Otimuragran's Tail (Inactive)

Game Master Me'mori

A spark of capability earned their passage into a unique school. Now, trained in the basics, they are sent out into the world to hone their skills.

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Character Creation: What stat generation system works for you? I am flexible, so as long as it does not break the system, I'm game. My default is 4d6, drop lowest, best of two sets, but provided the decision is unanimous, I can go with others.

Thanks for putting all this together! I'm ok with dice rolls for abilities.

I'll be home in a few hours and put together an alias for Carwyn and chuck up some extra stuff on her personality and background to provide some ideas for relationships with the rest of the group.

F (she/her) Level 11 Mean Trans Lesbian

I'd prefer 20+ PB, but I'm 100% fine with 4d6 drop lowest as long as it isn't in order.

I'm with Grankless in that I prefer point buy but I'm good with rolling as long as it isn't in order. Which would be crazy, considering we already picked out classes and concepts.


It seems to be a universal consensus. Go with 25 Point buy.

Background Skills are in effect. At least one point has to be in your Profession. You are still being trained in a trade.

Arbitrary Rolls:

4d6 ⇒ (3, 6, 2, 2) = 1311
4d6 ⇒ (6, 2, 2, 2) = 1210
4d6 ⇒ (5, 4, 5, 5) = 1915
4d6 ⇒ (6, 5, 4, 6) = 2117
4d6 ⇒ (6, 6, 6, 4) = 2218
4d6 ⇒ (5, 4, 4, 5) = 1814

F (she/her) Level 11 Mean Trans Lesbian

Also - will we be using anything like Elephant in the Room or Background Skills?


Elephant in the room looks good at first glance, and fits Path of War's concept.

The next step in this world be figuring the degree of connection with each other. At this point, you've been in the school, and are due to graduate soon.

F (she/her) Level 11 Mean Trans Lesbian

Followup: the website version, or the PDF? The PDF is *much* more comprehensive and goes a bit further than just changing a few feats. I'll assume the website in this case but you probably should read over both?

As for Lelache: She's probably quite keen to make some friends, though it's possible she may occupy the "weird friend" territory for others - she's a bit off, so it's possible others may be a bit weirded out by her?


Thanks for the selection! I'm game for 25 point buy. What level were we thinking?

I think that Tanar, though friendly enough, is a bit socially awkward due to a childhood spent without much contact with others besides his family. That said, he, like Lelache, is keen to make friends and get to know people.

Grankless wrote:
Followup: the website version, or the PDF?

The .pdf.

For now, build for level one, to represent the completion of "basic" training and introduction. Don't forget, they are still being trained in their professions and producing items along with their training in their Paths or Spheres.

Well Carwyn studies mercantile related subjects e.g. logistics, accounting, trade laws. Gharol may have needed some logistics training if his training is to include leadership/management of a guard as well as fighting.

Apart from that, since Carwyn's been enjoying having more people around she'd study around others, near the training yard or at the local tavern and could have run into Lelach and Gharol there, since their specific area of study doesn't match up very well.

As Tanar is also studying spheres they may have had some classes together. Tanar could have also taken pity on Carwyn and passed her one of his alchemical remedies after she exhausted herself with all night research (this has definitely happened more than once).

Would the trade school provide housing for its students? Maybe everyone got assigned to the same floor and so they ended up spending time together even though everyone's area of study is quite different.

For character creation, two traits?


I could see Tanar helping out fellow students with various alchemical supplies. A polypurpose panacea for a hungover classmate or some sort of stimulant for someone pulling an all-nighter.


Shaping some ideas, so I've got a few questions:

· What region does everyone hail from at the beginning of their backstory?

· How does your character perceive their Path/Sphere? As it is outside of the typical fighter/caster training, what's their mental concept of what they do? What does it feel like when they're using their abilities?

· Roll a d4, please. That number is how many years they have been at the school since they arrived.

Gharol can be pretty prickly and tactless so he'd probably have trouble making a lot of friends at the school. He'd also be pretty uncomfortable with a lot of the academic experience too, since I don't think he would have ever even imagined himself in an academic setting before. Hell, with his street kid upbringing, he's probably only recently literate.

Warlord doesn't have a lot of discipline overlap with Harbinger or Stalker but Gharol and Lelache still could've met when the school was going over more basic martial training. Or the school could have all their martial students do sparring together and they could've met that way.

Gharol's pride I think would've translated over to him being a workaholic, so he would've hit up Tanar for a stimulant or something every now and then. That said, Gharol's pride would also mean he'd be unwilling to accept it as "help", so he'd insist on paying Tanar back somehow to make things even. Maybe he could've acted as an extra pair of hands when brewing a difficult mixture or volunteered as a guinea pig for a new potion? Alternatively, Gharol could just owe a bunch of favours.

bookworm422 wrote:
Well Carwyn studies mercantile related subjects e.g. logistics, accounting, trade laws. Gharol may have needed some logistics training if his training is to include leadership/management of a guard as well as fighting.

Yeah, absolutely. With both Warlord class features and Golden Lion maneuvers, I'd say Gharol is being trained for an eventual command position so that's all stuff he'd need to know. It'd probably an area of his education that he really struggled with too, considering his background. There's a good chance that Gharol might've even (reluctantly) asked Carwyn for help with it, since she's probably a lot better at it than he is. Like Tanar, Gharol would insist on finding a way to pay back the help though.

What might be awkward is that Carwyn used to work in merchant caravans and Gharol used to attack and rob merchant caravans. Gharol might've once tried to attack and rob Carwyn's caravan if you felt like making things extra awkward!

The Lost Voice wrote:
What region does everyone hail from at the beginning of their backstory?

Is this game set on Golarion? I saw a bunch of people write their characters out as if it was but I couldn't find any confirmation from you one way or another. In any case, I intentionally left the exact location of Gharol's backstory pretty vague so I could adapt easily. Anywhere Euro-coded and reasonably metropolitan would fit. If we are on Golarion, Gharol could be from Brevoy and Barteo might've been an Aldori Swordlord?

The Lost Voice wrote:
How does your character perceive their Path/Sphere? As it is outside of the typical fighter/caster training, what's their mental concept of what they do? What does it feel like when they're using their abilities?

My plan has Gharol taking exclusively extraordinary maneuvers so coupled with his Warlord features, which are also purely extraordinary, I'd say that he perceives his abilities largely as just far more advanced refinements of more typical skill sets. When doing his PoW thing, he'd be going into a "in the zone"/flow state mental space, where all his skills and instincts take over, everything just kinda clicks and he becomes 100% absorbed in what he's doing.

The Lost Voice wrote:
Roll a d4, please. That number is how many years they have been at the school since they arrived.

1d4 ⇒ 1

Okay, so Gharol's only been around for a year then. That'd mean he's something of a newcomer and more of his teaching would've come from his original teacher rather the school.

F (she/her) Level 11 Mean Trans Lesbian

1d4 ⇒ 4

Lelache is from Ustalav, as mentioned, likely Lepidstadt.

She perceives her chosen disciplines as an extension of her craft - but very spooky. Luckily, as an Ustalav, she's used to that. It's just logical, in her mind, that becoming a master glass-smith should involve forcing the properties of glass upon the world, treating things as though they're mere reflections of something else. What that something is doesn't really concern her, as of yet.

Riven Hourglass... we'll cross that bridge as we come to it. I definitely want her disciplines to feel less like Gharol's "physical" mastery of his skills and more like something far beyond what someone *should* be able to do.


There does appear to be a fair amount of individuals originating in or near Ustalav that I honestly should have taken better notice. Any objections to a group reshuffle? It would make regional sense in regards to the schools.

That would mean
Atsuko to table two, with Tanar and Carwyn.
Gharol and Lelache to table one.

Any Objection?

F (she/her) Level 11 Mean Trans Lesbian

Fine by me. Obviously this is all to hide the twist that the Trade School is based in Ustalav.


I was't sure what setting we were going for, so I made Tanar fairly setting-neutral. That said, Ustalav seems like a fairly good place for Tanar to be from.

If that doesn't work logistically, I'm flexible.

Simeon wrote:
I was't sure what setting we were going for, so I made Tanar fairly setting-neutral. That said, Ustalav seems like a fairly good place for Tanar to be from.

There is no singular school. In this case, the characters that are explicitly from Ustalav would attend the nearest school.

Go ahead with the questions from my proceeding post, if you would?



Tanar was fairly transitory with his family, though they mainly traveled through the Varisian regions of the Inner Sea, so Varisia, Nirmathas, Molthune, River Kingdoms and Ustalav.

Tanar sees his Spheres powers as an extension of medicine. Though he knows that it's at least somewhat magical, he still applies something of a scientific method to it.

1d4 ⇒ 2


Table One's Link

No objections to the table switch. I'll head over to the other thread then? Have fun, table two!

I think Carwyn may have originally lived wither within or near the borders of Kyonin. I was thinking her parents may have restored one the smaller elven ruins there to live in. Of course afterwards with joining the merchant caravan she could have ended up further away. As for the time she originates from, I’m leaning more towards her being from the past right now. Though how far back is still uncertain. If you’ve any particular ideas for when that would work with whatever campaign ideas you’re drumming up.

Carwyn’s magic involves temporarily adjusting the existing laws of physics. As such it’s a process that is heavily reliant on precise calculations.

Proposed Casting Tradition:
Focus Casting: a stave with inlaid formulas and adjustable crystals & metals to aid in the necessary calculations and channelling of power. This will also count as the fetish that the Academia tradition grants.
Rigorous Concentration: doing complex mathematics in the middle of combat is hard
Skilled Casting: a reflection of the calculation and adjustments to stave that needs to made for each spell. If possible I’d like to use Knowledge (engineering). But apart from that Craft (clockwork) or Profession (mathematician) could work. Let me know if you have other suggestions. Additionally I’d like to propose use of the Time Sphere Wild Magic table when she fails one of these checks. I think it makes more sense for an error in the calculations or adjustments to cause unexpected/totally different results instead of a weaker version of the effect she was aiming for.
Somatic Casting: needs a hand free to conduct fine adjustments to stave
Easy Focus: once the initial calculations are complete Carwyn only has to pass enough power through to maintain the spell.
Metamagic Expert: the calculated nature of Carwyn’s spellcasting makes it relatively easy for her to make the adjustments in her formulas to account for metamagic.

1d4 ⇒ 3 Well that's longer than I was thinking. I guess Carwyn needed to cover a lot of material since she only spent a short time training with Taryl before being sent here. Plus she does spend most of her time studying time magic to the detriment of her other lessons which could have lengthened her time at the school.


What you have so far can work. There's still time to close in on specifics, as it may not need to be addressed in the early levels.

The casting tradition looks good. Any particular names that you favor for it?

Oh yeah, Carwyn's personal quest is a very high level thing. Though I suppose the group that came after her parents could show up at lower levels. But actual time travel is not gonna be happening any time soon.

Naming things, my greatest weakness. I am completely open to suggestions there.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Sorry everyone. I'm in AWS training yesterday and today. I may be able to finish up there depends on down time. If not tomorrow for sure. Sorry for the delays.


I've still been figuring out the extent of the changes that the Essentialist makes to the base alchemist, combined with having recently started a new job. I'll probably have a character up later today.

I have a name for the casting tradition "LIGO Manipulation". In universe named after the pioneer of this particular method of casting, out of universe named after the Laser Interferometer Gravitational-Wave Observatory.

Ligo's work introduced a method of magically manipulating local gravity to produce specific effects through a thorough understanding of the forces involved and how they interacted along with careful control of the channeled magic through a focus that needed to be adjusted depending on the effect. Since then the practices within the tradition have expanded, some use a similar system of calculation and an adjustable focus to manipulate other forces, chemical reactions, or biological processes.

Carwyn has focused exclusively on methods to alter time, whether indirectly through gravity or directly changing time itself. Expanding her skill set would probably be a good idea at some point.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

I believe I'm all ready to go.


Checking in with feedback and updates.


• Resistances: Where did she acquire the Fire Resistance 5?
• Skills: Swap your Profession for "Craft", but do specify which branch you're pursuing at the forge. You can take both Craft and Profession if you wish to spend the points.
• Disciplines: A Warlord starts with access to Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon.
+ Pick either Piercing Thunder or Tempest Gale to add as a Discipline (PoW Expanded).
+ A Bushi trades one of their Disciplines for Mithral Current.
You are missing a Discipline, and should have access to seven, including the organization's Discipline access to Sleeping Goddess.

Sheet not found?

Sheet not completed? Tradition approved.


I’ll have my non-spheres stats up soon, and work on converting it today.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

I had craft Armor and switched it to profession I guess I got hung up on you calling it a profession :) I will change it back. Yep forgot to put down the other discipline. I will add that.

The fire resistance was from her first game. Gave up Aasimar spell like ability for a roll on the alternative abilities table and got Fire resistance so that's why its in her backstory of not getting burned when falling and putting her hand against the outside of the forge. So if you want to change it we can. Just let me know. Thanks.


Here's my pre-spheres stats. I think I have an idea of what I'll go for with spheres, so I'll have that up later today or early tomorrow.


Human (Varisian) alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
NG Medium humanoid (human)
Init +2; Senses Perception +4
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +0
Speed 30 ft. (20 ft. in armor)
Melee wand of misery +1 (1d6+1)
Ranged bomb +3 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist Extracts Prepared (CL 1st; concentration +5)
Str 13, Dex 14, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats - Custom Feat -, Agile Maneuvers, Brew Potion, Improvisational Healer, Throw Anything
Traits devoted healer, precise treatment
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +8 (+9 to create alchemical items), Craft (medicine) +8, Diplomacy +2, Heal +11 (+12 circumstance to treat wounds or deadly wounds), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +4, Spellcraft +8, Stealth +0, Survival +4, Use Magic Device +5
Languages Common, Varisian
SQ alchemy (alchemy crafting +1), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 10 minutes), rules changes
Combat Gear healer's kit; Other Gear studded leather, wand of misery, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, surgeon's tools[UE], torch (10), trail rations (5), waterskin, 10 gp
Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Improvisational Healer Treat without using healer kit charges (+2 if use charge). Can use heal ranks as CL for certain potions.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Atsuko: That works. I will ask you to roll on the alternative features table, as well, though.

Tanar: Applying the Spheres is going to be a change, but that's the framework, and I can work with that.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Alternative Feature: 1d100 ⇒ 78 Androgynous. Sort of fitting for a an elegant crane clan samurai. :) A Mulan type could dress and pass as a man if the situation arose :)


Hmm, Tanar is taken by another alias. I may change the name up a bit. My character is ready to go aside from that.

Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Alright, ready to go, with the exception of my stat line.


The majority of character sheets are done, so now we get to the next part of our setup: To AP or not to AP? Theoretically, there are three of you, and while you could embark upon an AP, there are other things that can be pursued.

Atsuko's (sheet not updated) initial goal appears to be restoring her family honor. Up front, that's a tall order without returning to Tian Xa, given her backstory. That is not to be said that there aren't interests that can't be pursued on this side of the Teeth. After all, "the best revenge is living well", though stomping on any threads that are connected might be therapeutic as well.

Dymitri seems to be the type that could be in the pursuit of knowledge itself, and the events that unfold in regards to that pursuit might be enough to engage, but having other goals can be worked in.
(Other names up for offer: Tanaran, Ta'nari, Tanariel, T'nar, Tannard, Tanar'ic, Tanar'i, Tanarod, or add a last name?)

Carwyn (Sheet not completed, Tradition approved) is a character whose story kicks in later, as anything pursuing the manipulation of time is sketchy, dangerous, and uncertain if approached directly. Details can be gleaned, though.

What say you? Wander the world with a caravan, or embark upon an AP?

Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

I’m totally fine with not doing an AP. Wandering around the world sounds just my speed.

I think I’ll stick with Dymitri, I’m warming up to the name.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

In my experience AP's are the best because most players can't handle Sandbox games and it's even harder sometimes on PBP. Everyone thinks they want Sandbox but they get board or tired trying to come up with things to do. AP's are good at railroading without being super railroady. You still have a overall arch your following but some freedom on how you do it.

I just had a game die that was over 5 years old as the GM needed a break finally. I'm not going anywhere so I'm interested in playing what you want to run and commit time to as GM.

My plan was to bring honor through renown and living well. Doing great deeds and this is often fitting with an AP. The question would be which AP?

My top 2 are Wrath of the Righteous and Kingmaker.

Wrath may be better down a player as it's problems come from later game from my understanding. I have never played it past 11th level or so. I think book 3.

Kingmaker is fun and has a good bit of sandbox element in exploring the stolen lands. Building a kingdom can be fun but can slow in PBP. Best done in discussion with months planned out ahead and then just RP out events that may occur.

If we do AP how best to handle the man down? Start at level 3? This could make the early go a bit easier and al wash out by the end of book 1 or 2. Then the later books could be a challenge being down a man.

We could gestalt which makes us more survivable and covers area's we may lack but does nothing for Action economy. I love gestalt and I'm always willing to go this route :)

Removed Fire Resistance from sheet.


That is something to consider. Provided Carwyn does not show, I can still do some things, but let's give them a little more time to get up and running. Considering the caravan, there's always something that two people can do, it may just be adjacent to an AP or something smaller, so I would not worry on that front.


If Carwyn's player remains absent, I could open recruitment for one? two? more people, but that would be up to you two.

No Gestalt.


I'd be totally fine with opening up recruitment for a few more.


Ashe? Is reopening recruitment something you want to do?

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

I'm good either way. More player are more people that can drop the ball and stop posting this is a big reason most games fail on here. My 5+ year game was a 2 person + games master game. Me and the games master went through 3 or 4 others in that 5 years as even in that small of a game the other person stopped posting for some reason or another. It was tripple gestalt and mythic reclaiming your god power as you were a fallen god. Started at level 1 got up to level 7 mythic 3 I believe. it was a great game :)


I'll put up a tentative recruitment for one more, so we'll have four at best which is still manageable. Opening post coming up today or tomorrow.


You two please do go ahead and set yourself into the scene, I'll fold everyone else in as they arrive.


Forum check. Everyone still here?


Still here. I hadn't dotted in gameplay so I didn't know the first post was up.

HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Here. I hardly ever post on weekends. That is travel/project/wife time.

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Three for Four [T2] All Messageboards

Want to post a reply? Sign in.