Objection |
8. Personal view on party size. I think solo games are great (running two of them) and, in my mind, a duo is the perfect party. I'm trying to branch out to more traditional style adventures, so if anything, to me, four people seems extravagant.
I've always wondered what a smaller or solo game would be like. If I don't have my character ready in time for this, or if you end up not choosing her, I'd be interested in trying one out.

Sborki |

I ran a goblins PbP to 8th level. I insisted on 4, too.
4 characters aren't waiting on the other 2 who don't keep up, and freeze the game for a day or 3.
They may have very good reasons for not posting. But, the fewer people posting, the more time there is for having posters.
John, Paul, George and Ringo have pizzazz.
Mick, Keith, Charlie, Bill and that other guy rock, but not in the same way.
I like the Stones more than the Beatles, sometimes. A barbarian AND a ranger could really rock this particular game.
That said, 4 can do it, too.

Zagatrill |

Submitting Zagatrill EverLost for consideration!
This is a character I made for a previous Mwangi based game that I just edited for this one. That game asked for really in depth character backgrounds but if its too long for this one let me know and I will put together an abbreviated version!
Plan for Zagatrill is to go mostly druid with a little fighter sprinkled in. Despite this he is mostly a frontline warrior type not so much a caster.

Zagatrill |

Dinosaur as an animal companion? Read the posts above about boats and tigers. Not going to work, unless I read your stats wrong.
Ah I see that now. Hadnt read through every post yet.
Main goal was to find an animal companion that was valuable both as a mount and a combatant. I thought dinosaurs made a certain amount of sense in the Mwangi but I am totally open to other options. Given water / boats how do you feel about flying mounts?

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Male tiefling magus (kensai) 3 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+1 armor, +3 Dex, +3 dodge, +1 natural)
hp 21 (3d8+3)
Fort +4, Ref +4, Will +3
Defensive Abilities canny defense +3; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +7 (1d6+3/18-20)
Special Attacks arcane pool (+1, 5 points), magus arcana (spell shield[UM]), spell combat, spellstrike
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—darkness
Magus (Kensai) Spells Prepared (CL 3rd; concentration +9)
. . 1st—shield (2), shocking grasp
. . 0 (at will)—detect magic, ghost sound (DC 14), light
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Statistics
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Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 6
Base Atk +2; CMB +4; CMD 20
Feats Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Traits desperate focus, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +7, Bluff +0, Climb +4, Fly +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +3, Sleight of Hand +3, Spellcraft +10, Stealth +3, Swim +5, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ chosen weapon
Combat Gear bottled lightning[UE] (3); Other Gear haramaki[UC], +1 rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 535 gp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +4 (Su) 1 Arcane Pool: +4 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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Shock had it rough growing up, his mother was a priestess in the temple of Sarenrae, his father was a male succubi, obviously she was tempted and eventually corrupted into being his consort. Shock born from this foul love was abandoned in the gutter, eventually found by a kindly old wizard, he was taught magic. However he had an affinity with touch spells and was trained by a magus that was a friend to the wizard. After several trials and an intense training he was pronounced able to go out into the world and adventure (by the wiz). To commemorate this event he was given an amulet and told that its true power would be able to be unlocked inside the jungles of Mwangi. With that in mind he immediately made for blood cove with the purpose of proving himself an apt adventurer and that he was ready to wield the powers he was taught.
Also just as a heads up starting wealth at lvl 3 is 3000, if you want it to be 1500 though let me know and ill tone it down.

Robert_Fuller_ |

For example I can have one guy holding the door, one guy trying to pick a safe, and one guy trying to search the room and another chasing the villain's cat.
I call dibs on chasing the cat :-).
BTW, while Kapona is definitely arcane he is also a fairly good healer (the role that people often think of as divine). Especially for condition removal.

oyzar |

I couldn't agree with you more on party size! I find that it is much easier to keep up enthusiasm if this moves along smoothly/rapidly which in turn makes the game more fun for everyone. Enthusiasm is contagious and self-reinforcing. When people are enthusiastic they write better posts which makes others have more fun reading them and hopefully more enthusiastic in turn. With four players it's much easier for everyone to get their share of the spotlight as well, both because there are fewer people fighting for it, but also because it's much easier to get unique pieces of it. Every extra player during combat is going to slow things down, there is just no helping it no matter what system you chose there will be some waiting, with four it's still manageable though. Another thing that suffers with more players are decisions. Reaching a conseus is obviously harder, but there is also a certain detoriation of responsibility as it's much easier to feel that something is someone else's job. It's so nice to find a GM that agrees with my views on things.
It just makes me hope more and more
that I actually do end up in the final four.

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@GM Mowque I've notice that Tathlan is the only Lawful character that has been submitted. Is that going to hurt my chances for having him selected? If so I will come up with a different concept that is likely to produce less intra-party conflict.
But intra-party conflict makes for good roleplay!