
Sigrun Jagrsdottir |

Dragon Knight this might answer your question.
When an archetype includes multiple alternate class features, a character must take them all—often blocking the character from ever gaining certain standard class features, but replacing them with other options. All other class features of the base class that aren't mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level, unless noted otherwise. A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different.
If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

Dragon Knight |

Yes but...
The wording there would seem to indicate that, as long as I don't choose a hex instead, I would still gain an arcana at 3rd level and, therefore, qualify for bladebound. If there's any information that can refute this I'll just drop hexcrafter.

Pendin Fust |

@Dragon Knight I don't see a reason you can't take those Archetypes. You can start with a blade that would become the black blade, but it does not become that until 3rd level. As long as it is light and one handed it can be anything from what I can tell.
Remember, the weapon wouldn't become a black blade until 3rd Bladebound level, so if you archetyped bladebound, then hexcrafter, then bladebound, you would still be short 1 level of bladebound to get your black blade.

Aardvark Barbarian |

Sorry, it took a while to settle on a build I was happy with, but here are the mechanics for my character. It was built using my rolls (18, 14, 11, 11, 9, 5). I'll post up some background later.
Half-Elf Oracle 1
NG Medium Humanoid (elf, human)
Init -3; Senses low-light vision; Perception +2
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 7 (1d8-1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (lame)
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Offense
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Speed 20 ft.
Melee Spear +0 (1d8/x3)
Oracle Spells Known (CL 1):
1 (5/day) Murderous Command (DC 16), Bless, Cure Light Wounds
0 (at will) Guidance, Read Magic, Light, Detect Magic
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Statistics
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Str 11, Dex 5, Con 9, Int 14, Wis 11, Cha 20
Base Atk +0; CMB +0; CMD 7
Feats Extra Revelation, Skill Focus (Use Magic Device)
Traits Adaptive Magic, Resilient
Skills Acrobatics -6 (-10 jump), Climb -3, Escape Artist -6, Fly -6, Knowledge (arcana) +10, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Perception +2, Ride -6, Stealth -6, Swim -3, Use Magic Device +13 Modifiers revelations (lore keeper, sidestep secret)
Languages Celestial, Common, Draconic, Elven
SQ elf blood, mysteries (lore)
Other Gear Studded leather armor, Spear, Backpack, masterwork (5 @ 8 lbs), Bedroll, Belt pouch (5 @ 0 lbs), Irori, Ink, black (2), Inkpen (2), Journal, Scroll box (empty), Trail rations (2), Waterskin, 67 GP, 7 SP
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Special Abilities
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Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Dotting to let you know I'm interested before the deadline.
Looking at either Barth Mader, who was raised by his mercenary father to be a fighter, but really wanted to be a wizard his whole life (Ftr/Wiz/EK), or a Qadiran caster/face who was supposed to be part of a diplomatic envoy to Taldor, but got caught up in the business in Heldren.
More when I get back from work tonight!

Pendin Fust |

No news is indeed good news :)
There's a lot of interest! I might decide to split this into 2 separate campaigns. But no promises on that. Work ramps up suddenly sometimes and I get way to busy for 2 campaigns.
I have a preliminary shortlist in my head (well in Excel) but I'm still waiting until tomorrow for any stragglers. If you are not chosen, please don't take offense as I think everyone that has posted here has an interesting concept.

Deylinarr |

Finished up Bromen's detailed background and gear so should be all set.
2 wacky purchases
- MW Backpack. Silly I know, but I envision the extra straps, pockets, etc as making sense. So far Im under the medium capacity for my STR without dipping into the backpack benefit if you rule thats silly
- 3 Thunderstones which seem like fun vs spellcasters
I also assumed that I didnt know about the winter fun ahead of time so didnt buy any of that gear yet. Have plenty of $$ for when its necessary.
and just as an FYI, the eventual/potential Inquisitor dip would only be 1 or 2 levels at most primarily to get the Spellkiller inquisition and probably the Spellbreaker archetype.
Let me know if there are any questions, and thanks again!!

Dorn Belorson |

Dorn Belorson stands ready to burn away Irrisen's eternal winter!...Almost. I'm doing his fluff now.
I'm not quite happy with those scores, but I can keep them. They were generated with point buy, human bonus in Str.

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Narrowed it down to one character
I present to you, Amal Ali al Massoud. (just "al Massoud" for short, or "Ali" if you know him well)
Amal Ali al Massoud
Male Human Conjurer 1
LG Medium Humanoid
Init +10; Senses Perception -2 (no one told him it was the most important skill in the game!)
Str 7, Dex 15, Con 10, Int 20, Wis 7, Cha 14 (20 pts)
BAB +0; CMB -2; CMD 10
AC 12, Touch 12, Flat-footed 10 (+2 Dex) Often uses Mage Armor.
hp 7
Fort 0, Ref 2, Will 0
Speed 30ft.
Ranged light crossbow +2 (1d8 19-20/x2)
Melee quarterstaff -2 (1d6-2 x2)
Improved Initiative, Spell Focus (conjuration), Scribe Scroll
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Warded Against Witchery: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Diplomacy 7, Knowledge (Arcana, Planes, Religion, Local, Geography) 9, Linguistics 9, Spellcraft 9
Languages: Kelesh, Taldane, Hallit, Skald, Ignan, Celestial, Auran
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Prohibited Schools: Necromancy, Evocation
Level 1: Summon Monster I, Protection from Evil, Charm Person, Color Spray, Mage Armor, Silent Image, Grease, Vanish
Light Crossbow
20 bolts
Sunrod x5
Silk Rope 50'
Smokestick
Alchemist's Fire
Caltrops x5
Donkey
Amal Ali al Massoud grew up in a small town near Sedeq, far to the south of Taldor, but as a young child was always fascinated by the tales of the brave warriors that brought that once-great power to its knees. Once, in the hills near his home, he and his older brother Rashad strayed into a valley shrouded in an unnatural chill and blanketed by snow. There they ran afoul of a white-haired crone, who captured Rashad. Ali escaped and told their father what had happened, but when they returned with several other townsfolk, the valley was hot and dry and the woman was nowhere to be seen.
After that incident, Ali became increasingly agitated, having dreams of the Northlands (all of which his young mind called "Taldor"), eventually getting so bad that his father had to send him to expert healers in Sedeq. There, they discovered that he had the raw talent to become one of the famed genie binders, so he was taken in and trained in the novice arts of conjuration. He found that the actual practice of learning to bind genies was rather against his temperament, however, so he struck out to learn magic elsewhere.
He found a patron who was quite interested in this youth with dreams of far off places, and brought him into his household. There, under the tutelage of the Vizier Qayman ibn Mukhtar al Sahid, he was able to complete his magical, religious, and geographic studies, and the time spent in and around the court helped him refine his social graces. In time, he grew to be quite trusted by the Vizier, and was sent north, to Katheer with a letter of introduction.
Unfortunately, upon arriving in the capital, his letter of introduction was only able to secure him a minor diplomatic post in southern Taldor. Officially, he was simply to travel to certain towns, meet with the locals, and report back to his superior in Katheer once a year. Unofficially, he was meant to gather intelligence about any military buildups or fortifications. Personally, he was hoping to see more of the world than a few towns near the border.
Al Massoud finds himself in Heldren, penniless, after several months of rather unexciting, and largely unprofitable work. His last coppers were spent to secure lodging for the week, and he is currently despairing of ever leaving this place, though he is not particularly thrilled about going back to Qadira, either.
EDIT: had too many languages

Beneš |

I'm impressed at the number of people interested. This is the first time I've looked into playing as a play by post on these boards (I've been active before on other boards like RPoL), so I don't know if this is typical.
Is there just a lot of demand for GMs to run games? Or are new APs special in that regard?

Pendin Fust |

This is the 3rd game I'm GM'ing as a PbP (5th if you count the Mythic Playtests I did on the boards) with 1 being dropped due to lack of posting on both ends (work got crazy for me and the players were already dropping out by that time).
Each time I've gotten pretty good interest. But I also have played in quite a few PbP's here, so some people show interest just from recognizing names.
But GM's are ALWAYS in need :)

Aardvark Barbarian |

Sorry, for taking so long to finalize his background, I've been busy

Pendin Fust |

Ok, the moment you've all been waiting for.
These are the characters:
Votun
Jorgo
Kirridell
Colberg
Sigrun
Everyone else, thank you again for your interest. Each and every character I saw was interesting but I just can't fit you all in!
Depending on how this goes and how my work schedule stays, I may put up another campaign thread for this AP in a week or so.
Thank you again for your interest and those players I've chosen please post in the discussion thread.

Dragon Knight |
1 person marked this as a favorite. |

Aw, no Dorn? Sad face.
Well, maybe next time. Think I'll build another character: got a few concepts in mind for a Demon-born Tiefling elemental-bloodline sorcerer trying to cleanse his blood of Abyssal taint, a demented Gnome cleric of the old cults (or maybe madness oracle) trying to show people the happy side of the Great Old Ones, and an elf ranger obsessed with green dragons.

Pendin Fust |

a demented Gnome cleric of the old cults (or maybe madness oracle) trying to show people the happy side of the Great Old Ones
This made me chuckle and guffaw. I'd throw some Rovagugites at you if that character were in play.
It was a hard choice choosing just 5 characters. I was seriously delighted in how well all the submissions worked in good backstories. Thank you again for your interest!