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Welcome to the discussion thread for our Jade Regent game. Recruitment for this game is closed at this stage. For those who’ve been invited, post here to confirm your interest in the game. This is the place to discuss the campaign and character creation, do any out-of-character discussion and book-keeping, and keep the rest of the group posted if you’re going to be unavailable for a while.

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Posting and Play Guidelines
Play by post games traditionally run quite slowly, but I’d like to keep this one at slightly above snail’s pace if we can … games that run too slowly tend to fade away. I’d ask for everyone to try to check the game thread (and post if appropriate) at least once every 1-2 days if possible. Typically for players, plan on allowing about 10 minutes to half an hour per day (or every second day) for the game. If there are going to be times when you are typically unlikely to be available, try to let everyone know in this thread – for example, currently I’m typically in a position to check the Paizo boards once or twice per day on a weekday, but not quite so often on weekends. If we’re waiting on someone to post and its significantly holding up the game, I will generally assume an action on your character’s behalf or have another player roll for you etc. after a reasonable wait.
Play by post games can tend to run more quickly if people try to include contingencies and ‘if/then’ statements in their posts, rather than asking a question, waiting a day or two to get an answer, then waiting another day or two to post their characters action – though obviously there are times its better to ask than assume.
For example, when faced with a closed door, a post something along these lines:
‘My character listens at the door (post perception check roll); if I don’t hear anything unusual, I’ll check for traps (post perception check roll) and see if the door is unlocked. If there is a trap that needs disarming or a lock that needs picking, my disable device roll is (post disable device roll check) add +2 if it’s a trap for my trap finding ability.’
Will help things run a lot more quickly than:
‘I listen at the door.’ (wait for prompt for perception check)
‘Did I hear anything?’ (wait for response)
‘I check for traps (post roll)’ (wait for response)
‘I’ll disarm the trap (post roll)’ (wait for response)
‘Oh, wait, is the door locked?’ (wait for response)
Try to use the Out of Character Code (ooc) for all out of character stuff in the game thread (obviously don’t worry about it in the discussion thread). Use the Spoiler tag for anything that you only want certain characters (or the GM) to know; there is nothing to actually stop anyone else reading spoilers except the honour system, but try to resist looking at spoilers that aren’t meant for your character. Please post all dice rolls using the forum’s in-built dice roller – for example:
Perception check: 1d20 + 2 ⇒ (14) + 2 = 16 or
Attack with longsword using power attack: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d8 + 4 ⇒ (6) + 4 = 10
For information on how to do the above and other ways of formatting your text on the forums, please refer to the ‘How to format your text’ tag just underneath the posting window at the bottom of the thread.
Everyone should create an alias for their character, and type up a character sheet within that alias (in the ‘profile’ section). Character sheets should be in a logical and coherent format (feel free to ‘steal’ other people’s layouts if they work). Please try to keep your character sheet up to date as much as possible, including with current hit points, resources used and equipment.
I expect that some people playing will have previously read the Jade Regent Adventure Path; some won’t, and some of the players are more or less familiar with the setting. I have no problem with players having previously read the Adventure Path, but please don’t go out and read it now if you haven’t! If you do have access to it, try to refrain from reading it or looking anything up while we are playing through it, and generally try to separate player and character knowledge, and avoid spoiling plot points for those who haven’t read it. Generally, don’t do things you wouldn’t do if playing a face to face game, such as looking up the stats of the monster you are fighting. Note that I may deviate from the adventure as written in some cases. For those less familiar with the setting, the Jade Regent Players Guide (available free from Paizo) has some good advice, and I will post some additional information below.
As we go along, it’s likely that some of the players will drop out of the game; it’s cool, life happens. Try to let me know if you can if that seems likely. Typically I will ‘GMPC’ your character for a while (or have one of the other players run them) until we can come to a suitable point to retire them or have them fade into the background of the game. It looks like we’ll be a big group, so we can probably deal with a bit of player attrition if it comes to it. If too many people end up dropping out (hopefully that won’t happen!) we may need to recruit some additionals.

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Character Creation Guidelines
Ability Score Generation: 15 point buy
Level: Beginning at first level.
Classes: All Core classes allowed. Non-core base classes will be considered on a case by case basis (most from Paizo sources will be allowed).
Races: All Core races allowed. Non-core races will be considered on a case by case basis, with greater consideration given to non-monstrous races that might reasonably be native to north-western Avistan or (with a good back story) Minkai.
Alignments: Any non-evil.
Traits: Will be used – one campaign trait from the Jade Regent Players Guide, and one other trait.
Hit Points: Full hit points at first level; roll for hit points at later levels (see below).
Starting Gold: Use average for class
Any options you take for your character that come from sources outside of the Core Rulebook should be run past me first – in most cases they’ll be approved but I want to make sure I understand all the characters’ capabilities.
All players should download and read the Jade Regent Players Guide (available for free on the Paizo website). Amongst other things, the Player’s Guide details four key NPCs associated with the town of Sandpoint. Each player should choose one of these NPCs for their character to have some sort of close relationship or shared history with – the campaign traits in the Player’s Guide help define these relationships. Let me know if there are any issues with accessing or downloading the Player’s Guide.
It is likely that each character will be a resident of or frequent visitor to Sandpoint, but it is important that they do not have ties or commitments that would prevent them from leaving the region for an extended period. The player characters should start the adventure knowing – or at least knowing of – each other, and have some motivation for adventuring.
Reasonably early on in the campaign (as written), the players will discover that someone they know is actually the heir to a distant kingdom, and will set out to help that person win their throne. There has been some criticism of this set up, mainly being that it puts too much focus on an NPC over the PCs, or leaves an unsatisfying end to the campaign, with the main reward going to the NPC.
I am quite happy for the role of heir to be filled by one of the PCs instead (or even for several related PCs to be in the line of succession). If everyone is happy with this option and someone wants to fill the role, let me know. Fair warning, there will be restrictions on the character creation options for an heir character, in particular in regards to the character’s race, ethnicity, age and aspects of their background.

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Rules and House Rules
Hit Points: Beyond first level, roll for hit points using the forum dice roller. You may choose to ‘take half’ for your hit point dice roll (eg, 5 for d10, 4 for d8 etc.) if you prefer – instead of or after rolling your dice.
Favoured Class: Please try to note somewhere on your character sheet whether favoured class bonus is applied to hit points or skill points (or other) – you can change how your favoured class is assigned from one level to the next (though not retrospectively).
Skill Checks: Taking 10 and Taking 20 on skill checks is allowed (where allowed under the rules). In some cases I may rule that specific conditions beyond those described in the rules will disallow Taking 10 or 20. Generally I will not allow Taking 10 or 20 on Knowledge checks (you either know something or you don’t). You can ‘Aid Another’ on Knowledge checks as long as you are able and have time to properly communicate with the character you are aiding. Perception skill checks are typically a move equivalent action when player initiated, or a free action when made reactively.
Background Skills: We will use the rules for background skills from Pathfinder Unchained – this gives you two additional skill points per level to spend on certain skills, and introduces some new skills.
Retraining: We will use the retraining rules (including the time and money costs) from Ultimate Campaign if anyone wants to make any changes to their character after character creation (outside of the usual ‘level up’ changes). In some cases it may be appropriate to alter or waive requirements for finding a ‘trainer’. Generally I would encourage players to limit retraining. Note that retraining an ability does not automatically update associated equipment.
Character Death: It happens. Sometimes Raise Dead and similar may either not be an option or may not be immediately available. In these cases (assuming you want to continue in the game), I will do my best to move the game along to a point where a new character can be introduced as soon as possible, but given that play by post games can move slowly, ‘as soon as possible’ is relative. In some cases it may be possible or desirable to run an allied NPC as your character, either permanently or until a suitable replacement can be introduced or your original character raised.
If I think of any other house rules or optional rules I will let you know. If there are any you would like to see used, let’s discuss.

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Sandpoint and Varisia Primer
The adventure begins with the players as residents or visitors to the small town of Sandpoint on the Lost Coast in the land of Varisia, part of the continent of Avistan.
For millennia since the fall of an ancient empire that once dominated the area, Varisia had been a somewhat isolated and rugged frontier region, occupied by clans of semi-nomadic humans, a few isolated settlements of elves, dwarves and gnomes, as well as tribes of malignant goblins, twisted ogres, clans of giants and orc warbands. Several centuries ago Varisia was ‘discovered’ by the Empire of Cheliax, who began to settle the southern and coastal areas of the region, driving back or destroying the native human Shoanti clans and integrating or displacing the other human natives of the area (known as Varisians).
The Chelaxians established several towns and cities, including Korvosa, but the Chelish government abandoned their Varisian colonies (which were already tending towards independence) to fend for themselves about a century ago as civil war broke out in the Empire. Several of the larger settlements, notably Korvosa, Magnimar, Kaer Maga and Riddleport became independent city states.
Sandpoint is in turn a colony of Magnimar, although the small town operates fairly independently of the larger city. Sandpoint tends to be welcoming of settlers and visitors of most races, and there are families of dwarves, halflings, gnomes, half elves, even a few elves and half-orcs living in or near the town, but by far the dominant portion of the population is human. The ethnic mix of humans in Sandpoint reflects those of other Varisian settlements such as Magnimar and Korvosa. People of Chelaxian and Varisian heritages tend to be the most populous, with a smaller Shoanti population, and small enclaves of people from more distant places, notably Ulfen people from the Lands of the Linnorm Kings and a few families of Tian-Min descent from distant Minkai across the Crown of the World.
Varisians are traditionally a nomadic people, leading a gypsy lifestyle as they travel around their land (and beyond) in horse drawn caravans. Varisians typically have olive skin and hair ranging from pale white to deep black, which they tend to wear long. Traditionally, Varisians tend to dress in brightly coloured clothing often featuring long scarves, and favour intricate tattoos. However, many modern Varisians have adapted to a more Chelaxian style of lifestyle, dress and appearance. Varisians are sometimes viewed as thieves and scoundrels; this tends to be true of the Sczarni clans, but is an undeserved reputation to the average Varisian. Varisians may worship a variety of deities, but Desna, the goddess of travel, luck and the moon is particularly favoured. Varisian humans begin play knowing the Common and Varisian languages for free.
Chelaxians tend to have pale skin and dark eyes and hair. Traditional Chelaxian garb tends towards darker colours in rich materials, and many try to keep up with the latest fashion trends. Chelaxian generally prefer a settled lifestyle to a nomadic one. The stereotype of Chelaxians as cruel and strict devil worshippers is generally false … at least amongst those Chelaxians who dwell in Varisia. Chelaxians worship a wide variety of deities, though tend towards more lawful gods such as Iomedae (goddess of valour) and Abadar (god of laws and trade). Chelaxian humans begin play knowing the Common tongue (often known as ‘Taldane’, although Chelaxians often call it ‘Chelaxian’).
The Shoanti people tend towards a reddish skin tone with dark hair and eyes. Like their distant Varisian cousins, they favour tattoos, signifying their clan and achievements. Those Shoanti who still lead a traditional lifestyle live in clans (called quahs), and lead a semi-nomadic and often war-like lifestyle. Many traditional Shoanti shave their heads, especially amongst the warrior caste. Many Shoanti bear deep grudges and suspicion towards people of Chelaxian descent, dating back to the wars during the Chelish invasion of Varisia. In turn, many Chelaxians think of Shoanti as primitive barbarians. Shoanti religion tends towards shamanism and ancestor worship, but they also tend to worship gods such as Gorum (god of battle) and Gozreh (deity of nature). Shoanti humans begin play knowing how to speak Common and Shoanti.
Ulfens are a typically tall people, with pale skin and usually blonde or red hair. They have a strong warrior tradition, and Ulfen raiders are known (and feared) as ‘Vikings’ throughout the Inner Sea Region. Ulfens hail from cold and rugged lands, and tend to favour warm and practical clothing. Ulfen men and women usually wear their hair long, and men generally favour beards. Many Ulfens worship Torag (the god of the forge), Erastil (god of family, hunting and farming) or Gorum (god of battle), though Ulfen sailors or explorers may favour Desna. Ulfen humans begin play knowing Skald (the Ulfen native tongue) and Common.
The Tian-Min hail from the distant nation of Minkai in the continent of Tian Xia. They tend to be of shorter stature and slighter build than the typical Avistani people, and have straight black or dark brown hair and typically dark eyes (although more varied eye colours are not unknown). Though far from their homeland, there is a small but vibrant community of Tian-Min migrants in Magnimar and Sandpoint. Tian-Min people in Varisia may tend to worship gods known in both Tian Xia and Avistan, such as Shelyn (goddess of love, art and beauty) or Irori (god of self perfection). Although Minkan customs and garb may seem strange or exotic to people of Avistan, many of the Tian-Min in Sandpoint and Magnimar are at least a generation or two removed from their homeland and may tend to adopt local dress and customs (to some extent). Tian-Min human characters from Avistan start play speaking Minkaian and Common (Taldane).
Dangers: Sandpoint is a frontier town; one of the last safe havens north of Magnimar for many miles along the Lost Coast. As such, it has its fair share of dangers. There are a number of goblin tribes living in the area – usually they are little more than pests, but they can become dangerous when emboldened by superior numbers, a strong chieftan, or recruiting a more dangerous monster like a bugbear into their tribe. While there are few ogres or giants living in the immediate area, such monsters have occasionally been known to raid the town or outlying farmsteads. There is a local legend of a bizarre monster known as ‘The Sandpoint Devil’ that haunts the area, and sometimes explorers or adventurers unwittingly awaken darker and more dangerous threats – such as undead or even outsiders.

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Hi Mothy,
Just going through high level character ideas at the moment. I'll probably go with something ranged / spellcastery, as I've scratched my close combat itch in our Carrion Crown campaign.
Does the phrase"Gun Witch" fill you with dread? I haven't worked out how to do it yet, but it's gonna involve some non-Core shenanigans (probably some sort of gunslinger/magus, multiclass/archetype abomination).
Tests OOC tags
Diplomacy: 1d20 ⇒ 11d13 - 6 + 1d99 ⇒ (13) - 6 + (91) = 98 Tests dice roller.

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Ha! Yes. Yes it does ...
Let me know what you come up with. There is a 'spellslinger' archetype for wizard that cold possibly be adapted to witch? Or go with wizard rather than witch, no adaption required.
Just a note that one of the other players has already sent me a build for a gunslinger - not that we couldn't have two.
And this other player has been known to occasionally change his mind in regards to character concepts ... ;-)

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I have a rough idea of the character's background. I am thinking mixed heritage (I am not sure how preoccupied Tian-Min are about racial purity) and this is kind of a social stigma (the mixed heritage being Tian-Hwan/Tian-Min, or Tian-Min/Avistan culture such as Chelaxian, Taldan or Varisian). With that idea I see the character being a street orphan/urchin whom Koya has kept an eye out for as best she could over the years.
The gunslinger class did grab my attention, though I could easily see the character with a more intuitive class such as oracle or sorcerer; maybe rogue? I am thinking of starting off as servant or in some kind of menial role, and being fairly content in the short term in that position. You never know, that first fireball changes people! I would not mind taking a trait along with someone else if it helps develop some strong role-playing links.

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Cool, I like the background idea. Yeah, not sure how Tian-Min feel about racial purity to be honest, but I'm sure that there are people who would see it as a social stigma no matter the 'mainstream' view.
At this stage, classes are pretty wide open, as I have only got class ideas and builds from two of you. If we end up with two gunslingers it is not the end of the world, although it would be good to get a wide diversity of character roles.
I can see Koya taking on quite a brood of 'orphan' or 'misguided' children as a substitute mother, so it would be cool if more than one person took that trait. Whether or not that trait was chosen, it would be quite reasonable for several of the characters to be 'siblings' (either biological, adopted or simply having grown up together in a close environment).

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First of all: Greetings one and all and thanks Mothy for including me in your game. :)
Second: If anybody wants a template for statting up their character, I have a Word .doc with my PbP template in it.
Just shoot me your e-mail address and I'll send it along to you.
Taking a look at almost any of my aliases will get you a fair idea of what it will look like (although I have also been tweaking it over the many years of PbPs, so they will all look slightly different).
Third: Dementrius (and Mothy), I created a Magus Archetype for a 3PP Kickstarter Campaign book that never saw the light of day. It is called the Gun Magus (super inventive title, I know). If either of you would like to take a gander and see if you'd like/allow it, I'd also be happy to let you use it (as long as you don't share it around).
Cheers
Flash :D

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I'm gonna have to have a good think about what I'd like to play.
How many people do you have in the group Mothy?
I only ask, 'cause I tend to play character builds that are a little out of the box (and subsequently can be a bit underpowered). But I don't want to play something like that if say, there's only gonna be 4 of us and we need to cover all bases, or it's going to leave the group lacking in areas and a detriment to play. In that case I'd just play something more vanilla.

Tinkergoth |

Ahoi,
I'm definitely keen, but I'm on call this week and it's busy for once. Will be off duty on Friday, at which point I can devote a little more time to coming up with a character concept. I tend towards support classes or blasters. Bards are a personal favourite of mine, though my favourite archetype is sadly underwhelming due to getting a serious beating from the nerf bat a bit before I stopped playing.
FYI it's been a while since I've played Pathfinder (over a year at this point I think), so I'm going to be a little rusty at first. Never done PbP either. Still, first time for everything and all that.

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Ok, so far we have:
Dementrius probably playing some sort of gunslinger / magus combination.
Chubbs McGee possibly playing a sorcerer.
Tinkergoth maybe playing some sort of bard / support caster or maybe a blaster-caster. Probably the heir.
Flash maybe playing something out of the box (if we have enough players)
And a few yet to confirm they are in.
If everyone sticks close to their current concepts, it looks like we might have the role of arcane caster and ranged attacker fairly well covered.

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A spare heir? "S%@!, that dragon just ate the prince. No worries, we have a spare!"
Dementrius, we might have to discuss characters and character backgrounds. Our characters might have a shared history?
We will have a debuff caster and a blaster caster, so I might consider taking some healing or playing frontline. In saying that, we still have three or four people interested who have not posted ideas or builds.

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If needed I am happy to step up as a frontline melee type. Looks like the arcane magic side of things is covered (gunslinger/magus, bard). Some healing and melee would not go astray.
I'm more than happy with you to stick to an arcane caster - you cannot have too many!
We've still (probably) got three more players who haven't posted here yet, I'm fairly certain one of them will want to cover a melee role. A healer would also be good ... and a skill monkey (if Tinkergoth doesn't go bard).
But in the end I'd prefer people play what they want, rather than what they think is needed to fit a role.
... but if we are talking roles, an 'out-doorsey' type might be good too ...

Ash Walker |

Hi all, have had a busy week so apologies on taking a few days to get on. It's also been a while since I've been on the pbp boards, so I'll likely be a little rusty!
I don't have a firm character concept yet, but I'll read through the Jade Regent material and get some ideas and post back soon.

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Hi all, have had a busy week so apologies on taking a few days to get on. It's also been a while since I've been on the pbp boards, so I'll likely be a little rusty!
I don't have a firm character concept yet, but I'll read through the Jade Regent material and get some ideas and post back soon.
No worries. No hurry, just wanted to make sure you were in (and I'd sent you the link).

Brashen Trell |

Howdy all, sorry I'm a bit late in posting. Count me in.
I'm pretty easy in what I play, possibly a rouge type? Possibly some cross over there skills wise with a bard and ranger? Not sure if that would be a bad thing.
Just my first thought, will have a think about other possibilities and glad to hear suggestions