Zedth's Keep on the Borderlands (PF1) (Inactive)

Game Master Zedth

Party Health:
Brandt....18/18
Carith.....12/12
Eina........12/12
Erodin....22/22
Pinto......23/23
Taecuss...19/19

Map of the Borderlands
Current Tactial Map

Party Loot

Initiative and Perception:

Initiative:
[dice=Brandt]1d20+2[/dice]
[dice=Carith]1d20+1[/dice]
[dice=Eina]1d20+2[/dice]
[dice=Erodin]1d20+3[/dice]
[dice=Pinto]1d20+2[/dice]
[dice=Taecuss]1d20+3[/dice]

Initiative order:
1)
2)
3)

Perception checks:
[dice=Brandt]1d20+5[/dice]
[dice=Carith]1d20+3[/dice]
[dice=Eina]1d20+5[/dice]
[dice=Erodin]1d20+0[/dice]
[dice=Pinto]1d20+5[/dice]
[dice=Taecuss]1d20+7[/dice]


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This adventure is inspired by the classic D&D adventure "B2 - Keep on the Borderlands" by Gary Gygax. This is similar in tone and theme but with some heavy-handed customization in an endeavor to take a fresh look at a classic. There is no overarching meta-plot here; the borderlands are an adventurer's paradise filled with opportunities that don't necessarily link together, making the players' choices the guiding force that determines the course of events that unfold.

This is a home-brew setting using the Pathfinder rule set.

I'm looking for 4-6 players. My prediction is for this game to run up to about character level 6 or 7 before this adventure comes to a conclusion. Decisions can be made at that time whether or not to continue on or start anew.

Most combats will be represented via google slides.

Please read all of the information below before posting. Character submissions that do not adhere to the guidelines presented will not be considered.

Happy applying!

------------

Gamemaster Zedth presents,

Keep on the Borderlands

Outside the realm of mankind, the hallmarks of civilization are narrow and constricted. Always the forces of chaos press upon its borders, seeking to enslave it populace and steal its treasures. If it were not for a stout few, many in the borderlands would fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity and its allies - dwarves, elves, gnomes, halflings, and more - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land.

A generation has passed since the Hellwar came to a end, marking the close of more than a century of conflict between the goodly folk of Atma and the unleashed minions of hell. Recent years have been spent rebuilding what used to be. On the eastern borderlands of the free realms of Mylosia rests a keep that had lain dormant for many years, as its garrison was withdrawn an age ago to join in the war effort. The lands surrounding the keep are rich in precious minerals and rare lumbers, and so the loss of the hub from which these resources could be gathered stung deeply.

The absence of the firm hand of order has allowed evil to again threaten to engulf these wild lands. Tribes of kobolds, goblins, and gnolls - once pushed back by hearty folk of the old keep - have reclaimed their ancestral homes and stomping grounds. Roaming bandits, unruly wildlife, and myriad other dangers have likewise moved into the area, safe in the knowledge that the goodly races had left the countryside behind.

Recent weeks had changed the status quo. A strike force had been sent to retake the forsaken keep and drive out those who had claimed it for themselves. While the assault had indeed been a success, the new garrison lacked the manpower to accomplish much more than hold the keep's walls. These recent initiatives have breathed new life into the castle, but it will take the vigilance of heroes willing to maintain the supply lines and fight back against the unruly neighbors if the keep is to remain in the hands of goodly folk.

Myrtle Hellbane, local baroness and retired adventurer, has issued a decree that willing and able folk eager for adventure and treasure should report to the village of Sowell's Orchard, found two weeks march east of the free city of Broaklesh, where they can enlist with a caravan traveling to the once-lost keep on the borderlands. There are promises of generous bounties to be claimed, lands and title to be earned, and glory enough to go around.

------------

Please read the information below to ensure that you are familiar with my house rules:

  • GM's Prerogative I reserve the right to hand-wave, rewrite, re-flavor, or ignore any rules that I find unhelpful, distasteful, or clunky. This will be done sparingly but always in an attempt to further game momentum and/or overall fun. I routinely customize/reflavor/rework monsters, so expect the unexpected!
  • XP I don't track XP. I will arbitrarily level you up, typically at milestones.
  • Hit Points Maximum HP for your class at level 1. Roll class HD for level up HP, but minimum HP gain = 1/2 HD.
  • Iterative attacks Each iterative attack tier grants an additional 5' of movement to a "5' step." Example - a level 6 Fighter can "5' step" up to 10' and a level 11 Fighter can "5' step" up to 15'.
  • Critical Hits For players (and select powerful enemies) a natural 20 always results in at least a x2 damage critical hit without having to confirm with a 2nd roll. Extended critical hit ranges/modifiers (19-20/18-20 or x3/x4) still must confirm in the normal fashion. The idea is to make natural 20s more exciting. This is also a nod to other editions of D&D.
  • Feats:
    -Weapon Focus/Weapon Specialization (and their future progressions) now apply to a weapon group (see Fighter in the CRB) instead of a single weapon.
    -Weapon Finesse may be taken as a Trait instead of a Feat at character creation -or- may be obtained via Favored Class Bonus (any class) at a rate of 1/3.
    -Combat Expertise no longer has the "Int 13" prerequisite. Furthermore, this feat may be taken as a Trait instead of a Feat at character creation -or- obtained via Favored Class Bonus (any class) at a rate of 1/3.
  • Fighters The Fighter class now gets 4 skill ranks per level (up from 2) and may take the Combat Stamina feat as a free bonus feat at 1st level.
  • Dragon hides and scales When harvesting dragon hides/scales for the creation of armor/shields, if the harvester makes a successful Craft:(appropriate) check DC 20 or Survival check DC 25, the harvested dragon corpse is counted as 1 size category larger than it actually is when using the accepted Pathfinder rules. Furthermore, any suits of armor (not shields) made of dragon hide/scales have an armor bonus equal to the armor type +1. (Example - A white dragon hide breastplate has an armor bonus of +7.)
  • Rule of Cool This is an ambiguous notion that doing something awesome occasionally trumps the rules as written. Subject to GM discretion but player input is welcomed on when a "Rule of Cool" may apply.

    ------------

    Starting character information:

  • This game is set in Atma, my homebrew world. For most intents and purposes it is a typical high-fantasy world with some regions closer to low-magic sword and sorcery. It can be described as a "points of light" world, meaning that the goodly races have eked out a few nooks where they have relative safe and calm, but the forces of wilderness and evil are always surrounding these areas. The timeline takes place about 20 years or so after a realm-wide war has ended - a war that was fought between the devils of hell and the folk of this eastern continent. This has left many young men dead and those left behind to clean up and rebuild. Please feel free to take liberties with your character's backgrounds based on this. For those who really want to add some setting flavor to their backstory, here is a link to another PbP game set in this world that has a wealth of information about the larger cities and goings-on of the war mentioned above. Peruse the "Campaign Info" on that link for details.
  • All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials, no exceptions.
  • No Gunslingers or Summoners.
  • 15-point ability buy. Nothing below 7 or greater than 18 after racial adjustments at 1st level.
  • Maximum HP for your class at level 1. Roll class HD for level up HP, but minimum HP gain = 1/2 HD.
  • Core races & Featured races from the Advanced Race Guide are acceptable. Uncommon races and Custom races will not be considered.
  • Two traits may be selected.
  • Average starting gold for your class.
  • Evil Alignments will be considered but heavily scrutinized. If you choose to play an evil character you (the player) are also consenting to not being a dick. I have no tolerance for inter-player backstabbing or pvp.
  • Write a background story. Make it fun and/or interesting. It doesn't have to be huge.
  • All characters must include a header with basic combat information, see one of my characters as an example. (I use the "Race" and "Class/levels" lines under the "Edit my Profile" options at the character profile screen.)
  • All character sheet data must be present on the alias' character profile. Please make citations on your character sheet about what book was used for archetypes or other relatively obscure character options/spells. This helps me with quick character audits and saves time in the future.

    ------------

    Important, please read:

  • I insist that players post more than "I attack with my battle axe." in their combat posts. You don't need to pen a novel for each and every post, but I am looking for descriptive/substantive posting, both in and out combat. Let's tell a story together! If you don't think you're up for this, please do not apply.
  • Good posting habits in your profile's history, positive attitudes, and fun character concepts are far more important to me than a min/maxed kick ass PC.
  • I am looking for players who post with "nudges" and "hooks" that generate energy by allowing ample room for other players and the GM to grab the baton and move forward. Momentum is the single most important ingredient of a successful PbP game, and that responsibility is on the shoulders of every player as well as the GM.
  • I want players who want to post often. (Preferably 2+ times a day, but minimum posting requirements are 1/day on Mon-Thur, and at least 1 post for Fri-Sun.)
  • Lethality is always on the table! Have fun with your character but be ready to draw up a new one if it comes to that. Reward without risk is unsatisfying!
  • I welcome players who are new to Pathfinder and/or Play-by-Post. I don't mind helping someone learn the game. All I ask is that you do your best to learn and read up on the rules.
  • If you are already playing in a lot of PbP games, please think if you have sufficient time/energy before applying. I want players to be able to dedicate energy to this game, and I have seen too many players stretch themselves thin which causes their games to suffer.
  • Poor spelling and grammar are irritating things to me. No one is perfect, myself included of course, but try not to suck at these things.
  • This is intended to have an "old school" vibe, and as such please do not expect that every encounter must be level-appropriate. Sometimes running like hell is a good option.
  • I'm not a big fan of Ye Old Magic Shoppe despite it being an assumption by most Pathfinder groups. I do my best to supply players with enough magic items to keep most of my players happy, and there likely will be magic items available for trade/sale at certain points, but not always. Not only do I not like the concept in general due to flavor reasons, but this game is supposed to be on the borderlands of civilization, meaning resources are limited.

    -----------

    Please make your submissions below and feel free to ask questions. I do ask that you try to keep posting to a minimum, as recruitment threads with high post numbers often get overlooked.

    I look forward to meeting you folks.


  • Dot! Curious to play a classic adventure, but need to catch up on a bunch of things before deciding about the commitment.


    Dotting, I am thinking some kind of archer with lots of survival skills, or maybe a druid. Either way I won't be able to do much until monday.


    I was previously in a promised Keep game that folded because the DM stopped posting, playing this weirdo! A skilled archer and survivalist, and also super-creepy. Would be happy to rebuild her in a fashion that suits your needs.


    Dotting. Thinking of a wilderness themed Witch. Or a skill monkey good at survival.


    All of those sound fun and definitely suitable for this adventure.

    Regarding the comment about not being able to do anything by Monday -- I will keep recruitment open for a few more days at the least, so you should have time.


    Change of plan, going with a Skald (Totemic archetype). Feels the call of nature and believes this area will be a rich source of new heroic sagas.


    Big dot! Very interested in experiencing classic modules like this. Not sure what character yet but probably something that feels more traditional. Dwarf cleric maybe.


    Mf. Just realized 15 point buy. Not sure I can make this character viable on that.


    Orono the Black Widow wrote:
    Mf. Just realized 15 point buy. Not sure I can make this character viable on that.

    Can I ask why you think that? Viable in the context of your previous incarnation? I can't speak to that, but 15-pt buy characters are plenty viable. One reason I'm going for 15-pt is to simulate the lower stats of a more typical character in the old days when your rolled 3d6, but even then a 15-pt buy character will be much more optimized and powerful than the average PC generated with 3d6 in order.


    The rules aren't the same. For instance, spell casting is limited by your stats - which it was not in Basic D&D; you could play a magic-user with 9 intelligence and have the same casting abilities as someone with an 18 (remember, minimum intelligence to cast didn't show up until AD&D). And this character in particular suffers from MAD due to the need for Wisdom to cast, Dex for archery, Con for hit points, Cha to use an animal companion (to make Handle Animal checks), and at least a modicum of Str just because of encumbrance.

    I'm running a Basic D&D game at the office and the dynamics are very different. One player rolled no stats above 12 and has a 5 Cha and 6 Int, and this has No Effect on her thief skills. The games have different expectations.


    Dot. Already have an idea.

    Will convert one of my 5e characters to pathfinder.


    Dot!

    Yeah, I have some ideas.


    When you say featured races are allowed, does this include Drow? I don't normally ask to play one of those but it could be interesting.


    Orono the Black Widow wrote:

    The rules aren't the same. For instance, spell casting is limited by your stats - which it was not in Basic D&D; you could play a magic-user with 9 intelligence and have the same casting abilities as someone with an 18 (remember, minimum intelligence to cast didn't show up until AD&D). And this character in particular suffers from MAD due to the need for Wisdom to cast, Dex for archery, Con for hit points, Cha to use an animal companion (to make Handle Animal checks), and at least a modicum of Str just because of encumbrance.

    I'm running a Basic D&D game at the office and the dynamics are very different. One player rolled no stats above 12 and has a 5 Cha and 6 Int, and this has No Effect on her thief skills. The games have different expectations.

    Your points are correct but my point wasn't to say 1st edition is comparable to PF. I ran this same adventure for a group of buddies at our weekly game. My good friend played a hunter who was extremely effective with a 15-pt buy character chassis. Are hunters MAD? Certainly. Are they not viable because their stats are a little lower from 20 to 15 points? The answer is no.

    Ultimately the choice is yours whether to submit a hunter or any character at all, and I hope you won't let a 5 point difference in stats prevent you from doing so.


    Peet wrote:
    When you say featured races are allowed, does this include Drow? I don't normally ask to play one of those but it could be interesting.

    Good question. It refers to the Featured Races introduced by the advanced race guide, and drow are indeed on that list. As the party will be doing a fair amount of overland travel (most likely during the day) I would think a drow might be at a disadvantage due to their light sensitivity.


    I think I will go with Dunganagar The Mad, dwarf barbarian. I have been trying to get him into some other games and he might be a good fit.

    Dunganagar is built on the concept of having a comically low DEX and AC but having lots of HP to make up for it, and he has the Fey Foundling feat and the Invulnerable Rager archetype so as not to be such a big drain on party healing. He has a signature weapon, a cold iron waraxe. It is actually painful for him to handle because of his fey background, but the constant pain helps send him over the edge into rage. The weapon is large-sized (i.e. for a large creature) much in the same way that Amiri the iconic barbarian wields a large bastard sword.

    Two things:

    1: Dunganagar's background was originally set in Brevoy (he was originally made for a Kingmaker game) and assumes a feudal country where petty wars between nobles within the kingdom are fairly common. Is there a place like that in your campaign world, and do you want to give me names of places and nobles? Or can I just make something up?

    2: I haven't bought mundane gear like rope and backpacks and rations yet. Would it be all right to leave that to after the selection process is done? I find that process fairly tedious.

    About Me: I played the Keep on the Borderlands module for a while when it actually came out, though in those days I DM'ed more than I played. So there's definitely some nostalgia there.

    I work nights and most of the time when I am at work I have several hours of down time when I can go over my games. I respond to everything I need to, and then often finding myself looking at my campaign tab and hitting "refresh" to see if anyone has posted anything. So I can handle a lot of games though my posting times might be a bit strange (I live in EST).

    I have been in PbP gaming here on the boards for almost 3 years, and have never dropped out of a game (though a number have died on me, usually from the GM disappearing).

    I am a big fan of sandboxy environments and if you plan to do that kind of thing after the module is complete that would be awesome.


    Hi there Dunganagar, I see we both made our way here after not getting in DM Default's game. (I applied with Noro in that game)

    anyway here is the alias I am applying with for this game, only the crunch part is done, I am working on the backstory some more to match the intro presented in this thread.

    as far as other games, I have several listed as active, but be aware that 5 of them are dead or just a recruitment type thread for PFS, and 1 is a PFS scenario which is a short term game.


    DBH here with my Skald Brandt Holgarson.

    Basic at the moment. Still need to get his equipment and give him a backstory.

    Crunchie bits:

    BRANDT HOLGARSON

    Male Human (Ulfen) skald 1. NG medium humanoid (human)

    Init +2; Senses Perception +4,

    Languages Common, Skald

    AC 15, touch 12, flat-footed 13. hp 9 (1HD)

    Fort +3, Ref +2, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

    Speed 30 ft. (6 squares)

    Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
    Melee battleaxe +2 (1d8+2/x3)

    Base Atk +0; CMB +2; CMD 14

    Prepared Spells Prepared Spell List
    Skald (CL 1st):
    1st - cure light wounds (DC 13) , ear-piercing scream (DC 13)

    Abilities Str 14, Dex 14, Con 12, Int 11, Wis 10, Cha 14

    Special Qualities Bardic Knowledge, Bonus Feat, Inspired Rage, Raging Song, Skilled, Weapon and Armor Proficiency,

    Feats Point-Blank Shot, Scribe Scroll, Skald's Vigor

    Skills
    Acrobatics +5,
    Bluff +2,
    Diplomacy +2,
    Intimidate +2,
    Knowledge (Arcana) +5,
    Knowledge (History) +5,
    Knowledge (Untrained) +1,
    Perception +4,
    Perform (Oratory) +6, Perform (Untrained) +2,
    Spellcraft +4,
    Stealth +1,
    Survival +1,
    Swim +1,

    Possessions studded leather; battleaxe; Crossbow, Light ; Backpack, Common [ Survival Kit (Common); Blanket (Winter); ];

    Bardic Knowledge (Ex) A skald adds half his class level (minimum 1) (the current bonus is +1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

    Cantrips Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

    Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

    Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

    Raging Song A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21). A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. You have 7 rounds of raging song per day.

    Scribe Scroll At 1st level, a skald gains Scribe Scroll as a bonus feat.

    Weapon and Armor Proficiency A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a skald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass skald still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Any problems or questions let me know.


    I've got a character concept that I want to play. I'm thinking a Druid with a particular hatred of kobolds, goblins, and gnolls after they burned down her grove.

    Also in the running is a tiefling ranger, but I think I'm going with the Druid.

    By the way, are we using Background Skills, or no.


    I'm expressing interest, also. I have an idea for an Arcanist, but I still need to stat him up. Here is his background, though:

    Background:
    Niadroub Kliip ("KNEE-ah-droob kleep") was born on a small, rural farm located in a backwater country to very poor farmers. He grew up learning how to till the earth, trap for meat, and brew some moonshine. During adolescence, Niadroub Kliip developed a talent for harnessing arcane energy, but nobody on the farm knew anything about arcane studies (and to be honest, the whole thing made them a little nervous). So, Niadroub Kliip's parents did the only thing they knew to do to get him the teaching he'd need to maybe rise above his station in life: they tied him up while he slept, tossed him into the back of their turnip cart, and rode three days to the nearest town, whereby they volunteered him for military service. Gods bless 'em.

    In the military, Niadroub Kliip's training was subpar. He learned the basics of wizardry, but he never had a regular teacher for very long, and his training was always directed towards the craft of war, not the broader, more universal training that a proper mage receives. Due to his limited training, Niadroub Kliip relied heavily on his innate talent to learn his spellcraft, but he developed habits and logical shortcuts that might fluster a more traditional practitioner.

    When he was deemed ready, Niadroub Kliip was given the rank of Battalion Mage, and assigned to a regiment that was shipped overseas to fight for the army. He hated the army, what with everyone telling him what to do and to shave his beard and to maybe stop being such a backwater hick all the time. Niadroub Kliip just wants to take the time to figure out his magic, but he didn't want leave the army because he he didn't have the savings or the knowledge to do anything other than be a frontier farmer. All of this was offset somewhat by the fact that Battalion Mages are comparatively rare soldiers in any regiment, and that combined with his thick backwater accent let Niadroub Kliip enjoy an unofficial prestige among the rank and file. Unfortunately, this caused him to develop a touch of arrogance to go along with his poor attitude.

    In the end, the army was defeated, and Niadroub Kliip spent a few months as a prisoner of war. The victorious army had a long march back to their homeland, so they released their prisoners in small groups in the middle of the wilderness to avoid having to care for them on the long march home through dangerous lands. What's left of Niadroup Kliip's group made it to Mylosia before going their separate ways. He knows his nation expects him to try to make his way back home, but it's not a priority for him.

    Description: 5' 9"; 155 lbs; sun-darkened skin; unkempt, thick black hair and beard; military-issue pants and boots, but he always cuts the sleeves off of whatever tunic he's given, exposing his wiry arms.

    Any of that can be re-worked to fit into the campaign world.

    I'll get him statted as soon as I can, and I'll update in this thread when that's done. I play in three other campaigns on this board, but two of them post infrequently. About myself: I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of related, continuous PbPs since... dang, since 2006. Most of them haven't been on the Paizo boards, but I do recognize the effects that a non-involved player can have on a PbP campaign. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.

    Let me know if there are any questions, and good luck to everyone!


    Tundran wrote:
    Big dot! Very interested in experiencing classic modules like this. Not sure what character yet but probably something that feels more traditional. Dwarf cleric maybe.

    I love traditional. I wouldn't want anyone to feel like they need to make a super unique roguish one-off that's never been done before. I enjoy seeing unique characters but I'm no more inclined to pick someone because of it. Classics are classic for a reason, and I'm a sucker for classics.

    Dunganagar the Mad wrote:

    *snipped concept text*

    Two things:

    1: Dunganagar's background was originally set in Brevoy (he was originally made for a Kingmaker game) and assumes a feudal country where petty wars between nobles within the kingdom are fairly common. Is there a place like that in your campaign world, and do you want to give me names of places and nobles? Or can I just make something up?

    2: I haven't bought mundane gear like rope and backpacks and rations yet. Would it be all right to leave that to after the selection process is done? I find that process fairly tedious.

    That concept sounds fun! Your background will not be of paramount importance but is always helpful, of course. This game's focus will be more on sandbox exploration and player choice, so the background places likely won't come into our game other than by mention or historical context. The timeline sets the realm in a post-war recovery time period, and so much of what was once "noble" is now bankrupt, dead, or destroyed. Feel free to make up names/places but if you want to set yourself from a city to the west, here is a link to a PbP game that took place during the war, and the 'Campaign Info' tab (scroll down to "Places of Note" and/or "Factions of Note") has quite a few nuggets of info ready to weave into a character background.

    Yes it is totally fine to pick your mundane gear later if you want to.

    AdamWarnock wrote:
    By the way, are we using Background Skills, or no.

    I didn't put Background Skills into the character creation standards, however I'm not opposed to them. Feel free to add them. When all characters have been selected we'll make sure everyone is on the same page. For any reading this - feel free to add Background Skills to your character submissions.

    ----------

    I will take a closer look at those submitted characters later tonight. Keep them coming!


    I am also interested. Having been in one the GM's previous campaigns, you are all in for a treat.

    I'll throw my hat in the ring with a grumpy woodsman with a grumpier dog (mechanically a brawler with the wildchild archetype).

    I'll start posting stuff as I develop the concept in my mind.


    Animal companion HD 2d8 ⇒ (1, 1) = 2 Welp, that's definitely below half.


    I'm interested, although you look like you've got plenty of applications already. I must warn you that I've never done play by post before.

    I've had a heavy armour + large weapon bloodrager/paladin or bloodrager/warpriest stuck in my head for a while (not sure which is better). I do have a backstory. I also feel an urge to add that she is not lawful stupid, but a good person who wants to help and redeem people far more than she wants to follow the law.

    Do I make a character sheet now, or wait for approval? (obligatory reminder I'm new at this)


    I definitely like the old school vibe you're going for here. I'll work on a wizard bent on pushing out the boundaries of civilization.


    So, settled on a shaman character. There are a couple of questions I'd like to ask.

    - What languages would it be appropriate for a barely civilized shaman to know?
    - There's a trait, Uskwood Hunter, that I'd like to take, but it is specific to Nidal in Golarion. would it be possible to reflavor this in someway?
    - Does the Weapon Proficiency work the same way as the Weapon Focus feat?
    - Alternatively, is there way for a Shaman to get proficiency with bows that doesn't eat a feat? I'm worried that my character is going to be nigh useless in combat until Level 3 if that's the case.


    Adam, I had the same issue when I made a shaman for a kingmaker game. nearly the same concept, was a witch doctor based on native American tribe.

    I did a level dip to fighter at level 2 to get the weapon proficiencies I needed.


    Goddity wrote:

    I'm interested, although you look like you've got plenty of applications already. I must warn you that I've never done play by post before.

    I've had a heavy armour + large weapon bloodrager/paladin or bloodrager/warpriest stuck in my head for a while (not sure which is better). I do have a backstory. I also feel an urge to add that she is not lawful stupid, but a good person who wants to help and redeem people far more than she wants to follow the law.

    Do I make a character sheet now, or wait for approval? (obligatory reminder I'm new at this)

    Welcome!

    You're going to want to read the GM's requirements carefully (on his first post) and prepare the proposed PC's crunch (stats) and fluff (backstory, personality, etc.). You can post those here on the thread with spoilers. If/when you get selected, you'll want to make an alias for the PC.

    There are a couple of very useful guides that you'll want to read about playing PBPs. You can find them on the sticky threads here.

    Other than that, good luck and feel free to ask anything (this GM is the friendly type). :)

    Game on!


    Will you be using background skills or allow a Drawback for a third trait?


    OK, Liam is completed and all is in the profile.


    OK, I made this aasimar ranger. I debated on whether to put in for this, I'm more of a once a day poster. More on the weekends, but that's when everyone else seems to post less.

    Gamemaster Zedth, if the 1 a day posting rate is too slow I understand.


    Alec Fuornkiln wrote:
    Will you be using background skills or allow a Drawback for a third trait?

    He said go ahead and add them and things would get sorted after he'd made his selections.

    For now, just going to have my character use a sling. I'm going with a hawk as her familiar, but I'm wondering if a raven might not be more fun. (IIRC, they can talk.)


    Fabian Benavente wrote:
    I am also interested. Having been in one the GM's previous campaigns, you are all in for a treat.

    Slips Fabian a $20 for the kind words :)

    AdamWarnock wrote:
    Animal companion HD 2d8 Welp, that's definitely below half.

    Go ahead and call that 1/2 HD then, so total of 8 hp before Con bonuses.

    Goddity wrote:
    I'm interested, although you look like you've got plenty of applications already...

    I want anyone who wants to play to submit a character, if that means 5 or 50.

    Goddity wrote:

    I've had a heavy armour + large weapon bloodrager/paladin or bloodrager/warpriest stuck in my head for a while (not sure which is better). I do have a backstory. I also feel an urge to add that she is not lawful stupid, but a good person who wants to help and redeem people far more than she wants to follow the law.

    Do I make a character sheet now, or wait for approval? (obligatory reminder I'm new at this)

    Fabian's answer was perfect. I need to see your submission in full to make a decision but if you don't want to commit an alias/avatar to the character before being accepted, simply place your character submission in a post (probably best if in a spoiler box) here in this thread.


    AdamWarnock wrote:

    So, settled on a shaman character. There are a couple of questions I'd like to ask.

    - What languages would it be appropriate for a barely civilized shaman to know?
    - There's a trait, Uskwood Hunter, that I'd like to take, but it is specific to Nidal in Golarion. would it be possible to reflavor this in someway?
    - Does the Weapon Proficiency work the same way as the Weapon Focus feat?
    - Alternatively, is there way for a Shaman to get proficiency with bows that doesn't eat a feat? I'm worried that my character is going to be nigh useless in combat until Level 3 if that's the case.

    RE: languages) Just go with your gut on this one. There will be multiple traditionally-evil humanoid enemies in the borderlands, so that might be a good place to start.

    RE: trait) I don't have a problem with you taking that trait.

    RE: weapon proficiency) For now I'm going to say 'no' on that.

    RE: I am no expert on the vast array of options that the different PF books offer, so I don't know off the top of my head a way for your shaman to get 'bow' proficiency (without spending a feat) unless you wanted to play as an elf.

    Alec Fuornkiln wrote:
    Will you be using background skills or allow a Drawback for a third trait?

    I actually just answered this question in a recent post but I understand it can be easy to miss things in a thread.

    I didn't originally ask for 'background skills' but I'm okay with allowing them. We can double check the final submissions to make sure everyone does have them, since the original character submission instructions did not make mention of them.

    I'm not a fan of drawbacks for a third trait, so I'm going to say 'no' on this one.

    Liberty's Edge

    Hey there Hedgerow!! Long time no see...this is Rook from that dust of War game a year or so ago. Looking to make a character for this game (I just love old D&D modules!!) Will try to get something posted ASAP.


    What deities are in your world? Looking at your other campaign, I think my dwarven cleric would be a member of the Consortium of Light who fled Craddock when it was invaded. Are you using regular Pathfinder deities? Your own? Should I make up my own?


    What about the Extra Traits feat? It allows you to get two more traits.

    Anyway, first pass on Eina the Shaman. She's the lone survivor of a goblin raid that saw the rest of her tribe captured or killed. I'll refine things later, but now I really should be going to bed. I should point out that the yak, Little Thunderhead, isn't meant to fight. He's just a pack animal because Eina isn't strong enough to haul around 200+ lbs. of gear.

    Eina:

    Eina
    Female human shaman 1 (Pathfinder RPG Advanced Class Guide 35)
    NG Medium humanoid (human)
    Init +2; Senses Perception +3
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 8 (1d8)
    Fort +0, Ref +2, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20) or
    . . quarterstaff +0 (1d6) or
    . . spear +0 (1d8/×3) or
    . . unarmed strike +0 (1d3 nonlethal)
    Ranged sling +2 (1d4)
    Shaman Spells Prepared (CL 1st; concentration +4)
    . . 1st—bless, cure light wounds; alter winds[S,APG] (DC 14)
    . . 0 (at will)—create water, dancing lights, mending
    . . S spirit magic spell; Spirit Wind Wandering Spirit
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 13
    Base Atk +0; CMB +0; CMD 12
    Feats Point-Blank Shot, Precise Shot
    Traits talented, uskwood hunter (nidal)
    Skills Craft (sculpture) +5, Craft (woodworking) +5, Perform (dance) +5, Perform (percussion instruments) +5, Perform (sing) +6, Perform (wind instruments) +5, Profession (cook) +7, Stealth +7, Survival +7
    Languages Common, Sylvan
    SQ shocking touch, spirit animal (raven named Howl)
    Other Gear leather armor, dagger, quarterstaff, sling, sling bullets (10), spear, belt pouch, flint and steel, spell component pouch, wooden holy symbol of Hawk, yak, backpack, bedroll, bird feed (per day), bowyer tools, candle, cold weather outfit, Cutting board, wooden (2 lb), explorer's outfit, feed (per day), hemp rope (50 ft.), Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pack saddle, pot, sculpting tools, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, soap, Tinder packet (0.5 lb), torch, trail rations, Tripod, iron (3 lb), waterskin, winter blanket, 2 gp, 9 sp
    --------------------
    Special Abilities
    --------------------
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Shocking Touch (4/day) (Su) As a standard action, melee touch deals electricity damage.
    Spirit Animal (spirit animal (raven named Howl)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

    --------------------

    Howl
    Male raven (Pathfinder RPG Bestiary 133)
    N Tiny magical beast (animal)
    Init +2; Senses low-light vision; Perception +9
    --------------------
    Defense
    --------------------
    AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
    hp 4 (1d8-1)
    Fort +1, Ref +4, Will +4
    Resist electricity 10
    --------------------
    Offense
    --------------------
    Speed 10 ft., fly 40 ft. (average)
    Melee unarmed strike +4 (1 nonlethal) or
    . . bite +4 (1d3-4)
    Space 2 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
    Base Atk +0; CMB +0; CMD 6
    Feats Skill Focus (Perception), Weapon Finesse
    [b]Skills
    Acrobatics +2 (-6 to jump), Fly +6, Perception +9, Stealth +14, Survival +3
    Languages Common
    SQ improved evasion
    --------------------
    Special Abilities
    --------------------
    Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
    Fly (40 feet, Average) You can fly!
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

    --------------------

    Little Thunderhead
    Male bison (Pathfinder RPG Bestiary 174)
    N Large animal
    Init +0; Senses low-light vision, scent; Perception +8
    --------------------
    Defense
    --------------------
    AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
    hp 42 (5d8+20)
    Fort +8, Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee unarmed strike +10 (1d4+8 nonlethal) or
    . . gore +10 (2d6+12)
    Space 10 ft.; Reach 5 ft.
    Special Attacks stampede, trample (2d6+12, DC 20)
    --------------------
    Statistics
    --------------------
    Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
    Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
    Feats Endurance, Improved Bull Rush, Power Attack
    Skills Acrobatics +0 (+4 to jump), Perception +8
    Other Gear backpack, bedroll, bird feed (per day) (5), bowyer tools, candle (10), cold weather outfit, cutting board, wooden (2 lb), explorer's outfit (2), feed (per day) (5), hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], pack saddle, pot (2), sculpting tools, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterskin (3), winter blanket
    --------------------
    Special Abilities
    --------------------
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Stampede (Ex) Trample improves with multiple tramplers.


    Applying with this character, if you're not using Pathfinder gods i can rewrite the backstory with less deity specific stuff.


    GM:

    Please consider Pinto Donasetti for inclusion in your game.

    His fluff and crunch are spoilered below; I'll of course make an alias if selected to start playing.

    I originally wanted to make this PC with an animal companion (small dog) but it looks like other applicants have the same idea and we'll look like a zoo if we all get selected. :)

    So below is the PC without an animal companion. If selected, I'll take a look at the other PCs selected and evaluate whether to add an animal companion to the party at that time.

    Let me know if you have any questions.

    Thanks for hosting.

    Game on!

    ----------

    crunch:
    Pinto Donasetti
    Male human brawler 1
    NG Medium Type
    Init +2; Perception +4
    --------------------
    DEFENSE
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 armor)
    HP 15
    Fort +4, Ref +4, Will +1
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Melee
    Handaxe +4, 1d6+3, x3, S
    Punching dagger +4, 1d4+3, x3, P
    Hunting knife +4, 1d4+3, 19-20, x2, 10’, P/S

    Ranged
    Sling +3, 1d4+3, x2, 50’, B

    Space 5 ft., Reach 5 ft.
    --------------------
    SPECIAL ABILITIES
    Brawler’s Cunning (count as INT=13 for combat feats)
    Martial Flexibility (obtain combat feat as move action that lasts for 1 minute, 3+lvl/2=4/day)
    Martial Training (count as both fighter and monk for feats)
    Unarmed Strike (1d6 damage, even with hands full)
    STATISTICS
    --------------------
    Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
    Base Atk +1; CMB +4; CMD16

    Traits:
    Indomitable faith , +1 to will save
    On your own +1 on survival and survival is class skill (reskinned the orphaned trait to reflect his being on his own in the wilds)

    Feats:
    Toughness
    Dirty Fighting (when flanking, forego the +2 flanking bonus to not provoke AoO, if already not provoke then +4 bonus; count as DEX 13, INT 13, combat expertise, and unarmed strike)

    Skills (5/lvl + 2/background):
    Acrobatics +3 (1 rank, 2 DEX, class -3 ACP)
    Craft (leather) +4 (+1 rank, class), background
    Climb +4 (1 rank, 3 STR, class-3 ACP)
    Handle animal +4 (1 rank, class)
    Perception +4 (1 rank, class)
    Profession (trapper) +4 (1 rank, class), background
    Survival +5 (1 rank, class, trait)

    Racial Modifiers:
    Extra feat at 1st level, +1 skill rank per level, +2 to any ability (STR)
    Languages: Common
    --------------------
    GEAR/POSSESSIONS
    --------------------
    Location: On Person
    Hand axe (6 gp)
    knife (2 gp)
    punching dagger (2 gp)
    hide armor (15 gp)
    sling + 10 bullets (1 gp)
    brawler’s kit (9 gp); backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), and waterskin
    Left over: 70 gp


    --------------------------------------------------
    combat stats:
    HP 15/15
    AC 16, touch 12, flat-footed 14
    Conditions: n/a
    Melee (hand axe): +4 = +1(base) +3(STR)
    Melee Damage (hand axe): 1d6+3 = +3 (str), x3
    4/4 Martial Flexibility

    ===================================================

    Background:
    A trapper by trade and an outdoorsman by vocation, Pinto was born in a small village to family of hunters. He remembers hunting with his father and brothers until late in his teen years when the War was still ravaging the land. Having lost his brothers to that ordeal, he stayed home to take care of his aging parents. When the War ended, Pinto had his aging parents settle in the outskirts of Broaklesh with one of his sisters. Pinto went along but did not stay very long; the outdoors was too ingrained in him and he left on his own.
    With the War over, he started to work as a trapper in the forest and shipped his pelts down the river to the ‘big city’ of Broaklesh. This allowed him to keep in touch with his family. However, trapping was far better the further out he went so he started to ply his trade upriver and eventually became a frequent visitor to the villages of the area.
    Trapping kept him interned in the wilds so he never quite settled in the villages. He even started a small company with a couple of other trappers and built a couple of cabins out in the woods so his visits to the villages started to become less and less frequent.
    Then disaster struck. His company had started to become too successful and caught the attention of local bandits. A simple attempt at extortion turned ugly when Pinto maimed the messenger. The bandits came back in full force and attacked his company. They locked his trapper friends in their cabins and burned them to the ground. Pinto was left alive, barely, but with a nasty burn scar on his face.
    That was over ten years ago and he still bears the scars and the grudge of that fateful day. He harbors a deep hatred and thirst of revenge for those bandits. He continued to ply his trapping trade, alone this time, and his visits to the villages become more and more frequent.
    He never rebuilt his business, only trapping to make enough to survive. It was in one of these visits that the add in the tavern wall caught his attention. A simple man, he did not care for riches or titles but he like the idea of heading out East and starting new again.

    Personality:
    Pinto has always been an even-tempered man. Slow to anger, he seems like a very serious man at first. Once you get to know him, he strikes you as a man who likes to live the moment and enjoy life to the fullest. He enjoys a wry sense of humor, which may take some time to get used to.
    Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.
    Adaptable, action-oriented. Focused on immediate results. Living in the here-and-now, he's a risk-taker who lives fast-paced lifestyles. Impatient with long explanations.
    Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.
    Not that he cares to admit it, but Pinto is definitely uneasy around fire, given the tragedy that befell his friends.

    Description:
    Ht: 6' 2"
    Wt: 230 lbs
    Age: 40
    Hair: Black
    Eyes: Brown
    Skin: Tan
    Dark hair, heavy eyebrows, and ample facial hair frame Pinto’s face. A nasty burn scar mars an otherwise handsome face. A drab brown tunic covers his hide shirt; leather pants and boots complement his simple attire.
    He is called a big-boned man and his ample girth attests to that. However, living in the outdoors, has kept him in excellent shape. He carries a handaxe strapped to his waist next to a large skinning knife.

    Liberty's Edge

    Here is the crunch for my wizard submission. Hope you like him.

    Fregault the Wizard:

    Fregault the Wizard
    Male human evoker 1 (Pathfinder Player Companion: Familiar Folio 8)
    NG Medium humanoid (human)
    Init +2; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
    hp 11 (1d6+2)
    Fort +1, Ref +2, Will +3
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks intense spells (+1 damage)
    Arcane School Spell-Like Abilities (CL 1st; concentration +4)
    . . 6/day—force missile (1d4+1)
    Evoker (Pact Wizard) Spells Prepared (CL 1st; concentration +4)
    . . 1st—mage armor, magic missile, sleep (DC 14)
    . . 0 (at will)—acid splash, detect magic, prestidigitation
    . . Opposition Schools Abjuration, Illusion, Necromancy
    --------------------
    Statistics
    --------------------
    Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 9
    Base Atk +0; CMB +0; CMD 13
    Feats Alertness, Dodge, Scribe Scroll, Weapon Finesse
    Traits gifted adept, precocious spellcaster
    Skills Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7, Stealth +3, Survival +2
    Languages Celestial, Common, Elven, Goblin, Orc
    SQ arcane bond (Gilgamesh, toad), pact, pact summons
    Other Gear wizard starting spellbook, 50 gp
    --------------------
    Special Abilities
    --------------------
    Abjuration You must spend 2 slots to cast spells from the Abjuration school.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
    Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
    Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
    Illusion You must spend 2 slots to cast spells from the Illusion school.
    Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
    Necromancy You must spend 2 slots to cast spells from the Necromancy school.
    Pact (Angel) (Ex) Extraplanar being grants magic power and growth.
    Pact Summons (Ex) May summon outsiders of chosen subtype.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

    --------------------

    Gilgamesh
    Toad (Pathfinder RPG Bestiary 133)
    N Diminutive magical beast (animal)
    Init +1; Senses low-light vision, scent; Perception +9
    --------------------
    Defense
    --------------------
    AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
    hp 5 (1d8-2)
    Fort +0, Ref +3, Will +4
    --------------------
    Offense
    --------------------
    Speed 5 ft.
    Space 1 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
    Base Atk +0; CMB -3; CMD 2 (6 vs. trip)
    Feats Skill Focus (Perception)
    Skills Acrobatics +1 (-11 to jump), Linguistics -1, Perception +9, Spellcraft -1, Stealth +21, Survival +3; Racial Modifiers +4 Stealth
    SQ improved evasion
    --------------------
    Special Abilities
    --------------------
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.


    Several of you good folks have mentioned your interest in being part of this game as it is a classic module, and so I feel compelled to remind you of the first few words of my original post above, just so that we're on the same page going forward.

    This game will be an adventure inspired by Gary Gygax's B2 Keep on the Borderlands, but it will not be the same adventure.

    The original was a fun adventure but 90% of the action was focused around one area on the map, lovingly referred to as the "caves of chaos." After running that classic more than once I felt that keeping so much of a sandbox exploration game's content in one area was a bit of a lost opportunity. Our adventure will be similar to the original in that the 'home base' is the Keep which is surrounded by wilderness and danger, but I have placed more enemy (and possibly friendly?) factions and more locations around the area map to ensure that player choice/player agency has more of an impact on how the game plays out.

    ---------

    I'm going to be reviewing the submissions thus far a bit later today, and I'll put up a post with a list of completed and incomplete submissions. Please make any adjustments you want to before then. I'll probably keep the recruitment open for a couple/few more days but I'll keep everyone up to date about when this recruitment will close when I have a better idea where we're at.


    Tundran wrote:
    What deities are in your world? Looking at your other campaign, I think my dwarven cleric would be a member of the Consortium of Light who fled Craddock when it was invaded. Are you using regular Pathfinder deities? Your own? Should I make up my own?

    This is a great question and it highlights my biggest omission in the current status of my homebrew world. I don't have a fleshed-out pantheon as of yet, so I am completely flexible when it comes to picking deities. You can literally pick any deity you want as far as I'm concerned. In my last PbP game we had a cleric of Moradin (Forgotten Realms, I think) alongside deities from Pathfinder's pantheon.

    The Consortium of Light would likely be defunct at this time in history, as their purpose was to act as a resistance to the occupying forces from Hell. Since the war has ended I imagine that most/all of the members no longer consider themselves actively part of that organization, but will never forget their participation in it. If you want to consider yourself a previous member, that would be cool with me but remember that the war ended 20 years ago, so your character's age would need to make sense in that light.

    AdamWarnock wrote:
    What about the Extra Traits feat? It allows you to get two more traits.

    I have no problem with taking that feat to obtain more traits.


    Here is a list of submissions so far with some errors/oversights that I noticed:

    Complete (or very nearly complete)

  • Dunganagar the Mad (Peet) - Dwarf Barbarian I see a 'drawback' and an extra trait, which is not allowed for per the character creation guidelines.
  • Brandt Holgarson (DBH) - Human Skald
  • Liam Kali (Edward Sobel) - Human Fighter I see that you took 'Weapon Finesse' as a feat, but I wanted to remind you that if you'd like to take it as a trait instead, you may do so. This might yield another feat for you! Take another look at my House Rules.
  • Griar Brand (Waterhammer) - Aasimar Ranger Quick reminder that your 'Weapon Focus' feat affects a weapon group (see 'Fighter' in the core rulebook) instead of a single weapon, per my House Rules.
  • Eina (Adam Warnock) - Human Shaman
  • Pinto Donasetti (Fabian Benavente) - Human Brawler Fabian, go ahead and take a bonus trait because one of my house rules negates one of your class abilities (Brawler's Cunning).
  • Fregault the Wizard (Daniel Stewart) - Pact Wizard Daniel, it looks like you took 'Weapon Finesse' as a trait but still have 2 other traits.

    Incomplete:

  • Roland "stitches" Morthal (RJ the Wolf) - Undead Lord Cleric Double check your 15-pt buy ability scores. I think you may be off by 2 points.
  • Niadroub Kliip (Andostre) - Arcanist
  • no name yet (Goddity) - Bloodrager
  • no name yet (Markofbane) - Wizard

    ------------

    Please review the info above to take into account my observations, and let me know if I made a mistake or if I didn't post your character submission. (I think I got everyone so far)


  • Andostre wrote:

    I'm expressing interest, also. I have an idea for an Arcanist, but I still need to stat him up. Here is his background, though:

    ** spoiler omitted **...

    Hi, please go ahead and remove me from consideration. The campaign sounds fun, but I've had some other stuff pop up that I need to prioritize over finishing my character. I don't want this hanging over my head. Thanks.


    This is the working profile for markofbane. Since someone else submitted a wizard remarkably close to what I was working on, I am going to go with an investigator instead. I need to complete his equipment and background, and I'll repost when those are ready.


    Gamemaster Zedth wrote:

    Here is a list of submissions so far with some errors/oversights that I noticed:

    Complete (or very nearly complete)

  • Pinto Donasetti (Fabian Benavente) - Human Brawler Fabian, go ahead and take a bonus trait because one of my house rules negates one of your class abilities (Brawler's Cunning).
  • Ok, I'll probably hold off a little on selecting that trait. I'm leaning towards Beast Bond (I know it's not that good) but is just about right for the fluff if the PC gets an animal companion.

    Liberty's Edge

    @GM Zedth: I actually took weapon finesse as a feat, not a trait. Awareness was gained from familiar and scribe scroll is an automatic wizard feat. Being human I get 2 feats at 1st level, so I took dodge and weapon finesse. I did forget to pickup gear, so I will do that as well as get a background started. I know I could take it as a trait and gain another feat, but I think I would like to stay with what I have.

    Liberty's Edge

    Ok, here is Fregaults background...

    Background:

    Fregault was born into a family of craftspeople. His parents were both well-known for their work, and his older brother and younger sister seemed to be destined to follow in their parent’s footsteps, but not him.
    From an early age, Fregault has had a secret. He tried to tell people, but they usually just smiled at him tolerantly or told him to grow up. You see, Fregault had a friend that only he could see or hear. This friend taught the youth certain morals and ideas that framed his outlook on life. It also opened the world of magic to the youth. As he grew in knowledge and power, he came to understand more and more of the nature of his “friend” and in doing so, he made an agreement with the entity. In return for its guidance and knowledge he would act as an emissary for him. The spirit agreed and revealed itself to be an angel named Omia
    Over the years, Fregault has followed Omia’s guidelines. It was Omia who sent to Fregault the familiar Gilgamesh. A large toad, the creature helped toughen the youth and increase his fortitude. It also made the boy more alert and few could sneak up on him when Gilgamesh was nearby. When Omia told Fregault of the evils off to the far east and north, he was ready to go. He travelled for sometime alone, but met others with similar goals as his, and now they are only a few days away from their goal; The Keep on the Borderland.


    Gamemaster Zedth wrote:
  • Dunganagar the Mad (Peet) - Dwarf Barbarian I see a 'drawback' and an extra trait, which is not allowed for per the character creation guidelines.
  • OK, I'll fix that.

    Do we really have no healers in the running? I see an undead-raising cleric but nobody with positive energy stuff. Dunganagar is kind of a dumb character to play if there aren't any healers around. I expected a lot of his money to go into healing items but he won't have those at the beginning.

    I think I can afford a potion of cure light wounds at the start though.

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