
DM Mathpro |
Hello everyone. After a couple month hiatus I'm going to be tossing my hat in the ring again and try running a game. I only have time for this one so burn out is much less likely. More on my time demands later.
This game is going to be a very special game in that I am not going to be starting at the beginning of the AP. We will be jumping into either the start of book 4. Thats right we're skipping the first 3 books completely. I am going to provide my players with the needed information to fill in the important story line details and we will be assuming the party that is picked has been working together since the Swallow Tail festival and has grown into a very tight nit group by now. Pulling this off is going to require EXCELLENT role playing skill. I am going to be looking for players to interweave their stories with the other players and to discuss with others how you've dealt with certain things.
I am not requiring that the people who apply here have previous knowledge of the AP but those who have played the first 3 books before will not be turned away because there is no chance of meta gaming because we're skipping that material. We will discuss in greater how the party made it through the first 3 books and what strings of connection we want to have after we get players picked.
I am a full time student this semester(taking Linear Algebra, Differential Equations, and Calculus III) as well as working 14 hours/week and looking for a second job. I am available to post from 1:30 PM-4:30PM Monday-Thursday Only. I will be available until 5:30 and Mondays and Wednesdays as well. I might sneak on sometimes outside this but it will be RARE and should not be counted on. I am more than willing and able to commit those 4 hours to the game however if you think that is just to little attention given to this I understand.
Anyone interested please comment below. I will be back later today with character build information but right now I just want to see if there are people crazy enough to start a campaign 1/2 way through. Any comments/concerns are also encouraged to be either posted below or you can PM me. I will be on from 1:30-4:30 CST to answer any questions.

DM Mathpro |
Excellent my first two vic...I mean volunteers.
No special rules Ashe just strait forward Pathfinder. I was never a big fan of gestalt actually. I'm still trying to figure out how I want to do this...starting in the middle with my limited posting schedule is kind of a logistical challenge. I might be seeking a co-DM to help out with combats and to be available when I'm not to keep things moving.

DM Mathpro |
As promised spoilered below are the character creation guidelines.
*Books: All Paizo hardcovers are allowed. If you want to use other paizo materials(softcovers) ask first but you will more than likely get approved.
*NO third party publishing sources allowed
*Races: All standard races are allowed as well as playable races in the bestiaries(1-4). If there is a race in the advanced race guide your interested in playing please ask.
*Characters should be 11th level.
*You will have 82,000gp to spend. No more than 50% should be spent on a single item. Please keep magic items to hardcovers only. Please try to limit yourselves to 5 wondrous items or less. No such restrictions on potions, rings, rods, wands, or magic weapons exist.
*Two traits will be chosen, one of which must be from the players guide.
*Hit points: Roll your hit points as well /level on the boards. If you roll below your average HP for a level you can take average.
*Stat generation will be 2d6+6 or 20 point buy which ever is higher.
*All dice rolls should be done in spoilers as to not clutter up the thread.

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This sounds great. So many games peter out early before you get to the good stuff
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
I am thinking Oradin/Mystery Cultist PrC
Oracle Levels: 9d8 + 27 ⇒ (5, 2, 8, 7, 6, 5, 1, 7, 5) + 27 = 73
So 89 as a base

DM Mathpro |
I have decided to start looking for a Co-DM as well to help fill in when I'm not available. PLEASE DO NOT APPLY HERE TO BE ONE. I will be starting another thread for that. Just wanted to let potential people know that if you have an issue with my restricted schedule that will be potentially solved by the other DM's availability. I also feel this will greatly help speed up combats.

DM Mathpro |
excellent DMRrostarr.
Now that we have some interest in this I might put up a spoiler with events you guys would have been through and you guys can start formulating relationships with each other based on those events if you wish.
PLEASE if you have campaign specific questions that might spoil major plot lines for those that might be reading this either spoiler them, or preferably PM me as to not spoil things for people who are not going to end up playing in this.

Nohwear |

What are your thoughts on firearms? Especially in the hands of non gunslingers.
Also:
Stats
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
HP: 10d10 ⇒ (6, 7, 3, 7, 2, 10, 9, 10, 1, 6) = 61
EDIT: I am currently thinking of a Trophy Hunter Ranger

DM Mathpro |
Nohwear: Not a fan of them to be honest but won't won't ban them as I've never played with firearms in my games and am willing to try.
Arae: Trying to curb some of the power curve issues that start to crop up around this level. Its slightly early to be SUPER concerned but the rules start to gently creak around level 11 or so lol.

The Archlich |

Very interesting proposal! I'm dotting for interest. I'd love to bring in a Bloodrager/Dragon Disciple. Anyone who wants to intertwine backgrounds, please PM me and we can exchange ideas. :)
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 2) + 6 = 11
@GM: are drawbacks allowed? (For fluff or third trait reasons?)

drbuzzard |

OK, time to roll HP.
HP: 1d8 + 2 ⇒ (6) + 2 = 8
HP: 1d8 + 2 ⇒ (5) + 2 = 7
HP: 1d8 + 2 ⇒ (4) + 2 = 6
HP: 1d8 + 2 ⇒ (2) + 2 = 4 replace 6
HP: 1d8 + 2 ⇒ (4) + 2 = 6
HP: 1d8 + 2 ⇒ (2) + 2 = 4 replace 6
HP: 1d8 + 2 ⇒ (7) + 2 = 9
HP: 1d8 + 2 ⇒ (4) + 2 = 6
HP: 1d8 + 2 ⇒ (7) + 2 = 9
HP: 1d8 + 2 ⇒ (6) + 2 = 8
88 HP (with 12 for 1st level fighter)
Ok, have it party worked up. Still some purchases and fleshing of background needed.
Basically the character is a Taldan explorer/archeologist who likes to catalog old artifacts and tombs. He is in Varisia exploring old Thasselonian ruins.
Julius Castor
Male human (Taldan) alchemist (crypt breaker) 10/fighter 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 26)
LN Medium humanoid (human)
Init +4; Senses Perception +14
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 25 (+11 armor, +2 deflection, +3 Dex, +1 dodge, +1 insight, +1 luck)
hp 88 (11 HD; 10d8+1d10+23)
Fort +14, Ref +14, Will +9
Defensive Abilities fortification 25%; Immune cold, nonlethal damage, paralysis, poison, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive seeking composite longbow +13/+8 (1d8+2/×3) or
. . acid bomb +13/+8 (5d6+6 Acid) or
. . bomb +13/+8 (5d8+6 Acid) or
. . force bomb +13/+8 (5d4+6 Force)
Special Attacks bomb 18/day (5d6+6 fire, DC 21)
Alchemist (Crypt Breaker) Extracts Prepared (CL 10th; concentration +16)
. . 4th—cure critical wounds, freedom of movement
. . 3rd—cure serious wounds (2), fly, remove blindness/deafness
. . 2nd—barkskin (3), cure moderate wounds, resist energy, see invisibility
. . 1st—cure light wounds (2), shield (5)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 22, Wis 11, Cha 11
Base Atk +8; CMB +9; CMD 28
Feats Dodge, Extra Bombs[APG], Extra Discovery[APG], Extra Discovery[APG], Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits indomitable faith, sandpoint faithful
Skills Acrobatics +1 (-3 to jump), Appraise +20, Climb +7, Craft (alchemy) +20 (+30 to create alchemical items), Disable Device +22, Fly +5, Heal +4, Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (history) +17, Knowledge (nature) +19, Perception +14, Spellcraft +12, Survival +10, Swim +8
Languages Azlanti, Common, Giant, Jistka, Osiriani, Ancient, Thassilonian, Varisian
SQ alchemy (alchemy crafting +10), crypt breaker's draught, discoveries (acid bomb, fast bombs, force bomb, infusion, mummification[UM], precise bombs [6 squares], preserve organs[UM]), human alchemist, poison use, swift alchemy, trapfinding +5
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +2 mithral full plate, +1 adaptive seeking composite longbow, dusty rose prism ioun stone, cloak of resistance +3, handy haversack, headband of vast intelligence +4, ring of protection +2, masterwork thieves' tools, 13,000 gp
--------------------
Special Abilities
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+6 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+6 (18/day, DC 21) (Su) Thrown Splash Weapon deals 5d6+6 fire damage.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Fortification 25% You have a chance to negate critical hits on attacks.
Immunity to Cold You are immune to cold damage.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

DM Mathpro |
hmm... not sure what to make.
If you wouldn't mind a suggestion maybe try going with Rogue or some other skill class or Arcane class as we don't have a real arcane specialist right now in the apps. We have people that dabble you could be someone who blows them away(literally if you so wish lol).

DM Mathpro |
OK, time to roll HP.
** spoiler omitted **
88 HP (with 12 for 1st level fighter)
Ok, have it party worked up. Still some purchases and fleshing of background needed.
Basically the character is a Taldan explorer/archeologist who likes to catalog old artifacts and tombs. He is in Varisia exploring old Thasselonian ruins.
** spoiler omitted **...
That also looks good.

Twigs |

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10 Point buy it is!
Big fan of this adventure path and have yet to have a chance to play beyond Skinsaw Murders. I'm juggling a few ideas at present, I'll check back in when I've made the right choice with a submission. Leaning toward the rogue/arcane caster bent, although I love, love, love high level fighters. (Yes, I know, I must be clinically insane, right?)

Cuàn |

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
My idea is for a Goblin Tome Eater Occultist. He'd have conquered his racial fear of writing as he believes the letters and words are now afraid of him as he can extract their power by eating them. Should they still take words from his head he'll just eat the words and take them back.
The group would have found him as someone asked for help because a goblin was destroying his precious equipment. When they found him he was tearing pages from a book, crumpling those pages and then eating them. He would just finish the last few pages of a rare, Thassilonian volume when they came into the room and my character would have instantly surrendered upon sight of the well armed group, speaking first in Thassilonian and then, if not understood, switching to common. He would then have offered them to guide them to his tribe's village if they let him live.

Twigs |

I've decided on Erasmes, an admixture evoker and elemental summoner from Katapesh, and his familiar, Sajjad (who has some trapfinding ability of his own) the way I plan to spread out Erasmes' skillpoints.
Having seen the fabled City of Brass, he boasts, the merchant turned-adventurer now seeks the long lost City of Gold. He spins many tales of adventures past, his escape from the Pyramid of Kamaria, making the journey from Katapesh to Varisia in just three days atop his carpet of flying, and of bluffing his way into the lair of the great wyrm Tuelonth and making off with his prize sapphires. Thankfully the merchant has more talent for spell-slinging than he does for telling fanciful lies, and should be an asset to his party.
Stats are forthcoming, but I'd hoped to check in before class this evening and creating such a high level character will likely take me a while. Good luck to all!
1d6 + 3 ⇒ (4) + 3 = 7
1d6 + 3 ⇒ (6) + 3 = 9
1d6 + 3 ⇒ (3) + 3 = 6
1d6 + 3 ⇒ (2) + 3 = 5
1d6 + 3 ⇒ (1) + 3 = 4
1d6 + 3 ⇒ (4) + 3 = 7
1d6 + 3 ⇒ (4) + 3 = 7
1d6 + 3 ⇒ (3) + 3 = 6
1d6 + 3 ⇒ (1) + 3 = 4

DM Mathpro |
** spoiler omitted **
My idea is for a Goblin Tome Eater Occultist. He'd have conquered his racial fear of writing as he believes the letters and words are now afraid of him as he can extract their power by eating them. Should they still take words from his head he'll just eat the words and take them back.
** spoiler omitted **
Definitely interesting concept there Cuan.

Thron |

I am interested, as most of my games have flamed out (aside from one long-term game I'm a player of, and my own ROTR game that is almost done with Book 2).
I will look over what has been submitted so far, as I don't want to step on anyone's toes too badly, but will post a character idea soonish.
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12

Thron |

A few questions to help me settle on a concept:
1) Will you allow the use of the Downtime Rules if we wish to have more tangible roots to Sandpoint? Not so much as a major mechanic, but as a source of RP material?
2) If I were to play an Arcane Duelist bard, could their bardic performances be (flavor wise) be magic auras instead of actual performances? Mechanically still the same, just different fluff?
3) Any stance on Leadership? Again: the intent is not to have an extra PC tag along so much as have more RP fodder.
None of these are major deal breakers for me, I'm just curious as to my options before getting serious on a character build.

Seth86 |

Okay. Human Red Mantis Assassin
HP: 10d8 ⇒ (2, 1, 1, 7, 4, 1, 7, 4, 1, 5) = 33
Average it is
Here she is, Serenity, the RMA
Serenity
Human red mantis assassin 6/rogue (unchained) 5 (Pathfinder Unchained 20)
LE Medium humanoid (human)
Init +4; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 80 (11d8+22)
Fort +5, Ref +11, Will +7
Defensive Abilities danger sense +1, evasion, red shroud, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 ghost touch keen mithral sawtooth sabre +8/+3 (1d8+7/17-20) or
. . +1 ghost touch keen mithral sawtooth sabre +8 (1d8+7/17-20) or
. . dagger +11/+6 (1d4/19-20)
Ranged mwk thorn bow +12/+7 (1d6/×3)
Special Attacks prayer attack, sneak attack (unchained) +3d6, sneak attack +2d6 +5 bleed
Red Mantis Assassin Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 6th; concentration +10)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 11, Wis 12, Cha 18
Base Atk +7; CMB +7; CMD 21
Feats Alertness, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Iron Will, Step Up, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Traits blood of dragons, monster hunter
Skills Acrobatics +18, Bluff +8, Disable Device +20, Escape Artist +18, Intimidate +18, Knowledge (nobility) +5, Knowledge (religion) +4, Perception +19, Sense Motive +3, Sleight of Hand +18 (+20 to conceal the ring in a search), Stealth +23, Use Magic Device +18
Languages Common
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, mantis form, resurrection sense, rogue talents (bleeding attack +5, fast stealth), trapfinding +2
Combat Gear ring of invisibility, durable arrow (20); Other Gear +2 shadow mithral chain shirt, +1 ghost touch keen mithral sawtooth sabre[ISWG], +1 ghost touch keen mithral sawtooth sabre[ISWG], blunt arrows[APG] (20), dagger, mwk thorn bow, handy haversack, headband of alluring charisma +4, bedroll, belt pouch, fishhook (2), flint and steel, hip flask[UE], signal whistle, spider's silk rope (50 ft.)[APG], thieves' ring, whetstone, 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage/round.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Prayer Attack (DC 19) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (6rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Erasmes al-Amin |

Erasmes and Sajjad just have equipment left to polish off. High level wizards are a lot of work!

Gaming Ranger |

Looks interesting but I'm pretty tied up at the moment but I'll roll just in case things fall through.
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (4, 1) + 6 = 11