Karek ignores Breach's call and dives beneath the Fog Cloud, while the magic that enhances his aquatic awareness lasts. He will once again set his spear.
Got it! This now occurs.
With his darkvision, Karek can see all the way to the bottom. He can make out the rift and see the corpse he left behind. There's still a lot brown crap swirling near the bottom, but not enough to hide a giant hydra. If Kogan turns his head above him, he sees where the water terminates and then it's like a lead lined-wall - he can't see through the fog above behind him at all.
Technically Karek could also attempt the checks to read the spoiler tag I recently left for Donkor, but I think Karek lacks the ranks in Knowledge (planes) and it's untrained only.
Kogan does not see the light Donkor referred to earlier.
Karek Kogan wrote:
If nothing changes, when Touch of the Sea expires (in... four rounds?), he will emerge from the water and stand down.
Close! 3 rounds (2 more once this round ends) by my count. This is round 4, but there were 3 rounds of high-speed swimming to the rift. Karek will be able to sense when the magic is giving way and can easily return to land on his last round with a move action - assuming something hasn't otherwise engaged his attention.
"You may be right, Master Breach," Gandel agrees with the dwarf's assessment. "I suggest we get while the gettin's good!"
Ceasing Bardic Performance (Naturalist). Moving away from the water.
With a double move, Gandel can cross the span of the beach and reach the edge of the dunes. With his Tiny size, they appear like rather intimidating mountains of sand. (No actual game effect though - he's still got that 30 foot movement rate.) Gandel is now 80 feet from the shoreline of the oasis.
I will assume our 'elf' will have to leave the Santa Claus bag behind as it's too heavy for him to haul.
Hurgah looks bit confused when Karak plunges back into the water, but without an enemy in sight and with no ability to move or breathe underwater, he remains at the waters edge.
Hurgah looks bit confused when Karak plunges back into the water, but without an enemy in sight and with no ability to move or breathe underwater, he remains at the waters edge.
Hurgah looks bit confused when Karak plunges back into the water, but without an enemy in sight and with no ability to move or breathe underwater, he remains at the waters edge.
Morgrum watches Gandel and Karek head in opposite directions while Moonpate and Breach each seem to be trying to rally the party to enact two seemingly opposite strategies.
He grips his holy symbol with his usual dour look.
Belleson flies in a broad arc sailing over the oasis. He answer's Breach's call making his way to the Southern oasis shore, safely behind the defensive line of the three giants (Hurgah, Hal and Breach). As an after thought he then rockets back up into the air hoping to get a better view of his surroundings.
Jason flies 40 feet south, taking a position over top the Dune Squad.
Now, in my exuberance Moonpate has gotten skipped and he can jump in anytime - perhaps even going twice as his turn will come around again very soon. I should also clarify Breach's turn, if my assumption that he is delaying is wrong, we can still have him act.
Round 6
Our order is now shaping up to be:
Donkor Sooron – 17
Gandelplot Trapspringer – 15
Moonpate the Potentate - 13
Deca-Jaws - 5
Jason Belleson - 2
Plus:
Karek Kogan on readied action
Hurgah the Reaver on readied action
Breach Shattershield on delay
Halstadt Morgrym on delay
If their is still no sign of Deca-Jaws at the portal, I will turn my clairvoyance to the shiny thing in the oasis now please.
Sooron continues standing alone on the beach, his eyes still closed in concentration.
Meanwhile deep below, his true vision acquires a new focal point, this time at the mouth of the jagged crevasse at the bottom of the oasis floor.
He only views it briefly, but even in the few seconds Donkor confirms what he needs to know. He appears to have found the hydra's treasure cache. It looks as though the creature collects things that shine and glow (not unlike say, your average adventurer.) Donkor thinks he spies fiery gems and a scattered collection of jewelry, each lit with its own internal light. Although he swore his treasure hunting days were behind him after his earlier adventure in the Pyramid of the Four Pharaohs of Ascension, Donkor still suspects that glowing treasure underwater that appears immune to rust is a very good sign.
The flooded cave itself descends only ten feet or so into the rock.
Donor continues to speak as his distant vision takes in the glittery splendor, "Deca-Jaws seems to have himself quite a treasure trove down there. However I'm with Breach, not sure if we should risk this battle. Pharasma did decree that one of us would die."
I guess we probably haven't seen the last of him, if this is where his horde is.
Karek Kogan on readied action;
Hurgah the Reaver on readied action;
Breach Shattershield on delay;
Halstadt Morgrym on delay;
Gandelplot Trapspringer on delay;
Moonpate the Potentate on delay; and
Jason Belleson on delay.
So! Donkor and possibly Deca-Jaws appear to be the only ones left executing live turns. Donkor is up again. If Donkor delays I'll take us out of initiative for simplicity's sake and tick off time by estimation. But if Donkor still wants to take independent actions, this still works, the turns will just go fast.
If anyone comes off delay, just let me know. I believe Karek will cancel his readied action and now swim for shore as his touch of the sea expires at the end of this turn.
If anyone comes off delay, just let me know. I believe Karek will cancel his readied action and now swim for shore as his touch of the sea expires at the end of this turn.
"Once Karek exits the water we should exit the area. Donkor and I have both spent our mightiest spells keeping us breathing and this battle avails us nothing".
Hal is assuming that Donkor is spent cause he has no spells left himself or at least not spells that would be effective against Deca.
Donkor will try and study the treasure a bit closer, see if he can learn anything else about the horde.
Donkor’s mystic vision winks out a second time. Donkor summons his mental reserves and brings it forth a third time, this time positioning his field of vision within the cave itself as close to the glittering treasures as possible.
He quickly discovers “horde” is perhaps not the right word. There are gems, but not terribly many. It is the softly illuminated jewelry that is of most interest – and beauty. Although not necessarily a set, the pieces all appear similar in origin and design. There is a necklace, a golden arm band, a strangely sized ring of some sort, and at least few others resting in the nooks and crannies of the crevasse.
To read the spoiler tag below, Donkor will need either a DC 10 Knowledge (local) or Knowledge (the planes) check. However, I am giving him a +2 circumstance bonus, the reason for which will be clear if he succeeds.
Donkor only:
Donkor recognizes the insignia appearing on some of the pieces in the jewelry collection. It is the insignia of the Star Tribe – the janni tribe to which Faren and Orchid belong. Donkor quickly puts two and two together and recalls that the janni used to pass through the Tumen gate for many years until Deca-Jaws moved in and made it too perilous. It would appear some of the tribe probably lost their lives and their possessions have been horded here.
Hurgah the Reaver on readied action;
Breach Shattershield on delay;
Halstadt Morgrym on delay;
Gandelplot Trapspringer on delay;
Moonpate the Potentate on delay; and
Jason Belleson on delay.
As Karek surfaces, he seems to slump slightly, the wind out of his sails. He moves for the bag of stuff and begins to pull out his weapons, though they look like pitiful toys in his hands. Thinking better of it, he hoists the whole bag and begins to trudge out of the Oasis.
Donkor will go on delay and drop out of initiative as well. "I'm for going, but there is some interesting looking treasure at the bottom of that pond. Anyone think we should try for it?"
I'm ending initiative/combat at round 9. People can just post their actions as they like, once more. There's still a huge amount of assorted spell durations floating around so I'll try to keep track of time.
Congrats on your victory, be it ever so anti-climactic.
----------
As the touch of the sea scrolls - not to be confused with the dead sea scrolls - wear off, you feel a strange sensation in your legs and wrists as they begin to re-adapt to their original use. The oasis water appears much more intimidating than before. It's as though it were suddenly deeper and darker. At the same time, the sand beneath your feet feels more welcoming and stable. It's good to be home.
"Moonpate were you able to recover all of our gear?"
Thank the elements you are all alive and well. Schmoosh did not lead us astray in helping reunite us, though I am overjoyed to find out that his statement regarding your demise as some beast's supper has proven false.
As to everyone's gear, we did indeed manage to grab it all, including that traitor Thalia's; though we are unfortunately without our trusty mounts. Still, as my master once said, "Tis better to be trudging on foot than riding on the finest flying carpet when the ill winds blow from the backsides of giants." I think such aphorisms are best appreciated after a cask or two...speaking of which, you didn't happen to bring some with you to ease the storytelling that must take place, preferably away from this accursed oasis.
Donkor wrote:
Donkor will go on delay and drop out of initiative as well. "I'm for going, but there is some interesting looking treasure at the bottom of that pond. Anyone think we should try for it?"
"Treasure?!? Is it possible that a bit o' fortune might actually come our way to ease the pains of these last two miserable days? Can it be retrieved? It appears that Karek has slain or driven off whatever foul creature guards it.
"It appears the the treasure is accessible. No sign of guards, or obvious traps. But finding traps is not my forte." Sooron will share everything he has seen and surmised about the treasure. The spoiler is as follows:
"Donkor recognizes the insignia appearing on some of the pieces in the jewelry collection. It is the insignia of the Star Tribe – the janni tribe to which Faren and Orchid belong. Donkor quickly puts two and two together and recalls that the janni used to pass through the Tumen gate for many years until Deca-Jaws moved in and made it too perilous. It would appear some of the tribe probably lost their lives and their possessions have been horded here."
Army is working me over this week. Please DMPC as necessary as my post may be spotty for the next couple of days. Breach will use any and all of his skills to aid the party in any way he can. Thanks guys. See you soon.
Army is working me over this week. Please DMPC as necessary as my post may be spotty for the next couple of days. Breach will use any and all of his skills to aid the party in any way he can. Thanks guys. See you soon.
When will someone finally leave me instructions to use their PC's skills to hinder the party?
Army is working me over this week. Please DMPC as necessary as my post may be spotty for the next couple of days. Breach will use any and all of his skills to aid the party in any way he can. Thanks guys. See you soon.
When will someone finally leave me instructions to use their PC's skills to hinder the party?
Come back soon Bilbo!
Don't complain...you have a fully functional DMPC to play with in Jason....and we all remember what you do with DMPCs.
Sooron will share everything he has seen and surmised about the treasure.
Jason swoops down to try to fill in Moonpate and Hurgah as to the significance of the Star Tribe.
"The only reason we're here instead of still stuck in water world is that Schmoosh hooked us up with two Janni from the Star Tribe. They, and their giant swim-beast, whatever it was exactly, got us back here."
Don't complain...you have a fully functional DMPC to play with in Jason....and we all remember what you do with DMPCs.
When will Hurgah/Jace vanish inexplicably for a couple weeks? That's all I need really. I'd take real good care of him.
Be very careful what you wish for, Beetle. I just dropped out of one PbP due to time constraints, and this one is unfortunately next on the list if I have to give up any more. This is also the primary reason why Hurgah is the big, silent type.
"Master Moonpate! Hurgah! It's wonderful to see you again!" Gandel exclaims when it becomes clear that the party is not about to be attacked by a massive aquatic hydra with detachable, ambulatory heads.
"Shall we set out a picnic here to celebrate? Or should we move to a more defensible position first? And where exactly are we? Are we very far from the dig site?"
Sooron will share everything he has seen and surmised about the treasure.
Jason swoops down to try to fill in Moonpate and Hurgah as to the significance of the Star Tribe.
"The only reason we're here instead of still stuck in water world is that Schmoosh hooked us up with two Janni from the Star Tribe. They, and their giant swim-beast, whatever it was exactly, got us back here."
"It would be a great boon indeed to recover such treasures of the fabled Star Tribe, either for their potent use or as gifts of gratitude to be returned should the opportunity present itself. But perhaps the time is not right to attempt a retrieval if the magical means for getting down to the cave has worn off. A true pity, since it would seem that this horrible Deca-Jaws is currently elsewhere. Surely, if we return, it will be a menace to deal with once again."
"If we cannot attempt the treasure hoard, we should leave with haste and find a defensible position amongst the dunes. We will need to bring as much water as possible with us. By summoned steed, we are a hard day's ride from the dig site. By foot, probably several days. And we must not forget that we are probably still being hunted by those devilish splitting hound beasts and who knows how many crazed monks. Ahh, though we gave them quite the slip, eh friend Hurgah? Come, we will swap stories whilst finding camp."
"It would be a great boon indeed to recover such treasures of the fabled Star Tribe, either for their potent use or as gifts of gratitude to be returned should the opportunity present itself.
"You're my kind of people Moon - willing to look out for a friend and pick up some loot - never a mutually exclusive concept."
Moonpate wrote:
"But perhaps the time is not right to attempt a retrieval if the magical means for getting down to the cave has worn off. A true pity, since it would seem that this horrible Deca-Jaws is currently elsewhere. Surely, if we return, it will be a menace to deal with once again."
I think we still got a few minutes on the water breathing and I can always fly through the water so locomotion is not an issue. But I don't know where I'd be looking, I'd need help with that - and are we really sure that Deca-Jaws is gone?"
I think we still got a few minutes on the water breathing and I can always fly through the water so locomotion is not an issue. But I don't know where I'd be looking, I'd need help with that - and are we really sure that Deca-Jaws is gone?"
Breach buries his head in his giant hands. "You want to go back for genie-baubles?!"
"Anyone else notice how every time we get close to this dig site we fall upon some distraction?"
Be very careful what you wish for, Beetle. I just dropped out of one PbP due to time constraints, and this one is unfortunately next on the list if I have to give up any more. This is also the primary reason why Hurgah is the big, silent type.
Well sure - if you want big sopping Beetle tears on your conscience.
Seriously though, I'd understand if the thought of returning to face the Asmodeus monks was to much for the big guy, but I hope you stick it out!
"I'm not sure Deca-Jaws is gone, but with your flying we should be able to go down there in a hurry to fetch the things. I guess we may as well give it a try. I'm still tiny. If you carry me down to guide you, we can grab the stuff and be gone in a hurry!"
"I'm not sure Deca-Jaws is gone, but with your flying we should be able to go down there in a hurry to fetch the things. I guess we may as well give it a try. I'm still tiny. If you carry me down to guide you, we can grab the stuff and be gone in a hurry!"
"Best be quick then, whilst my elemental friend is still around to intercept this Deca-Jaws."
Jason ignores Breach's words of caution, happy that Donkor is in agreement to take a shot at the treasure.
Moonpate wrote:
"Best be quick then, whilst my elemental friend is still around to intercept this Deca-Jaws."
"Oh! Good point. Have him cover our backs!"
That should happen anyways by default, but Moonpate unfortunately has no means to communicate special instructions to the elemental."
Small-sized Donkor and Small-sized Jason look pretty comical as Donkor climbs aboard his second party member for the day. Jason can carry Donkor but his flight speed is reduced from 60 feet per round to 40., i.e. really fast to just merely fast.
The enlarged Hurgah upends the sack, spilling the last items on the sand.
"Welcome back from wherever you have been, friends. From the smell, I'd say somewhere unpleasant. I think we managed to bring all of your trinkets from the red tent."
Few pyramids in Osirion are more legendary than the lost pyramid of Ahn’Selota. Hidden inside is the very key to the ancient power that once gave rise to the rule of the fabled Four Pharaohs of Ascension. Flash forward thousands of years to present day Golarion where we ask: what if that ancient key were to now fall into the wrong hands?
Player 1: Would they put the key in the ignition and go joy riding all over the Osirion desert?
GM: It’s not a literal key. It’s an ancient magic called the Pact Stone – a magic of such power that. . .
Player 1: Power, like horse power? These days you gotta consider fuel economy too. How many miles to the gallon does this Pact Stone get?
GM: (Sigh) OK, we’ll take a stab at building some atmosphere later. Let’s just cut to the Gamer Recruitment FAQ already.
I am now recruiting players for a Pathfinder adventure based on “The Pact Stone Pyramid” an older 3.5 module set in Osirion, Golarion. I will be converting the module to the Pathfinder rules system.
Here are the essentials:
What level?
We’re going to go with level 7 on account of the conversion. This will also leave room for the potential for a slightly larger party as well.
What a second – isn’t this module the sequel to “Entombed with the Pharaohs”? I haven’t played that one yet.
It is, but it’s a stand alone adventure. If you have read or played “Entombed” that’s a bonus as you will appreciate some of the reoccurring themes a little better, but it’s not at all necessary. You should alert me if you have already played or read “Entombed”, so I’ll know how much to emphasize any tie-ins.
Ok, I’ll bite: can you tell us what the adventure is about?
I can only tell you a little bit. The first part takes place at a massive pyramid dig site. It’s likely to unfold as a spy operation that requires a bit of skill/stealth or savvy. Part two is a pyramid-style dungeon crawl which acquaints the PCs with the lore of Osirion’s Four Pharaohs of Ascension. It is deadly and requires caution. Part three? Things potentially go nuts when the PCs exit the pyramid and what happens from there depends completely on what the PCs have done up to that point. It will probably be tailored to the party.
What is the posting commitment?
Let’s say a minimum of every second day. I think that’s necessary to keep things interesting, though posts alerting of absences are always accepted and appreciated – I know it can’t be perfect. I expect to be away for periods myself.
I heard the Osirion mods are prefaced on the PCs being Pathfinders. Does my PC have to be a Pathfinder?
No, while you may choose for your PC to be a Pathfinder, it is not necessary. In fact, I expect most PCs won’t be Pathfinders. But the module involves working with the semi-secret Pathfinder Society. So your PC concept must be flexible enough that your PC would either accept a job from a Pathfinder Venture Captain or would at least happily tag along with another PC who will. I find most players worth their salt are pretty good at working with their GM to come up with something plausible to kick an adventure off. Also, you should expect to meet Pathfinder NPCs at various points in the adventure and your life will be easier if such NPC are allies as opposed to rivals. But hey, who’s to say where this thing will go?
Does my PC need to be an Osirian?
Not at all. Present day Osirion has just been recently opened to foreign explorers for the first time. Your PC can come from anywhere in Golarion and be of any background. Playing an Osirion will provide a minor cultural advantage (and it’s a lot of fun), but nothing other players will be particularly envious of. That said, having Osirion as a bonus language on your character sheet will likely come in handy, but again, not necessary, somebody will cover that.
What kind of Players are you looking for?
The beginning of the adventure in particular is a little bit ‘sand boxy’. Players who need lots of nudging or consider themselves the type who prefer to “react” to what’s going on will loose interest quickly as they won’t get what they need to excel. We’ll need a couple of planners especially. ‘Wheels-within-wheels’ types and conspiracy theorists will have a lot of fun with this game. I’ll also need chatters: players who love to engage the NPCs and work hard to give their own PC a unique voice. There will be combat at various points as well. So if you can’t endure round-by-round PBeM action, maybe think twice. I’ll do what I can to speed it up where possible but there will be die rolls – I like em.
How do I sign up?
I am pretty stoked about this game, so I am afraid it will not be first come first serve. I’ll be selecting based on my nebulous premonitions of “fit” as well as what I think will help make a relatively balanced party. I’d like for all involved to have a good time.
Please contact me by posting your proposed PC concept to this thread. If you have a PC already generated, feel free to send that too (PC creation FAQ to follow), but it is not required. Next, if you have posting cred, such as a demonstrated commitment to other PBeM’s on this board don’t hesitate to toot your horn with a link. I am a little bit shy about selecting a bunch of players who could disappear early and while I’ll be happily taking a few newcomers I am also particularly interested in proven keeners.
My apologies in advance if I can’t squeeze you in. It is my loss and I know there are a ton of good players around these parts. I look forward to running something for you another time.
How will you be handling die rolls?
Let’s use the Paizo dice roller. If folks prefer invisible castle though, I am a fan of that too and could be easily persuaded.
How do you handle initiative?
Typically, I roll initiative for all concerned just to speed things up. However, if a player is expecting combat and gets their roll in, I will happily accept that.
As long as we’re talking die rolls, be warned: I roll a lot of Perception checks for PCs (off-screen). That way the player’s don’t know if they’ve loused up or there’s actually nothing there to notice. Sometimes, the situation requires that I call for the players to make the checks themselves – usually a game time decision.
Do you run my PC while I am away?
Yes, I can, but I love it when players provide me with “instructions” or “goals” before they go on hiatus.
OK, thanks for posting this FAQ. Did I mention you are witty and handsome?
Why thank you! I look forward to seeing some responses. I’m hoping for a fun game!
With the point-buy system on p.15 of the rulebook (Table 1-1 on p.16).
Sure, what is the specific point buy for this game?
20 points (“High Fantasy”). Please remember that no score can be reduced below 7 or raised above 18 using
this method. Racial modifiers are applied after the points are spent, so it is possible to begin play with a low ability score of 5 and a high ability score of 20, depending on your race choice.
Can I play a non-core race?
I would try to keep it to Core, just so it’s accessible to everyone. That means: humans, dwarves, elves, half-elves, halflings, gnomes and half-orcs. If you need to go funkier, we can also do the 0-level adjustment options in the Bestiary such as tielfling, tengu and aasimar. (You do know that aasimar spell their race name with two a’s just so they can get to the front of the bestiary – right?)
If you really want something else let me know and I’ll give it a look over. If there’s no level adjustment I’d probably be willing to consider it, especially if it works for the theme of the game. Note that your PC will need to interact with a lot of humans, especially in the early parts of the mod, so anything too off the wall will place you at a disadvantage. If you’re playing something off the wall, make sure you’re comfortable with that disadvantage.
What books can I draw upon when I design my PC?
No need to go crazy. Core rules are just fine. But I’m quite happy to let people stretch their legs a bit if they want to try the Advanced player’s Guide options. Also, the Pathfinder Companion: Osirion – Land of Pharaohs might have some flavour-appropriate choices to consider. But none of that is necessary – core has you covered. Anything other than the above and you should run it by me first. Feel free to give it a shot – if it won’t mess with the party’s balance internally and it gets you jazzed then I’m probably good with it. I would need to have a copy, but I’ve got a fair amount of stuff. I would try to avoid 3.5 splat this time around though, if we go there things could get a little bit confusing.
Starting Treasure and Equipment?
Use the starting value in table 12-4 from the Core Rules, p.399 which is 23,500 gp. You can spend it anyway you like, except that:
1. No single item you purchase can cost more than half (11,750 gp); and
2. You may not spend more than 25% (5,875) on consumables (i.e. potions, scrolls and wands etc).
3. Your purchases need to come from Core or the APG (or check with me).
Can I play a paladin?
Definitely, but be warned that paladins will face the usual onslaught of moral dilemmas. There’s a lot of ‘kill people and take their stuff’ as well as the thorny issue of looting priceless treasures from Osirion. I know some players love working through this stuff which is great. Just make sure that’s you before you decide to go with a paladin.
Do we get traits?
Yes. 2 traits each. In case you are not up on it, there’s a free download with all of the basic Pathfinder traits to choose from as well as more comprehensive lists out on the net. I’ll accept any trait which is legal for org play. Also, if you are playing an Osirian-flavoured PC, feel free to use any of the Osirion traits in Wayfinder #1, p.2-3 which is also a free download.
Do I make one of those groovy on-line profile character sheets?
Yes please! Check existing PBeM’s for examples if you are not sure what this is. Other players should be able to click on your PC and see your stats. You update this sheet as the game progresses.
I look forward to seeing your PC appear in the game discussion thread – to be created shortly with a link to be found in here.
Thanks for reading, please indicate your interest below!
I have a 7th level Dwarven Cleric of Angradd from a now defunct PBP that I like a lot. I will modify him based upon your character character creation rules and submit him tomorrow.
I have been in Kalderaan's Dawn of Defiance Campaign Star Wars for a while (but not since the beginning)and have 250 posts in the thread.
Ohhhh.....very, very tempting. Absolutely love the write-up and FAQ. I'm a player in two PbP's here on the paizo forums and running another, so adding another one might be pushing the envelope a bit, but I can probably manage.
Let me toss it around in my head a bit, and I'll drop a character concept for consideration.
This sounds like fun! I'd like to throw my hat into the ring as well. I like playing the knowledge/skill monkey/party support role, so I'm thinking Bard with possibly a couple of levels in the Pathfinder Delver prestige class from Seekers of Secrets. I'm currently active in a few PbP's here on the Paizo forums, including:
I also am definitely interested in joining up. It's a convenient weekend for me to work on a character, as the family is gloriously absent for a couple of days. Perhaps this new character will be a bachelor, so I can live out my wildest sitting alone being bored fantasies through him!
Will have something up here in terms of concept soonish.
I would love to join this expedition as some sort of spell chucker. I'll post a schmoe by tomorrow, but if you would like me to do a specific flavor let me know.
Okay, so here is my character I'm throwing in the ring. I have no idea what the Pathfinder Venture Society or anything like that is so I'm gonna take a guess as to what my characeter should be like.
Movie plot spoiler:
Name: Falishol Ithran
Age: 28
Race: Human
Class: Spellblade (Tome of Secrets, a mix between an arcane caster and a warrior)
Alignment: Chaotic Good
Biography:
The perfect warrior - a man who can not only use his fists but his mind as well, a soldier capable of dealing with any situation, the perfect loyal companion.
That is me. That is my goal. I'm not there yet, I have perhaps years of training ahead. But in the meantime my skills allow to go anywhere, do anything. Model soldier, bodyguard, mercenary, I endeavour to be the best at what I do and I do everything. Where my blade is needed is where I want to be.
And now I am called forth to wander, my previous mission done. There is always the next task, even if that taks is not where I currently am. I hear that there is a call for people to explore some unearthed work to the West. A mind does not grow on trivia and simple questions so I have decided to go there and see this unearthing for myself. If I'm lucky my body as well as my mind may end up being used.
How did I get this way? What drives a man to train as hard as I do?
I suppose I have my parents to thank for that. My father, a wizard schooled in magic, taught me that every situation can be solved with wits and calm thinking. My mother, a ranger for the guard, taught me that a swift sword was the best solution to any dillemma.
So what was else was I to become? I recieved the best of both worlds thanks to them, and through their guidance I learned a few tricks of my own and became more than they ever dreamt could be achieved.
Truly it is also in their honour that I do what I do. Though I could not settle down and remain in my homeland, though I am always driven by the need to perfect my art, I am forever guided by the compassion they taught - as a man with skills beyond most it is my duty to do what I can to make lives better. My parents taught me that and I thank them for it.
So I press on. If I am not needed one place I shall be needed somewhere else. As I approach my destination I will open my mind and see all that I can, experience what I can, help whom I can, and come away hopefully a better person.
I am Falishol, and I open my heart and my mind to the world.
Breach is well known throughout Glorian for his fine trapcrafting/disabling skills. Driven by the most classic of dwarven loves for treasure, Breach is more than willing to lend tool and axe to most any treasure hunt,for the right price and company that is. While gruff in nature, the dwarf has a soft side for the smaller races, having dealt with numerous halflings and gnomes in his apprentice days. In a group of like minded individuals,Breach is sure to put himself between the most dangerous opponent be it real or mechanical.
I will have a full write up and character sheet on this guy together no later than the end of next week. I am in the Army and have to participate in an exercise that willhave me away from my computer for the next several days.
Currently playing in this one
http://paizo.com/paizo/messageboards/community/gaming/playByPost/aTaleOfThe RiverKingdoms as Seamus Fleetfoot, rogue
Neutral priest of Pharasma, who landed on the positive side of energy channeling. So he can heal; but Pharasma is a goddess of fate, and people die in their allotted time and place. Just sayin'. :)
He is something of a fatalist, but I will try not to take that to ridiculous extremes. maybe. Pharasma does not help those who help themselves, but those who don't help themselves end up looking quite foolish in the end.
Not sure how much detail the GM wants us to go into here, so I'll leave it at that for now, and go try to learn a new game system and figure out clickable character sheets!
Here is my character concept. Jason is a Sorcerer originally from Varisia...
Flashback...
Jason slumped down in his chair. He wanted to disappear into the smokey air that filled the tavern. A serving girl approached and he mumbled an order for ale.
He had just ended his briefing with Venture Captain Adril Hestram. The mission to recover the stolen artifact had been a setup. The Consortum members had his team right where they wanted them. The Pathfinders really had no chance.
“Jason…there was nothing you could do. You fought bravely, but every Pathfinder knows the risks.”, Hestram told him. “Listen, I know this is hard for you. Your team was together for almost three years. Maybe you should take a break….”
Background
Jason is a member of the Pathfinder Society. He is on indefinite leave after being the sole survivor of his most recent mission. The team had been together for several years, so losing his friends so suddenly was quite a shock.
Several of their previous missions had taken them to Osirion. Jason was intrigued by the ancient culture and people of that nation. The climate was so different from his native Varisia too.
He was born in a village along the coast of northern Varisia. He displayed natural magical talent at an early age and was sent to one of the academies in Magnimar to develop this talent. He studied at the academy for several years before setting out on his own. He eventually joined the ranks of the Pathfinder Society and was quite successful in his missions.
Now, after his failed mission, he has traveled from Absalom (the Pathfinder Society’s main headquarters) to Osirion to find rest for a while before returning to his duties in the Pathfinder Society….
Throwing my hat into the ring. This was a character for a defunct RotRL campaign and would love to resurrect him a new game (stats in profile). If chosen, I will update him to seventh level (Fighter 5/Rogue 2). I currently DM two PbPs, one of which is over 3K posts and play in a couple of others.
Character concept:
Sebastian is a native of Sandpoint, born into the elite Creed family, that alongside the Kaijitsus, the Foxgloves, and Scarzani, ruled most of the town. Then a few years ago, the serial killer Chopper struck, and he did not discriminate between rich and poor. The killer claimed Sebastian’s parents among his victims but decided to take the youth to his lair, trying to convert him into a follower of his bird god. Over the next day, he psychologically and physically tortured the child, even scarring him for life with a slash on his cheek from a razorblade. Sebastian almost snapped and gave in, as the horrors he experienced that night were unforgettable. Thankfully, due to some leads, Sandpoint’s authorities led by the Sheriff Hemlock interrupted his initiation and the menace of Chopper was over. However, for Sebastian, the experience changed him forever. He became darker and more serious. He traveled to Magnimar and fell in the wrong crowd, even to the point of joining a thieves’ guild and robbing and assaulting people. Eventually, he saw the light, and left his dark ways. He now serves as a vigilante and bounty hunter, defending the weak from the clutches of evil.
He is 6', handsome (12 charisma), the scar on his cheek gives him character, and highly dexterous. Besides normal thief skills, he has ranks in Knowledge (engineering), knowledge (nobility), and Knowledge(local). His personality is still dark and intimidating to those who just meet him but he is very loyal to his friends and allies.
Thalia Xian'an N
Half elf
Spy(APG) rogue 2/Desert (APG) Druid 5 (fire Domain)
Thalia is a unique blend of nature and trickery, never seeing past the gold she could amass by piggy backing on people and using them, to further her own agenda.
Thalia is a beautiful character, wise and intelligent, but because she lacks in physical abilities, she uses her charm, wisdom and smarts to make others help her.
Charm isn't her only weapon, as Thalia has one rule, that which is burnt will only grow anew, stronger and better than before.
I know this is a strange concept, but I fell in love with it when playing LoF, and since my RL DM stopped that one short (book 4 methinks), I really would like to see her played again.
Halstadt's concept is a Champion of Angradd, a loyal cleric who seeks to do what he can to protect his realm. Even if it means forfeiting his life.
Halstadt Morgrym:
- Background, Vitals & Appearance
34 years old, 4’11”, 252 lbs. Hal wears his travelers outfit (of dull greens and greys) beneath his chain shirt at all times. His silver holy symbol is proudly displayed hanging around his neck. His cloak of fine quality ha a pattern of the holy symbol of Angradd stiched into it. On his right hand ring finger is a dull grey ring. On his belt are two loops which hold a wand on his right and his left hip. Hal's hair and beard are blonde and fairly well kept. His eyes are a bright blue.
Hals steps off of the ship and his mind wanders...
Born in the hustle and bustle of the dwarven settlement of Janderhoff, Halstadt’s life almost came to an end very early. As a large baby it took the blessing of the cleric of Angradd (who was luckily present!) to allow both mother and child to survive. Hal’s father Grugrump swore that he would observe and honor the God of war all the days of his life. As Hal grew up his father signed on to be a Temple guardian for the priests of Angradd, this was unusual as his father had been a gem cutter, a man of great wealth all of his life. Grugrump, Helga and Hal moved into the temples of Angradd when Hal was a young dwarf. The focus of the priesthood was on skirmish and Hal found the subject fascinating early on.
Younger than he should have he took on duties guarding the miners in the Mindspin Mountains and stood watch against possible incursions from the Darklands. The senior clerics certainly took notice. At twenty-two winters Hal was guarding a caravan shipment from a mining outpost back to Janderhoff when he saw his first combat. In the face of dozens of howling orcs Hal stood fast, all around him, his allies and friends lay dying. At that moment Hal reached down and touched something in his core that had been burning for years. A burst of light issued forth renewing his allies and mending their wounds. The tide turned quickly as Hal’s allies recovered and counterattacked the ambushing orcs.
Hal was brought before the senior clerics of Angradd at the temple of Janderhoff. On that day he was accepted as one of their own. He was touched by Angradd at birth and it was his destiny to combat the enemies of the people wherever it lay.
Hal began to become even more active on guard duty this time as a commander of dwarves and not a simple guardsman. When not training to be a combat commander he was learning with the priests of Torag. Knowledge, his mentor taught over and over again, is power. Discerning the motives of the enemy and in fact even knowing the enemy allows them to be overcome. Though not brilliant Hal picked up languages quickly and excelled in the knowledges that he found most interesting.
Hal was sent after all of his lessons were complete to the patrols of the entrance to the Darklands ona permanent basis. The work was boring though he knew it to be important, his parents were never so proud as when he was assigned to such a dangerous and daunting task. Hal showed his quality as one day five years ago an incursion finally came. Creatures of the dark burst forth in the night suddenly and without warning. With the enemy issuing orders in undercommon Hal was able to understand and counter the initial maneuvers of the raiders. Lines held until reinforcements were able to arrive.
As the battle raged on, the darklings summoned a creature of shadow, a fell fiend that made even the most heroic blanch with fear. Hal again reached inside himself and grasped the power of Angradd, he channeled the power of his god and injured the creature. The light of Angradd vanquished the demon (though it had to shine again and again) finally breaking the spirit of the invaders.
Hal was hailed as a hero he stood with his comrades in their darkest hour and brought light to them all. The senior clerics began to consider Hal as a great asset and set about training him to deal more specifically with such demonic forces. After this training Hal spent time defending the Darkland borders again. He was somewhat dejected to be back here realizing that such incursions were rare indeed they happened once in a lifetime. Hal wanted to strike a blow against the shadow wherever he could and felt that guarding a gate was not the best way.
Two months ago Hal was summoned before the senior clerics of Angradd. They informed him that they were aware of his dissatisfaction with his current position. Hal began to backpedal realizing that if he were to displease the council he would never have a chance to realize his desire. The council chuckled at his distress, “do you wish to strike a blow against the darkness or not young priest!” “More than anything else”, Hal responded. “Very well, Osirion has opened its borders to outsiders recently and a "dig" has taken place there. Our diviners believe that some dark force may be freed as this commences. We recommended that you go and investigate this vision. However, you must not reveal any of this information to those you journey with. That is your task do you accept?” “I do”, replied Hal solemly.
Hal’s memories fade and he returns to the present time. He stands in the early morning sunrise on the docks of Sothis waiting for a contact who will supposedly lead him to this dig. Hal laments the fact that he spent no time studying the surrounding realm but relies on his internal sense of who to trust hoping that his journey far from home will bear fruit, and just a little adventure.
There are lots of good ideas forthcoming already. I am going to continue to leave this open as a couple people have indicated they still want to get their concepts or PC sheets in. And I want to give the Monday crowd a chance to take a look as well.
Already though we are at risk of being over capacity and if I can't find a spot for you this time around, I hope you'll consider taking a stab at it next time.
In the meantime, I'm resisting the urge to get overly excited and comment on specific character concepts until we know who our party will be composed of, but if there are specific questions, ask away.
Alright, I'm gonna submit this guy. He's actually my first pbp pc, and he came in about halfway, or so, through Entombed with the Pharaohs. It only lasted about 6 months after I joined.
This sounds like it's gonna be a good game. If I can work something up today, I'll submit it. Otherwise, I'll just follow along. The game I'm currently in...that just started...is already going VERY slow.
I have worked out not one, but two concepts that could be fun to play - A half-orc sorcerer/ranger/DD who fights with claw and bite and a human bard/fighter dervish who is an expert with both scimitar and whip. I'll let you pick the one that fits the party/module best.
Full character builds and background coming just as soon as I can get them typed up.
Now, as for character concept. I do not have time at the moment to put a full character together so I just want to give you a concept and if my character is chosen I'll get their stats together.
Spoiler:
I was standing against the back wall of the inn, my leather hat low over my brow. Most pay me little mind, which is exactly how I like it, of course folks not usually seeing what I really look like helps. It makes it easier to listen to what people are talking about when they aren't paying you any mind.
I had been in Osiria for a couple of weeks after that... mishap in Absalom. How was I supposed to know the mark I stole this trinket from was Aspis Consortium? That bunch are more secretive than I am! I find my left hand in my pocket turning the large saphire between my fingers. Hell, I didn't even know the thing was magical until I stole it. I was just lucky to get onboard that ship, the Black Swan, and make it off of that island for a while.
Water under the bridge, or rather ship over the water... anyway, I had other things to worry about in the here and now. Two "bookish" types talking up all quiet like about a great pyramid, "The Pact Stone Pyramid" to be exact. Well, ancient treasure is usualy valuable treasure... sounds like I just found my next job. I doubt these guys will be too hard to trail. Maybe I can even get hired onto the excavation team as a guard or something...
I step away from the wall, from the shadows. They almost don't want to let me go... or is that just my imagination? Hell, they always did say I was nuts. My hand comes up from beheath my cloak where it was resting on my crossbow, I snap my fingers and light my cigerette as I make my way to the bar. I'm going to need a drink before heading out into that gods cursed desert...
Maybe three...
Zaired Veldrin, Human (Qadiran)
Sorcerer (Shadow Bloodline)
Primary weapon Crossbow
Favorite Spells Gravity Bow, Ray of Enfeeblment, and anything that makes it hard to see him
As I said, I don't have time to put together his character sheet right now, but if you are interested in the character I will put it together. Progression would be straight sorcerer, but played with a "rogue" flavor.
As promised, two character concepts to choose from. Links to full profiles with stats are in my profile:
Hurgah the Reaver, ferocious half-orc sorcerer/barbarian/dragon disciple:
Description
Hurgah is a hulking beast of a half-orc, with corded muscles showing off his enormous strength. His pale grey skin has a subtle red hue, and seems to be unnaturally thick and tough. He is clad in an armored kilt, and his naked upper torso is covered in a variety of strange tribal tattoos as well as scars that are too numerous to count.
Across his back is slung a large cold iron great-axe, but it is not the axe that has earned Hurgah the title "the reaver". When engaged in combat, he prefers to literally tear his enemies to pieces using razor sharp teeth and claws that he can grow at will.
Background
Hurgah was born to one of the orc tribes of Belkzen, the son of one of the unfortunate human women captured in raids. Considered weak and worthless, he was sold to slavers before he reached manhood. He was shipped south, and eventually found himself in the slave pens of Sothis.
Soon he was sold as a field slave to a local farming estate. But he would not toil in the fields for long. Somehow, it seemed that the warmer climate awakened something deep within Hurgah. The burning sun seemed to make his blood boil and course, and ancient powers slowly awakened. He began to dream, of fire, of crimson scales...and of teeth and claws.
One day, as he was being punished with the whip, his cries of pain suddenly shifted to cries of fury. He spat out words of magic that he had never heard before, and grew in size, hulking far above his tormentors. Claws grew from his hands, and he tore through the slave keepers like a dragon amongst sheep. No-one tried to stop him, as he ran for the burning desert.
For years, he wandered the desert, using his newfound magic and rage to stay alive, and eventually to prosper. He was where he was born to be, and soon found work as a guide and caravan guard - and as his fighting prowess grew, as a mercenary for those who sought buried treasures or wished destruction visited upon their enemies.
Curious about his strange powers, he questioned every magician and scholar he met, and piece by piece, his past unveiled itself. Somewhere amongst his human ancestors, a red dragon had sown it's seed, and the powers of that wyrm grew within him every day. Soon, his draconic heritage began to show. And every day, Hurgah becomes more and more like a true dragon.
Motivations and goals
Since discovering his heritage, Hurgah has been looking for ways to increase his power and gain better control of his draconic abilities and magic.
He hopes one day to be able to track down his dragon forefather, and together visit vengeance upon the orc tribe who sold him as a slave.
He is quite happy to work as a mercenary, and occasionally team up with groups of adventurers, as he has found the buried tombs beneath the sands of Osirion to hold much of the power he seeks.
Tarik Ur Amoteph, whip and scimitar wielding human bard/fighter:
Description
Tarik is an osirian native, with dark bronze skin and a shaved head. His movements are graceful, and he is fast as a desert viper. He wears a gleaming mithril breastplate, and has a scorpion whip and a scimitar strapped to his belt.
Background
As a young boy, Tarik was sent to the church of Sarenrae for training and education. But the clerics of the Dawnflower were hard pressed to figure out exactly what to do with the lad. Once his basic education was over, and he was nearing manhood, it was clear that he did not have the makings of a cleric. He did not show the slightest sign of any affinity to divine magic, but he did display an innate talent for the arcane.
Since it was soon clear that Tarik had the makings of a warrior, he was trained in the use of weapons and armor. His natural dexterity made him a natural with the scimitar and whip, but it was also obvious that he lacked the moral fiber to join the ranks of the paladins of the Dawnflower.
As such, he was assigned to be a temple guard, a task he found utterly boring. He soon took his leave of the church, seeking other ways to use his skills. He found no shortage of employers who could use his special talents, especially since he was quite good at dealing with his opponents without killing them.
Motivations and goals
Tarik is a care-free soul, and has made many friends among the adventurers who flock to Osirion - including more than a few Pathfinders. He is always up for another tomb raid, especially if there is gold and adventure to be had.
He works very well with others, and often prefers to try and aid his companions through the application of his martial skill or his magic.
<----- Photo of me doing my morning yoga poses. "Stretch for the Sky!"
OK, so this is really looking good. It's a buyer's market for GMs. Word must be out that this is a choice pyramid to explore.
I'm eager to call it so folks can turn their mind to PC creation. But there are a few people who have posted and indicated their intent to post PC concepts so let's give them a day or so, just in case.
@Bilbo Bang Bang - worry not there buddy, we know you are away/off-line.
Do your dungeon crawls feel more crawl than dungeon?
Have you reached the point where you’d rather the secret doors remain secret?
Then look no further, the Pact Stone Pyramid is the pyramid for you. Constructed at the whim of Osirion’s most grand yet wicked pharaohs of all time, the inner-workings of Ahn’Selota were so secret that even writing its name on paper was made a crime punishable by death. Who will be the first to see it from the inside?
Plus! This week only, we offer half-off on all mummy hit points.
Writing up character now, was waiting, don't want too many aliases on the boards, I already have many from defunct PbPs and concepts I created for DMs without getting chosen.
Background:
Gandelplot Trapspringer began his career with the Pathfinder Society as a lowly servant in the Society's Grand Lodge in Absalom. Tasked with the cleaning and maintenance of the Osiriani collection, young Gandel quickly developed a keen interest in the ancient culture, learning all he could about the various artifacts and the history behind them. Gandel's encyclopedic knowledge of the artifacts in his charge so impressed Dimbleshanks Boddynock - one of the Society's noted explorers of Osirion - that the gnome took the young halfling under his wing and sponsored him for membership into the Society. Realizing that the halfling's aptitude mirrored his own, Master Boddynock ensured that young Gandel received traning in the knowledge, skills, and abilities of an archivist.
As an initiate, Gandel accompanied Master Boddynock on several expeditions to Osirion in addition to the training administered by the Society's three deans. Captitalizing on the experience gained during those expeditions, Gandel easily passed his Confirmation and was promoted to the status of Field Operative within the Society.
Gandel's first assignment as a newly-promoted Field Operative is to a massive pyramid dig site rumored to be connected to Osirion's Four Pharaohs of Ascension.
Hello, all! Long-time lurker, first-time poster here on the Paizo forums. I was brought out of my solitude because this game looks so darn interesting. I'm not new to roleplaying, but I'm relatively new to the PBF format. I played in one game a while ago that fell apart relatively quickly. I do play in many games of PBF Battlestar Galactica on the Board Game Geek forums, for whatever that's worth. I can promise I will check obsessively.
Karek Kogan:
Karek Kogan is a dwarf (Barbarian) hailing from the kingdom of Kalsgard in the Land of the Linnorm Kings. For years now, Karek has served as an operating deputy, passing for law enforcement in a lawless nation.
He was raised alone by his father with a natural distrust of magic. It's too powerful, and you never could trust mages. He took it upon himself to bring those who used magic for evil to justice in his own unique way. Sometimes that involved a prolonged stay in an anti-magic cell. Sometimes it involved punishments much harsher.
So it should come as no surprise that he has come to Osirion seeking a spellcaster. She abandoned him years ago, looking for Gods know what. When he got a lead that she might be in Osirion, Karek packed light, and set off across Golarion, looking for his mother. He doesn't know what he'll do when he finds her, but he'll fall off that bridge when he comes to it. For the time being, he has fallen in with an adventuring party, doing what he can to earn his keep. Karek Kogan is no stranger to adventure.
There you go. The number of strong character choices I see here astounds me. Good luck to everybody! I hope to expand my experience into PBF games, and also prove that barbarians can have a place in a social game.
This is what I have time for right now, and time is of the essence. I will probably create him today, regardless of whether or not I'm chosen. If I am chosen, I will submit a lot more background. Thanks for the opportunity!
Ok, so here is my concept of a bald, rotund merry ol' chap whom
Fate has led on a path to becoming a Daivrat (prestige class from Qadira - friend to genie-kind). Behold, Moonpate the Potentate:
player concept:
Moonpate is a fairly stout (ok, pudgy) fellow topping in at 260 lbs, 6’3”; advanced in age for a beginning adventurer at 33 years old. He prefers to wear fairly baggy yet light clothing that allows for freedom of movement and plenty of circulation, since he tends to sweat profusely (though he is careful not to “stink”, taking pride in personal hygiene). He avoids looking ostentatious and is proud of his working class background. His prodigious head is about as round as they come, with the only hair present being a pair of bushy eyebrows and some lambchop sideburns. His skin is fairly pale, turning to beet red when he exerts himself. Even though he looks ponderous and clumsy, he moves with the flowing grace of a longtime, extremely busy bartender; especially in respect to his hand movements.
Personality: He is quite the gregarious fellow and has a keen knack for knowing when to speak and when to listen. However, he will only suffer rudeness for as long as necessary. He is comfortable dealing with all walks of life, from the highest nobles to the lowest commoner; at least when it came to serving, entertaining, and listening to them in the bar. As such, his second hand knowledge of the various social strata is quite extensive.
Background: Moonpate is late to the adventuring scene, having spent most of his life working and then owning the family tavern. He earned his moniker by the time he was 18 and has not been called anything else since then. His given name remains a mystery.
Having inherited the family business, Moonpate was quite content to spend his life as a carefree tavern keeper, though he knew there was something that was missing from his life. He always seemed to have a knack for sensing if a customer possessed magic, and the mystical threads of such auras pulled at his imagination.
Fate pulled its own strings when his tavern burned to the ground after a drunken wizard’s apprentice decided to show off his undisciplined skills. Consequently, the apprentice was arrested and later barred from further teachings. The Master Wizard took the distraught Moonpate under his tutelage as restitution, recognizing the latent talent hidden away. The only item of value Moonpate was able to save from the burning tavern was his father’s heirloom beer stein, which naturally became the bonded focus for his growing magical talents.
He has spent the last two years adventuring with his mentor throughout Qadira and has discovered the amusing wonders of dealing with Geniekind. Moonpate has now taken on the mantle of the daivrat prestige class.
Illorian started his carier as an advance scout for the Andorian army concentrating on intel gathering in and around Qadira. During his time in the military Illorian learned skills and warfair tactics suited to the desert environment. When released from duty he stayed in Qadira and became a desert guide and part time tressure hunter.
<----- I’ve put on my shiny brand new shell for this announcement.
Ladies & Gentlemen, in a moment I will be announcing Golarion’s newest and most sensational adventuring party.
But before I do, I would first like to once again thank those who I couldn’t find a place for on the PBP roster this time around. I mixed and matched and tried to find what I thought would be a good fit. If I didn’t include you, know that you were awesome and I hope to play with you in another PBP soon. Seriously, I could run a whole game off of the people I couldn’t fit in this one and maybe some lucky GM will –keep watching the board for new threads!
Next, because you were all so good, the party is pretty dammed huge – dangerously so. I am predicting the usual dropout rate of 33% so I went with 9 players in the hopes of retaining 6. (Hey, what can I say, I’ve noticed the desert claims people at an astounding rate around these parts). If all nine people actually stick around, that would rock though.
So without further adieu. . . OK, maybe a little. . .
I give you “The Great Nine” (copyright pending), a band of men and women of impeccable taste and unparalleled personal hygiene. A fearless band, crazy enough to dare to enter the Pact Stone Pyramid itself and court the very wrath of the Four Pharaohs of Ascension.
In no particular order, save for the very order that I have typed them, here they are:
Somewhere pyramid mummies are quaking in their boots.
Player 1: Mummies wear boots now?
GM: Sir, I said quaking!
Anyways, I hope to have the discussion thread up in time for this weekend but until then feel free to post here.
Now, those of you who have not done so, get to work putting your PCs together – chop, chop. (I’ll be posting the rules for hit points shortly – hint we’re using the tried and thoroughly playtested PFS rules for hit points.) Remember you have snagged a spot over some pretty sweet roleplayers so please don’t disappear without at least taking the time to post a proper farewell. If Jay and Silent Bob can find where you live so can a small green scarab beetle.
Great. I am looking forward to playing Hal. I believe that he is completely done, with the exception of hit points. Although if hygiene is a requirement for being a part of the group, Hal will need a shower....
Thank you very much! I am extremely excited to be able to play with this group.
So, lets see if we have this straight, so people can plan for it:
Moonpate the Potentate: Human wizard(?)
Halstadt Morgrym: Dwarf Cleric
Kerek Kogan: Dwarf Barbarian
Gandelplot Trapspringer: Halfling Bard/Pathfinder Delver
Donkor Soroon: Human Cleric
Breach: Dwarf Rogue/Fighter
Thalia Xian'an: Half-elf Rogue/Druid <--- Interesting concept, can't wait to see it go.
Jason: Some sort of Sorcerer Pathfinder.
2, make that 3 Arcanists, 2 Clerics, 3 sorta rogues, plenty of characters that could at least temporarily pass for frontliners. I'd say Jace DK could pick either of his characters with no problem. (Although that Half-orc and I would have to have a contest to see who is angrier.)
Dwarves represent. Good stuff.
I will be lovingly crafting my character all night. You can expect to see something by tomorrow morning.
I'm going to go with Hurgah, even though we have another barbarian in the party. I'm just too excited about him tearing through things left and right, adding fear and fire into the mix. He has the AC of a barn door, though, so it's a good thing there is more than one healer in the party.
I've fine-tuned the build a bit. Full stats are in his profile, here: Hurgah the Reaver