
GM Mowque |

Ok, here is the first draft. Any objections,thoughts,confusion?
Doumane
N Small humanoid (halfling)
Init +4; Senses Perception +8
DEFENSE
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 size)
hp 26 (3d8+3)
Fort +3, Ref +8 (+1 vs. traps), Will +2; (+2 vs fear)
Defensive Abilities evasion, blade sense +1
OFFENSE
Speed 30 ft.
Melee masterwork dagger +7 or +5/+5 (1d3+4/19–20)
Ranged hand crossbow +6 (1d3/19-20)
Special Attacks sneak attack +2d4 (+2d8 sneak stab), bleeding attack (2 bleed)
STATISTICS
Str 8, Dex 18, Con 13, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 14
Feats Extra Rogue Talent, Two Weapon Fighting, Weapon Finesse
Traits Axe To Grind, Successful Shirker
Skills Acrobatics +10, Bluff +9 (+2 when benefiting from concealment or cover, +3 when avoiding punishment by a lawful authority), Climb +5, Diplomacy +9 (+3 when avoiding punishment by a lawful authority), Disable Device +10, Knowledge (local) +7, Perception +8, Sleight of hand +14 (+2 when benefiting from concealment or cover, +4 to conceal a weapon, +1 to conceal a light blade), Sense Motive +6, Stealth +15
Languages: Common, Halfling
SQ rogue talents (bleeding attack, underhanded), evasion, finesse training (daggers), blade sense +1
Equipment: masterwork studded leather, 2x spring-loaded wrist sheaths, 2x masterwork daggers, 3x daggers, 1x sawback dagger, masterwork thieves tools, hand crossbow, snapleaf, rogue's kit (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.)
Cash:1,204
Axe to Grind
You gain a +1 trait bonus on damage against foes who are threatened by only you.
Underhanded 3/day
Deal maximum sneak attack damage during the surprise round using a concealed weapon that her opponent didn’t know about.

Shari |

No objections to the character. Once I realized you chose an archetype, there wasn't any confusion :)
I didn't crunch your numbers. It looks good to me at quick glance. Do you usually go over people's characters in detail?
Also, feel free to take background skills. I think the usual is 2 points per level. That may cause you to change around some of your skill points, up to you.
Did you have a little bit of a background in mind? Or did you want to settle on the crunch first before giving me fluff?

GM Mowque |

Argh, I should have put the archetype above like this
Doumane
N Halfling Rogue 3(Knife-Master)
Sorry about that.
I usually don't re-crunch the numbers unless something looks really odd. This is a game not a tax return.
Ah, wasn't sure about background skills.
I wasn't sure about the background without knowing more about the game, but I can come up with something. I didn't want to overdo it if the game was to be a short trial. I am thinking is a Magnimar local who is a local fixer for various gang-leaders and merchants. Often used to transmit delicate messages, for example, or find people and things stolen. Sometimes has dealt with criminals but who doesn't in Magnimar?

GM Mowque |
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Got it.
Doumane is driven by two things. One is an intense dislike of being seen as foolish and the other is a driving patriotism for his city, Magnimar.
He was born to a lower class family of porters, and grew up near the infamous Magnimarian docks. Unlike his rather stolid and work a day family however, Doumane soon gained a reputation as being a clever and not very respectful child. He was always getting into things, exploring places Hey, Shalina! and talking to people. Even as a kid he had a knack for finding lost things, be it a misplaced broach or a deliberately mis-cataloged manifest. It was hard to get Doumane off the trial of something. What make the halfling stand apart was his desire to always return things to their rightful owners.
This was not out of an innate sense of duty or goodness. Instead it was tied to his love of the city. He loved Magniamr, with it's sweeping cliffs, standing ruins, the cosmopolitan city streets. To the young halfling it was everything city should be, and his part of making it great was not being greedy (at lest for things not his own. He certainly enjoyed being paid for things).
In adulthood he turned his childhood passion into a career. Mainly he found goods that been stolen and fenced, then recaptured them (sometimes this was strictly illegal) to be returned to rightful owners. This ranged from everything from simple cutlery to expensive pieces of art. He maintained a network of contacts throughout the city who he regularly canvassed for information. When 'retrieving' business was slow, he also sometimes hired himself out as a tour guide to tourists or those interested in seeing the city. Doumane specialized in the seedier parts of town and had even taken nobles when they felt a desire to 'slum it'.
How's that for a sense of the man? I am picturing as gregarious, friendly enough, but also private and given to silent brooding at times often enjoying being an observer to the bustling city rather then participating.

GM Mowque |

I usually have a rough arc in my head. For example, for Shalina's game, I have a general idea what the route will take for her to get to the Chelish diggings. What places/people/big set piece encounters still we meet. This storm, for example, is one of them.
I don't get too involved however, for who knows how you'll deal with each problem? But a general idea, so you can guide the story correctly, is essential for me. But since PBP gives you so much time, I tend to fly light and just make things up as I go.
For example, I had no idea how you would interact with Amon or Sivvek and just let that flow naturally. Both have plot purposes they will carry out (probably) but there is alot of RP there that is entirely organic.
Am I making sense?

Shari |

Makes sense. Then how many key encounters do you usually plan on? It probably depends on how long you're planning the game for but for a short game like we're planning, what would you suggest?
Also, I will read the Gamemastering part on the d20PFSRD website but I thought I'd ask...how do you decide how difficult to make encounters?

GM Mowque |

Two good questions with no good answers I'm afraid.
The first one: I use encounters for two things. First, to serve plot purposes. To introduce a threat, to act as a cost to some choice or to set a scene. For example, in Unknown Shadows, the various abominations you fought in Sothis was to show how 'End of Days' things were getting. In Rayka's game, the horrid attack by the aberrations was to show that despite Shaliana's success, there were still nasty things around that the Chelish hadn't bothered to get rid of. It also served as a bonding moment between you and the White Jackal gang.
Second, to have fun. The game is, in many ways, a tactical combat simulator and it can be fun to explore that using an interesting and innovative combat. For example, Shalina will soon be fighting on top of a rain tossed ship. That should be fun and make for good imagery.
So as many as will serve those purposes without slowing things down. I tend to err on the side of 'less is more', because PBP is so slow and combat is the slowest thing of all.
Difficulty is a crapshoot, doubly so in solo games. CR, Challenge Rating is supposed to give every monster a value. That value is supposed to be what level a well-balanced party of four should fight.
For example, a gelationous cube is CR 3. In theory, it should be a standard fight for a party of level 3 characters.
In practice, I find it only useful in the most general sense. For one thing, they are designed for a very different game then ours. The game designers imagine lots of small combats (over a dozen!) in the course of a day, while my games generally do not.
Secondly my games are solo games, so rarely is there a party.
So yeah, it is really tough and I've messed it up a few times. A handy trick is to simply add more of the monsters mid-fight if things are too easy.

Shari |

All good information. This weekend is a long weekend here in Canada and I foresee some hibernating on my part because today we got 30cm of snow and it's still snowing. Blech! So I'm hoping to get some more info together.
Although I'm beginning to realize that I'll probably never feel ready so should we start and see what happens?

Shari |

No apologies necessary. Hopefully the darkness has passed.
We got totally hammered by a freak storm. Definitely not normal for this time of year. I wouldn't have batted an eye if it was December but it's only the beginning of October. I don't actually live that far north...Calgary, Alberta is where I call home but I'm originally from Saskatchewan so I'm no stranger to snow.
I hope to get us started this weekend.
And for that, I have a question. What does Doumane like - either to do or to have or to be with?

Doumane |

I mean, I live in an area that gets a good bit of snow too. Snowbelt but usually not till late November at worst.
I've never been to Canada. Wife and I are debating a Quebec City trip maybe next year...
As for Doumane.
I would say he likes either seeing/touring/learning about things that make Magniamr special or being around large crowds (but not in them, as an observer). So people watching on a busy street, watching a parade or rally, festivals, but never really taking part.
That make sense?
Do you want me to come up with some NPC friends/allies?

Shari |

And first post is up. I had planned to provide you with a NPC for story purposes. You are more than welcome to make up whatever NPC friends/allies you like. This is a story that you should enjoy.
As for Canada...I've heard that Quebec City is absolutely beautiful. But be prepared for a slight language barrier if you don't speak French. They may know English but it doesn't guarantee they'll speak it :)
As a westerner, I would highly recommend Banff and Lake Louise - especially if you like the outdoors. Hiking in the summer, skiing in the winter. Victoria, BC (and the rest of Vancouver Island) is also quite beautiful. The maritime provinces are still on my bucket list of places in Canada to visit - especially Newfoundland.

Shari |

Thanks! Sorry for the huge chunk of text. I was a little worried it may seem contrived.
Nemeia was killed when Karlov was taken - mother trying to protect him and all. It was mentioned in the text but like I said, it was a huge chunk of text.
I will provide answers to your post later tonight. I'm usually busy Tuesday nights so it'll be after I get home. And I need to consult my notes so I can't do it on the fly from work.

GM Mowque |

I generally fudge it. I usually have three 'tiers' in mind. Bad rolls, good roll and very good roll and have a general idea of how much information I'll give out based on rolls. Also, depending on how involved I want to get, I'll RP some of it out which then depends entirely on how the PC operates and questions he asks.
Am I abstractly rolling or are we RPing me going to shady taverns and such? I'm fine with either.

Shari |

You practicing your Canadian for your trip to Quebec? Eh?
I'm sorry...too much? That's totally what I pictured when I saw your roll so I went with it.
I don't hold tightly to the idea of critical fumble for skills. Although I've often played with GMs where something would happen if you rolled a 1. That's why my cleric eventually got a locking gauntlet so that she wouldn't throw her weapon across the room anymore. Granted she wrenched her shoulder a couple times but she always had her weapon :)

Shari |

None of the official temples are really close to where you are but the Seerspring Garden isn't too, too far and a temple to Erastil borders it. A little bit of a walk but not out of the question.
As a GM, would you just make a place up even though it isn't an official location? I personally don't think it has to be an official location listed for Magnimar in Pathfinder but I'm not sure how much liberty I'm allowed to take.

Doumane |

Rule Zero, also known as GM fiat, is the common RPG rule that the GM has the ultimate say in all rules matters and can thus introduce new rules or exceptions to rules, or abolish old ones at their leisure. To put simply, it means the GM is like the god of the game. The Rule is commonly used to help ensure the written rules can always be changed to improve the realism, narrative, game balance or other appreciated qualities of the game.
I am a big believer in it. You have total control. Make up whatever you want to help the story go faster/smoother/more interesting/tell a better story.
As for this instance, you basically did exactly what I would do. I'd offer 2-3 canon places and see what they picked. Different players do different approach. I, so frequently a GM, are hesitant to just make up places and gum up any plans you have. Most players are better at forging their own paths.

Shari |

I always assume everyone else knows way more specifics than I do so I'm a little afraid to make up stuff and have the other person tell me that it's completely wrong.
I also don't want to destroy any pictures you may already have of what Magnimar is.
But thanks for Rule Zero. I wonder if they'll let me post that at work...

Shari |

Wow...going toe to toe with Razvan. Now that is ballsy. But the player gets what the player wants ;)
The Black Cyphers are based in Riddleport but have a branch of the operation in Magnimar because they're trying to expand down there.
I would say about an hour or two and Usher's Hall will be open. But that also means that you've been up most of the night.

Shari |

You can't derail something that isn't entirely on the rails :)
But please, if you're ever bored or not enjoying yourself or have suggestions - please feel free to speak up. I want to learn and I want you to have fun.
Even if it's after the fact - like 'in this situation I would have added...' or 'in that situation I wouldn't have done that...'