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Concerned Townsfolk,
An established band of adventurers are looking for a good sword-arm (or axe-hand) to assist them to find out what happened to the would-be Bringers of the Everflame. You would be performing a great duty in discovering the whereabouts of your kin and bringing them home safely. If you are interested, inquire at the Seven Silvers.
Trevlar Silvers
Greetings,
I'm looking for 1 PC to round-out an already established group. We are planning on going through the Price of Immorality trilogy and are currently in the first module Crypt of the Everburning Flame. The group is in need of somebody who can man the front lines. Already in the group we have: human druid, human rogue, elf wizard, & halfling oracle. It is expected that you are one of the townfolk that are willing to help out in this time of need. Another option is the you could be apart of the Vudrani caravan that is currently in town. In either case, your character has never been to the Crypt and only can provide some small insight to the surrounding area. If you so wish, depending on your class, you could have a mentor in town.
Character Creation:
20 Point Buy
You will start out at level 2 (2000 XP)
* Full HP for 1st level, 1/2 HD for second level (d8=4)
You will start with Max character creation gold for your class. (ie 300 gp for Fighters)
* Your PC will receive the following items for free: a backpack that contains 5 days worth of rations, a small tent, a winter blanket, a full waterskin.
Core Races only, non-evil alignment
Paizo books only.
You can have 2 traits, but they both can't be from the same subclass.
* You can't use something that is regional only if you are not from that region. The starting town, Kassen, is in the Fangwood within Nirmathas near Lastwall.
* I only want people who are able to post at least once a day, throughout the week. More frequently is welcomed. I move fast as a DM. If the party is in a battle and the PC doesn't act within 48 hours after the monsters act, I reserve the right to bot the PC or have the character go full-defensive.
* I don't want any silent, lonely strangers. We have a good group dynamics when interacting with one another. I don't need somebody who sulks and stays in the shadows the whole time. The PCs actions move the party, so you'll need to be involved. I also don't want any "Jerks because that's how my PC is" characters either.
* I use group initiative. What I do is average my creatures initiative modifier then add it to a d20 roll. Then average the PC's initiative modifier and add it to a d20 roll. The characters can go in any other when it is there turn to go. The side that has the highest roll goes first, then flip-flops from there. This speeds things up on the boards since you don't have to wait for the wizard to go so that you can act.
* I will roll saving throws, AoO's and some skills depending on the situation. If there is an error with the roll, feel free to let me know. If you want to do a certain skill/action, go ahead and roll it out!
* No meta-gaming, faerie whispering or telling people what they should do during a battle or conversations. Only short phrases should be used on your turn during combat.
I ask that if you've already played through the Crypt of the Everburning Flame, Mask of the Living God, or City of Golden Death that you do not apply. You will be vetted by the PC you submit, posting & PbP history and by the other players already in the game.
Any questions please let me know. I will be making a choice by the end of the week.
Neb da DM

Nylissa |

Mei Fun
Human (Tian-Shu) Fighter 2
NG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 22 (2d10+4)
Fort +5, Ref +2, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 20 ft.
Melee Heavy flail +6 (1d10+6/19-20/x2)
Ranged Light crossbow +4 (1d8/19-20/x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 9, Cha 7
Base Atk +2; CMB +6 (+8 Sundering, +8 Tripping); CMD 18 (20 vs. Sunder, 20 vs. Trip)
Feats Combat Expertise +/-1, Improved Sunder, Improved Trip, Power Attack -1/+2
Traits Indomitable Faith, Rice Runner
Skills Acrobatics +4 (+0 jump), Climb +4, Escape Artist -2, Fly -2, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +1, Ride -2, Stealth -2, Survival +4, Swim +4
Languages Common, Giant, Tien, Vudrani
Other Gear Kilted Breastplate, Crossbow bolts (50), Heavy flail, Light crossbow, Grappling bolt, Silk rope, 14 GP
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Uncertain if you want a full background write-up, but the general sketch is that she left Wanshou after beating a minor official to death (he had it coming) with a threshing flail. She made her way to Vudra, working as muscle where she could, and eventually hired onto the caravan that brought her here.

Christopher Rowe Contributor |

Do you allow the human Dual Talent alternate racial characteristic from p. 72 of the Advanced Race Guide? I have a Crusader Cleric of Iomedae who uses the Glory domain and Heroism Subdomain with Valor variant channeling I'd like to submit for consideration, but want to make sure the "build" I have meets GM approval before I spec it all out.

Zig Druzzar |

I'm good with all the ground rules, and am excited about the frequent posting! I'd like to submit Narenda Kakde, a Vudrani Oathbound (Against Undead) Paladin of Irori. He is of the caravan, most likely functioning as a guard.
Narenda Kakde
Human Oathbound (Undead) Paladin 2
LG Medium Outsider (Native)
Init +1
Perception +0
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Defense
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Defense AC 20 , flat-footed 19, Touch 11. (1 Dex, 7 armor, 2 shield)
hp 17 (2d10+2 Favored Class Bonus)
Fort +5, Ref +2 Will +5
Special
Aura of Good, Aura of Courage
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Offense
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Speed 20 ft. (50 on horseback)
Melee: Longsword +7 (1d6+9) or Greatsword +7 (2d6+9) and loses +2 shield bonus
Ranged:
Special Attacks
Smite Evil 1/day, Power Attack, Detect Undead, Detect Evil, Lay on hands 3/day 1d6
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Statistics
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Str 20
Dex 12
Con 10 Int 7
Wis 10
Cha 14
Base Atk +2
CMB+7
CMD 18
Feats: Power attack, Sin Seer
Traits
T- Inspiring Rush: +1 Attack and Damage Bonus on 1 charge per day, bonus also applies to any allies who do the same before the next turn
T- Fast-Talker: +1 on Bluff and is a class skill
Skills
Bluff:+7
Diplomacy: +6
Sense Motive: +4
Perception: +4
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Gear
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Chain Mail: 150 gp
Armored Kilt: 20 gp
Greatsword: 50 gp
Longsword: 15 gp
2 daggers: 4 gp
2 Spring-loaded wrist sheathes: 2 gp
Shortbow: 30 gp
Whetstone: 1 gp
60 arrows: 3 gp
25 gp remaining

Zig Druzzar |

Whoops, made a few copy/paste mistakes in my original post of Narendra's crunch. A more comprehensive version is now on his character page. The following are his demeanor and backstory.
Personality
Though he seems to have a rather austere look, Narenda is a very talkative and engaging individual. A member of the padaprajna class, he has studied discourse since he was young and knowns how to talk, but more importantly how to lie.
Origins
His training as a paladin from an early age prepared him for combat, but a last minute change to the curriculum occurred: zombies. Lots of them. A group of necromancers had apparently decided to lay siege to his home city of Banaquet. Having taken precautions after the last attack by a swarm of rabid macaques, the warriors of Banaquet were ready this time. In the field of battle, Narendra honed his detection skills to seek both evil and the undead while he struck down zombie after zombie. The necromancers were eventually cut down one by one, and Banaquet was once again safe.
Seeking work after the undead war, Narendra eventually joined up with a caravan headed to Avistan. The trip has been mostly uneventful, a few skirmishes here and there, but nothing Narendra and the other guards couldn't handle. Bored stiff, Narendra caught a glimpse of a flier looking for a good sword-arm. That was something that Narendra definitely had.

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Thank you everybody for your submissions so far and Happy New Year.
Haraldir & Ezrek, good to see you again, thanks for swinging by. Keep on the look out as I may be running another PFS game soon. Ezrek, I was thinking about running CotEF for PFS, though not any time soon. If I do, I'll look you up.
Christopher, Dual Talent is fine.
A couple quick clarifications:
* Core Rulebook Races Only.
* If you write a background, it doesn't need to be lengthy. It more or less "sells" your character and gives me a couple hooks I could use to make your PC more involved in the world around it.
* Another alternative reason why you can in Kassen is that you are a Pathfinder. As to why a Pathfinder would be in Kassen, I would tell you should you be selected.

Zig Druzzar |

* Core Rulebook Races Only.
Yes. Just to clarify, Narendra is a human, not an outsider. I was using an Aasimar Shining Knight build as a template and forgot to change a few things the first time around. Thanks so much for inviting us, and can't wait to hear the results no matter the outcome.

Haterivet |

This is again Haraldir. Really sorry for the potential mix-up, but I did not read starting/creation rules properly, when I have applied with Alagor. The "issue" is that I am a big fan of characters "growing up" and progressing in adventures/campaigns, as opposed to just making X level character. Since Alagor is lvl. 1, I do not want to simply upgrade him to lvl. 2 - he has to earn that (or die trying).
The only PC I have at level 2 is this monk, of which I am very proud of. He started in a gladiatorial arena, in a game long-time ago, and he was able to be among 5 or 6 survivors, out of almost 20 starting players. Unfortunately the campaign disintegrated some time afterwards, due to GM vanishing, but he did reach level 2.
Haterivet have a very specific backstory, being initially built as a convict of sorts. He is not evil per se, but being brought up in a specific environment has left lots of scars on him. Mechanically he is Lawfull Neutral, and although I have envisioned him as a rather silent type, I am pretty certain that he can "play nice" with other PC's (as seen previously). I have envisioned him as pretty wise, so he tends to think prior to acting, almost always trying to find non-violent solutions. But when cornered he fights without mercy. There is just one exception - he passionately hates Zon-Kuthon clergy, and will go through great lengths to eliminate one of them (usually by posing as one of them, and volunteering as their bodyguard - which he really was, at one point in time).
If chosen I will easily update his equipment. And yes, one more thing - I have never played any of the modules mentioned.
In regards to his background - Haterivet would be one of the caravan guards on the Vudrani caravan, arriving in Kassen, escaping from his past, in a way.
I am at your disposal should you need additional clarifications.

Arazni |

Here is Oparal Asimire a two weapon fighter elf with Fleet-footed and Eternal Grudge alternate racial traits.
Oparal Asimire
Female elf two weapon fighter 2
NG Medium humanoid (elf)
Init +7; Senses low-light vision, Perception +0
DEFENSES
AC 19, flat-footed 16, touch 13 (+3 Dex, +5 armor, +1 shield)
hp 15 (2d10-2+2)
Fort +2, Ref +3, Will +0 (+1 vs fear, +2 vs enchantment)
Immune sleep
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +5 (1d10+3, crit. 19-20/x2) or
Melee short sword +5 (1d6+3, crit. 19-20/x2)
Full Attack bastard sword +3 (1d10+3, crit. 19-20/x2) and short sword +3 (1d6+1, crit. 19-20/x2)
STATISTICS
Str 16, Con 8, Dex 16, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 18
Feats Exotic Weapon Proficiency (bastard sword), Run (B), Two Weapon Defense, Two Weapon Fighting
Skills Climb +8 (+6 in armor), Handle Animal +5, Ride +8 (+6 in armor), Survival +5, Swim +8 (+6 in armor); Armor Check Penalty -2
Armor Expert (Trait) When Oparal wears armor, the armor check penalty is reduced by 1.
Warrior of Old (Trait) Oparal has +2 modifier to initiative checks.
Languages Common, Elven, Goblin, Orc, Sylvan
Gear
bastard sword (35 gp)
short sword (10 gp)
masterwork scale mail (200 gp)
backpack with 5 days trail rations, small tent, winter blanket, full waterskin
potion of cure light wounds (1d8+1 hp) (50 gp)
5 gp
FEATS AND SPECIAL ABILITIES
Bravery (Ex) Oparal has +1 to will saves against fear effects.
Eternal Grudge (Racial) Oparal has +1 bonus on attack rolls vs dwarves and orcs.
Exotic Weapon Proficiency (Feat) Oparal is proficient with the bastard sword.
Fleet-Footed (Racial) Oparal has Run as a bonus feat and +2 racial bonus to Initiative checks.
Run (Feat) When running, Oparal moves five times her normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times her speed (if wearing heavy armor or carrying a heavy load). If she makes a jump after a running start (see the Acrobatics skill description), she gains a +4 bonus on her Acrobatics check. While running, she retains her Dexterity bonus to Armor Class.
Two Weapon Defense (Feat) When wielding a double weapon or two weapons, Oparal has a +1 shield bonus to AC. This bonus increases to +2 if fighting defensively or using total defense.
Two Weapon Fighting (Feat) Oparal can wield two weapons with reduced penalties. Penalties are lessened by 2 for main hand weapon and 6 for off hand weapon.
Appearance: Dressed in an impressive elven-design scale mail of copper scales with rose gold leaf accents, Oparal's darker brown hair seems bland in comparison. Her features seem normal, mundane even, which often forces attention to her armor and weapons.
Background: Oparal has spent much of her life training as a militia in Greengold, the elf-human merchant city, learning skills necessary for survival in the wilderness surrounding the beautiful city. The rest of her time, she spent looking up old histories of Elven battles against the orcs, and visiting some of the more renowned armor craftsmen in the city. She has a great admiration for the intricacies of elven crafted armor, delicate and refined. And unfortunately once gave in to temptation in Greengold, stealing a beautiful set of scale mail from a master craftsman. Feeling guilty over her crime, she later surrendered to authorities. The master craftsman was surprisingly not that upset about the theft, for Lord Calamdel was a friend of Oparal's family and seemed to understand Oparal's love of beautiful armor. He did not want the armor back, but the authorities decided that some penance still had to be paid. Oparal was banished across the lake to Nirmathas, until she could uncover some lost elven treasure of equal or greater value and return it to Kyonin.
Personality: Oparal has a great love of beautiful artisan weapons and armor, especially elven ones. And also of the elven warriors of old. She collects tales and artifacts of ancient times and will gladly tell others what she knows about them. She is surprisingly quiet about her own armor, however. At least, until her crime is absolved.

Wallop Fey |

I submit Wallop Fey for your approval. Wallop is a gnomish barbarian who is obsessed with 2 things. First, tinkering with and modifying weaponry. He is on a quest to find new kinds of weapons or weapon styles to bring back home to his family collection. The goal of his entire clan is to create an arsenal of weaponry to bring respect to the gnomish nations throughout the world. However, much to Wallop's dismay, he discovered early on that he wasn't a gifted craftsman or weapon smith. So instead he chose to spend his life looking for weaponry to bring home to be examined by his more adept family members.
Second, bringing about respect to the gnomish nations. Being one of the "little people", gnomes tend to get very little respect as warriors or as people in general.
Personality: quick with a joke and chock full of gnomish wisdom, Wallop fits easily in a crowd of adventurers. He makes friends fast and typically keeps them for life. Others find him funny if not a bit crude as his jokes tend toward to be a bit crude at times. But never question his bravery or skill as a warrior nor his ability to drink. Such things get his dander up and tend to end badly.
Note to DM: if selected, I will level Wallop up to level 2 as requested. I will be alternating between Barbarian and Fighter for Wallop, though mostly fighter I think. I love the role playing opportunities that should arise from playing a 2'9" tank! I am on the boards every day; usually more than once as I am able to post from work, home, or my phone. I am an avid and experienced Pathfinder player but I have never played this module. It looks fun!