
The Faceless GM |

Alright. I was feeling like sh*t last night and passed out extremely early. I'm still not feeling 100%, but I'm conscious and mostly clear headed, so it's time to say that recruitment is closed! If anyone has expressed interest but still has things to wrap up and complete, you'll have the weekend to keep making tweaks and wrapping things up, since it will be at least that long before I start making decisions. But recruitment is closed to new interest and I'm going to start going over things. With how much I have to go through, it will probably be sometime early next week before I make any calls.

The Faceless GM |

Alright, I'm going over sheets, so I'm going to post questions or things for people a few at a time so I can address concerns.

The Faceless GM |


The Faceless GM |


Valiana Snarltusk |

I think my third trait was Extremely Fashionable, but it might've gotten lost when I was remaking the page. At any rate, if I could take it, I would, if not, I'd lose the drawback, even if it is in character.
Alternate Racial Abilities:
Overlooked Mastermind from the SRD
Which leaves me with just the Darkvision and counting as both Orc and Human.
I actually had a faulty URL in my character sheet, which hid all the class and racial abilities - it's fixed now.

The Faceless GM |


GM Axolotl |

Let me look at the stats again...I thought I got it, with a +2 to Int and Dex and -2 to strength, and two +1's with leveling.
Yeah, Vraal's background has some sort of flaw that I couldn't quite work out. I wanted him to be more of a Nethryian researcher, curious explorer, than an insular Ydersius-worshipper, and I had a little trouble conveying that. Vraal would certainly join the occult research group, but more for his own ends than for the usual hermetic reasons serpentfolk gather. However! If that's too "lone wolf" for you, I can get him a little more in-line racially with his fellow scalies.

Kaelmourn Vexidyre |

I see the error now. I'm certain that it was from me find/replacing some skill modifier after copy/pasting a list of skills from another character sheet.
As far as I can tell, I was missing 2 skill ranks, and have thrown those into sense motive. The total should be 40, including background skills.

A. Drallidur |

Based on your write-up, Aramondis doesn't know his brother is still alive, correct? I believe your mechanics are fine though.
Yup, that's correct. The intention is that there's two major plot hooks:
1) What happened to his brother, and when will that come back to bite Aramondis in the ass?2) What was the sealed vessel he ended up selling, and will it get him tied up in something big down the line?
Aramondis is pretty sure his brother is dead, because he knocked him out and into the water.

Kiora Atua |

Given the pitch of "darklands pirates", Miri is built to play on the "stowaway" character trope. I didn't really want to make a stereotypical sailor or pirate, so in trying to figure out why a non-pirate would want to go hang out with some pirates, stowaway seemed like the best fit.
Assuming the adventure takes to the seas, or even just to some other place in the Darklands, her desire will be to hide with the other PCs to avoid her wedding day.
If the adventure instead stays in the town and is more urban-focused, she should presumably stay tied to the adventure via her familial tie to the Nightrunner's Guild. She would use Guild assignments to try and distance herself (physically) from her family and to hopefully find contacts to help her with her problem. Eventually she would need to either assassinate her fiancee, or even just accept the marriage and attempt to manipulate things into her favor from within his family. Depends on how the overall arc is looking, if the game is more social intrigue or classic dungeon delving, etc.
Either way, her fiancee is intended to be some sort of antagonist. A social one or a combat one, whatever works, but an antagonist she can't readily solve on her own and that would drive her character to find herself caught up into a life of adventure that she didn't previously seek. Hopefully that works for you, but if her motivations are too weak for the story you're crafting, just let me know. I'm flexible to change things around as needed.

Squeeze Bits |

Thanks for the feedback, GM! Greatly appreciated.
About the wayfinder: As almost every other Goblin, Squeeze is kind of a Scavenger - he, in special, navigated the caves of driders and other creatures near Nar-Voth for a good part of his life, even getting lost in the process. It's not too hard to imagine he probably found the wayfinder, as well as other parts of his equipment, while doing so. Or, also, that he earned it as part of his share from some plunder on his life later on.
Level 8 for a goblin is a great accomplishment to be sincere - most don't expect to live that long or to experience this kind of adventure (as in, the ones which would take him all the way to level 8), so as any other adventurer of this level it was expected he probably got "loot" somewhere (I imagine the wayfinder and ioun stone, for instance, coming from some unlucky pathfinder adventurer who died fighting a drider or drowned in the pirate-infested seas - Squeeze probably doesn't even know the ioun stone can be dettached from the wayfinder! Hehe).
As for danger sense, it's a class ability for both rogues and barbarians and they stack (hence the +2). That's not something his archetype or unchained replaced.
Thanks again for the feedback and please feel free to let me know if you have any other questions! :)

The Faceless GM |

Replies:
rorek55: Thank you!
Snarltusk: Gotcha. Adding a third trait is fine, I just wasn't sure what happened to it.
Axolotl: You're not required to connect Vraal to the cabal of researchers. But I thought since you mentioned you weren't entirely sure on why he'd be in Telderist, collaborating with the serpentfolk researchers already there would be a good way to give him motivation.
Kaelmourn: Thank you
Jhaelwyn: I see it now. A quick edit will be appreciated.
A. Drallidur: I think I have an excellent way to tie him in that will fit very well into the plot I have in mind.
Kiora: I think I get it. That's a fine motivation. The campaign will take the party to a lot of places. Many of them will be around the Dying Sea, but there will be some land travel to further locations too, as well as some time spent in other cities. I believe I have a way to tie together most personal antagonists for players, so dealing with him should be relatively easy to work in.
Squeeze Bits: Alright.

Corvynn |
@The Faceless GM
Two interconnected reasons, one based on mechanics, one on storyline.
Mechanically, I wanted a representation of the fact that he's an unnatural thing harboring another unnatural thing. To put it quite simply, he's unnerving, and he can use that. I thought the best way to represent that would be the Evil Eye Hex from the witch.
As far as his storyline goes, the Witch level was his attempt to get control over the creature that lives in his head. He thought forming a pact with a patron of, you know, charm, seduction, domination and all that would give him the leverage to compel it to do what he wanted (get out and give him his memories back.) What actually happened is that it sort of... Subsumed the pact, since it was in his mind with the mental link to the familiar, and thus to the patron. That's when Eskr realized that he needed something really extraordinary to get back to normal, so he's sullenly biding his time. I can add that part to the backstory if you'd like - maybe I did paint it in strokes that were a little too broad.

Jereru |

Regarding Ayriss:
Remember to pick the rest of your languages at some point. Otherwise I think you're fine. I am curious why Airyss learned a scimitar specifically as a weapon.
Ah yes, languages! Will fix it tonight. I'm not sure what you mean about the scimitar. Why did I choose it as a player, or why did Ayriss choose it? Do you find it an odd choice? Or of place, maybe?
Well, in both cases the answer is because it's a high crit, spike damage friendly weapon, good for assassination in one strike if you're lucky.

Kassii the Bloodscaled |

I just added up my point buy. You're right, I shorted myself a few points.
Here's my new breakdown-
8 str (+2 points)
12 dex (2 points), +2 racial
10 con (0 points), +2 belt
18 int (17 points), +2 racial, +2 level, +2 headband
8 wis (+2 points)
14 cha (5 points)
Totals:
6 str
14 dex
12 con
24 int
8 wis
14 cha
And yes, I'm definitely interested in forming a Coven. I have 2 of the 3 members needed with my character. I'm crossing my fingers for Astreth and I to be a package, since he has the "counts as a hag" ability. My plan was to address the coven issue after the group had been selected.

Jereru |

Ah, I see. Well, I supposed anyone from anywhere could have developed such a technique, even though the original developers were Sarenites. Ayriss master might have paid for a personal trainer, as well, as he wanted her to be a puppet assassin. Also, she could have seen someone using it and thought it was a nice improvement to her arsenal, thus training herself until she mastered it.
Honestly, of the reasons above, I prefer the 'fencing master with an exotic technique' one. It reminds me of Arya training with the Braavosi master.
Btw, I think some skills total bonus need revising, I'll do that later (specifically Kn Arcana).

The Faceless GM |
1 person marked this as a favorite. |

Phew. Finally got through everything and holy sh*t, was this a hard selection. I had way too many favorites and too few character slots to fill. However, I have finally come up with a solid list I believe. So without further ado, the six 'lucky' souls who will be making a living across the dark waters are:
Aramondis Ja'kyorai: Drow pirate captain who has earned his wealth through trickery and murder, but might have some actions coming back to bite him.
A'sterth: The serpentfolk devotee of the headless god and professional killer who seeks to restore power and influence to his people.
Korva Mappo: Tiefling alchemist, cartographer, and former test subject with nose for exploration and a drive to prove his ability.
Miriel of House Misraria: Drow witch of a noble house, currently on the run from an arranged marriage.
Nimue Durmada: Thin-blood priestess of a lower house, abused by her mother and now looking for a chance to claim revenge against her cruel sire.
Valiana Snarltusk: Half-orc smuggler and dockside brawler who's down on her luck, but more than ready to get a little payback against those who stole from her.
I want to thank everyone for their time and efforts in making so many interesting characters. I also encourage you to keep an ear open. If we need any replacements, I will be reaching out to the many high quality submissions here for new players.

The Tick in the Barrel |

Congratulations and good luck, Nightrunners!
In any event, thanks for the consideration :)