
Shadowtail24 |

Ah, the classic Halfling slayer who has a gambling problem and is on the run, I wondered when one would pop up. More seriously, in one sentence, that’s quite a fun character. You have a very nicely balanced stat set, especially oodles of charm for a class that doesn’t necessarily need it. That should set you up for some excellent RP outside of your concentrated killing of whatever it is Halfling slayers kill. Even with the crazy idea the build seems to work. You certainly have the AC and attack needed to make it as a fighting character, although you might have trouble with damage until level 3. I’m also curious if you dance to influence people? Your submission is all set for selection, though you can update, modify, tweak or even post in the discussion thread as you like.

Gotin "Banana" Immel |

** spoiler omitted **
I really appreciate the kind words and will take them as an optimistic sign. I actually have no experience whatsoever w/ pbp so I'm even just enjoying the selection process right now.
You're right, of course, that most players avoid combining a melee damage class with a reduced STR race using small weapons, but levels, wealth and magical resources will eventually balance that out.The out of class dancing ranks are mostly for flavor right now, keeping him charming and innocuous, distracting from the fact that he'd slit your throat as soon as look at you, but it also has the mechanical advantage of filling one of my Shadowdancer prerequisites early on.
the only tweaks I expect to make at this point are to further flesh out his history.

Shadowtail24 |

This is an interesting take on a bard's build, with likely as much negating enemies as helping your fellow adventurers. You're going to have more to do in combat than just continuously play and hope you can score at least one hit, as many of the traditional bards like to do. But of course, you're character is meant to shine outside of combat and with an 18 CHA, a 14 INT and more than 24-freakin-thousand posts to your name, I'm guessing you know what do with those stats. Our bar scene experiment meant I didn't have to shift through those to piece together if you could make the character come alive. Of course, I think that you being sickened is going to be a common occurrence based how quite a few of the other characters are shaping out. I think choosing Domineering Confusion Lesser can fit the character better. You can charm people well enough, and you know you can charm people well enough, that you probably don't need as much help with that. I also like the stealthy escape trait, it's a handy little trick. The question will be, as with many of the characters, when the sure of himself bard finally does hit combat, and I don't mean two simpleton thugs, how does he react during and after. Your submission is considered complete, though you may post, tweak, or update as you wish until the selection.

Shadowtail24 |

Now that I have reviewed 8 characters, and found all of them worthy, I will be expanding the parameters of this recruitment:
I will run two versions of this quest, and will expand the party size, meaning I am now looking for 8-12 players.
Each version will act independent of each other with no cross play between the two.
Any characters that have been reviewed or are pending review don't need to change anything, but this obviously increases everyone's chances of being selected.

MiniGM |

Sweet!!
As he gets higher level e does become a bit if a countering Mage, which I think is fun and different, and having never played and enchanting type character that is exciting as well. Thanks for feedback! I will slide domineering over to confusion, I think as a combat spell that is more useful. As he progresses in level he gets to take spells from other lists which will give him a little more versatility. Fingers crossed!

Askrel Bel'Thar |

My character will be an Elven Ranger, amateur treasure hunter going down the path of Arcane Archer. Born and raised in the Tadloton valley region and nearby forests/mountains, he now is old enough to venture out and seek the great wealth and fortune only stories have shown him.
4d6 ⇒ (2, 2, 3, 6) = 1311
4d6 ⇒ (1, 5, 2, 4) = 1211
4d6 ⇒ (3, 2, 1, 5) = 1110
4d6 ⇒ (3, 3, 5, 6) = 1714
4d6 ⇒ (6, 2, 3, 4) = 1513
4d6 ⇒ (1, 2, 6, 4) = 1312
Seems terribly average.
Set 2:
4d6 ⇒ (4, 1, 5, 5) = 1514
4d6 ⇒ (6, 2, 6, 5) = 1917
4d6 ⇒ (6, 6, 6, 5) = 2318
4d6 ⇒ (5, 5, 5, 4) = 1915
4d6 ⇒ (1, 6, 5, 6) = 1817
4d6 ⇒ (3, 1, 2, 3) = 98
Seems terribly above average.

Ezra Thorne |

My character will be an Elven Ranger, amateur treasure hunter going down the path of Arcane Archer. Born and raised in the Tadloton valley region and nearby forests/mountains, he now is old enough to venture out and seek the great wealth and fortune only stories have shown him.
** spoiler omitted **
That second one is a 53 point buy... you are officially at demigod levels of starting statistics.

Shadowtail24 |

I’m glad someone took the dragonborn race. I think yopu have a great build for your paladin too; hide behind your shield, deal out massive damage, and have the CON to tank and heal. Between the dragon breath, the smite evil, and power attack, you have a lot of good options for a tank to also deal some damage. I’m also a huge fan of stalwart defender so if you did go that path I would enjoy it.
On an RP side, just the fact that you’re of the temple of serenrae is going to be fun. If you’ve been following the discussion, we’re already seeing Ezra as a proclaimer of Asmodeus and you better believe there will be fireworks once that happens. Of course, as I say that it probably seems like I’m encouraging party strife so I’ll step away from that line of thought. I do like the build, and I think you can pair it well with the RP side of it. You’re submission is all set for selection, though you may update, tweak and change as you desire until that point.

Shadowtail24 |

Asmodeus and Sarenrae put aside their differences to bind Rovagug together. I'm not sure why our characters can't.Plus one character is a Paladin and the other is a LN diplomat. If we can't work together then we are doing SOMETHING wrong.
I hope they do, but nobody would mind some fun back and forth before that time.

Shadowtail24 |

An excellent background, and one you’re going to be able to build off of pretty easily. There are quite a few questions RP that this raises (raising questions being a good thing). Where most of the applicants are green, naive, and in fact you are yourself, your Lore spirit gives you an extensive resource to aid not only yourself but the other members of the guild. I’m also interested to see how Jack re-integraates himself with a group of individuals. Sure, he was able to join the circus and interact with his fellow performers, but the stakes are much higher when you and your fellows are fighting for their lives. Are you going to be the outcast that harbors his information to himself, you’ve been burned (no pun intended) by friendship before and don’t want to again, or are you going to be able to open up to the others, and form a true Merc squad.
As far as the build, I’m obviously not too familiar with the shaman but I like the layout so far, and you have very good skill options. Any ideas for your spirit animal and spells? Offensive, support, out of combat, mixed? A lot of options for the shaman.

Ezra Thorne |

Ezra Thorne wrote:I hope they do, but nobody would mind some fun back and forth before that time.
Asmodeus and Sarenrae put aside their differences to bind Rovagug together. I'm not sure why our characters can't.Plus one character is a Paladin and the other is a LN diplomat. If we can't work together then we are doing SOMETHING wrong.
True enough. Its good to have an interesting party dynamic. If anything we could be distrustful of each other at first but slowly but surely become allies. Depends on what kind of Lawful Good is being played :)

Shadowtail24 |

Forgot the trait suggestions.
You have a lot of ways you can go with it, though I think Disillusioned works well.

Askrel Bel'Thar |

Askrel Bel'Thar
Male Elf Ranger 1
N Medium humanoid (elf)
Init +7; Senses Perception +8 (keen senses), Low-light vision
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Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
HP 12 (1d10+2)
Fort +4, Ref +7, Will +2
SQ Elven Immunities
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Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6+2/18-20)
Ranged Longbow +6 (1d8/x3)
Special Attacks Favored Enemy (plants +2)
--------------------
Statistics
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Str 14, Dex 20 , Con 15, Int 10, Wis 15, Cha 17
Base Atk +1; CMB +6; CMD 18
Feats Agile Maneuvers
Traits Fencer, Excitable, Avarice
Skills Climb +6, Handle Animal +7, Knowledge (dungeoneering) +4, Knowledge (nature)+4, Perception, +8, Stealth +9, Survival +6, Swim +6
Languages Common, Elven
SQ Elven Magic, Elven Weapon Familiarity
Other Gear Rapier, Longbow, Arrows (20), Blunt Arrows (20), Leather Armor Semi-precious stones and knick-knacks worth 67 gp
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Special Abilities Track +1, Wild Empathy +4
Description
Askrel is a rather young elf of apparent common origins, yet messy fair hair, proud eyes, cherub cheeks, and a constant smirk balance his downtrodden appearance. Daily he dons a dirty green tunic tucked into slack blue trousers which fall to his rugged boots. Bits of leather and metal decorate his exterior as makeshift armor. His belongings are presumably carried in the home-made sackcloth pack he wears upon his back. His most notable of possessions are the ornate rapier hung by his thick leather belt and the bow slung on his back. If it were not for these things, he would blend perfectly with the lowest of the town militia and wannabe sellswords.
Background
From the time of Askel's humble beginnings, he has had little to no concept of fatherhood. His mother, having gained mixed repute as one of the most beautiful harlots in the region, spent fewer and fewer hours with her first son as he grew. Being the only full-blooded elven child in the "family", Askrel watched from the sidlines as his half-blood siblings grew to maturity beyond his and moved along.
When Askrel was nearly old enough to call himself a "man", his lonliness brought him back to the only family he had- his half sister Freya. Though he tried to culture her in the ways of the forest, of huntsmanship, and exploration, her inclinations led her always back to the frivolities of urban life.
Though Askrel's care for his sister influenced her abilities and interests in the deepest of ways, she too rubbed off on him, exchanging his love of nature for the love of wealth. Freya, later reaching womanhood, fell into the snare of an urban decadent lifestyles and fell out of favor with her eldest half-brother.
With his irrational love of wealth and the commodities of urban dwelling, Askrel had decided that a profession in treasure hunting would be his best foray into the world of buisness, utilizing his keen agility and experience in both overland and subterranean exploration, he set forth to join the Tadloton mercenaries guild in hopes to kick start a long and profitable career.

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Shadowtail24 |

You have a lot of individual notes from our PMs so I’ll focus this review on the build.
I think you have two sets of traits in your sheet. In other notes, you have adopted, witty repartee and savant. In your stat block you have resurrected, witty repartee and weather emissary. I am interested in seeing what your character does in combat. You have some combat spells but from our discussions it seems you might be hesitant to use them. I do like the misfortune revelation. It’s harder to do in PBP but we’ll backtrack as needed.
I know we talked about it in the PMs but you will need to apply your 2nd curse from the start. Right now it looks like you only have lame applied.

Shadowtail24 |

I believe I have only 4 reviews left, for Askrel, Vince, Walter and Varian.
Recruitment Tracking
—Martial--
Agon Kilmeade: Human Cavalier (Order of the Cockatrice)
Faciem Aquae: Half-Elf Cavalier (Order of the Dragon)
K’leckHuman Barbarian (Brutal Pugilist, Hurler)
Khron Stonearm: Dwarven warpriest
—Damage—
Flynn Miller: Human Hunter
Gotin Immel: Halfling Slayer
Vince Hellbound Human Fighter –
Askrel Bel’Thar: Elf Ranger –
—Support--
MiniGM Human Bard (Magician)
—Divine—
Quith: Dragonborn Paladin
Jack: Half-Elf Shaman
Ezra Thorne: Tiefling Oracle
—Arcane—
Walter Runsalot: Human Sage Sorceror –
Varian Seldlon]/i]: Half-Elf Magus (bladebound) -
—Pending--
Del Azast: Human Investigator

Ezra Thorne |

** spoiler omitted **
Myth weavers has the definitive list. I will update the profile here as necessary. As for in combat interactions that is when I get to use murderous command and command to debilitated enemies. If they are not effected by enchantment then I will aid allies or have to use burning hands. Once I can effect undead at level 2 with my sorcerer level, I also get more enchantment spells, and thus my options become much more diverse. I will update the -4 penalty to hit, (thought I did that) from the burned curse right away! That brings me to a... -6 to hit in melee :)

Shadowtail24 |

I didn't even realize it wasn't limited to per day, just limited to people per day. double rolling everything might work, but I'll think on it
Also, we can play this IC as the curse taking effect slowly over time. Your hands start to burn whenever you try to attack someone, and then you start to feel more of it spread through your body, until you get to the tiefling reveal (for lack of a better word).

Ezra Thorne |

I didn't even realize it wasn't limited to per day, just limited to people per day. double rolling everything might work, but I'll think on it
** spoiler omitted **
Rerolling everything doesn't work. I can only do it once per turn (only one swift action to blow after all) as for the command spells, I was thinking of role playing it as if he never cast magic (besides the lvl 0 stuff) before. For example if a bandit were to come at him he could start moving backwards while shouting "Get away from me!" (Command: Flee) or "Don't attack me!" (Murderous Command) I AM excited for the Tiefling reveal though.
As for this curse I will the lame as the one that doesn't advance. Asmodeus will be gifting me Hellfire after all :)

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Can you tell me more about the setting? Is this set in Golarion?
4d6 ⇒ (6, 1, 5, 6) = 18
4d6 ⇒ (6, 6, 1, 6) = 19
4d6 ⇒ (5, 1, 5, 5) = 16
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (3, 3, 3, 2) = 11
4d6 ⇒ (2, 2, 2, 2) = 8
4d6 ⇒ (1, 5, 1, 1) = 8
4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (4, 5, 3, 2) = 14
4d6 ⇒ (5, 3, 3, 1) = 12
I'd be happy to play the purely non-magical character.

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DM:

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This is Feral's application.

Benn Grant |
roll: 4d6 ⇒ (5, 2, 2, 4) = 13 11
roll: 4d6 ⇒ (6, 5, 2, 6) = 19 17
roll: 4d6 ⇒ (4, 2, 2, 4) = 12 10
roll: 4d6 ⇒ (3, 2, 2, 4) = 11 9
roll: 4d6 ⇒ (5, 6, 4, 3) = 18 15
roll: 4d6 ⇒ (4, 4, 1, 1) = 10 9
roll: 4d6 ⇒ (2, 5, 1, 4) = 12 11
roll: 4d6 ⇒ (6, 4, 6, 1) = 17 16
roll: 4d6 ⇒ (3, 6, 3, 4) = 16 13
roll: 4d6 ⇒ (3, 4, 1, 3) = 11 10
roll: 4d6 ⇒ (4, 1, 1, 5) = 11 10
roll: 4d6 ⇒ (3, 2, 6, 4) = 15 13
roll: 20 + 1d6 ⇒ 20 + (5) = 25

Shadowtail24 |

Sage Sorc is a very interesting class/archetype, and I’m glad you brought it to my attention. Beyond the interest of Sage Sorc, you have a very interesting version of it, especially consider a possible merge into Investigator. The more I look at this build, the more I like it. Except for the feats, I’m not quite as wsold sold there. Toughness and improved init certainly work in your build, but I can’t say it would be my first choice among feats. I would be careful too, with Toughness as a feat and cowardice as a personality, there’s some disharmony there.
I did note that I think your HP is a point too high. 6 for hit die, 3 for toughness, 1 for con mod = 10. Where are you getting 11 from? You’re going to be limited in combat early but at least you’ll have 4 1st level spells to work with. I think the investigator dip is a good idea, but I’m unsure of a good time to do it. Sorc is weak early that it makes sense to wait but you also might benefit from early investigator combat options (like hand crossbow), or at least having access to potions.

Anon A Mouse |

I don't think I'm going to be changing my character between now and Monday. I've only really moved around the mental abilities anyway, which then meant 1 fewer skill point.
The only other thing I was considering was trying to get Power Attack, but I think I'd rather get grappling now than later.
Male Human Barbarian (Brutal Pugilist, Hurler) 1 (Pathfinder RPG Advanced Player's Guide 0, 0)
CN Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 15 (1d12+3) +2 con +1 favored class bonus
Fort +4, Ref +2, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +6 (1d3+5) and
shortspear +6 (1d6+5) and
unarmed strike +6 (1d3+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 15, Int 10, Wis 9, Cha 13
Base Atk +1; CMB +7 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bred for war (shoanti), reactionary
Skills Acrobatics -1, Intimidate +6, Knowledge (nature) +4, Perception +3, Survival +3 (all other skills are their ability modifier)
Languages Common
SQ skilled thrower
Other Gear four-mirror, light wooden quickdraw shield, shortspear, shortspear, shortspear, shortspear, shortspear, shortspear, 1 gp
--------------------
Special Abilities
--------------------
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Skilled Thrower (Ex) +10' thrown range increments
Edit: I also just realized that Hero Lab has some details about ethnicities, so I'm thinking this could be K'leck's rite of passage into adulthood. I'm also thinking about making him Spire Clan, since I've decided that storytelling is important to him. Although I haven't yet figured out if they're regionally appropriate (AKA might live in mountains). He also would very much like to see the Shoanti united as one people.

Shadowtail24 |

You’re backstory is very well crafted. You do an excellent job walking the line between ridiculously powerful stats, and a level one character that still has a lot to learn. You even have an excellent reason for a shaken confidence and a grounded adventurer. I’m going from Walter’s sorc build to this review and it’s quite a shock to see 8 whole 1st levels spells known. I think the one hitch in this build might be the price drawback. Varian certainly was prideful, but I think a lot of that has been wiped away. Right now I don’t see him as stuck on his prideful side. I think it does fit the character as a whole, but you might have to finagle it for a level or two before he’s back to full confidence.

Shadowtail24 |

Edit: I also just realized that Hero Lab has some details about ethnicities, so I'm thinking this could be K'leck's rite of passage into adulthood. I'm also thinking about making him Spire...
I think spire clan might be a sticking point. They work as go-betweens among the clans.. I don't know of a good reason that would draw them completely away from their people. The hawk or skull clan (would work much better to understand the reasoning behind leaving.

Shadowtail24 |

Everyone except Benn who I've been working with offline has been reviewed. Let me know any comments, tweaks, updates or whatever you have between now and the close of recruitment tomorrow.
Recruitment Tracking
—Martial--
Agon Kilmeade: Human Cavalier (Order of the Cockatrice)
Faciem Aquae: Half-Elf Cavalier (Order of the Dragon)
K’leckHuman Barbarian (Brutal Pugilist, Hurler)
Khron Stonearm: Dwarven warpriest
—Damage—
Flynn Miller: Human Hunter
Gotin Immel: Halfling Slayer
Vince Hellbound Human Fighter
Askrel Bel’Thar: Elf Ranger
—Support--
MiniGM Human Bard (Magician)
—Divine—
Quith: Dragonborn Paladin
Jack: Half-Elf Shaman
Ezra Thorne: Tiefling Oracle
Tie: Human Cleric -
—Arcane—
Walter Runsalot: Human Sage Sorceror
Varian Seldlon: Half-Elf Magus (bladebound)
—Pending--
Del Azast: Human Investigator

Shadowtail24 |

I was wondering about that, the other drawback I had considered was doubt, but he doesn't particularly DOUBT his abilities, unsure of them at this time? yes, hmm. decisions decisions.
I think doubt would be gone after two slices through an enemy. Pride does work, you'll just have to measure how much you react to it for a level or two.

Vince Hellbound |

I'm not sure to be honest. I'm going to end up with 8 Fighter (Blackjacket/Two Weapon Warrior) and 12 Ranger (Spirit Ranger/Skirmisher). As for how I'm going to get there...? Not sure yet. Eventually he's going to start worshiping Moloch, and I want to leave off the 4th level of ranger for that, since I'm playing his augury ability as him talking to Moloch. But since I'm not sure when that's going to happen, I can't say for certain. Ideally he'll have some near death experience or otherwise traumatic event.

Anon A Mouse |

I think spire clan might be a sticking point. They work as go-betweens among the clans.. I don't know of a good reason that would draw them completely away from their people. The hawk or skull clan (would work much better to understand the reasoning behind leaving.
Hmmm, maybe Hawk Clan then. Their peaceful tendencies might be why he doesn't truly think any would really want to seriously harm him. And why he doesn't yet really take fighting all that seriously. The clan's interactions with the Chelaxians might also be why he's one of the few people who doesn't seem eager to jump down Ezra's throat.