
Javell DeLeon |

@Lelorenil: You know, I never read other people's backstories. Mainly because I don't care. And I'll eventually forget what I read anyway. So why bother. But every once in a while I'll check one out due to curiosity.
To get to what I'm saying, I keep seeing this "Morgan" you keep mentioning. So initially I'm thinking Summoner and his Eidolon. But you're a cleric. So then I refer to your backstory. I must say, it really reminds me a lot of the movie Psycho. Now I think Morgan's gonna bust out with, "Norman! Norman!"
Pretty creepy stuff you got going there. Quite cool. :)

Lelorenil Al'Sorath |

Yeah, I wanted to try something different for a change...So why not a slightly-more-than-slightly insane kid who brought his mama back from the dead?
Also....I'm looking forward to if/when I'm forced to recreate her should she be destroyed. It'll be 8 hours to repair her, and days more to explain.

Javell DeLeon |

Lol! That's for sure. I can see it now...
Lelorenil: "Drat! Now I have to fix my dead mother. Excuse me folks."
Joe: Turning to Eltumal, "You know, if I wasn't drunk I could've sworn I heard him just say, 'Fix his dead mother'?"
Eltumal: "But you haven't been drinking, Joe."
Joe: "Welp, that's what I was 'fraid you'd say, ol' buddy. That's what I was 'fraid you'd say."
Oh man the conversation we could have over that "interesting" little issue! :D

Damien Rosaltier |

There's also the bit where her Hat of Disguise will cease to conceal her bony nature, so I couldn't even pass it off as a 'healing the fallen' kinda thing. Hell, I don't even have Channel Negative Energy yet, don't get that until 3rd.
Alternately to your bit above....
Joe, approaching Morgan after a fight: You really let him boss you around like that? I know he's kin and all...
Morgan: .....
Lelorenil: MOTHER! Stop goofing around and come here.
Morgan: .....

Shanosuke |

This campaign has once again rolled to a stand still. In no small part due to my absense but I need to know, do you all want to continue? In order to move on we need a new player. Honestly this campaign is typically an 8 person campaign which will make it go slower.
So what I am willing to do is one of two things.
1. Open another recruitment to try and add at least three more players to this game.
2. OR I end this game, and integrate you into my Souls of lost Aridia game which also needs at least two new players. Eltumal and Joe would fit in okay and Tam.....quiet little fellow he is could also fit in I guess. I could even allow you to make whole new characters if you desire. Aridia is one of my favorites because of the options and the story as well as being player friendly. It only needs more active players. Only two of the players it has are active and as such the game has become....dull. I want to liven it up again and would like to add a few more players.
The choice is yours. I will add new players to this game in the village you return to and hold off on the dino attack, which was meant for at least six players to fight anyways. This game will be on hold until recruitment is concluded or we could move you three to Aridia in a couple of days. Think about it and get back to me.

Shanosuke |

Seems to be a consensious.
Okay I will be integrating you into The Souls of lost Aridia campaign.
Here were the rules of recruitment for the campaign. Look em over and feel free to make adjustments to your characters as you see fit, or you can create whole new characters if you wish. Here are the rules.
Okay Ladies and Gentlemen. This is a Homebrew campaign I have built and refined over course of many months. I like this one and am curious to see how you all handle a whole new campaign. Just to toot my own horn a bit, I have over 12 years experience creating and GMing a variety of different games, and campaigns. Most of the campaigns I run people in are ones I create myself and have had good feedback on. Also I am well versed at working with other players. This will be my first PBP on Paizo.com but I have run games on other message boards in the past. Please read the Backstory, It will tell you how to apply.
The Lost Land of Aridia
The legends say that hidden somewhere in the Savarie desert is a utopia, a paradise land, and oasis called Aridia. The people who have supposedly returned from this place had talked about its beauty and its vastness. Though these people were half mad due to weeks spent wandering such a hostile environment such as the Savarie desert. This desert is even larger in comparison the Sahara. The only evidence is that all the survivors call the place by name, Aridia. One other piece of evidence made it back as well, this item is the strange jewel with an unfamiliar emblem on it, one survivor had brought it back, but unlike the others who could only speak of the lands beauty, this man could only speak of the danger. He died before people could make sense of his strange warnings.
There was a surge of expeditions all of a sudden. The expedition went into the deeper unexplored parts of the desert. These expeditions seldom returned. Those that did return within the first few years reported no findings. But a few more years later, some of the missing members of various expeditions returned with the same beauty loving madness of many of the others that came before.
This meant something was out there and there were still many who did not yet wish to give up the search. An elf name Yalandere gathered a caravan in which you (The Players) will apart. For your own reasons you joined this expedition into the vast desert. Maybe this was an opportunity to make some good money, or a chance to discover that which has yet to be, maybe you are running from the law and this is a convenient way to get out of the country, or simply you are looking for adventure. Whatever the reason behind your decision, you are here now. However, you have not been accepted to join the caravan yet. They are looking for four to six more members to join and you have to turn in your application to the caravan master and convince him that you are essential to this expedition. There is a lot of competition so make it good.
Ok this is an epic campaign which means that the dice will be rolled 2d6 + 6 and you will be allowed 7 scores and discard the lowest.
I will be using rules from the Core Rulebook(duh) the APG, bestiaries I and II, the Ultimate Magic, The Inner Sea World Guide and the Adventurer’s Armory Pathfinder Companion. (Phew that’s a lot of stuff) No playtests
Starting Gold is rolled for your class. Two traits, I have a list of campaign traits for this campaign, you must select one of those.
You can be any player character race found in the rulebook and bestiaries I and II with the exception of the Drow Noble.
What I need from you is your character’s stat block, and a roleplay interview with the caravan master. Be sure to include why you are right for the caravan, why you’ve joined(Traits help with this one) and your past experience. Also include your personality and appearance as well.
The most convincing applications will be accepted. Be sure to keep an eye on other applicants class choices, as I will be building a diverse party. The more unique the class, the better your chances of getting hired. Race also helps as I am not usually fond of building parties consisting of all humans or other clusters of races. However, the interview is how you truly convince me. I may take two fighters, or two sorcerers if they both have a compelling interview. Now The caravan leaves Monday next week and the recruitment booth closes Saturday evening. If the caravan finds all the people it needs before then, the recruitment booth might close sooner. So good luck to everyone, and trust me, this campaign will be fun.
Mercenary Recruit: You as a mercenary with a real interest in this particular excursion. They pay will likely be real good, if you survive that is. They have selected you as the right tool for the job, as long as the job involves killing any trouble. You are trained as a guard and have skill in spoting enemies and keeping them from attacking your wards. Benefits: You gain a +1 on attacks of opportunity and a +1 to perception. Perception is always a class skill for you.
Lost Loved One: Your interest in this expedition is a real personal one. You had a loved on in one of the previous expeditions and they have not returned. You fear the worst but you feel you must also try and find them. This expedition is your chance. You have trained well in tracking, observing and gathering information. Benefit: You gain a +1 on survival checks made to track, a +1 to all perception checks, and a +1 to diplomacy checks to gather information. One of these is a class skill for you.
Merchant: You see the possibility that there me be individuals in this land who would be interested in doing business and trading their valuables for your wares. You’ve heard that a survivor or two had brought back unique and valuable pieces of jewelry. Despite the danger, you believe there has to be profit to be made out there. You start with 500gp in goods. Goods can be anything but all 500gp must be spent or you loose the difference. You also gain a +1 to appraise. Appraise is always a class skill for you.
Scholar: Aridia is a chance to learn something new and you are always interesting in learning new things. Who knows what exists out in that desert, what knowledges there are to be had. It is an opportunity you feel you can’t afford to miss. You are well learned and gain a lot out of learning. Benefit: You take an additional Knowledge skill (Your Choice) as a class skill. In addition, when you gain XP for learning something new, (ex, you learn the meaning behind a symbol or the an important piece of history or the customs of the people.) you gain an addition 10% bonus.
Aridiaologist: Much like the scholars that flock to the caravan, you too see Aridia as a chance to learn something. Though it isn’t simply to learn something new, it is more to see if what you learned is true. Since the appearance of the first few explorers more than ten years ago, you’ve been running around questioning as many of them as you could. You wrote down all the unique terms and connected many puzzles and asked many meaningful questions trying to learn about Aridia before you even go there. Now it’s time to test what you’ve learned and he how close your research came. Benefit: You gain all the Knowledge skills as class skills as well as Linguistics and Appraise. You gain a +1 bonus to any of these made to gain information about anything in Aridia. Prerequisite: You must start with an Intelligence score of 16 or higher to take this trait. In addition, every level, for your first 10 levels you must put at least two skill points into your knowledge skills.
Hunted: You’ve wronged someone in some way or your running from the law. Either way, you are being track and you don’t want to be found. The caravan into a dangerous desert seems risky but at this point you have little choice. Your pursuers are on to you and you wont be able to get out of the area except through the dessert. You have managed to survive this long without being discovered. Travelling with others my help. Benefit: You gain a +1 to Bluff, Disguise, and stealth. One of these is always a class skill for you. You have an additional 250gp starting gold you had acquired before fleeing.
Adventurer: You are here for a different reason than all the others Your reasons for coming are your own to disclose. Maybe you are on a journey of renewal, self-discovery, or an odd sense of curiosity, or you are simply adventurous. You have are a talented individual. You gain one additional class skill of your choosing and every time you level, you gain one additional hit point and skill point.
Oksy. The story was six people but I am placing you as already existing members of the caravan. You were picked by Yalandere to join the caravan to Aridia. The Caravan has had quite a few issues on the road and half of it deserted you when you passed the point of no return.
Then as you were arriving at the location that Aridia you were attacked by strange gnoll-like creatures you later learned they were called Anubites. You were knocked unconcious by the attackers and woke up in an anubite camp. You were there with several other prisoners you've never met before. A prison break took place and you managed to escape from this desert jail. You three are the only survivors of the ordeal.
You escape to a nearby village which has unusual people. Oreads, Humans, and Shaitan Genies. There you learn you have arrived in a land known as Aradina. This is the habitable land that surrounds the magical land of Aridia which you learn is home to Genies. Currently you learn the four genie tribes are at war. These four tribes ruled the four corners of both Aridia and Aradina. Since this war started though, the genies have withdrawn all their soldiers from the lands of Aradina to fight it out in Aridia. Now that the soldiers are gone, the anubites have begun to move in and wipe out everyone.
The people of the village tell you that Umbab is the only place to find any information that might lead you to your lost employer. You set out for Umbab. Several days later and discoveries, you find Umbab nd learn that Yalandere had left a note for you. You also learn that other members of your caravan are in town accompanied by a Lamia. Reports say the short member, a Dwarf named Arik and the Lamia are staying at a local inn. That will be where you enter.
Whatever you do, you are level three and can buy an additional 1000 gold worth of gear.

Tam Hardwick |

I think the only change I might have is in Tam's personality; the reluctant halfling worked well for a refugee, but as a caravan member I'm going to aim for a more confident type of personality. I think I'll still keep the demon ape, but as more of the angry aspect of Tam instead of a protector. So the ape might even get to speak!
Also, do we need to re-roll or are our current stats okay?

Eltumal Woodsoul |

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
I may keep Eltumal, and just change his stats and build, or I may create an entirely new character. What level are we coming in as?

Shanosuke |

Where are you getting 4000gp from? I said you can have 1000gp on top of the gear you already have.
You are welcome to sell everything you have at full price and buy from there. The party in Aridia has yet to turn a particularly good profit so far. Not much looting has been going on.
Hmm. How much would you have with the cost of your gear + the 1000?

Tam Hardwick |

Tam Hardwick
NG Male Halfing Summoner 3 (synthesist)
Init +8; Senses Perception +2,
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DEFENSE
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AC 20, touch 15, flat-footed 16 (+5 armor, +4 dex, +1 size)
hp 21 (3d8+6 +3 FC)
Fort +4, Ref +7, Will +4
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OFFENSE
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Spd 20'
Melee morningstar +2 (1d6-1)
Ranged mwk light crossbow +8 (1d6)
Space 5'; Reach 5'
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STATISTICS
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Str 8, Dex 18, Con 15, Int 13, Wis 10, Cha 18
BAB +2; CMB +1; CMD 14
Feats (2) lucky halfling, improved initiative
Skills (3 skills) appraise +2, craft (armor) +9, diplomacy +11, use magic device +10
Language Common, halfling, goblin
Special Abilities: cantrips, fused link, summon monster II (7/day)
Racial Abilities: fearless (+2 saves vs fear); halfling luck (+1 on saves); keen senses (+2 to perception); sure-footed (+2 to acrobatics and climb)
Traits well-informed, merchant
Spells (4/2 known; DC 14+level)
0th: acid splash, detect magic, mage hand, message, daze, light
1st (3/day): rejuvenate eidolon, grease, corrosive touch, mount
Possessions 3,500 gp: +1 mithril shirt (2100 gp), morningstar (8 gp), masterwork darkwood light crossbow and 20 bolts (377 gp), artisan's tools (55 gp), adventurer's gear,500 gp trade goods (dragonhide), wand of mage armor (50 charges) (750 gp), 4 CLW potions (200 gp), 10 gp
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Description
Background
Str 8 (0 points -2 racial)
Dex 18 (10 points +2 racial)
Con 15 (7 points)
Int 13 (3 points)
Wis 10 (0 points)
Cha 18 (10 points +2 racial)
Fused Eidolon (The Beast)
N Male Halfing/Outsider Summoner 3 (synthesist)
Init +5; Senses Perception +2,darkvision
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1 dex, +4 natural)
hp 41 (Tam's HP +3d8+3 (20) eidolon)
Fort +2, Ref +4, Will +4
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OFFENSE
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Spd 30', climb 30'
Melee slam +6 (2d6+4 magic)
Ranged
Space 5'; Reach 5'
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STATISTICS
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Str 17, Dex 13, Con 13, Int 13, Wis 10, Cha 18
BAB +3; CMB +6; CMD 17
EVolutions (4): slam, climb, limbs (arms, legs), improved natural armor, improved damage (slam), magic attack
Special: evasion
With the merchant trait, Tam gets 500 gp in trade goods. I'm taking it as dragonhide, since Tam is now an armor-smith. Dragonhide seems like a pretty sought after thing for armorers, plus it's light enough to be carried around without too much difficulty. Also, in this incarnation, Tam is a pretty well known halfling, so I dropped the childlike feat for the Lucky Halfling feat, and added improved initiative to give him a jump on enemies.
With that, as long as everything looks good, I think I'm ready to go.
HP for Tam: 1d8 ⇒ 1
HP for the Ape: 1d8 ⇒ 4

Javell DeLeon |

I forget, do we roll for hp's or do you have a certain way you go about that? Just asking because it's different in practically every game I'm in, and I can't really remember who does what. Plus, that 1 for Tam stinks and I'm hoping there's a variant way you may have of going about it. :)
Hit point story: I have a 6th level ranger in another pbp, and I NEVER rolled higher than a 4. And the DM allowed us to roll twice and take the higher number! And I still couldn't roll higher than that! Once, I rolled a 1 and a 2! AARGGHHH! Fortunately, seeing how I was pretty much the main front line fighter, he let us all switch to half + 1. I gained like 13 or 14 hp's or something like that. Man what a relief.
Okay, back to this game.
Can I switch up my feats?
I'm taking the Adventurer trait by the way. Perception being my chosen class skill so nothing changes with that.

Shanosuke |

It would include first levels.
You can roll for hp or take half + 1. Under any circumstance, I say reroll any ones.
You can rebuild your characters how ever you want. Keep them mostly the same with just a few changes. Or change them completely. Your call.
Tam go ahead and reroll that lowsy one you got for your HP.

Eltumal Woodsoul |

If you don't mind, I think I'll be bringing back Ricdak Soulaxe, a character I made originally in an IRL game and converted to an armiger for another game. However, I'll be bringing him back to his roots, as a Dorn-dergar wielding Barbarian.
I'm still re-building him, but I think I'm going to go with average+1 HP both levels. I may try my luck later, but these forum dice have been mean to me lately.
Unless, of course, something else is desperately needed.