
DM_Keddah |
1 person marked this as a favorite. |

You of course know your limits better than any of us, but two tables of 4-6 players each is a lot of work. I've seen a few & heard more stories of DM burnout, and honestly I'd rather see this game be successful, even if it means I'm not one of the chosen players. The PBP boards have a GM deficit as it is, I'd hate for us to lose anyone.
But it's your decision.
I understand your concern and thank you for it. There's been a big change in my job circumstances (I've switched jobs unexpectedly) and in my new situation I have a lot of free time that I have to spend in front of a computer waiting so I think I'll be able to deal with it and it'll actually make it easier for me to pass my workday.
Thank you again for your concern.

Cuàn |

I wouldn't mind either.
That said, most of my character's life has been spent in the northern half of Faerun. He grew up in Cormyr and travelled through the Dale Lands, Damara and Narfell, was trained in Rashemen (and then exiled) and then travelled once more through Thesk and then by boat to Chessenta and, most recently, Chondath.
So it basically comes down to either the familiarity of the north or new discoveries in the south. Both have their charm.

DM_Keddah |

Hmmm, now that's a tricky one...
I'm quite familiar with the North, but there is some good stuff in the south.
Where about would the cut-off be?
Does Tethyr and Vilhon reach fall on the north or south edge in this case?
I'd say they're South of the line in my head. Of course the fact the party goes in one direction at the start doesn't mean they never will go the other way

That Sean fellow |

Here's my character again, made some small changes and have added a background.
Male dwarf oracle 2 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (dwarf)
Init +1 (+3 while underground); Senses darkvision 30 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (2d8+6)
Fort +2, Ref +1, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee quarterstaff +2 (1d6+1)
Ranged stonebow +2 (1d6)
Special Attacks hatred
Oracle Spells Known (CL 2nd; concentration +4)
. . 1st (5/day)—cure light wounds, magic stone, protection from evil, stone shield[ARG]
. . 0 (at will)—create water, detect magic, light, read magic, stabilize
. . Mystery Stone
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 14, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Abundant Revelations (mighty pebble)[UM]
Traits Magical Talent (Create Alcohol (ale or wine)), tunnel fighter
Skills Acrobatics -3 (-7 to jump), Appraise +5, Climb +4, Craft (stonemasonry) +5 (+7 on checks related to metal or stone), Diplomacy +6, Heal +4, Knowledge (planes) +6, Perception +2, Profession (brewer) +5 (+7 on checks related to metal or stone), Spellcraft +5, Survival +5; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Terran
SQ oracle's curse (clouded vision), revelation (mighty pebble), stonesinger[APG]
Combat Gear stormstone (4); Other Gear agile breastplate[APG], quarterstaff, stonebow, belt pouch, masterwork backpack[APG], masterwork stonemasonry tools, mug/tankard, waterskin, rock named sylvester (1 lb), 157 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 30'
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (30 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Mighty Pebble (+1 to hit, 1d6+1, 2/day, DC 13) (Su) Thrown pebble (+1 to hit) deals 1d6+1 Bludgeoning damage, and half that to adjacent creatures (Ref none).
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
--------------------
Oryx of the Stonespeaker clan was born in the Great Rift. Once ever few generations, a member of his clan would be born a little... different. Other dwarves felt one of two ways about his clan, either they were uncettled or in awe.
Oryx's clan got their name from communing with and speaking to solid rock. Skeptical dwarves thought that it was just madness. Others thought that the very earth used the Stonespeaker clan as some kind of conduit and that when one of the clan was 'gifted' with abilities to shape and commune with the stone, it was a sign of great strifeand that it was a call to arms to protect the very land they stood upon.
This time, Oryx was that gifted dwarf. When he was born and was often seen by himself surrounded by rocks that he was having conversations with, the Stonespeaker clan knew that they and Oryx was going to be needed.
Oryx honed his abilities and became one of the most promising in the line of the Stonespeakers line. Now older he has left the Great Rift trustsing in Dumathoin to lead him and his best friend Sylvester (a rock) to where he is needed.
As an aside, the Stonespeakers get along pretty well with Battleragers.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

DM_Keddah |

Ok, after much uuuhming and ahhhming I've reached a decision. I thing both groups are balanced and interesting without roles being duplicated.
These are the two groups:
I'm still waiting for a submission that was sent through a private message, if it gets in it would join the North-bound group.
Please come into the Discussion thread so we can start working on the details for your campaign.
Thanks you everyone!

DM_Keddah |

I'm reopenning recruitment for our Southbound campaign since we seem to have lost part of our party to the internet voids.
Currently the party has found itself involved on a conspiracy to embezzle money from Arrabar and are travelling to find out where the money is going.
Party is composed of
Oracle of Wind
Oracle of Lore
Fighter/Wizard (Mage of the Veil)
Monk (Martial Artist)
All of them human.
Full arcane casters and skill monkeys cover the party's weaknesses but will pay due consideration to any submissions.
1-2 characters will get in.

Solicitor |

I had a quick look at the gameplay thread and liked what I saw! I'm thinking about putting together a runaway Thayan apprentice who had more than enough of the constant harrassment and abuse from his master.
A human wizard, most likely a conjurer. To avoid PBP bloat, I'll avoid focusing on Summon Monster and stick to what I like to call the 'Evergreens of D&D': grease, glitterdust and stinking cloud-like spells.

![]() |

Just to throw in a bit of a curveball I was wondering if you would accept a Goblin Firebomber. Possibly as a sidekick to one of the other PC's to explain why he's in with a bunch of humans. I wanted him to be a semi crazy, highly intelligent, CG goblin fascinated with the world of humans. Essentially finding more in common with them than his fellow goblins. With his ultimate goal to be finding or discovering a potion to turn him human.

DM_Keddah |

What about the sub races of faerun?
You can try to make something that fits them using Pathfinder alternate racial traits but not using the standard 3.5 races.
Solicitor here. Still to do are a concise background, spending that 1250gp and a regional feat. For that last one I might need your help since that's a 3.5 Faerun thing. I got the books, but are you literally using the regional feats as printed in the 3.5 Faerun Campaign Setting?
It depends on the feat, some translate directly, some need a bit of work, specially if they reference skills that no longer exist.

TheSilverDreamer |

Just got a brilliant idea for an Investigator with a single level in Brawler. I don't know how effective it'll be, but I love when a PI in fiction goes all bare-knuckle brawling on a perp. And Martial Flexibility could actual make her quite capable, even with only four minutes a day. Also, it occurs to me that both Investigator and Brawler are hybrid classes. I hope that isn't an issue, I know some GMs may object to the combination.

DM_Keddah |

So would the goblin be feasible? I'm not very familiar with the Fae but could study up overnight.
It could work but FR goblins are quite different from Golarion goblins.
Just got a brilliant idea for an Investigator with a single level in Brawler. I don't know how effective it'll be, but I love when a PI in fiction goes all bare-knuckle brawling on a perp. And Martial Flexibility could actual make her quite capable, even with only four minutes a day. Also, it occurs to me that both Investigator and Brawler are hybrid classes. I hope that isn't an issue, I know some GMs may object to the combination.
No problem with that combination from me

Arknight |

A bit of background for my concept
Within the forest of Cormanthor, at the edge of the river Ashaba In the central Starwood, exists Formyre, a small village of outcasts and unwanteds who have managed to forge a life of simple existence and joy which most of them never thought they would find. Consisting mostly of half-breeds (half-orcs and half-elves), but also including members of other races who have for one reason or another felt excluded from their homelands and found a place they could call their new home.
For the first two decades of his life, this is where the half-drow Theras was raised. His human mother had come with him in her arms to Formyre just after he was born. She quickly made a home for the two of them and earned her way with her knowledge of herbs, plants and healing medicines. As Theras grew, he spent much time in the forest, learning his way and becoming an efficient hunter. Over time though, he grew weary of the limited world he found himself in and gradually worked up the courage to leave all that he had known and journey out of the forest into the world about him. Working his way up and down the Sword Coast, he earned his way as a guard and scout for travelers and caravans. In some instances he found himself at odds with those he encountered due to his heritage. His good nature and personality however more often then not helped lessen any hostility and sometimes turned hostility into friendliness.
This is the Regional Feat am considering:
Swift and Silent
[Regional]The shadows are your friends, and your footfalls are whispers of death.
Prerequisite
Bugbear (the Earthfast Mountains), elf (Cormanthor Drow or the Wealdath), goblin (the Earthfast Mountains), halfl ing (the Chondalwood or the North), hobgoblin (the Earthfast Mountains), human (Uthgardt Tribesfolk), or wemic (the Shaar), orc (the North),Benefit
You can move up to your normal speed while using the Stealth skill at no penalty.Special
You may select this feat only as a 1st-level character. You may have only one regional feat.Normal
A character who moves faster than one-half her normal speed takes a penalty on Stealth checks.

Arknight |

NM. I just realized there's a Rogue talent for the same thing....
What about this?
Forester [Regional]
You are one with the mighty forests. Few can match your woodcraft or your skill on your chosen battlefield.Benefit
You gain a +1 bonus on Perception and Stealth checks. When you are in forest terrain, this bonus increases to +3.Special
You may select this feat only as a 1st-level character. You may have only one regional feat.

TheSilverDreamer |

Alright, I've got Erza No-Last-Name-Given, a brilliant young woman with a strong right hook and a hefty handful of knowledge skills and alchemical items. Her patron deity is Ilmater, for very good reason. Built with a focus on high intelligence to make better use of Inspiration and, when she gets it, Studied Combat.
Childhood Growing up in the bad part of a city on the Sword Coast, Erza learned to defend herself from a young age. With how easy she was to anger and her sense of justice, that turned into defending others from bullies, gangs, and worse. This culminated in thirteen-year-old Erza getting lured into an alley after one petty criminal hinted that he had killed a child who was even younger than she, and then getting cornered by four boys each twice her size. She fought back as best as she could, but was beaten within an inch of her life. They left her there on the cobbles, broken and bloody, but just before she passed out, she had a vision--the sensation of a hand touching her own, a warmth in her chest, and a kiss pressed to her brow.
Erza woke to find herself in a healer's hut, brought there by other children she had helped, including the boy her attackers claimed to have killed. The healer was an old dwarf alchemist named Torel Kenning who criticized her for fighting so stupidly before treating her wounds. She recovered for the most part over the course of a few months, though she still has a hitch in her shoulder and she is deaf in her right ear. Over the course of those few months, Kenning tutored her, and she turned out to have a brilliant mind. Her new thirst for knowledge combined with fresh cynicism after trying and failing to get the city guard to do something about the attackers led to her leaving the city--but not before putting most of the money she had made over the last few years into a trusted account that would pay for a teacher for two dozen kids from the slums.
Summary Highly intelligent, and quite impatient, Erza is prone to look before she leaps, though she's usually able to get out of sticky situations with her brains, alchemy, and, if necessary, a strong right hook. She has dark hair and eyes, brown skin, and usually wears a worn coat. Tied around and hanging from her wrists are red cords, a reminder of when she nearly died. Though she would be very reluctant to claim she was blessed by the Crying God that day, she nevertheless holds Ilmater in high regard. In spite of everything, she's still willing to stand up for what's right, use her own body as a shield to protect the weak, and push herself to the brink of collapse to help others. She struggles to show mercy for enemies, but is still trying to improve herself.
In a Fight When it all goes bad, Erza leaps into action. She favors going empty-handed, usually slamming heads into walls, but isn't foolish enough to restrict herself; she carries a dagger to get past damage reduction, and if she is fighting alongside allies who can wade into melee more easily she will pick up her bow. If she can subdue a foe nonlethally, she tries to do so, but not if it endangers somebody else. When alone she uses Martial Flexibility to gain the benefit of direct combat feats like Weapon Focus (Unarmed Strike), or will provide support with combat maneuvers and feats like Improved Trip.
Erza
NG Human Investigator 1/Brawler 1
City-Born Human (humanoid)
Init +3; Senses Perception +3
-=-
Defense
AC 18 (touch 13, ff 15, shield +1)
hp 20 (1d8+1d10+3) (favored class: Investigator)
Fort +2; Ref +7; Will +0
-=-
Offense
Speed 30ft
Melee Unarmed Strike +3 (1d6) or Dagger +3 (1d4/19-20)
Ranged Shortbow +3 (1d6/x3)
Investigator Extracts Prepared (CL 1st)
..1st--Shield, (open slot)
Special Attacks Martial Flexibility 4/day
-=-
Statistics
Str 11; Dex 16; Con 13; Int 18; Wis 7; Cha 10
BAB +1; CMB +1; CMD 14
Feats Weapon Finesse (1st), Combat Expertise (Human), Improved Unarmed Strike (Brawler), Cosmopolitan (Regional)
Skills (6/Investigator, 4/Brawler, 4/level Int, 1/level human, 2/level bg, total 20 + 4 bg)
Acrobatics +8 (2 ranks)
Bluff +7 (2 ranks)
Diplomacy +7 (2 ranks)
Disable Device +9 (2 ranks)
Heal +3 (2 ranks)
Know Arcana +8
Know Dungeoneering +8
Know Local +8
Know Nature +8
Know Religion +8
Perception +3 (2 ranks)
Sense Motive +0
Spellcraft +8
Stealth +7 (2 ranks)
Craft Alchemy +9 (2 bg ranks)
Linguistics +8
Know History +8
Languages Common, Illuskan, Elven, Gnomish, Draconic, Sylvan
SQ Trapfinding +1, Alchemy (+1 to craft items), Inspiration +1d6 (4/day), Martial Training (counted as a lv 1 fighter and monk for the purposes of feats and magic items)
Traits Resilient, Cosmopolitan (regional feat)
Combat Gear Potion of Cure Light Wounds x2, Oil of Magic Weapon, Acid Flask x3 Other Gear Mwk Chain shirt, Mwk Buckler, Dagger, Shortbow, 40 arrows, Mwk Thief's Tools, backpack, bedroll, sunrod x3, tindertwig x3, alchemy crafting kit, twine 50ft, wrist sheath, ink, inkpen, chalk, formula book (contains Shield, Cure Light Wounds, Touch of the Sea, Expeditious Retreat, Disguise Self, Reduce Person), 500gp

Rotolutundro |

OK, here's my bid: Arothvrael. He's a cocky human lorewarden/unchained rogue who can do melee or ranged.
I didn't complete his equipment yet, since he might not get picked. If he's chosen, he'll get a backpack and some things to put in it.

wicked_raygun |

OK, here's my bid: Arothvrael. He's a cocky human lorewarden/unchained rogue who can do melee or ranged.
I didn't complete his equipment yet, since he might not get picked. If he's chosen, he'll get a backpack and some things to put in it.
I can definitely recommend Rotolutundro. Great player.