PbP GameDay 4: PFS #5-08 The Confirmation (Inactive)

Game Master Wilmannator

Session 178. PbP GameDay 4 game of the Confirmation.


1 to 50 of 342 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

1st Ed D&D Campaign Manifesto

When you have a character, please introduce your PC in an out of character post here on the discussion thread. Just some details about your character's motivations and why they joined the Pathfinder Society will be more than fine. If you want to post a background, that's great, but please either include it on the profile for your character alias, or put it in a [spoiler].

Either before or after that, make sure you go to the gameplay thread and make an in-character post also!

Please do post on recruitment first, and read my instructions on that thread thoroughly and make sure you really do want to play before posting on any thread.

This game will start, assuming we have finished recruitment by then, on October 1st.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Shuo is a Tian, that had minimal contact with de occidental world (he visited Amanandar only a couple of times), that joined the Pathfinder Society to forget about his past in Tian Xia. Even tough we wishes to forget about his past, he will not abandon his believes or costumes.

Shuo is very athletic, a trait acquired after long years traveling with only the stars as his ceiling, quick learner and perceptive, even tough a little introspective. Shuo values his honor above all other things and is fiercely loyal to his companions.

At the moment his greatest challenge is the struggle between the occidental culture and his own.

Shuo has black hair that extends until his shoulder, brown eyes and a tanned skin. He carries his father katana at his back and a short bow. He is always accompanied by Fie, his horned owl companion, usually perched in his shoulder.

Background:
Shuo was born on the Yori Family in the town of Khaeshek, a small town of Shokuro. His father was Yori Zhulgo, a samurai of great honor and a close friend of the Daimyo Tsun Zaihon.

Shuo’s childhood was marked by the war that raged all over the Successor States and abruptly ended when his father died in combat, leaving his mother, Yori Cho, to take care of Shuo and his baby sister Zhin.

Knowing of his dearest friend demise, Daimyo Tsun Zaihon invites the Yori family to live in his palace, treating Shuo almost as his own son.

At four years old, Shuo began his training to become a samurai like his father, gaining his father’s katana when he completed eight years old.

When Shuo was not training, he was playing with the Daimyo’s daughter, Tsun Mei, or visiting Kai Jiang, an elder hunter that worked for the Daimyo. With Jiang, Shuo learned how to follow trails, set traps to catch small animals and about the spirits of the land and how one should always respect them. Shuo was educated in the Ichimeiyo (way of the samurai), the Sangpotshi (way of the honor) and the Tamashigo (way of the spirits).

As Shuo grew up, his friendship with Tsun Mei became love and, even though both of them knew that they could never be together, his live was perfect. All of this ended when Tsun Mei heard that her father arranged her marriage with an older man, Fong Kousei, to seal the peace between the two rival families.

Shuo and Mei planned to run away together but Jiang discovered their plans and convinced Shuo to abandon the idea: the peace between the two families wound finally bring peace to the region, no more deaths and no more orphans. Unable to see his loved one marring to another man, Shuo left Khaeshek and wandered for all over Tian Xia.

When passing through Shokuro, Shuo heard rumors about the tragic suicide of Fong Mei, his Tsun Mei, after years of abuse and violence committed by her husband. Unable to seek revenge, Shuo resumed his journey to Goka.

In Goka, Shuo visits the Lantern Lodge and, looking for a reason to leave all the pain behind, decides to leave Tian Xia to join the Pathfinder Society in Absalon.


1st Ed D&D Campaign Manifesto

Love it. Thanks for the 'about' post, Shuo, the Owl of Shokuro! I can't wait to see your first gameplay post. No rush, though, enjoy yourself with it.

You know, I can almost see all that pent up "nowhere to play PFS" frustration in your writing. This is a clearly character that was just waiting to come out and play*. It's great to finally have you on both PbP and PFS!

* Of course, it is possible that none of that is true.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Actually I created this character yesterday night after seeing your post. When I played regularly I was always the GM, surrounded by players who don’t give a damn about background and for me it is the most important thing about rpg.

Obviously it is fun to deal a ton of damage or cast a bunch of powerful spells, but for me it is secondary. I really like to create deep characters.

Silver Crusade

Suli Paladin

Varus was born into a well off merchant family in Cheliax. He spent most of his youth preparing to become a scribe. He is a secret Milanite, hoping to gain influence in the Pathfinder Society to eventually overthrow the devil worshiping government that rules Cheliax.

Varus has always been big for his age. He is just over 6' tall, and can carry more than his two brothers combined. And although he is pretty young (17), he is very dedicated. He may be very naive about the world, he truly believes good will always prevail over evil.

When adventuring, Varus wears his Four Mirror armor, carries a heavy wooden shield, and uses his Morningstar to dispense Milani's will in the world.


1st Ed D&D Campaign Manifesto

@Varus Teutoburg: Great work on the tagline and thank you for the introduction! When you've got the stats on your profile, let me know... and any time before or after then, please do feel free to post on the gameplay thread.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Jillia Tenille is a self-styled "paladin" of Chaldira Zuzaristan, brought into the Society's fold by a Desnan cleric who insisted that "everyone's path is their own; you'll find yours." Thus far, her path has been doing nearly three years of training. She hopes the excitement comes sooner rather than later.

About Jillia:
She is headstrong, surehearted, and impulsive; the lectures she's heard from Master of Spells Marcos Farabellus always preach patience and temperance and are always forgotten the moment something new piques her fancy.

She stands a monolithic 3 feet tall and reaches a full 4'3" with her shortsword raised skyward. Her plain chain shirt has multiple small dents and dings where agility and luck proved to be less than enough to avoid a particularly strong blow. Her long hair blows in her face when she runs into the wind, usually eliciting a short burst of halfling profanity. Even while cursing and spitting out mouthfuls of hair, she never ceases to smile. At her back is a bow, and at her belt, a bugle.

The Tenille Family:
The Tenille family is now three generations deep; both sets of Jillia's grandparents having been escorted out of Westcrown by the Bellflower Network and have had sufficient, if not comfortable living in the Andoran capitol Almas. Her parents own a small forge/machine shop where the specialize in manufacturing bugles. She is the middle child; her elder brother is in line to inherit the family business while her younger brother has dreams of Almas politics. None of the family are surprised that Jillia is an adventurer- -though most expected her to end up with the Bellflower Network, not the Pathfinder Society.

Jillia is pretty far removed from the hellish (pun maybe intended) stories of her family's past. The nation of Andoran does its best to educate the young of foreign injustices, but the utter despair shared by the elder generations servitude makes little dent in her cheerful demeanor.


1st Ed D&D Campaign Manifesto

Thanks for the background and intro, Jillia! I like the flavor. Just quckly, though, Marcos Farabellus is the Master of Swords. :-)

Lantern Lodge

Male Human (American) Sensei 2
GM Damo the Fourth wrote:

Thanks for the background and intro, Jillia! I like the flavor. Just quckly, though, Marcos Farabellus is the Master of Swords. :-)

That'll teach me to post at 2am from bed. Ah well.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

The Nuts and Bolts:
NOTE: I do not yet own all of the HeroLab packages for this character (namely a couple of traits from Halfings of Golarion and the Order of the Hammer from The Harrow Handbook). I own the physical books, though. Also, Panache doesn't actually do anything for this character until level 4.

--------------------
Jillia Tennille
Female halfling cavalier (daring champion) 1 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32)
NG Small humanoid (halfling)
Init
+3; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +5, Ref +4, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +5 (1d3+1/19-20) or
mwk cold iron short sword +6 (1d4+1/19-20) or
Power Attack mwk cold iron short sword +5 (1d4+3/19-20) or
unarmed strike +3 (1d2+1 nonlethal)
Ranged composite longbow +5 (1d6+1/×3) or
thrown cold iron dagger +5 (1d3+1/19-20)
Special Attacks challenge 1/day (+1 damage), tactician 1/day (Coordinated Maneuvers, 3 rds)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 14
Feats Coordinated Maneuvers[APG], Power Attack
Traits Equality for All, reckless luck
Skills Acrobatics +6 (+8 to jump), Bluff +6, Climb +4, Perception +2, Perform (wind instruments) +3, Swim +4; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ champion's finesse
Combat Gear cold iron arrows (50), potion of cure light wounds, alchemist's fire, alkali flask[APG];
Other Gear mwk chain shirt, cold iron dagger (5), composite longbow (+1 Str), mwk cold iron short sword, bedroll, belt pouch, dominos[UE], flint and steel, masterwork backpack[APG], mess kit[UE], silk rope (100 ft.), skeleton key[UE], soap, torch (8), torch (2), trail rations (5), waterskin, wooden holy symbol of Chaldira Zuzaristan, 108 gp, 7 sp

--------------------
Special Abilities
--------------------
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Fearless +2 racial bonus vs Fear saves.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Reckless Luck +2 trait bonus to AC for 1 round when you charge in suprise or first round.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Tactician (Coordinated Maneuvers, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
--------------------

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

--------------------

Order of the Hammer Rules Text (Current ablities in bold.):
Cavaliers of the order of the hammer respect might over all, and believe that those who prove their strength have earned the right to make decisions for the weak. When the cavalier’s own goals conflict with those of a mighty ruler, the cavalier must prove that her own strength and ideals are superior.

Edicts: The cavalier must continually strive to prove her own strength as well as the strength of those she is allied with, especially when faced with adversity or by those who would seek to best the cavalier’s brawn.

Challenge: An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills: An order of the hammer cavalier adds Acrobatics (Dex) and Knowledge (local) (Int) to her list of class skills. In addition, whenever the cavalier uses Acrobatics to jump, she can add her Strength bonus to the check in addition to her Dexterity modifier, and she receives a bonus on Acrobatics checks to jump equal to 1/2 her cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the hammer gains the following abilities as she increases in level.

Mighty Bash (Ex): At 2nd level, the cavalier does not provoke attacks of opportunity when she attacks foes while unarmed so long as she is dealing nonlethal damage. In addition, the cavalier’s unarmed strikes deal more nonlethal damage than usual; she is treated as having a number of monk levels equal to her cavalier level for the purpose of determining how much nonlethal damage her unarmed strikes deal. For example, a 12th-level cavalier of the order of the hammer would deal 2d6 points of nonlethal damage with her unarmed strike. The cavalier must still select the Improved Unarmed Strike feat if she wants to deal lethal damage with her unarmed strike, and lethal damage dealt with her unarmed strike is not increased by this ability.

Crushing Grapple (Ex): At 8th level, the cavalier gains Chokehold (Pathfinder RPG Ultimate Combat 92) as a bonus feat, even if she does not meet the prerequisites. She does not take the –5 penalty on grapple checks to put an opponent in a chokehold.

Inspiring Flex (Ex): At 15th level, the cavalier can display her own brawn to inspire greater strength in his allies. As a standard action, she can grant herself and any allies within 30 feet a +4 morale bonus on melee attack rolls, combat maneuver checks, Fortitude saves, and Strength checks. The cavalier can maintain her inspiring f lex as a free action, and she can use this ability for a number of rounds per day equal 1/2 her cavalier level; this duration need not be continuous.

Equality for All Trait:
Requirement(s) [Halfling] Andoran
Even when facing foes much larger than yourself, you still embody the Andoran ethos of liberty. You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.


1st Ed D&D Campaign Manifesto

@Jillia: Thanks for all of that.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Looking at Jillia’s character I noticed the great difference between my starting equipment and hers.

I do not want to be a jerk, just honestly confused.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)
Shuo, the Owl of Shokuro wrote:

Looking at Jillia’s character I noticed the great difference between my starting equipment and hers.

I do not want to be a jerk, just honestly confused.

Jillia's got 2XP and 1000g worth of GM credit scenarios under her belt. Just enough to get a slight uptick in starting gear.

Certainly no offense taken.

EDIT: Maybe a better question, is it bothersome? I can easily switch over to a 0XP brand-new version, if that'd be preferable.

Grand Lodge

Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

Markus is fairly wild looking for a Halfling, but not on purpose. The magic that flows through him comes from a wild place, and that manifests itself in his unruly brown hair and bright green eyes. A gentle aroma of dry leaves seems to follow him around, and not infrequently twigs seem to appear caught in his hair, even without his having been near any trees whatsoever.

Originally from a forest village in Andoran, Markus made his way to Absalom to train as a Pathfinder in order to live up to the stories of his beloved grandfather, who claimed to have been a Pathfinder in his youth.

Markus' jovial demeanour belies a dedication and determination that most do not expect from one so short, and he struggles to control an internal anger at those who would despoil the natural world or dare to attack his friends and family.


1st Ed D&D Campaign Manifesto

@Jillia & Shuo: Starting chronicle credit is absolutely fine! Please don't change Jillia. Yeah, it's just a PFS thing. You get 3 chronicles per level, meaning characters of the same level will often have different gear value. Shuo, if you want to read more on it (and GM credits), check out the Pathfinder Society Roleplaying Guild Guide.

@Markus: Thank you for the introduction.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

No problem at all, just curious.

Lantern Lodge

Male Human (American) Sensei 2
GM Damo the Fourth wrote:
@Jillia & Shuo: Starting chronicle credit is absolutely fine! Please don't change Jillia. Yeah, it's just a PFS thing. You get 3 chronicles per level, meaning characters of the same level will often have different gear value. Shuo, if you want to read more on it (and GM credits), check out the Pathfinder Society Roleplaying Guild Guide.

It's really only noticeable at level 1. The difference between a masterwork weapon and a nonmasterwork weapon is pretty huge then. Even the uptick from leather or hide or scale to a chainshirt or breastplate after the first mission is pretty significant. The first 500(ish) GP you get from the first adventure you complete is HUGE.

The Roleplaying Guild Guide is pretty much required reading, at least as far as Society organization goes. Especially if you do any Face-to-Face gaming.

As an aside, I think I'm going to have the opposite problem of "post once a day." Man, I feel like I could respond to everything- -I suppose that's a bit much, though.

Silver Crusade

Suli Paladin

Hahaha, thats how I feel Jayson. I am constantly checking to see if anything new is posted. And feel like I might need to tone back on how often I post so other people can have a chance to respond and add to the conversation.


1st Ed D&D Campaign Manifesto

Yeah, me too. I'm constantly holding back. Good to know I've got some degenerate posters in my midst also! ;-)

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Actually I had already read the PFSRGG, but in Brazil there is no chance to play a Face-to-Face society game rs.

I am with you guys, if the rest of the players follows us, we might be posting all day long :D

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

I could imagine Jillia's version of the "tracing her lineage" intro...

"Jillia Tennille, daughter to the honorable buglesmiths Pa and Ma Tennille, in turn children of the honored farmers Gramma and Gramps Tennille, etc.."

To be honest, Shuo-san, its tempting to provoke the 8 generation intro.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

And it will cause me a LOT of work! But I'll do it!

Grand Lodge

Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

That's good commitment Shuo. I look forward to seeing it!

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Well, it's always nice to come back to notice you posted with the wrong alias. Well done, me.


1st Ed D&D Campaign Manifesto

I continue to love the enthusiasm shown here!

@Jillia: No problems at all about posting with the wrong alias. Happens all the time. I've marked your main profile alias as "inactive" in the campaign so it doesn't appear on the characters list. That means you also will have Jillia as the first option after your default alias under the "post as" dropdown... if that makes a difference at all.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

That is VERY helpful, actually.

Grand Lodge

Male CG Half elf (varasian) Archaeologist 2 | HP: 9/9| AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +1, R: +5, W: +2 | Init: +3 | Perc: +6, SM: +4 | Speed 30ft | Archaeologist Luck 6/day | Spells:4 0th 1st 2/2| Active conditions: None.

Kiril is a tall Varasian half elf, with long black hair and deep green eyes. He was 'recruited' to help locate a magical sickle and offered to join the Pathfinder Society. He is rarely seen without his short bow, sword and ever present pack.


1st Ed D&D Campaign Manifesto

Glad you could make it, Kiril and thank you for the introduction! Your character profile is developing before my very eyes, so I'll wait to comment on your build. Tagline is nice, though. :-)

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Nella is a young human cleric of Shelyn, born to a family with a business and talent for crafting musical instruments. Fast friends with a young sylph named Aleris, the two had planned to journey south to the land of Osirion after hearing rumors of some sort of lottery or contest being sponsored by the ruler of the land. However, Nella's mother fell ill and she was forced to stay behind in Magnimar to help her family. Later after her mother had passed on and her family situation grew stable once more, she decided that the best way to scratch the itch to travel would be by joining the Pathfinder Society. Rather than rely on physical armor, she opts to rely solely on the power of her goddess to shield her from harm.

As a person, Nella is generally easygoing and slightly mischievous. She loves to tease (all in good fun, of course) and seems to fancy herself something of a matchmaker as well... ;)

Fun Facts:

Nella was born from playing my character Aleris in a regular PbP game of The Mummy's Mask AP. A few random comments made here and there by Aleris and Nella started to take shape in my mind as a PC in her own right. However I've not had a good opportunity to try and play her, until I realized she'd be perfect as a PFS character!

The hour grows late here, so I shall jump into Gameplay tomorrow after I've had a chance to sleep and unfog my brain a bit!

Dark Archive

Female Psychic 1 | HP:8/8 | AC:12 (10 Tch, 12 Fl) | CMB:-2, CMD:10 | F:+1(+3 vs disease), R:+2, W:+0(+2 vs mind-affecting | Init:+4 | Perc:+2, SM:+2 | Speed:30ft | Darkvision, Low-light | Spells:0 4/4; 1st 4/4

Female N Psychic 1 | HP: 8/8| AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +1, R: +2, W: +0 | Init: +2 | Perc: +4, SM -2 | Speed 30ft | Spells: 0th 4/N 1st 2/4| Active conditions: None.
'Cara' is, to all appearances, a young Human girl. Upon first glance, many would attest that she is the single most unlikely Pathfinder recruit they have ever seen. Besides her apparent age, she is uncommonly thin, to the point of being frail. Relatively unequipped, she wears little more than a thread-bare smock, shoes, and a bindle with a few odd, assorted possessions.
She speaks softly, and often looks completely lost in her own thoughts, although she has an unwavering and, to many, extremely unnerving stare.


1st Ed D&D Campaign Manifesto

@Penelope: Nice intro! I like that this character came from another. It's something I miss about regular RP when playing PFS: the continuity. Of course, with PbP, I've got a group that I usually play together with now, so it's really helped to get continuity of character and the season 6 and season 7 scenarios have also helped continuity of plot. It's a great time for both formats! Welcome to PFS!

@Cara: Thank you for the intro. Kinda freaky, I like it!. You should pop those stats in your tagline though (see my guide for how to do that), and please include (or link to) your full character sheet from your profile.

Silver Crusade

Male CG Human (“Chelaxian”) Bard (Dawnflower Dervish/Sound Striker) 1, Bloodrager (Urban Bloodrager) 1 | HP: 10/18| AC: 16(18) (13(15) Tch, 13 Fl) | CMB: +2, CMD: 15(17) | F: +3, R: +5(+7), W: +2 | Init: +5 | Perc: +5, SM: +0 | Speed 40ft | Bardic Performance: 4/6, Urban Bloodrage 2/5 | Spells: 1st 1/2| Active conditions: bloodrage +4 dex, dance

Luthor is a Chelaxian man in his early 20s. He is medium build and stands just under 6ft tall. He has light brown, shoulder length hair that he tends to leave loose. He always seems to have a smile on his face. He is a devout worshipper of Sarenrae and usually wears his holy symbol for all to see.

Luthor decided to join the Pathfinder Society to make new friends, encounter different cultures and explore remote places. He is determined to help share the light of Sarenrae with those who deserve it, but is also willing to deal out Sarenrae's holy vengeance to those who would hide in the darkness.

More details:
Luthor grew up in the city at the centre of the world, Absolom. While growing up he learnt many lessons from the city as it shaped him almost as much as his parents teachings.

At a young age the loss of his mother led him to a kind priestess and the healing light of her goddess, Sarenrae. As he got older he was initially disappointed that he did not feel the touch of divine power. Not one to give up easily, he instead focused on his talent for dance as a way to learn the ways of bardic magic as taught by the followers of Sarenrae. This way he could bring the light of his goddess to others in his own way. He also learnt how to dance while wielding the holy weapon of Sarenrae, the scimitar. This way his dance could be used to defend himself against anyone wishing to do him harm.

Sometimes Luthor's emotions can balance on a knife edge as sharp as his treasured scimitar. Sarenrae's holy books showed him that an unrepentant enemy sometimes leaves no option but to be struck down by Sarenrae's holy wrath. Luthor has learnt to focus his anger and store it away for those deserving of his deity's righteous vengeance.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ok, so with the course, it's a reverse chase, right? take the worse of the two options rather than the best? Let me know if I'm wrong.


1st Ed D&D Campaign Manifesto

@Luthor: Great intro and background posts! Thank you for those.

@Matthew: It's not really a chase scene per se, it's much more simplified than that. For every challenge, take whichever of the two options you have the best chance of succeeding at and roll that! The most number of successes will win the game (ties allowed).

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

To answer your question here, Jillia travels at 30ft because she's Fleet of Foot. It's an alternate race trait out of the Advanced Race Guide that trades their sure-footed bonuses (+2 to Acrobatics and Climb) for an extra 10 feet of movement speed.

It seemed appropriate.


1st Ed D&D Campaign Manifesto
Jillia Tennille wrote:
To answer your question here, Jillia travels at 30ft because she's Fleet of Foot. It's an alternate race trait out of the Advanced Race Guide that trades their sure-footed bonuses (+2 to Acrobatics and Climb) for an extra 10 feet of movement speed.

I thought that was probably it, but couldn't find it on your character sheet. I guess Hero Lab doesn't consider such things an important part of a character sheet's output! All fine, and thank you.

Grand Lodge

Male LN Human (Tian-Shu) Hunter 1 | HP: 10/10| AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +5 | Perc: +6, SM +7 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Man, it is so frustrating when you are making sure that you are posting correctly, with all the formats, just to find out that when you hit the "submit post" button another player posted before you and your posts looks out of sequence...


1 person marked this as a favorite.
1st Ed D&D Campaign Manifesto

Yeah, we call that a "ninja"! I was actually ninja'd by Varus there, and quickly just edited my post afterwards. Edit is your friend in such situations.

Ninja'd:
Actually, in our main group, we call it a "Cyrus" and say Cyrus'd! when it happens, due to a very memorable character, Cyrus, who is a Keleshi ninja.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

I think I (the player) know the riddle's answer, but Jillia isn't big on the studious end.

My Guess:
Iomedae.

"Her time was with shining night,
Vanquishing the mage of fright.
Sorrows three, fled underground -
Lands of dark and absent sound.

The first stanza refers to her battle with the Lich-King Tar-Baphon- -"shining night" referring to the Shining Crusade and "sorrows three" referring to the Kights of Ozem who failed in the same quest. This led to the Herald of Aroden, Arazni's defeat and reanimation.?

Heart of gold and skin of steel -
To her pious men should kneel.
Two step paradise she stood,
Carved her realm as best she could.

The goddess of Paladins and Inheritor to Aroden, she's carved her worshippers from the more pious half of Cheliax- -while the other half turned to diabolism.

Isn't the legend that when she ascended, her armor melted off...skin of steel?

Faced the test of sun and stone;
Hundred years she's been alone.
Wound with no blood, the blind eye -
Oh why did he have to die?

She passed the test of the Starstone as Aroden's herald and has been 'alone' since his death a century ago. His holy symbol was an open eye- -'the blind eye' refers to the idea that prophecy (his specialty) no longer works, i.e., his clerics have no sight.

City of her year long rule -
Trade rare stone from waters cool.
This strange lady, who is she?
Won't you give her name to me?"

City of her year-long rule is Aroden's ex-realm, Axis? This is the only clue that doesn't seem to match up with anything.

Regardless, AWESOME riddle.


1st Ed D&D Campaign Manifesto

Jillia:
Very well done! Pretty much all of it is spot on. The skin of steel was just a reference to that she wears plate... but it works well for the armor melting thing, too!

The blind eye is the Eye of Abendego, the wound is the World Wound. Both appeared when Aroden died... but your explanation works well, too! Open the engineering spoiler for the year long rule and tell me if you need more info!

Glad you liked it!

Silver Crusade

Male LG Nagaji (“Absalomian”) Paladin (Shelyn) 1 | HP: 15/15| AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | | Spells: None| Active conditions: None.

Semagoro's Background

Love Conquers All:
"When Semagoro was born to Hsrokoro and Yemanzra, Nagaji immigrants in Absalom's Puddles District, he had already inherited all he would from his parents: crippling poverty. Themselves travelers that had fallen upon misfortune after another, Semagoro's parents yet cared for their child's well being, instilling in him a harshly realistic worldview from a young age in the hopes that he would not succumb to their own brash mistakes.

Time passed, and Semagoro had grown to be a young adult. With a new strong set of arms and a determined attitude, he and his parents were on the road to a stable, even decent life. However, his world soon went up in flames before his eyes; as he came back from his job late one evening a greasy half-elf ran past him, a maniacal glint in his eyes. By the time he saw the smoke and realized what had happened, the half-elf was gone. His squalid shack that he grew up in was ablaze, along with everyone else that cared for him.

With nowhere else left to turn and barely a silver weight to his name, Semagoro pulled a desperate favour from an acquaintance, and came to live in a secluded park of the Ivy District. In exchange for tending a terribly overgrown garden, he was given a miserable stipend and a cot. The city's ugliness weighed on Semagoro's mind constantly as he struggled with the unruly plants, thoughts turning to all of those people and places left forgotten.

One day, while digging away at a particularly stubborn root, the most melodious sound Semagoro had ever heard reached his ears. He stopped his work in bewilderment to see an outlandishly dressed gnome playing her lute, hair and clothes the colour of a spring rainbow, meandering the weed choked paths of his garden. Unable to work up the courage to speak with her, and convinced she wouldn't even give him the time of day, he returned to his duties with yet a light smile on his face.

Weeks passed, and every midday the gnome would come to practice another eccentrically beautiful song. It was obvious that she was aware of Semagoro's presence, and he was beginning to suspect she playing just for him. For the first time in his life, Semagoro was flattered. One month after their first encounter, he approached her with a collection of flowers he had grown, humming along in harmony to her tune.

Her name was Pai Evensong, and for a time they were happy together. She informally introduced him to Shelyn's faith, gradually eroding his faithless and dour demeanor, and he showed her all of the wonders of the garden he tended and lived in. They genuinely complemented one another, and over a year their bond grew stronger.

As Semagoro made his way to Pai's house one evening, he felt a wave of panic wash over him. The scent of burnt tinder wafted through the streets, and he ran. When he arrived, it was chaos; the entire neighborhood was ablaze, and Pai's house had already been consumed. As furious grief was about to overtake him, Semagoro saw a shadow dart down an alleyway. On instinct he followed, running as fast as he could, glimpsing a greasy head of hair charge into a dilapidated shack.

Semagoro charged through the door to the surprise of the arsonist, flasks and matches tumbling from his pockets, setting the shack ablaze. The blow had knocked the man out, and as Semagoro watched the flames quickly start to curl onto the walls, he thought: If I let this man burn, we won't be even. Another dead, and I won't have done anything. Pai deserves better... and he deserves better.

Meliakor Brookwind, serial arsonist, was thus brought to justice. Pai Evensong was confirmed dead, and without a body for resurrection, would remain so. Semagoro, while mourning at the remains of her house, made a miraculous discovery: her lute was intact, not even scorched by the flames. Taking this as a sign, he brought it back home to his garden and began construction on a shrine to Pai.

Most recently, Semagoro began training to become a Pathfinder on the urging of a mysterious thrush that he found perched atop Pai's shrine. Never being one for languages, Semagoro finds the thrush difficult to understand at times, but understands that its magical nature is surely divine providence. With a new-found love for life, Semagoro is living proof that it's better to have loved and lost, than to not have loved at all."

Semagoro Nhoonsong is a native to Absalom, yet as a nearly 6 foot, muscly Nagaji, he still stands out. His scales are a matte grey, with blue tinges on his ridges and frills, and his unblinking reptilian eyes are a bright orange. While this would normally be disconcerting, he exudes a palpable sense of peace with a good natured smile. He wears a color-coordinated adventurer's outfit underneath lustrous scale mail, with a glaive at his hand and a dark brown lute slung across his back. A silver symbol of Shelyn is pinned tightly to one of his sleeves, and a fascinating scarf woven with metal adorns his neck and shoulders, upon which an inquisitive looking thrush is perched. From time to time, those who observe him can see that he and the thrush exchange glances, and seem to sing brief verses to one another.


1st Ed D&D Campaign Manifesto

@Semagoro: Welcome to the discussion thread! Love the strange and detailed background. That thrush is gonna be freaky... I wonder if Nagaji are inherently quirky or if people who play them are. The only other Nagaji I've played with before was (wonderfully) on the odd side.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Hmm....

Spoiler:
I'm guessing Iomedae Shining night and heaven shout Lawful good, and the Worldwound and the Eye both came after Aroden died, which is when she came into her own.

Silver Crusade

Male LG Nagaji (“Absalomian”) Paladin (Shelyn) 1 | HP: 15/15| AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | | Spells: None| Active conditions: None.

@GMDamotheFourth: Well, it's good to know that I could potentially be wonderful in something. My run in the obstacle course just took a turn for the memorable, at about every turn!


1st Ed D&D Campaign Manifesto

[ooc:]damnit wrong thread, sorry![/ooc]

No, actually, the gameplay thread is where I'd like everyone to post their guesses!

Also, Kiril, please bold your spoken text, 'Like this!", it makes it easier to parse posts and it's the frequently adopted convention. I think it was Doomed Hero's guide that goes into more detail, if you'd like some extra rationale.

@Semagoro: That was f*cking classic! Loved it.

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

Like many Varisians, Lissa has the dusky complexion of someone that's been out in the sun for extended times. Her dark reddish-brown hair, which oddly always seems damp, is tied back from her bright green eyes with a red, orange, and turquoise kerchief, while the rest of her hair trails back to pool around her shoulders, and fall a couple inches down her back. She wears a brightly-colored vest and sashes over a well-loved set of protective leathers, using a large green and turquoise sash around the waist to act as a faux skirt.

Background:
Lissa has always been a traveler. Heck, she was born in a caravan from Korvosa to Magnimar. As a kid, she was a bit of a troublemaker, pulling pranks on people that she thought were cheating her family and other Varisian caravaners. She was about to start learning to be a pickpocket, until 2 events occured in rapid succession. First, she was thrown off a pier rather rudely at the Magnimar docks after getting caught from a poorly thought out prank. Normally, this wouldn't be as huge a to-do, if it wasn't for her powers erupting wildly during the incident. Needless to say, her assailants ended up wetter that she did in the end. The other event was being sent to deliver a message to the Pathfinder Lodge in Magnimar. The things kept there in the entryway on display alone kept her enraptured well past the time that she was expecting to spend there. As so, odd powers that were in defiance of what she knew about magic and a place that seeks the new and unusual led her to ask at the Lodge if they'd seen anything like her new tricks. After a period at the Magnimar chapter house, she decided it was worth heading to Absolom to take the formal testing for joining the society.

Ultimately, Lissa sees two things about the Pathfinder Society (and Liberty's Edge in particular) that appeal to her. First, the freedom to go out, see new things, learn more about her world and it's past, and get paid for it. That matched set is fantastic to her. Secondly, the ability to give others the dreams that she's gained from being just around Pathfinders.

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

You'll recognize Kajar as the half-orc with the double-sided axe. His toothy grin is more welcoming than menacing- until he grips the haft of his blades. I've asked enough of you, hey?

Kajar was born in the orc lands of Belkzen, but calls Absalom his home. Having protected his mother for many years, Kajar found steady work as a bodyguard for an apothecary near his hovel; and for his service he was shown how to operate simple magic devices.

Kajar was always happy to support his mother, until the Pathfinders of the Grand Lodge greeted him outside the Gilded Fern, asking to acquire his skills. With great hesitation and the blessing of his mother, Trini, he entered the Society.

Though Absalom has given Kajar a new life, the wilds of Belkzen have not left his blood. The Grand Lodge is a shining beacon to the young half-orc, a chance to be included in a world that has always shunned him and his mother; Belkzen is always the shadowed past, equal parts bane and boon for Kajar.
stats to follow, super new to PbP, orc double-axe 2wf ranger, high Str/Dex, UMD as a skill

Silver Crusade

Male CG Human (“Chelaxian”) Bard (Dawnflower Dervish/Sound Striker) 1, Bloodrager (Urban Bloodrager) 1 | HP: 10/18| AC: 16(18) (13(15) Tch, 13 Fl) | CMB: +2, CMD: 15(17) | F: +3, R: +5(+7), W: +2 | Init: +5 | Perc: +5, SM: +0 | Speed 40ft | Bardic Performance: 4/6, Urban Bloodrage 2/5 | Spells: 1st 1/2| Active conditions: bloodrage +4 dex, dance

It's getting really busy here now. Lots of interesting and unique characters too. I'm enjoying this and the game hasn't even started yet!


1 person marked this as a favorite.
1st Ed D&D Campaign Manifesto

@Lissa & @Kajar: Thank you for your introductions, and welcome on board!

@Luthor: Glad your enjoying yourself - I am too. Sometimes, this "pre-scenario" can be my favorite part.

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

Hi guys!

Boris is a large Ulfen man with an easy laugh and an honest smile. His green eyes twinkle as he passes a hand nervously through his mohawk before scratching at his chest beneath his armor and clothing.

Boris has joined the pathfinder society as an initiate in order to satisfy his itch to travel about and see foreign places, meet strong new friends he can convince to someday venture into Orv with him and to find something that might help get an edge so as to satisfy an old Weregild he clings on to.

1 to 50 of 342 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / PbP GameDay 4: PFS #5-08 The Confirmation Discussion All Messageboards

Want to post a reply? Sign in.