
Tie My Shöelace |

Hello and Welcome!
Congratulations to those of you who have made it. Let's get started. As I stated in my introduction, this is my first time as a DM, and I based on the style of other DM's I have played with in the past and read, I want to run this game a certain way. Establishing a level of consistency during the campaign that I don't always see in other campaigns is paramount. That said, I need all of your help. This has to be a group effort. Past experience has shown me that I won't be able to do it on my own. So for each of you selected, I need you to be able play off each other. Introduce your own plot threads (or suggest them to me in the discussion thread, and I can introduce them). As a heads up, I don't plan to use map tools unless absolutely required. I think a pbp can work without them, and it makes the players use more imagination, *but* if I'm not clear on something, let me know. I appreciate feedback, and I want this to be enjoyable for all of us.
Some guidelines:
1. I roll Initiative for everyone to save some time. As long as you don't skip any enemies, you can take your turn anytime. (Example: Allies Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)
2.I also roll passive checks. I'm not going to be asking for that Sense Motive check or that Perception check. It takes up time and an unnecessary post. You can however make the checks yourself as long as you are posting it before hand.
3. Everyone rolls their own to-hit and compares it to the AC of the target. The same goes for saves. Both will be provided for all enemies, as will hit points. This puts a lot of responsibility on you to write good combat narratives and not rely on me to do so. The description is a common-sense sort of thing; 3 hit points will not cause the enemy's head to explode - but 30 might if it puts them in the negatives. This is also very trust-based. I expect that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.
3. With my in person group I play by the rule "Heroes never die." This basically means I won't be actively trying to kill you, and as a matter of fact tend to bend things helpfully. I don't like bad rolls to spoil the fun. This however does not exempt stupidity and bad tactics. Heroes are not stupid (with some exceptions but I don't think anyone here has mental dump stats) and bad tactics are just that, bad. Sometimes retreating is the best option.
4. At the beginning of any in-combat post, I expect everyone to include the round/initiative count, current hit points, current AC, current saves, and remaining spells or resources. (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.
===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Bardic Performance: 5/6
SA: Inspire Courage
> Perform: String: 1d20 + 10 ⇒ (6) + 10 = 16
MA: Move 15', avoid AOO
> Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
The narrative would go here. In this particular case, the bard begins playing the stringed instrument to inspire the others. (This roll is technically extraneous, but I've always done them on my bard type characters.) He then makes his Acrobatics check to move while avoiding attacks of opportunity. With a 25, he succeeds and ends where he intends to go.
=============END EXAMPLE=============
Anyone have any questions or feedback?

Trusk, the Warchild |

Well, first off, thanks for picking me and I hope things go well for this game. I'm really looking forward to playing.
As far as passive rolls go, I already said my piece about it in the recruitment thread but I'll reiterate it here - I'm fine with that, so long as I can choose to actively roll them myself at times. Really, that's only going to apply to a handful of skill checks though, and it's rare that I think of it. But when I do, well, I like to be able to do it.
I like the idea of knowing the AC/HP of enemies so that we can preview posts and adjust our narrative as needed. Thankfully it isn't easy to game the rolls on here so things like that can be done.
As for the combat posts, I just want to make sure I'm understanding correctly - you want our after-post status to be placed at the top of the beginning of the post, correct? So in your example, prior to that post the bard would have had all 6 uses of Bardic Performance, but since he used it in that post he wrote it at 5/6.
And now, on to a little something about my character and what I might need some help with -
Since Trusk was born in the prison, I would guess he'd have at least a passing knowledge of a few settlements and maybe some organizations found there. I'm not expecting anything specific for anything other than Tranquility Grove and the Order of the Tranquil Grove, but I'm meaning general things like "This town has a reputation for X" or "That insignia is from the [insert group here]." Really, just the kind of stuff you'd know if you got a 10 on a knowledge(local) check and which would be considered pretty much common knowledge to someone who's been in the prison long enough. I'd expect pretty much the same thing from the other players if we ever make it up to the surface, with Trusk being basically left bewildered and relying on the rest of the party to educate him(reversed roles). At the very beginning of the campaign is when I think this sort of thing will come into play the most, because Trusk is basically going to be the "inside man" who tries to act as a guide and educate the rest of the party.
Beyond that, is there anything that I need to adjust on my character? On page one of recruitment you had mentioned that my character would probably be seeing his full skill points, and I actually inadvertently included them in the updated stat block that became the first post of recruitment page 2(had been planning ahead in herolab and forgot to fix it before posting), so I've got those there. But is there anything else that needs to be adjusted? In the interest check you mentioned possible ability penalties for prisonborn characters, and in recruitment you mentioned a wider range of adjustments than just skill points. There's also the question of starting equipment for Trusk as well. I'm assuming that I'll have similar equipment to a level 2 conviction, but I'd like clarification on that. In all, I'd like to get my character completed within what's available to me.
For the start of the game itself, I'm guessing there's going to be a little bit of time for the rest of the party to talk and get acquainted prior to being dumping into the prison, or at least prior to my arrival. If that's the case, I'm probably going to make my posts leading up to then be about my preparing to meet them and tracking them down once they're tossed in. So there's probably going to be a bit of a split location thing going on.

Communist |

I'll second Thrusk's thanks at being picked. This game has an incredible concept behind it and I look forward to seeing where it ends up.
The guidelines as posted are entirely sensible for a pbps. These are by nature entirely different to real life games- the more rolls that can be done passively or at once (as in combat) are better- I'd much rather have someone roll my checks and possibly even my saving throws if it saves time. Having to slow combat down to a few days for a single round sucks.
I've still hardly looked at stats for the character. I guess it's harder not knowing how many points of anything. I was thinking of dropping wisdom down, but raising int (probably 2 points both ways)- I see Riley as well educated, but lacking in judgement and still out of touch with life outside the palace.
So at this stage I'm wondering what I can add to Riley. I'd love to expand on him as much as possible, but I don't want to bloat it either. That and I'd by lying if I said I wasn't going for the maximum bonuses, which is a very good encouragement to flesh characters out.
At some stage in the distant future I'd assign personalities and brief histories of the entire royal family, if'n it pleases the court, but I don't imagine we'll see them for a while. Meanwhile Riley's start game is isolated from everything he's known, and with all these... lesser races... about him. Should be fun/racist.

Phrr |

Third thanks for being chosen, I'll start putting together my alt now and properly setting down all the math.
I'm totally fine with having you roll things like saving throws and perception checks to save time. As long as it is still occasionally left to us, for instance sense motive against bluff, although saving throws and things are fine to be rolled by the GM, helps you to know how you should react before starting your response post anyhow.
Also I like your way of managing the combat, sort of works like all the pc's share initiative the same way monsters do a lot of the time. Besides that initiative between the PCs mostly just determines who gets the credit for final blow.
As to Trusk's comment about when we get all our bonuses and stuff I assume that will come just before we start playing once all the other players are in. Since none of it should 'cause you to change your choices anyway, just add on top of them.

Tie My Shöelace |

Oops the forums didn't catch my edited post. Basically...
This is a more laid back campaign with posting only every other day (mostly because they will be longer and fuller) with a max of 72 hours between any two posts. If you are gone for 96 hours I will take over for you and after a week (with no notice) you will be replaced.
Secondly, what is your opinion on the other submissions? Who do you want to interact with and whose story do you want to see unfold? You three have my favorite for the potential, but the others all are about even. So I want your opinion one who to go with next.
===============================================================
You all get your full skill allotments, I'll decide the two bonus points.
You also get full attribute points, but I want to see both the 17pt and 25pt builds because I may change a thing or two. (not likely)
Suggest what additional trait you want and why you have it.
I'll give you the bonus feat which may be customized and as such subject to changes should it become broken.
==============================================================
Additionally I go on a week long camping trip tomorrow. You'll be able to interact with each other (except Trusk, sorry) in the holding cells. I'll lay out the guidelines for that later. We'll finalize all builds when I get back and then really kick this thing off.

Riley Thorne |

Working on some basic stats and stuff now. Thank god equipment is so easy (Kill me now.)
Bonus question round- can we take a drawback (with accompanying bonus trait) from UCam? I've had thoughts towards xenophobic or pride on that regard. That said, I haven't looked at traits in depth. I probably shouldn't pick weaknesses first, but hey.
In regards to the other submissions, the ones that Riley would most want to interact with are those with strong feelings about the Empire one way or another. Izoif for example being born in a life of complete poverty would make for interesting conversation. But beyond that preference I can't really say.

The Darkness |

Here is the link to the gameplay thread. I glitched the forums so the linked thread no longer exists and I can't unset it. I'm giong to email support. Sorry if that causes any issues.
The Prison: Intrigue of the Empire
You are in a holding cell with everyone else, save for those of you who are there obviously. You can interact however you want.
Note:
this is a short post, but I wanted to get it out before I left for my trip in case I couldn't do so during the trip.

Trusk, the Warchild |

I'll try and get my 25-point stat block done up later this morning when I get off work. It's going to look similar to my 17-point block though. Basically, I'm just going to add a point or two to everything and keep a generally rounded character rather than try to specialize in a single stat.
As far as not being able to interact with the rest of the group for the first week or so, I'm fine with that. I expected it, and it should help the roleplay for when we finally do get the whole group together.
For the rest of the applications, I really don't know what to say. There are some people whose concepts seem interesting, like Iozif, and others who seem more generic, like Iliante. But everyone seems to have a nicely fleshed out background and seem like they would make good additions. So instead of trying to recommend a specific person, I'll take a look at our current group composition instead.
One thing that I think we're missing is an arcane caster. All three of us are technically divine casters, though I'm the only full caster. If we're to be expected to make our own gear an arcane caster is pretty much a must-have, or at least access to arcane scrolls, since most magical items require arcane spells. Also, arcane casters get access to a ton of spells that divine casters don't. I'm not saying that we absolutely need an arcane caster, since we've got general spellcasting covered, but one would be handy.
Outside of that, we seem to have the party face role covered with the paladin and maybe myself to a small degree(but only through roleplay and not actual stats for me). We've got general non-combat survivability covered between the ranger and myself. We've got limited healing in the form of the paladin and myself. And we've got basic damage and tank pretty well covered between the three of us, especially once we make sure everyone has some basic gear. So really it looks like the group is pretty well rounded as-is, but could use some expanded utility. Someone with access to a lot of skills would come in handy, and as previously mentioned the arcane caster would be nice to have.

Phrr |

Well, I managed to make up my 17 and 25 point builds. Continuing to go for the generalized stats, I sort of like the idea of Phrr being a cut above average all around.
17 point buy: 12str 13dex 12con 14wis 14int 10cha = 17 points
25 point buy: 14str 15dex 12con 14wis 14int 12cha = 25 points
Racial modifiers: +2dex -2wis +2cha
17pt final stats: 12str 15dex 12con 12wis 14int 12cha
25pt final stats: 14str 17dex 12con 12wis 14int 14cha
For the second trait I've been debating between a few, particularly:
Harvester, Knowing the Enemy, Grief Filled and Tireless Logic
I think I've decided on Harvester (choosing Tanner rather than Trapper), the idea of using every last bit of what you kill sort of fits my character's background and including the primary catfolk trade as tanners being something he grew up around makes since for being able to use the skill untrained.
and I just realized that since we're starting at level 2 now I need to decide on my combat style... I had been planning to wait off on that a little to see what would work better in the underground, whether the tight confines and potentially numerous bends would make ranged difficult, or if staying well back looked like it would pay off... Hmm...
Anyhow on to the other applicants. I think Trusk makes a lot of really good points, particularly about party balance. Of course the way he puts it we've got a steady enough party between the three of us that perhaps we could consider taking a less stable character to mix things up, like one of the arcane casters who will always be a bit inconsistent, especially near the beginning of the campaign for one of the wizards without a spellbook.
The only more specific note I think I'll make is that if you look to bringing in Iliante you should try to reign in his hubris a little, I kind of like the Bahram agent idea but killing the empress? At level 2?? That seems like it's going a bit far to me, even if it's the exact thing he trained for all his life, which would leave him without any real general situation skills anyway. That's my little bit of a tyrade, don't mean to influence anyone's decisions too much though, just something to think about.
edit: Gods I'm ditzy some times there's two things I forgot to mention. Firstly the falconer archtype, I'm playing this one because I liked the sound of it, although since I won't be making use of it right away feel free to tell me to swap over at lv 4 and I can use the normal animal companion/companion bond rules if you don't think I'll be able to find a tiny flying cave predator to take the place of a falcon.
Secondly, skill ranks;
2-Survival, 2-Perception, 1-Craft(Fletching), 2-Knowledge(nature), 2-Acrobatics, 1-Climb, 1-Sleight of hand, 1-Stealth, 1-Sense Motive, 1-Diplomacy, 1-Knowledge(Geography), 1-Handle Animal, 0-Profession(tanner)<Trait basicly acts as first rank>

Trusk, the Warchild |

Ok, so here's both the 17 and the 25 point buy stat blocks for Trusk. Basically, the only real difference is that I brought most of the stats up by 1(2 for Int) in the 25 point buy. The only stat that remains unchanged is my Cha, which stays at 10.
Trusk Warchild
Male Half-Orc (Deep Kin) Druid (Cave Druid) 2
NG Medium Humanoid (human, orc)
Init +1; Senses darkvision 90 ft.; Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 19 (2d8+6)
Fort +5, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Druid (Cave Druid) Spells Prepared (CL 2):
1 (3/day) Shillelagh (DC 14), Cure Light Wounds, Ant Haul (DC 14), Detect Aberration
0 (at will) Light, Mending, Create Water, Purify Food and Drink (DC 13)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 11, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Eschew Materials
Traits Weathered Emissary
Skills Heal +7, Knowledge (dungeoneering) +6 (+7 while underground), Knowledge (nature) +4, Linguistics +5, Perception +7, Profession (herbalist) +7, Spellcraft +4, Survival +10 (+11 while underground); Racial Modifiers +1 Knowledge (dungeoneering), cavewight
Languages Common, Druidic, Elven, Orc
SQ nature bond abilities (cave), spontaneous casting, tunnelrunner, wild empathy
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Cavesight (6/day) (Sp) Touch grants 60 ft darkvision to willing target for 1 min, 1 hr on self.
Cavewight +1 Knowledge (dungeoneering) and Survival checks while underground.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Druid (Cave Druid) Domain (Cave) Granted Powers: The wonders and dark secrets of the deepest caves give you strength.
Domain Spells: 1st - detect aberration**, 2nd - stone call**, 3rd - deeper darkness, 4th - echolocation*, 5th - wall
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Trusk Warchild 25pt buy
Male Half-Orc (Deep Kin) Druid (Cave Druid) 2
NG Medium Humanoid (human, orc)
Init +2; Senses darkvision 90 ft.; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 19 (2d8+6)
Fort +5, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Druid (Cave Druid) Spells Prepared (CL 2):
1 (3/day) Shillelagh (DC 14), Cure Light Wounds, Ant Haul (DC 14), Detect Aberration
0 (at will) Light, Mending, Create Water, Purify Food and Drink (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 13, Wis 17, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Eschew Materials
Traits Weathered Emissary
Skills Heal +7, Knowledge (dungeoneering) +7 (+8 while underground), Knowledge (nature) +5, Linguistics +6, Perception +8, Profession (herbalist) +7, Spellcraft +5, Survival +11 (+12 while underground); Racial Modifiers +1 Knowledge (dungeoneering), cavewight
Languages Common, Druidic, Elven, Goblin, Orc
SQ cavesight (6/day), nature bond abilities (cave), spontaneous casting, tunnelrunner, wild empathy
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Cavesight (6/day) (Sp) Touch grants 60 ft darkvision to willing target for 1 min, 1 hr on self.
Cavewight +1 Knowledge (dungeoneering) and Survival checks while underground.
Darkvision (90 feet) (Acute Darkvision) You can see in the dark (black and white vision only).
Druid (Cave Druid) Domain (Cave) Granted Powers: The wonders and dark secrets of the deepest caves give you strength.
Domain Spells: 1st - detect aberration**, 2nd - stone call**, 3rd - deeper darkness, 4th - echolocation*, 5th - wall
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
For a second trait, I'm leaning towards either Inspired, Caretaker, or Ease of Faith. Inspired plays off of Trusk's personal belief that the caves can be just as good a home as the surface if only people would give them a chance and had someone(like himself) to show them the way. Caretaker plays off of Trusk's history and having been adopted and raised by a community of herbalists and druids. And Ease of Faith, which is probably the least fitting of the three, plays off of the role that the Order of the Tranquil Grove tries to have inside the caves.
Also, I need to know which conviction level to base my gear selection off of. I assume that I'm starting off with some equipment, since by the time I meet the rest of the group they'll be equipped. I'm guessing something similar to a level 2 conviction? Maybe level 3 at the worst?
EDIT: And it seems like Iliante bowed out of recruitment, so there goes one person on the list of people to choose from. A few others haven't seemed to have posted much beyond their initial character applications as well, so I'm wondering how many of them are actually still checking the thread.

The Darkness |

For all the new people, Welocme!
Follow the same building guidelines as outlined above. As I said in the recruitment thread, please don't post in the gameplay thread yet. In as few words as I can, You will be starting out as two separate parties, well three since Malachi is already in the prison for a few weeks. I may have Frepply "join" him. Not sure, still working it out.
In response to Riley: Yes you can take a drawback for an extra trait. That applies to everyone. Tomorrow I will be going in depth with the character building and solidifying everyone's crunch, and molding stories to fit with the setting.

Reflin Treerunner |

I'm guessing from malachi being in prison already that i will be with the group being thrown in all at once?
I'll update to the guidelines when possible. I like that the first three have been spreading the attribute wealth so to speak and I will try to follow that as much as practical with a monk character.

The Darkness |

Feel free to take liberties with the NPCs, especially names because I am terrible at thinking of those. You can create a full dialog between you. I'll try to describe their personalities and attitudes in detail when you meet them (I might even create a codex to reference) so you can have fun with them. I'll try not to retcon anything you guys do, but if you give yourself a sword, it will be quite obvious that will be taken back.
Putting up for VOTE:For gather information checks and the like, I can either provide a small tidbit of dialog and reaction, or I can provide the generic description of what you get from the conversation.
==================Example======================
Dialog
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24
"Yes, I think 5g, 2 Golden Shrroms, and 3 skins of Red Ale is fair. Especially since I won't have to worry about raiders and whatnot attacking us, you folks look like a strong bunch. It'll take about 3 days to reach Farlek, so pack accordingly." The halfing seems very relieved at your offer, he was clearly expecting you to undershoot him on a fair trade as a guide to Farlek. You could tell he was impressed by your short annecdote of how you got to the town.
Description
Intimidate: 1d20 + 3 ⇒ (2) + 3 = 5
The halflind is furious at you, you attempts to goad him into guiding you to Farlek have obviously turned out for the worst. His hand is on his sword ready to be drawn. He is cursing at you to leave him alone and in your best interest to leave the town as soon as you can.
===============End Example====================
I am very open to suggestions, if you think of certain ways to run things feel free to speak up and we can see how that works and what everyone else thinks.

Iozif Alamancar |

I'm about to leave for work, so I can't get my character updated for build guidelines and descriptions for entering the prison quite yet. However, I can do it when I get home tonight. I'd like to post now and say thank you for the pick, and I hope we all have a good time with this game!
I'm going to vote for the dialogue. I feel like giving and receiving dialogue in character will not only help the players and GM get into character and keep a good level of immersion, but will also fill out the posts as far as length and detail are concerned.

Frepply |

Glad to be here.
I noted the lack of an arcanist and maybe when I get more point-buy I can look at adding to ability scores and level into arcane for level 3 and beyond.
The two-world magic trait fits that "concept" already, as a basis for adventuring into arcane magic.

Trusk, the Warchild |

Alright, this is finally going to get started! I got accepted into a PbP for a single module in the meantime, and my RP-juices have gotten themselves flowing quite well already. When I get home from work I'll finalize my build, which at this point just means adding equipment. Most likely it'll be hide armor, a club, and a light wooden shield, with a few essentials like rope.
EDIT: Has there been any word from the forum mods about getting the gameplay thread fixed? It's a pain to keep track of a campaign when it doesn't actually show up under my campaigns tab.

Iozif Alamancar |

Frepply my friend, if you are looking for an arcane caster than I would certainly fit that criteria. However, I probably won't be doing much magic item creation as a sorceror, unless we can somehow acquire scrolls of the spells we want. So don't let me stop you from going down whatever kind of build path you desire. :)
I've updated Iozif with his additional ability points and skills. Skills were a bit tricky, but some things I added were Intimidate (as his diseased countenance will become a fearsome sight), Survival (the fungus helps to sustain Iozif's nutritional needs, and he learned a bit of survivalism when gathering herbs and such as an apothecary), and Spellcraft. The trait I'd like to have is Resilient; given Iozif's squalorous beginnings, I think this trait would fit well.
The bonus feat I'd like to be Dodge, as a caster who will undoubtedly come under attack at some point or another. Good general defensive option.
I'm not sure what level starting equipment I should have as mine is not an ordinary conviction, so I'll just assume I get my clothing, a survival kit, leather armor, and a shortspear, if that's alright with you.

Iozif Alamancar |

TMS, if you'd like my posts to be longer than the few I've written so far let me know. I tried to make it a bit lengthy, but the posts always look like so much more when they're in the preview box. :)
On an unrelated note, would you mind if Variel, the villain I wrote into my backstory, is one of those in our little starting party? I think it'd make for a fun twist for him to have been apprehended for some crime and thrown into the Prison alongside Iozif.
Edit: @Trusk, the gameplay thread shows up for me as The Prison: Intrigue of the Empire in my campaigns, and the discussion for that thread is this thread, so I think he's got it mostly sorted out. Just try to ignore the option up at the top called The Prison.

Reflin Treerunner |

Here are some character updates. My character sheet does not account for any of these changes
17 to 25 point buy:
STR 10 -> 12
DEX 17 -> 18
CON 10 ->10
INT 12 -> 13
WIS 16 -> 16
Cha 8 -> 10
Current Ranks:
Knowledge Geo 1
Perception 1
Profession Messenger: 1
Survival 1
Added:
Linguistics 1 (I'm thinking Draconic)
Acrobatics 1
Escape Artist 1
Intimidate 1
Reactionary: + 2 to init. This fits with the divine strategist build.
--- Conversation and Mechanics notes ---
I would prefer Dialogue in situations. I usually describe stuff like paying for a drink and such but based on your example it is going to be more involved in a probably currency less place.
The GM rolling for me when he is posting is acceptable and is something I am doing more and more as a PBP GM. I would note that because of the divine strategist archetype Reflin acts in all surprise rounds. Master Tactician . I believe this means there could be scenarios where the I am ambush but can act before the ambushers (based on my init being higher). Of course, if they haven't left the shelter of their hiding spot it won't do me much good. Anyway, just a note to remember.

The Darkness |

Lots of small points right now as I am reading over everything and continuing to expand the setting.
Don't forget about other combat styles in the other books
I have other plans for Variel unfortunately. And if I did do that he would likely become a DMPC since he wouldn't be separating from your party anytime soon. And I am of the opinion that DMPCs are only effective/fun for a short time and in a small group (neither of which would be the case).
==========================================================
I think that addresses eveything you guys have posted up to now. Unfortunately someone apparently cut my internet cord or messed with the cable box while I was away so this is all from my phone. And it is a pain to look at all your backstories and decide what you guys should get so the bonuses will be coming later. Glancing over the crunch of a few people everyone seems fine so far.
One thing however that I want to ask of you, Could you break up your skill ranks by level for me?

Frepply |

I will be sticking with druid mostly.......
Point buy 17
Str 10
Dex 14
Con 10
Int 10
Wis 15
Cha 10
25 point buy
Str 10
Dex 16
Con 13
Int 13
Wis 18
Cha 12
Both include racial modifiers
-2 str
+2 Dex
+2 wis
Updating skills today as well.
Traits
Two world magic (ghost sound)
Trap savvy
Feats
Agile tongue (racial)
Eschew materials

Iozif Alamancar |

I'm okay with dropping Intimidate; I'll opt for Diplomacy now, and probably take Intimidate later when the disease has more of a hold on Iozif. I slightly adjusted my other skills, most notably taking one rank out of Spellcraft and putting one into Appraise, because it is a more sensible skill point for Iozif to have as an Expert (I wasn't paying much attention to this point when making the character, instead just adding up the total skill points from both levels). His first level skill ranks are Appraise, Craft (Alchemy), Diplomacy, Heal, Knowledge (nature), Perception, Profession (herbalist), and Survival. Second level, ranks go to Craft (alchemy), Knowledge (nature), Perception, and Spellcraft. Sorry for the last minute fidgeting with the statblock!
For my ability scores, the old scores are as such:
Str 12, Dex 14, Con 14, Int 12, Wis 8, and Cha 16.
The new ones are:
Str 13, Dex 14, Con 16, Int 12, Wis 10, and Cha 16.
As for Variel, I'm more than fine with you having other plans for him; I wanted him to make some kind of appearance in the game, and I'm sure you can come up with a better way to tie him in than I can.
As an aside, I really like to ninja edit every post I make, so please be aware that this might occur. I'll try not to edit the major points of any posts, but after reading a post two or three times I always decide I want to word something differently. I apologise if this habit bothers anyone.

Riley Thorne |

Mythweaver's sheet, because I'm too cheap for other options.
Stat layout at 17:
14 str
15 (+2) = 17 dex
10 con
12 int
8 wis
14 cha
at 25
14 srt
16 (+2)=18 dex
10 con
12 int
8 wis
16 cha.
Skill ranks:
1st: Knowledge religion, knowledge nobility, stealth, sense motive, diplomacy
2nd: knowledge nobility, stealth, sense motive, diplomacy, acrobatics
What language would be most appropriate as a choice? Who is held in highest esteem by the royal family?
Picking some traits drawbacks now, maybe look down the bottom for the notes on them.

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Hey everyone, glad to see things moving foreward, sorry I hadn't posted in a couple of days there was some vacation type stuff involved.
Tie, I did decide on the ranged combat style since I thought it worked best with my backstory, although I did look at the shield style for a while.
Additional note for Frepply and Iozef, we are currently in the holding cell awaiting processing, we will not be given our equipment till we're being marched out towards the portal.

Frepply |

Still a work in progress, I am thinking I will try out the Xenophobic drawback, as both components of the drawback fits really well with this character's backstory.
Xenophobic
You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Trusk, the Warchild |

Studded leather is a misnomer. It wasn't actually studded. Instead, it was leather in the form of a brigandine or a jack of plates, where the metal plates were attached to the leather using rivets. Those rivets gave it the appearance of being studded, but the reality is that the leather was basically a thin veneer over segmented metal armor.

Frepply |

I was not speaking of actual historical accuracy I was working backwards from the famous fantasy stone plate armor.
Someone else has a whole thread up about wooden armor, and druids.
I think it came from the section of the rules about making armor from wood and then casting ironwood on it.....someone was asking about making the armor from wood even without being able to cast ironwood on it...
(I am following the thread b/c it is an interesting idea)
I am not too worried about it at the moment.

The Darkness |

You can choose whatever language you want. Think of it like the United States; Everyone speaks English and only in certain regions are other languages useful, but the more educated people know the basics of another language of their choice, usually one that interests them but of no real use unless they plan on travelling.
Skills:
Bluff: 2
History: 1
Local (Surface): 1
Feat: Precise shot, if you don't have it already. (I can't view mythweavers at work)
Trait: Reactionary, if you don't have it already. (I can't view mythweavers at work)
Regarding bloodlines: You can pick any but Garuda, though Daylight is probably going to be a very useful spell.
That long shot missed. The Empire gives you their left-over/old armor, they view it as an act of kindness and loathe to give out anymore than bare minimum to criminals. Thinking about it now, I should have tacked on an additional ACP to the higher convictions since the armor probably doesn't fit right. But alas it is too late for that, perhaps if I run this for a group in person.
Your build doesn't quite follow the guidelines I mentioned before.
First, what is your conviction level? Second, Cold Iron is not available to you. The Empire does see it as necessary to supply criminals with that.
Other things;
Skills:
First level:
Expert is 6+1
Second level:
Druid is 4+1
Then I will pick the remaining skill points based on your backstory.
Feats:
Where did you get the second feat from?
Traits:
Why do you have three? I'll pick the extra trait based on your backstory.
Once these are resolved I can give you the green light on your crunch.
Skills:
Local (Prison): 2
Geography: 1
Climb: 1
Feat (Kind of):
Treacherous Earth (Sp): Once per day you can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the you stand. This lasts for a number of minutes equal to your level, after which the ground returns to normal.
Trait: Caretaker
If you are going ranged, your first trait might not be very useful to you. (Axe to Grind)
Skills:
Nobility: 2
Bluff: 1
Escape Artist: 1
Feat:
Aspect of the Beast: Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Trait: Beast bond
I am fine with the Resilient trait, however Izoif doesn't seem much like the nimble type, so dodge isn't going to be your bonus feat.
Skills:
Sense Motive: 1
Geography: 2
Herbalist: 1
Feat: Skilled Driver
Skills:
Acro: 1
Escape Artist: 1
Intimidate: 1
Feat: Run... what else could I possibly give you (you might have this already, I don't have access to mythweaver at work)
Trait: Paragon of Speed

The Darkness |

Let me get that stuff fixed.
I have listed them as targeted, as in what I was aiming for while writing the background, I also thought we were using the drawbacks system.
I will get it fixed soon!
We are using drawbacks if you want, but then you should still only have two traits. Get that fixed and we'll go from there.
TMS: Are these bonus skills/traits in addition to what we have? So I would go up to 2 ranks in Acro and Escape artist and have 3 traits?
I have run as a racial feat. Perhaps, Fleet ( +5 base speed)?
Yes those are bonuses.
Go with Fleet, that was my second choice if you had Run.

The Darkness |

Riley:The bonus feat is/was an incentive for making a good story. So We'll make your feat...
Readied Shot: Anytime you ready a shot, you can ready two arrows. This functions similar to manyshot, except each arrow is rolled independently, and it takes a full round to ready the arrows.
Intent: This is meant to be an opening maneuver, rarely used during in combat scenarios. It is meant to be weaker than manyshot because it is a much lower level ability. Does this feat make sense?
Reflin:Yes level 1, you can even get a bit more leeway with a few things since the Empire is equipping you, just don't over do it.

Malachi Ekdikésis |

I wasn't asking about lineage. There's a table called Variant Aasimar Abilities that you can roll/chose from if you give up your spell-like ability. I just need to know whether or not I have to roll or if I can just choose. (I'm Angel-Blooded, if that matters)

Trusk, the Warchild |

Someone else has a whole thread up about wooden armor, and druids.I think it came from the section of the rules about making armor from wood and then casting ironwood on it.....someone was asking about making the armor from wood even without being able to cast ironwood on it...
(I am following the thread b/c it is an interesting idea)
I would assume that's because there's actually wooden and stone armor listed in Ultimate Equipment. They've got the wooden armor statted out as being pretty well equivalent to studded leather, but with a lower max Dex, and the description for it basically describes a jack of plates made with wood instead of metal. The stone armor is either stone lamellar armor or stone plate armor, both of which are well out of reach when it comes to starting wealth.
Part of the trade-off with druids is that they can't wear metal, so you're limited to mostly light armor in exchange for being both a full caster and a capable martial character(thanks to Wild Shape). Ultimate Combat and Ultimate Equipment really loosened that restriction up some though, since now you can grab more druid-friendly medium and heavy armors without needing special materials or spells.
I could have sworn that I saw leaf armor somewhere too, but I can't remember where I saw it.

Iozif Alamancar |

If that's my bonus feat, I'll go ahead and change my first level skill to Profession (driver) instead of Profession (herbalist). No idea if I'll actually use that in this game, but might as well embrace what I'm given. :)
One little question I have, how will we determine our hit points from second level?

The Darkness |

I wasn't asking about lineage. There's a table called Variant Aasimar Abilities that you can roll/chose from if you give up your spell-like ability. I just need to know whether or not I have to roll or if I can just choose. (I'm Angel-Blooded, if that matters)
Go for it. You can pick what you want. I didn't read that far.
It's an interesting feat, which I think nicely encourages thinking things through rather than blindly attacking forever. How does this feat interact with rapidshot/manyshot, if it's a full round of readying?
More or less, it won't end up interacting with those two feats since (I don't believe) you can ready a full attack action. A "readied" full attack action is essentially a delay.
The full round ready is to prevent you using it every turn in place of rapid shot and therefore avoiding rapidshot penalties.You will be able to forgo using the feat in place of using rapid shot/manyshot if you want to make a full attack action but if you use readied shot then you still get your move action. Does that clarify it a little more?
If that's my bonus feat, I'll go ahead and change my first level skill to Profession (driver) instead of Profession (herbalist). No idea if I'll actually use that in this game, but might as well embrace what I'm given. :)
That makes sense as well.
There will be driving in the campaign or I wouldn't have given you such a situational feat. That would just be mean.For hit point I believe I said half+1 somewhere.
===========================================
I have most of the logistics on the introduction laid out, I'll be working on the post and should have it up in a couple days. Several of you will get specifics Pm'd to you, namely Malachi, Reflin, and Trusk. I don't like spoilers in my posts since I feel like this is a story and should be read as such.

Phrr |

Yeah I understand that Axe to grind may not be the most usefull thing with a ranged character, I hadn't entirely decided on that when I picked it.
Plus it was the new shiny, which was the bigger part of the decision.
As it stands it's the kind of thing that might really save my bacon if I'm standing well off to the side taking pot shots and something sneaks up on me. So I'll keep it around.
That aside the new skills and stuff look good. Have to keep knowledge(Nobility) in mind now since I probably have some idea of how high up Riley is, which may lead to some prison fight/shiv situations near the beginning when they don't know each-other too well.
As to the conversation about Druid armor, you're not going to get anything better than leather or hide from the empire. You have to remember that the druids are in semi-open opposition of the empire's goals and operation so the chances of them doing anything to accommodate your religious beliefs is kind of unlikely. Not to say that you can't make some fancy no-metal armor after entering the prison. Studded leather made with stone/bone or a horn lammelar type thing.
Trusk, the Leaf Armor you're thinking of may refer to the Darkleaf Cloth special material, which can be used as a replacement to leather and reduces armor check penalties, arcane spell failure and improves max dex, but is otherwise basicly just leather. Or you might be thinking of other games, I think Dungeon Siege 2 had leaf armor.
Edit: Oh right, once again I forgot something. How are we working out hit points? Max at level one then roll for level two? I think it's the last thing I havn't done.

Trusk, the Warchild |

Nah, I wasn't thinking of Darkleaf Cloth. I'd never actually heard of that. But I found what I was looking for in the Inner Sea World Guide. There's a Leaf Armor listed that costs 500gp, is always masterwork, and has the exact same stats as masterwork studded leather. Though, with the introduction of horn lamellar, you're better off just using that instead unless you're wanting leaf armor for flavor reasons.
I didn't have my books available to look it up at work, and the d20pfsrd listing is lackluster to say the least. Also, I completely forgot about d20pfsrd at work since I typically just use the Paizo PRD instead.
As for HP, first level should always be max. Then for everything else he said half+1.