
GM Jol |

Hi all, a quick word about me. Long time GM of pathfinder for a group of friends. Since I've moved away we transitioned our tabletop to PBP and had a blast. While I haven't used the paizo forums before applying to a recruitment thread, I'm very familiar with the format. I would love to eventually be a player in a PBP game, but when thinking about it more, I should probably prove I'm a consistent person who can finish something he's started. I've successfully run Rise of the Runelords and Kingmaker to conclusion(both were extremely fun). However, what made it fun were the people I knew and played with. Since this will be my first time with strangers I'm going to do a bit of a shorter module(when compared to an adventure path all modules are short). I'm going to combine two things I love, a good dungeon crawl and Kobolds!! This is a brutal module that will take cunning and more than a little creativity that I think will shine through group role play and the play by post format. So I present to you my take on Godsmouth Heresy!
Setting:
You are all kobolds belonging to the Jol clan. Your chief has called you all, survivors of numerous would-be-adventurer invasions into your snarl. While bodies always seem to disappear from your tribe, lately something a lot more serious has occurred. Someone has broken in and was able to steal some precious eggs. The chief has a pretty good idea who and has sent for you to deal with this threat to the clan. Are you up to the challenge?
Starting level: Level 1
Starting wealth: Average for chosen class or roll
Ability generation system: 20 point buy
Hit point generation: Max hit die
Race: Kobold only, preferably green scaled(unless you have a good reason to be part of the clan and different color)
traits: 2 traits allowed, no drawbacks
Source Material restrictions: Core, APG, ACG, Advanced Race Guide, Ultimate Magic, Ultimate Combat, Kobolds of Golarion.
Posting Frequencey: I will be posting at least 3 times a day. I will ask for 2 posts a day from the players, with the understanding that life is important and it is sometimes out of the control of players.
Having run this dungeon before, it can be brutal. Sometimes retreating is more about advancing to the rear. There will be a time limit in game for completion of the mission. Things that often get overlooked like rations and supplies will be tracked. I really enjoy a challenge when I do get to play, for if there is no danger in the game, the only part that matters is the role play. I want both! I will run the game according to the module to see if any brave kobolds can successfully make it through.
If you have any questions please let me know. Looking to start fairly soon, hopefully by the 10th. I look forward to a fun and exciting game!

Green Smashomancer |

I happen to have a Kobold on reserve actually, his backstory will need quite a change though. He's a melee fighter putting the Swashbuckler, and Daring Champion Cavalier Archetype together to do real damage in melee, he acts like a real knight and everything. Of course that brings up the question of alignment. What general alignment do you want in your group? Cause, Laknir is LG.

GM Jol |

If it means we get enough players, we could definitely reduce requirements to once a day. I've put a lot of work into this to get it ready, and am pretty excited to run it. As interest didn't seem to be very high was starting to despair a bit on it. I'll change the initial requirements down to one a day and look forward to characters!

GM-Gathrix |

Here is my concept for a Kobold Summoner
When he heard of the missing eggs, Yulantegoni insisted on being sent with the group. This affront to the Mother must be avenged! She must not be denied her children.
Kobold summoner (master summoner) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Magic 80)
NE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 12, touch 11, flat-footed 12 (+1 armor, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +0, Will +3; +2 trait bonus vs. charm and compulsion
Resist acid 5
Weaknesses light sensitivity
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Offense
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Speed
Melee quarterstaff -3 (1d4-4)
Summoner Spell-Like Abilities (CL 1st; concentration +5)
9/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +5)
1st (2/day)—daze monster (DC 15), lesser rejuvenate eidolon[APG]
0 (at will)—acid splash, detect magic, guidance, read magic
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Statistics
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Str 3, Dex 10, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -5; CMD 5
Feats Resilient Eidolon[UM]
Traits birthmark, reactionary
Skills Handle Animal +8, Perception +3, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Draconic, Undercommon
SQ lesser eidolon, life link
Combat Gear alchemical grease[APG]; Other Gear haramaki[UC], quarterstaff, backpack, bedroll, belt pouch, exotic pack saddle, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 119 gp
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Special Abilities
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Birthmark +2 save vs. charm & compulsion
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Summoning Mastery I (9/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Serpentine
NE Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 14 (1d10+4)
Fort +1, Ref +5, Will +2
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +2 (1d6+1), gore +2 (1d6+1), tail slap -3 (1d6)
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Statistics
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +2; CMD 15 (can't be tripped)
Feats Toughness
Skills Acrobatics +3 (+5 to balance, -1 to jump), Bluff +4, Climb +9, Perception +4, Sense Motive +4, Stealth +7
Languages Common
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

GM Jol |

GM-Gathrix, brave build! Hopefully no strength attacking poison come at you!
Corsario-Either would be great!
Zoblisham- any chance you've got some character going?
Green Smashomancer- Same to you interested in seeing the build if possible.
Chillblame-would love to have you part of the game, let me know if I can do anything to help.

Green Smashomancer |

Green Smashomancer- Same to you interested in seeing the build if possible.
Here's Laknir at 3rd level, he really gets nasty at 5th, but I'll be happy to adjust him to whatever level we start at.
Male Kobold Inspired Blade Swashbuckler/1, Daring Champion 2
LG Small Humanoid (reptilian)
Init +4; Senses Low-Light Vision; Perception +7
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Defense
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AC 21, flat-footed 17, touch 15 (+4 armor, +4 Dex, +1 Shield,+1 Natural Armor, +1 Size)
hp 26 (3d10 +3)
Fort +3; Ref +6; Will +1 (+2 vs target of challenge; +4 w/Combat Expertise)
Defensive Abilities: Challenge, Deeds ( Dodging Panache, Derring-Do, Opportune Parry/Riposte), Guarded
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Offense
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Speed: 30 ft.
Melee: +10 (1d4 + 4; 18-20x2 +1 Precision damage), w/challenge +10 (1d4 + 6; 18-20 x2 +1 Precision Damage)
Special Attacks: Challenge, Deeds ( Opportune Parry/Riposte, Precise Strike)
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Statistics
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Str 7, Dex 19, Con 12, Int 15, Wis 13, Cha 10
Base Atk +3; CMB +2 (+9 to disarm, trip, or sunder w/rapier); CMD 14 (16 vs disarm w/rapier)
Feats: Weapon Focus (Rapier), Fencing Grace, Psychic Sensitivity, Combat Expertise
Traits: Strong Heart, Threatening Defender
Skills: Acrobatics +10, Diplomacy +6, Know: Arcana +8 (+9 vs occult/supernatural), Know: Planes +8 (+9 vs occult/supernatural), Perception +7, Sense Motive +7, Stealth +11
Languages: Common, Draconic, Undercommon
Special Qualities: Panache, Swashbuckler Finesse, Tactician
Combat Gear: MWK rapier, mithral chain shirt (worn under normal outfit), buckler, Potion of cure light wounds, Wand of cure light wounds, Alchemists Fire (2)
Miscellaneous: Bedroll, hot weather outfit, pouch belt, soldiers uniform, MWK backpack.
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Special Abilities
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Low-Light Vision: Kobolds are able to see twice as far as a human in conditions of poor light.
Swashbuckler Finesse: Swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Challenge: Choose a target within sight, and gain bonus damage equal to your level. -2 AC against all other enemies. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Guarded: At 2nd level, the cavalier gains DR1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise
At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.
Order of the Eastern Star: Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.
A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Panache: A pool of points equal to Charisma modifier (and Intelligence) used for Deeds. Recovers with critical strikes with a rapier.
Tactician: As a standard action, grant a teamwork feat you qualify for to all allies within 30 ft, who can hear or see you.
And his backstory:
Kalask wanted the best for him, but he warned ”You will find the rest of the world less welcoming than I’ve been. Our little town in Andoran has an understanding. I made it clear to them that they were to treat you as they would anyone else. You know kobold villages don’t usually get along well with others. If you still want to go out on your own, I know some people you can meet, but you’ll need to prove yourself to them on your own. So do you think you’re up for it, little guy?” Laknir had already made up his mind, he was determined to see this through.
The sign read “Heirs of the Eastern Star” when he finally reached the doors. Seemed like a strange name for warriors of justice. After an argument with the doorman, he was finally allowed inside. Laknir drew incredulous looks at first, but he was allowed to start his training with a small group of recruits. Five started the brutal regiment, long hours studying the ancient texts of cults long since destroyed to learn how the enemy thinks. Even longer hours spent in the training yards, were agonizing at times, but ultimately rewarding when he saw his instructor smile. Even if it was at the novelty of someone like him getting as far as he did, Laknir was still there, keeping up with everyone else.
No matter how effortless the other students made things as basic as swinging a sword around seem, Laknir thought of a way to compensate. He would stay out in the training yard at all hours playing catch-up, learning how to cover up his lack of sleep. In the end, it payed off.
At graduation, only two of his “class” were left. Lak himself, and a noble-born human, Mikael Lockwood. He was the first person at the compound, and most vocal, to try to kick the kobold upstart out. By now, 2 years later, the two had become best of friends, but sadly their first assignments were separate from one another.
Laknir is a 3 foot tall pile of tough skin and bones. As he grew he seemed to take on more draconic features, albeit, very slowly. He has the vibrant red scales associated with the tyrannical species. He comes complete with two dull black horns growing straight back from the top of his head, short spiked frills on the sides, and a cup holder tail. Well the tail isn’t strong enough for that, but maybe someday. his gleaming chain armor is the easiest way others use to separate him from other kobolds in a room, not that they spend a lot of time around him to begin with.
Laknir does everything he can to help others. And a few things he probably shouldn’t too. Seeing it as his personal duty to protect the people of his home of Andoran as well as those common folks who live abroad. He stays positive, and thinks on his feet. Fighting for justice, glory, all that good stuff.
Of course, there is a selfish element to it as well. All of that time having to work twice as hard just to prove himself “equal” has left him with the sore spot of being thought of as weak. Being thought of as lesser because he’s a kobold is fine to him. Give him a little time and he’ll show his detractor how strong he is, just like he did with the Heirs of the Eastern Star. But when it comes down to it, the thought that he can’t catch up, that he might not be able to help anybody, keeps him awake at night.
Obviously, the backstory might need adjusting. But I just don't see him as the Green type.

GM Jol |

Well tomorrow is the 10th we got enough people expressing interest, but only one character finished and another that needs to be changed up a bit. Do the other people just need more time? Or knowing that the game is starting would that help give the drive to finish characters? We had 7 people come into the thread. I'd be willing to take anyone who wanted to put a character in. If there's anything I can do to help I'm available just don't know if Laknir and Yulantegoni can handle the theft of the eggs by themselves.

GM Jol |

Ya that works great! To the three characters I have you guys are in. When you get a chance I'd like to see the level 1 version of laknir. I'm going to pm the rest of the guys see if we can't turn up 2 more. If you three could sign up for roll20 and send me a pm with your email you used to sign up for it and a picture for your token I'll get that set up.

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This is my proposal, I hope you like it.
The only think that it's missing is the Snare Setter archetype.
Torphrex, who calls himself "the clever" has always seen his place in life to help the warren become stronger by using his strengths. Be stealthy, deadly, attack on the back, and let the enemies fall into his traps. That is his business, and his business is good.
LE Small humanoid (reptilian)
Init +3, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size )
hp 9 ((1d8)+1)
Fort +1, Ref +5, Will +1
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OFFENSE
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Speed 30 ft.
Melee rapier (small) +4 (1d4-1/18-20)
Ranged shortbow (small) +4 (1d4-1/x3)
Special Attacks Sneak Attack 1d6,
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TACTICS
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STATISTICS
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Str 8, Dex 16, Con 12, Int 14, Wis 12, Cha 10,
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +5, Climb +2, Craft (Traps) +8, Disable Device +7, Escape Artist +6, Perception +7, Perception (Trapfinding) +8, Sense Motive +5, Sleight of Hand +6, Stealth +10,
Traits Dirty Fighter, Fast-Talker,
Languages Common, Draconic, Undercommon
SQ armor, bonus rogue trap sense ac, crafty, darkvision, humanoid traits, normal speed, trapfinding, weakness,
Combat Gear rations (trail/per day/small) (5), torch (10),
Other Gear rapier (small), outfit (pickpocket's/small), studded leather (small), pouch (belt/small), coin (gold piece) (9), artisan's tools (traps), thieves' tools, shortbow (small), backpack (small), arrow (small) (20), bedroll (small), caltrops, chalk (1 piece) (10), flint and steel, grappling hook, common, mess kit, mirror (small/steel), piton (10), pot (iron), rope (hemp/50 ft.), soap (per lb.), waterskin, 0.0 gp
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SPECIAL ABILITIES
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Armor (Ex) Kobolds have a +1 natural armor bonus.
Bonus Rogue Trap Sense AC Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Kobolds can see in the dark up to 60 feet.
Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
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.
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.
Weakness (Ex) Dazzled in bright light.

GM Jol |

Welcome Torphrex!
If you, Talnip, Laknir, and Yulantegoni want to go ahead and dot in to the discussion thread, I'll give another day to see if the others message me back. Would be good to have someone with healing in the group.
Also, if anyone else sees this thread and decides to help save the snarl, please post a character as we could use one more even if you haven't posted in the thread to date.