GM Sappy's Into the Living Library [PF1]

Game Master Sapiens

Tuesday - Early Evening
Student Information
The Living Library - Map



Hello everyone! I want to run this small, fun, lighthearted module as a PbP, but I can't seem to decide whether to use Pathfinder or D&D 5th Edition (which the module was originally written for). So, for the moment I'd like to have this thread be an interest check to see what system to use.

The module itself is set in a magical academy (heavily inspired by Harry Potter and, I'd say, the Kingkiller Chronicles) and made for level 1 spellcasters. This would mean that in Pathfinder, I'd accept classes with 6-level or 9-level casting, and in D&D I'd accept those who have spellcasting at level 1 (as well as Warlocks and Artificers).

To reiterate, you will not level up during the adventure. This means that you will be heavily limited by your spells per day, cantrips will be important and the local cat shelter has the potential to be a TPK. However, the module itself is very light on combat: a quick mind and a quick tongue will be more important than the cosmic power of color spray.

About me:
I've been on these boards for two years and a half, I think, and I've been playing for the last 10 years or so. I don't claim to be the best GM ever, but I feel like I do a decent job, I try to give every player a chance to shine and I've never disappeared without a warning yet. I don't stress out too much about posting rate, as I'm quite busy myself and I can miss the odd day.

If you are interested in playing the freshman student at the most interesting school of magic around, the Academy Arcane, drop me a line, a concept, a limerick, a joke or anything that strikes my fancy, and choose which system you'd prefer ("either" is very acceptable if you have no net preference). And remember: illness, injury and death are not excuses for failing your assignment.


I would be interested either way, though I have never done anything D&D since 3.5. I would like go with this Gnome Sorcerer if Pathfinder. If you did go pathfinder are you thinking 15 point buy or rolling for stats?


I'm thinking probably 20 point buy. Over time I've fallen out of love with rolling stats.


I completely understand. I will go ahead and tweak this guy with 20 point buy and level 1 just for fun.

Would there be any possibility that you would continue on after this module with the characters?


Maybe? I haven't given it much thought, I'd have to find another humorous adventure or write one. I guess it would be possible, but I'm not going to commit anytime soon.


I'm interested. Would most likely play a wizard, in either system. (How could I not, in a module authored by the same person as Harry Potter and the Natural 20?)

No real preference regarding the choice between Pathfinder and 5e.


Pathfinder Adventure Path Subscriber

In giving, I must be kept or I am broken.

What am I?:
A promise!

I'd be interested, slightly more so if it was Pathfinder as that's the system I'm familiar with. Assuming Pathfinder, I'd probably go with a bard or summoner of some stripe, details as yet uncertain. I know this module screams out for a prepared arcane caster of some kind, but I just love me some spontaneous casters...


If you go with PF1 I'd like to try an Arcanist. I'll try to get the CS written by Monday. Have had the concept for a while but haven't been able to get in to a game with it....


I'd be interested in a pathfinder version of this.


I have a bard concept I'd like to try out for this.

System-wise, I prefer Pathfinder but I can learn 5e if need arises. I think I have the books somewhere.


Ok, I think that's all the interest this is going to collect, so I'm happy to open the proper recruitment. We'll be using Pathfinder, with the following rules:

Race: 15 RP or lower. Play something fitting for a lighthearted campaign: sullen duergar and brooding dhampirs are good for Carrion Crown, but this is Magic 101 for freshmen.
Abilities: 20 point buy. Don't go below 8 after racials, other than that go wild. Remember that the module is very light on combat, and there's no need to optimize.
Classes: Anything that has 6-level or 9-level casting or alchemy, including Eldritch Scoundrel and similar archetypes. Arcane, Divine, Psychic - any form of magic. No kineticists, though.
Wealth: Maximum by class. There are shops in the area, so you don't have to buy everything immediately.
Additional Rules: Background Skills.

Fluff: I don't need too much of a detailed background: you are first-year college students, not accomplished heroes. Write me a few paragraph, a 10-minutes background, a sonnet, your choice. What I want to know is:
- Why are you studying at the Academy Arcane?
- What sort of family did you come from? Proud magical tradition? Or are you a talented urchin?
- How did you afford the tuition? Hard work, rich family, a scholarship, or are you deep into student debt?
Don't be afraid to embrace a trope or two.


Working on the crunch for a submission and had a quick question. Would you object to my wizard starting with a couple scrolls she scribed herself? No big deal if so, I just thought I'd ask.


There likely won't be much time for proper casting in the game, and a handful of gp won't make a huge difference. So I'd say you can craft up to half your starting gold's worth of items: the same applies to potions, alchemical items and pretty much anything under 50 gp, if it fits your skills (so if you get Profession(tailor) go ahead and sew your clothes).

The Exchange

Race: Drow
* Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
* Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
* Keen Senses– Drow gain a +2 racial bonus on Perception checks.
* Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
* Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
* Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
* Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Str (10) Dex (16) Con (11) Int (12) Wis (10) Cha (18) HP (8) Saves (1/3/2) AC (14/13/11)
Class: Sorcerer (Phoenix Bloodline)
Trait: Metamagic Master (Ray of Frost), Two World Magic (Penumbra)
Lvl 1 Feat: Elemental Spell (can change Ray of Frost into ray of flame)
Skills: Spellcraft 1 SP (+5) K Arcana 1 SP (+5) Lore Underdark (+5) Linguistics (+2) Perception (+2)
Equipment: Wizard Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one), Silken Ceremonial Armor, Cold Iron Dagger, 65 gold

Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

The Unseen World (Su) At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

Lvl 0 Spells: Detect Magic, Read Magic, Penumbra, Ray of Frost, Prestidigitation, Mage Hand
4x Lvl1 Spells: Recharge Innate Magic, Burning Hands


Thanks for answering my questions. I'm posting my character concept here using the spoiler tags. I'll create an alias if submitted. (Also, if anything looks off, please let me know and I'll change it.)

Character Build:

Statistics:
Spoiler:

Hiraeth
Female Tiefling Wizard (Illusionist) 1
NG Medium Outsider (Native)
Init +6; Senses: Darkvision 60ft; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 dex., +1 armor)
HP 8 (1d6) (+1 FCB)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Melee Dagger -1 (1d4 -1, 19-20/x2)
Ranged Light Crossbow +2 (1d8+0, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 9
Base Atk +0; CMB -1; CMD 11

Special Abilities:

Spoiler:

Feats:
Scribe Scroll (Bonus Feat): Create magic scrolls
Improved Initiative: +4 bonus on initiative checks

Traits
Perfectionist's Brew (Magic): You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Unintentional Linguist (Social): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Skills:
9 skill ranks per level (2 class, +5 Int., +2 background)

Craft (Alchemy): +11
Disguise [1]: +3
Knowledge Arcana [1]: +9
Knowledge Dungeoneering [1]: +9
Knowledge History (Background) [1]: +9
Knowledge Planes [1]: +9
Linguistics (Background) [1]: +10
Spellcraft [1]: +6
Stealth [1]: +8

Languages
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Infernal, and Sylvan.

Class and Racial Features:

Spoiler:

--------------------
Wizard Class Features
--------------------
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.

Arcane Bond (Chosen Object - Ring): At 1st level, wizards form a powerful bond with an object or a creature. Wizards who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Arcane School (Specialist School: Illusion - Mage of the Veil. Opposition Schools: Enchantment/Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook.

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

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

--------------------
Illusion (Mage of the Veil):
--------------------
Extended Illusions: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

Requirements: A mage of the veil must select disguise self as one of his spells known at 1st level.

Class Skills: A mage of the veil gains Bluff, Disguise, and Stealth as class skills.

Associated School: Illusion.

Replacement Powers: The following school powers replace the blinding ray and invisibility field powers of the illusion school.

Face in the Crowd: At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
--------------------
Tiefling Racial Traits:
--------------------
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Prehensile Tail (Alternate Racial Trait): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
--------------------
Favored Class Bonuses:
--------------------
Level 1: +1 hp

Spellbook:

Spoiler:

Cantrips:

Abjuration:
Resistance: Subject gains +1 on saving throws.

Conjuration:
Acid Splash: Orb deals 1d3 acid damage.
Drench: Soak the target creature or object.

Divination:
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Read Magic: Read scrolls and spellbooks.

Evocation:
Breeze: Create a light wind.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Keep something in the shadows.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Spark: Ignites flammable objects.

Illusion:
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Vacuous Vessel: Make a single container appear empty.

Transmutation:
Chameleon Scales: Change the color of your skin to something else.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

Universal:
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

Level 1:
Conjuration:
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.

Divination:
Comprehend Languages: You understand all languages.

Evocation:
Ear-Piercing Scream: Deal sonic damage and daze target.

Illusion:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).

Equipment:

Spoiler:

Combat Gear:

Dagger: 2gp
Light Crossbow: 35gp
10 bolts: 1gp
Haramaki: 3gp

Other Gear:
Acid flask (3): 10gp (Crafted at 1/3 cost using Craft - Alchemy skill)
Backpack (Common): 2gp
Belt pouch: 1gp
Chalk: 1cp
Flint and steel: 1gp
Ink: 8gp
Inkpen: 1sp
Oil (1 pint): 1sp
Parchment (10): 2gp
Rope (Silk): 10gp
Soap: 1cp
Scroll of Comprehend Languages: 12.5gp (Crafted at 1/2 cost using Scribe Scroll Feat)
Scroll of Mage Armor: 12.5gp (Crafted at 1/2 cost using Scribe Scroll Feat)
Spell Component Pouch: 5gp
Traveler's Outfit (x3): 2gp (1st outfit free)
Waterskin: 1gp

Total cost: 108gp, 2sp, 2cp
Remaining gold: 11gp, 7sp, 8cp

Character Background:

It had finally come. After weeks arguing with her parents about the application fees. Long nights studying at the library to prepare for the entrance examination. Months of waiting, wondering if she was really good enough, or if this had all just been a waste of time and money.

With shaking hands Hiraeth opened the envelope, barely avoiding nicking herself with one of her long, sharp claws.

Dear Ms. Hiraeth, we would be pleased to welcome you as a first-year student at the Academy Arcane…

Suddenly boneless, she slumped to the floor. Her mother’s voice, worried, called from the next room. ”Hireath? Is everything alright?”

Was it? She’d made it, but…

She quickly scanned the rest of the letter, looking for the magic words.

...you have been offered a full-tuition scholarship…

Her breath caught. She read it again. And again. The words remained the same. They weren’t just accepting her, they were giving her a scholarship! Which meant…

Her mother walked into the room, her face growing more concerned when she saw Hireath on the floor. ”Hireath? What’s wrong?”

”Nothing! Nothing’s wrong! They accepted me, mom! With a scholarship!” Hireath was crying now. ”I can actually go!”

Acceptance was hard to come by for a tiefling, particularly one as...obvious...as Hireath. (The claws she could hide in gloves. She’d long since mastered the art of smiling without showing her fangs. Even her tail was usually hidden underneath a long skirt. But nothing could be done about her reptilian eyes, or the long, curling horns sprouting from her head.) Her parents loved her, but most of her peers were afraid of the “fiend-spawn.”

With few friends, Hireath buried herself in books. Most frequently books on magic, a line of study her parents encouraged. Potion-brewing was a lucrative occupation, after all. What they hadn’t expected was the sheer talent the girl showed for spellcraft.

It was a librarian who suggested she apply to the Academy Arcane, after seeing her practice a few cantrips she’d taught herself. Her parents were initially hesitant. Schools were expensive, and their small alchemist’s shop didn’t make that much profit. Hireath begged and pleaded, until eventually they agreed to let her apply. If she was accepted, they’d see if they could somehow raise the funds.

But now, they didn’t have to. Now, Hireath could attend the Academy Arcane with her head held high, without worrying about her parents having to sacrifice their own lives to send her there.

She’d prove to everyone that they’d made the right choice.

Plus bonus limericks!

A tiefling once born in the city
Was told she was not very pretty
Her horns were all wrong
Her nails too long
But lucky for her she was witty

She taught herself new magic arts
With aid from her surplus of smarts
She went to a college
For even more knowledge
(There's more than one way to break hearts.)


@Hiraeth: Your limericks would have paved the way to any Bard College, but I'm very glad you chose the Academy Arcane instead. Welcome! You can create an alias, dot the Gameplay thread (you can dot and delete if you just want it to appear in your online campaigns, otherwise you can post something IC) and then you're ready to go! That is, unless I suddenly notice a catastrophic error in your build, but it doesn't seem the case for now.

Small note on your crunch:

Improved Initiative is a wonderful feat that I love to bits, but take note that the module is generally light on combat. I just don't want you to feel like part of your build was irrelevant because you only entered a fight once or twice.

Lindaer:
Welcome! I'm guessing that you'd like me to look at the crunch before going for the fluff, so here are two things that pop to my eyes.
1) The part I'm more interested in is fluff, especially the part about your race. I trust that you won't come up with a sullen Drizzt clone, but I want to make sure that you didn't miss the part about light-heartedness.
2) Metamagic Master + Elemental Spell + Phoenix Bloodline is a wonderful combo to get infinite healing. I totally get that you'd want to try it, and have nothing against it. However, I'm worried that you may not use it fully: it's likely that with a team of full casters, you'll do all that is possible to avoid taking hits in the first place, and the module is light on combat. So, if you want to go for it then go, just know that you may not get much mileage out of it.

The Exchange

I just haven’t gotten to the fluff yet. But yes, I’m tracking that this won’t be a game where healing is of the utmost importance. But having it is better than not having it, and the 1-2HP cantrip is more useful with the low HP casters than, say, a barbarian. I also like the bloodline for the extra cantrips. :)

Also when the fluff comes up he won’t be a drizzt clone. One thing that I’m trying to figure out is how to free up some skill points for diplomacy and bluff...especially bluff.

The Exchange

Fluff: I don't need too much of a detailed background: you are first-year college students, not accomplished heroes. Write me a few paragraph, a 10-minutes background, a sonnet, your choice. What I want to know is:
- Why are you studying at the Academy Arcane?
- What sort of family did you come from? Proud magical tradition? Or are you a talented urchin?
- How did you afford the tuition? Hard work, rich family, a scholarship, or are you deep into student debt?
Don't be afraid to embrace a trope or two.

Fluff:

Deep beneath the earth, the drow play their game of intrigue, bribery, murder and demon worship. Of them, House Elyrien is but one of many, and Lindaer is but the youngest son of many. His house rose to prominence through their magical abilities, specifically, their control of the flame. For in the lightless expanse of the underdark, the ability to quickly summon bright light can often turn a conflict around. And down there he would have stayed, if not for a conflict between House Elyrien and House Mitheredal. It began when one of the Lord Mitheredal's sons died in a tragic incident involving a loaded crossbow and an exploding donkey (a truly unforeseeable accident). Not long after, one of Lord Elyrien's sons expired when a liche accidentally teleported into the lavatory of House Elyrien. Funeral after funeral was held, where both houses loudly bemoaned the losses of the other, even as the rash of unexplainable accidents steadily increased.

Lindaer's father, rightfully decided that young Lindaer would not survive long in his home. Deciding that it would be best for his sons to vanish for a short decade or so, he sent his children away. Lindaer was sent to the surface, far, far away from the intrigues of his people. To the Academy Arcane. It was decided that if he had to go away, he might as well learn something. Plus, who would ever think to find him in a place so quaint? And besides, given his extreme youth, Lord Elyrien didn't trust Lindaer's chances of survival anywhere beneath the surface. His father was still congratulating himself on coming up with such a perfect solution even as Lindaer was teleported away. Lord Elyrien had a funeral to attend, afterall, and couldn't be bothered wasting time with preparing more of a sendoff. It was just fortunate that Lord Elyrien had accidentally sent a son who actually could speak and read common.

Lindaer has thus been enrolled in the Academy, and has come for his first year. He is educated, polite, and more than a little scared. All he knows of the surface world is from what he has learned from listening to his house retainers' tales from their raids. Which is to say, he doesn't know much. But, he tells himself that it might not be all bad. For while his family are the self stylized lords of the flame, he has secretly harbored the desire to learn the art of healing. And perhaps on the surface such a pursuit will be taken more seriously?

The Exchange

One last question: Is VMC allowed? If so I'd go VMC bard. Lvl3 would get knowledge skills, so he could focus on diplomacy and bluff.


Ok, here's my stuff! I decided to really go for the "Harry Potter" feel.

Stats:
Anita Reinbach
Lv.1
Human Bard (Animal Speaker)

HP: 8/8
AC: 11
Fortitude: +0
Reflex: +3
Will: +4

BAB: +0

STR: 10 (0)
CON: 11 (0)
DEX: 12 (+1)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 18 (+4)

Traits
Skilled
Bonus Feat
Languages: Common, Elven, Draconic, Auran, Gnome

Special Abilities
Bardic Knowledge
Bardic Performance (8/8) Cannot Fascinate
Animal Friend: Birds

Spells
Level 0
Message
Read Magic
Scrivener’s Chant
Lullaby
Prestidigitation
Detect Magic

Level 1
Summon Nature’s Ally
Sleep
Unnatural Lust

Feats
Cosmopolitan (Handle Animal, Fly)
Expanded Arcana (Lullaby, Scrivener’s Chant)

Skills
Bluff +8
Diplomacy +8
Handle Animal +8 (+12 vs. birds) (background)
Knowledge: Local +6
Knowledge: Nobility +6
Linguistics: +5 (background)
Perception: +6
Perform: Sing +8
Perform: Dance +8
Sense Motive +6
Use Magic Device +8

Equipment:

Masterwork Backpack 50g
Hooded Lantern 7g
Cauldron 1g
Ink 8g
Scrivener’s Kit 2g
Journal 10g
Mirror 10g
Paper (10 Sheets) 4g
Perfume 5g
Scroll Case 1g
Sealing Wax 1g
Signet ring 5g
Stationary (1 Sheet) 1g
Teapot 1sp
Abacus 2g
Spell component pouch 5g
Falconry Gauntlet 10g
Hawk 18g
Feed (2 days) 1sp
Scholar’s Outfit Free
Traveler’s Outfit (x5) 5g
Cards 1g
Tea (20 cups) 4sp
Chocolate Bar 5g
Glowing Ink 5g
Oil flask 1sp

23g 3sp


Fluff:
Anita’s mother operates a newsletter called The Eldritch Gazette and her father runs a successful aviary. Long hours at the Gazette kept her mother from making a big impact on Anita’s early life, leading her to take more after her father. As she grew older, her parents put her through years of schooling, training their daughter with hopes stepping into the ranks of nobility.

Her parents were successful enough to pay Anita’s way into Academy Arcane and jumped at the chance. The school was prestigious, and their daughter was certain to meet the rich and powerful. Anita herself was pleased at the chance to be free of her parents smothering influence. She worked hard and passed the entrance exams with relative ease. With some excitement and her parents approval, she was set for the Academy.

Miss Reinbach is polite, but chatty sort, constantly filling the air with gossip. She loves the sound of her own voice, especially when singing. Even with no humans around, she’s never truly alone, as her pet Squacks is usually nearby. Finally free of her parent’s influence, she starting to cut loose a bit.


@Lindaer: Theoretically, yes, but the game starts and ends at level 1, so it will never actually come into play. You can make an alias and get into the Gameplay thread as soon as you are satisfied with your skills choices.

@Origami Dog/Anita: Everything looks to be in place to me, so you can go ahead, make an alias and get to the Gameplay thread.

@Everyone else: I realize I wasn't properly clear: my intention is to start the game with everyone who has posted in this thread so far, provided you can put together an alias in a timely manner and don't start clashing harshly with me (which would essentially only happen if you were trying to force an out-of-tone character).

Therefore, Classes will start on Monday, 3rd of May. If you have a character I like in the gameplay thread by then, you are in for the start. If you make it by Friday the 7th, you'll be late for class with the strictest of your professors, with possibly dire circumstances.


This is the CS for Lemming's Arcanist. Let me know if there are any issues.


Vernon:
I love the tongue-in-cheekiness of the adventurer parents praising the mighty crossbow. The build looks alright, but I'll add a comment.

Improved Initiative, Reactionary and a Greensting Scorpion all concur to give you an incredible initiative bonus. This is perfectly fine and I have no problem with that, but you probably won't need them: the module is light on combat, most encounters are planned to be avoided or fled, it's not a game where optimization is required.
The point is that I wouldn't want you to feel like three important parts of your character were irrelevant just because you only got into a handful of fights. Then, if you are still sure, go for it.


Adjusted with your advice for this campaign. And I think it makes the character more interesting. Might even enjoy a duet with a bard if we have any in the party....


So, the list:
In the game:
Ever_Anon, Hireath, Female Tiefling Wizard - In game
AGM Lemming, Vernon, Male Human Arcanist - In game
Origami Dog, Anita, Female Human Bard - In game
Lindaer, Male Drow Sorcerer - In game

Pending?
Zord Rupercog, Male Gnome Sorcerer
Rennaivx, Bard or Summoner?
trawets71, ????

Classes start Monday, right? Are we going to get archery lessons too? ;)


They do indeed start on Monday, but archery lessons are not in curriculum, at least for first-years. And you may be very busy in these days...


Pathfinder Adventure Path Subscriber

I think I'm gonna back out of this one - I had a couple of invitations come my way from former GMs that I wasn't expecting, and making an arcane caster for this game would mean playing three arcane casters simultaneously, which I'm not sure I could keep straight. :) It looks like there's a four person group ready to go, though, so I hope it goes well!

Community / Forums / Online Campaigns / Recruitment / [PF1 or D&D5e] Into the Living Library - Interest Check All Messageboards

Want to post a reply? Sign in.