
Jubal Breakbottle |

THE FALL OF FAIRHAVEN
Your character belongs to a team of four to six veteran agents (adventurers) who have been working together for an organization to be determined or maybe freelance. You are currently crossing the particular mountains to be determined (Mindspin, Menador, or other temperate, Golarion mountain range in the Spring soon after snowmelt had cleared the high passes. From there, the adventure will begin.
Feel free to prepare answers for the items to be determined. After all of the agents have been selected, the majority will decide the items to be determined. Everyone can participate to create a collective background starting from 1st level.
Expected posting frequency is at least once per 48 hours, preferably once per 24 hours. Posting delays beyond 48 hours should be warned in advance.
Pre-selected players are:
1. Kagehiro
2. WesternWolf777
Recruitment will close noon Eastern Time on Friday, December 20th. I reserve the right to pre-select additional players with whom I have played and close recruitment early.
CHARACTER CREATION
Starting Level: PCs will start at 3rd level.
Alignment: Must be either a Good or Lawful alignment.
Ability Scores: 20 point buy.
Races: Any race from the Core Rulebook. Players wishing to use additional Paizo-created races must request approval.
Classes: All classes from Paizo products. Players wishing to play-test a Paizo Advanced Class must request approval.
Hit Points: Max HP at 1st level. Players can either take (half Hit Die +1) or roll for HP from level 2 onward.
Traits: 2 traits; can take a drawback and a 3rd trait
Starting Wealth: 3,000 gp
When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Karrick's profile. Also, include the following information in your profile:
1) Appearance
2) Personality
3) Background to the start of 1st level. We will write a collective background where the group met and what you have been doing since.

Jubal Breakbottle |

How are you doing? It sounds interesting, so I have two questions atm:
What country is it in?
What's the required posting frequency? Thanks
Good questions. Here are the answers
thanks

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Basic Statblock workup with description/actual creativity to follow (and possible tweaking of course:
bowman
Human (Shoanti, dual talent) Fighter (Weapon Master) 3
LN Medium humanoid (human)
Init +3; Senses Perception +1
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 28 (3d10+6)
Fort +4, Ref +4, Will +2; +1 bonus vs. effects targetting a Longbow held by you
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Offense
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Speed 30 ft.
Melee cestus +6 (1d4+3/19-20/×2)
Ranged masterwork composite longbow +9 (1d8+4/×3) (point blank +10 (1d8+5), point blank deadly shot +9 (1d8+7), rapid +7/+7 (1d8+4), point blank rapid +8/+8 (1d8+5), rapid deadly shot +6/+6 (1d8+6), rapid deadly shot point blank +7/+7 (1d8+7))
Special Attacks weapon training
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Statistics
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Str 17, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +6; CMD 19 (20 vs. disarm, 20 vs. sunder)
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Traits reckless, shoanti moon icon
Skills Acrobatics +8, Climb +5, Handle Animal +5, Ride +6, Survival +5, Swim +5
Languages Common, Draconic, Shoanti
SQ weapon guard
Combat Gear Arrow, lodestone (10), Arrow, slow burn, Arrow, splintercloud, Arrow, tangleshot, Arrow, trip; Other Gear Studded leather armor, Buckler, Arrow, iron-tipped distance (20), Arrow, lodestone (10), Arrow, slow burn, Arrow, splintercloud, Arrow, tangleshot, Arrow, trip, Blunt arrows (20), Cestus, Cold Iron Arrow, durable (50), Flight arrows (20), Masterwork Composite longbow (Str +3), Smoke arrows, Whistling arrow (5), Efficient quiver (130 @ 20.5 lbs), Ranger's kit, 20 GP, 5 SP
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Special Abilities
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Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless +1 trait bonus to acrobatics and acrobatics is a class skill.
Shoanti Moon Icon +1 to hit with bows.
Weapon Guard +1: Longbow (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Longbow (Ex) +1 to hit and damage with your chosen weapon.

Brian Minhinnick RPG Superstar Season 9 Top 16 |

I'll be adapting Devan Steed for this. He needs powered down to 20 pt buy, and then adding third level.
I vote Mindspin Mountains as it requires the least alteration the background I already have. I'd be willing to make up and organization for us to be a part of. Devan might have started it as a response to the death of his family. What's the theme of the module? What kind of enemies will we be fighting? Does it just assume we're wandering along and then X happens?

Jubal Breakbottle |

What's the theme of the module? What kind of enemies will we be fighting? Does it just assume we're wandering along and then X happens?
cheers

Kagehiro |

I'll probably plant since-removed stakes in Korvosa and tie whomever I create in with Devan in some capacity; likely someone who endured similar hardships at the hands of some unspeakable horror. Flipping through deities and powers at the moment to see if something jumps out at me. As of yet undecided on race.

Jubal Breakbottle |

So do you want me to create an organization? Or adventuring group or something? Like I said, I think that's something Devan would try to do. He's smart and charismatic.
Yes, of course. That would be great. I want the characters to be veteran teammates. They can have some small drama between them but would die for one another.
thanks

DM Jelani |

I only say Abadar because I remember reading that the church of Abadar works closely with the Korvosan Guard.
Edit:That and it seems that we might be saving a town from an army? At least the adventure blurb gives that impression. Seems an Abadarish thing to do.
Gods of strength are always cool too though.

Jubal Breakbottle |

For another plot hook, you could be exploring recent earthquakes. Gentle rumblings have rippled through this area for weeks. They could have originated back where you are from or from the opposite side of the mountains. Technology is not there to identify the epicenter. However, the snow in the high passes prevented earlier crossings.

Walter das Sombras |

So, Kagehiro, are you going with the warpriest?
Since this is a group of veteran heroes, I'd like to be the last addition to the team. The younger guy, who heard about the group when they saved someone close to a city and went after them to join in.
Of course, his skills were no match for any of them, and thus they did not want him to go with them. But he was fast and determined, and so he followed them for some weeks, until they decided to give the guy a chance, carrying some supplies and weapons for them. This was many years ago, and now he's in the group, but not as experienced or old as the others. Thoughts?

Shane Gifford |

Posting with interest; my character concept is an inquisitor of Irori who promotes the spread of knowledge and hunts those who would keep others from unlocking their fullest potential. He would also work to perfect himself through physical and mental training, and to master the art of combat. Probably Inquisitor 2/Monk 1. Build will be forthcoming.

dien RPG Superstar 2015 Top 16 |

This is Penance's player from Jelani's colonization game. *waves*
Submitting Roxana, a human rogue (carnivalist), and her pet goat Capra, because everyone else seems like a competent serious badass and therefore I feel the need to introduce something ridiculous.
Female Human (Varisian) Rogue (Carnivalist) 3
CG Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+6)
Fort +2, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19-20) and
. . dagger +5 (1d4/19-20) and
. . masterwork cold iron rapier +6 (1d6/18-20) and
. . sap +5 (1d6)
Ranged sling +5 (1d4)
Special Attacks bardic performance: distraction, sneak attack +1d6
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Statistics
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Str 11, Dex 17, Con 12, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits dangerously curious, harrow born (varisian)
Skills Acrobatics +7, Appraise +5, Bluff +8, Climb +3, Diplomacy +6, Disable Device +5, Disguise +6, Escape Artist +6, Fly +2, Handle Animal +8 (+9 to train small and tiny animals.), Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +5, Perception +9 (+10 to locate traps), Profession (fortune-teller) +5, Ride +2, Sense Motive +7, Sleight of Hand +7, Stealth +6, Survival +4, Swim +3, Use Magic Device +9
Languages Common, Goblin, Varisian
SQ animal trainer, familiar sneak attack, pet performance, trapfinding +1
Combat Gear Oil of magic weapon, Potion of cure light wounds (2), Potion of mage armor, Acid, Alchemical grease, Caltrops, Holy water, Tanglefoot bag; Other Gear Masterwork Lamellar (leather) armor, Dagger, Dagger, Masterwork Cold Iron Rapier, Sap, Sling, Sling bullets (20), Handy haversack (52 @ 68.54 lbs), Animal harness, Bedroll, Crowbar, Earplugs, Flint and steel, Grappling hook, Harrow deck, Magnet, Marbles, Mess kit, Mirror, Perfume, common (10), Rope, Sack (empty), Soap, String or twine, Thieves' tools, masterwork, Torch (2), Trail rations (5), Waterproof bag (empty), Waterskin, Wrist sheath, spring loaded (empty), 16 GP, 7 SP, 4 CP
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Special Abilities
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+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Animal Trainer +1 (Ex) Gain a bonus when training small/tiny animals, and can increase DC by 5 at 7x normal speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Sneak Attack (Ex) Familiar within 30 ft can deal sneak attack as you do.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Pet Performance (Ex) Can use bardic performances with Handle Animal checks in place of perform checks.
Pet Performance: Distraction (Su) Counter magical effects that depend on sight.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Capra
Arcane Familiar
Goat
N Small magical beast (animal)
Init +1; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 12, flat-footed 14 (+1 Dex, +1 size, +3 natural)
hp 12 (1d8+1)
Fort +3, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee gore +4 (1d4+1)
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Statistics
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Str 12, Dex 13, Con 12, Int 7, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 13 (17 vs. trip)
Feats Nimble Moves
Skills Acrobatics +6 (+10 when jumping), Appraise -1, Bluff +0, Climb +5, Diplomacy -2, Disable Device +0, Disguise -2, Escape Artist +2, Fly +3, Handle Animal +0, Intimidate -2, Linguistics -1, Perception +6, Sense Motive +1, Sleight of Hand +3, Stealth +9, Survival +0 (+4 to to find food), Swim +5, Use Magic Device +0; Racial Modifiers +4 Acrobatics when jumping, +4 Survival to to find food
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Roxana is a native Varisian, with the typical olive skin and black hair of her people. She wears her hair long and usually tucked under a colorful scarf. She is short and has a tomboy's wiry build (which caused her no end of consternation growing up, as she envied her female cousins' fuller curves). Alert brown eyes regard the world from above a small, upturned nose. She dresses colorfully, with belts and bangles, skirts and scarves, in a rainbow of hues... unless she wishes to move unseen, and then a dark cloak covers all.
Capra is a white goat. Capra looks like a goat.
Roxana prefers talking to fighting, but she does not shy from violence when she sees no alternative. She's a wise-cracker and an optimist, who rebounds quickly from tragedy. She despises bullies and those who would extort or threaten the defenseless. She has little patience for authority figures, and this is part of what has led her to a life on the road with other adventurers-- the law doesn't have much to say when you're miles from a town and living by your wits and the edge of your blade.
Capra is a goat. He likes to eat your stuff.
Surprisingly (since this is an RPG character), the caravan was not destroyed by orcs, goblins, bandits, or anything else. Roxana's family is still alive and well. She left the caravan (mostly) of her own volition, after she and one of her sisters both fell in love with the same man. The young man in question chose her sister, and Roxana found it too painful to be around them in their newly-wedded bliss. So off she flounced She informed her family she would travel the road on her own for a spell, and with only her trusty companion (an irascible goat), Roxana set out to see the world. Her road has taken her a long way from Varisia, and into the mountains of [whereever the campaign winds up taking place], where she has met with a group of rough and ready warriors and others who live on the verge of society, and who seek adventure.
...Capra is a goat. He is motivated by his desire to eat your stuff.

Jubal Breakbottle |

STATUS
Pre-selected
Submitted
Interested without avatars
Did I miss anyone?

dien RPG Superstar 2015 Top 16 |

Sensei's fun. I have a Sensei, and I have the exact same question for my GM in that game, heh.
Since the wording says that Advice is 'identical to' bardic performance, I've always been of the school of thought that it should qualify as such for feats, etc.
--
Also, I'm already second-guessing myself and debating making Roxana a gnome. Ah well. We'll see if I even get in before I ask if the GM will let me tweak race.

DM Jelani |

I might drop my Rogue level on Devan, since he was made for an urban investigation heavy game originally. Or at least drop the archetype. Possibly change it to a level of alchemist. Unfortunately I've been very busy and haven't had time to really think about it. I have the day off today, but I've got a lot of schoolwork to catch up on, then the wife wants to go Christmas shopping -sigh- If I can manage to get all that done I might have time to work on Devan tonight.

Han Shuo |

Here's Shane's character; if you okay Extra Performance, it'll replace Toughness. My basic mode of operation is to move in close with Acrobatics and lock one person down with Scorpion Style and/or Stunning Fist. Gonna be more of a supportive character than a damage dealer.
I may add some background and personality at a later point (unless I'm selected, then I'll definitely add these things).

dien RPG Superstar 2015 Top 16 |

I think you'll all have one less to choose from-- the more I look at the carnivalist build, the more I think I will sort of hate playing it, heh. I've never been too crazy about managing animals/familiars to begin with, and you give up a loooot of good rogue stuff for it. So I think I'll be withdrawing Roxana, since I'd much rather Jubal pick from among people who are really in love with their character concepts.

Devan Steed |

How does this sound for an adventuring group?
Steed’s Samaritans
Founded by Devan Steed six years ago in Korvosa after the death of his family, Steed’s Samaritans is an adventuring group that focuses on helping those plagued by monsters or supernatural threats. They will accept any work that falls into those fields in exchange for food and lodging (though if the person is in dire need, Steed has often been known to pressure them to work completely for free). They are willing to do other work, but charge a retainer for these more mundane services (guard work, escorting merchants, etc). The group is a democracy, with each member having an equal say in which jobs are accepted or passed over. Accepting a job requires a majority vote. Entry of new members or removal of existing ones requires a unanimous vote. Otherwise membership is for life. All wealth acquired by the Samaritans is split as equally as possible between them. Most of them were driven into the life by some kind of personal tragedy in their pasts. There are two requirements for membership. The first is that they must be unattached (no marriages outside the Samaritans and no kids). The second that they must be willing to die to help a perfect stranger. Usually potential new members serve a trial period as prospects before they are voted in. Like many adventuring crews, the Samaritans spend much of their time traveling while looking for work. They’ve done jobs all over Varisia and bordering countries in western Avistan.