
GM Rutseg |

Welcome to the Ire of the Storm Pathfinder Module!
In this final phase we will come to know each other better and shape together the 5 characters that will eventually become the heroes of our campaign.
The idea is to create a party that is both mechanically and personally balanced and well tied together on reasons to cooperate with themselves and Pridon’s Hearth. In addition, the process will give me extra insight on what each of you is expecting and can offer to the game, which will be invaluable to build a campaign that is both fun and a fulfilling gaming experience.
The creation rules are as follows (let me know if you need clarifications in any point):
Starting level: Start at level 1, the adventure will end once you reach level 6.
Starting wealth: Average for the chosen class.
Ability generation system: 15 point buy
Hit point generation system: PFS-style (maximum at level 1, half the hit dice plus one afterwards).
Alignment restrictions: Only neutral and good characters allowed. Lawful Evil might be acceptable if character motivations ensure cooperation with the party and the colony.
Number / type of traits allowed: 2 traits allowed, one of which should be an Ire of the Storm campaign trait.
Source material restrictions: Core + Advanced Player’s Guide + Ultimate Magic + Ultimate Combat + Advanced Class Guide + Pathfinder Unchained + Advanced Race Guide + Ultimate Campaign + Bestiaries + CS:Inner Sea World Guide + CS:Inner Sea Gods + PC:Heroes of the Wild + PC:Blood of the Elements + PC:Familiar Folio + PC:Animal Archive + PC:Sargava the Lost Colony + each player may chose a single Player Companion source that helps him bring the background of his character to life (let me know which if you chose one).
Firearms: Early firearms.
Hero points: 1 each new level, including initial one.
Unchained rules available
Classes: You can use either the Unchained or the Core version of any class, but for the Summoner you must use the Unchained version.
Background Skills
Skill Unlocks
Variant Multiclassing
Maps: Google Slides with edit permissions for all players.
Posting frequency: At least 1 every 24 hours, and let others know if you will be not available for more than 2 days. Weekends and summer holidays might see a much slower rate.
Level advancement: Plot driven (with adjustments depending on party effectiveness).
Initiative management: Turn stacking (if someone is holding the round, I will resolve the round and that someone can post two rounds of actions on next post)
Treasure management: You are in an isolated colony, most of your equipment is expected to come from adventuring finds.
Magic Items Crafting: Available. There will be time for crafting, but it will become limited at some points of the adventure.
PFS credit: I will issue chronicles to those players interested (there are 3 chronicles plus a bonus one for playing the full adventure).
When choosing the stats and options of your character, please, take into account how easy it will be to play it on PbP. If it requires immediate feedback from other players, adds complex rules or exceptions or forces other players or the GM to remember about plenty of modifications and exceptions, it will probably be a bad option, painful to take to reality. Likewise, consider if those options will be still interesting for you and the rest of the players after weeks of play. If your character will be casting the same spell or using the same maneuver in most combats during months, you might lose the interest on your character after some weeks playing, which is not good.
Similarly, when choosing your background and personality, take into account it should make things easier rather than difficult for your party and keep the character fresh after months of play. That usually means your character has room to evolve during the adventure and has reasons to collaborate and not insult or otherwise antagonise with other characters.
Your characters are expected to have a reason to travel to Pridon’s Hearth, you have great ideas presented among the campaign traits and you can explore more than one of those ideas even if you do not pick up the corresponding trait, or you can come up with your own reasons.
You might choose to know some of the other members of the party, perhaps by face or name, or you can even be friends or have stronger relationships. You can also be unknown to each other. The first AP event assumes you are traveling in the same ship, so you have at the very least seen each other for the last few days before reaching to Pridon's Hearth. Your characters know they will be neighbors in the near future and thus they are most likely eager to build up some bonds as they travel together (imagine yourselves in the first day of a new school or work). Soon enough people in the colony will start to see you as a group of defenders or investigators and will start asking you related tasks. It is only good that you think for a reason your character might be engaged on those activities on behalf of the colony.
This is a wilderness campaign and the only settlement you will ever have access to is very small. As such classes that do not require city services and complex equipment will have an easier time than others. Sorcerers, Clerics, Druids and Oracles will have it much easier to get access to new spells than a Wizard, a Magus or a Which, whom will find a hard time finding other casters from whom to get spells. Likewise, a Monk might have less problems to stand in front of enemies than a heavy armored Fighter that finds no magic shop where to buy his shiny armor, weapon and shield. There will be some time for minor crafting, but do not put too much hopes on that.
I hope you help each other to attain a group of characters that are both interesting and balanced on background, personality and stats. I think the most you talk and interchange suggestions, the best will be the result. I will also be around adding my own advice and knowledge about the adventure.
What I am expecting from each of you is to provide:
- A background that explains from where your character comes, how did he or she achieve its power or training and what brings him or her to Pridon’s Hearth.
- Some thoughts on the character personality, be it simple or complex, and how it will add to the fun of everyone in the group (including the GM) without causing problems with the adventure.
- A full statsblock of your character (please write it down in your character alias profile so I can easily access it for reference).
- An alias with a portrait that conveys your character (it can be reused).
- The appearance and description of your character will be provided during play, but you might share your thoughts here too.
Only once everyone’s character is complete I will start the adventure.
I suggest you start by stating what kind of character you are interested to play, then pick up a campaign trait and finally proposing a class and race for your character. You can iteratively repeat this process with the others until you are satisfied with the group that shows up.
I hope you have fun during this collaborative creation process, and good luck to everybody!

Hubaris |

Hello all and thanks for the selection GM Rutseg!
I'll just give a quick start here. I never play PFS so the whole Consortium/Society stuff is kind of new to me. From what I understand the two are at odds with each other correct? I try not to read things for fear of spoilers on the off chance I do play in it someday. If they are at odds, there seems to be campaign traits that seem to imply they work together at times, would that be accurate? I'm just trying to get a feel here.
In terms of character design I'm happy to play nearly anything. I currently have a Poison druid that I've been sitting on for a bit with Spontaneous Cures and melee combat If we need some kind of supportive, healing type. A skill monkey Bard with a literal monkey thief pet who might fit very well as an undercover agent of one of those two factions. Which might work somewhat in the wilderness and somewhat not, depending.
I'm partial to coming up with somewhat linked backstories with someone else if they are willing to do so with me. I've always wanted to play someone's hired goon and muscle. Think Caramon to someone else's Raistlin.
Overall I just love building characters so I can fill in nearly any slot. I figured I should get the ball rolling though. I'm excited to build this way though, it seems fresh!
Quick question though, what kind of monsters will we be expecting? It sounds gamey but there's nothing worse than rolling an enchanter in a game filled to the brim with undead, or an archer in a game full of swarms and tiny vermin.
Just as a note I am EST (UTC-5)

The Emerald Duke |

I am doting in. Thank you for the selection!
I am thinking that it might be a good idea to have a teamwork feat or two... especially given we are actively creating these guys and gals together. Just a thought though, so if its not practical ditch it.
If we are rolling into a wilderness-heavy campaign I think that it might be a good idea to bring a ranger or hunter. I have never had much luck crafting them as the animal companion rules are perpetually foggy to me (by which I mean I am never am sure if I am doing them right) but their favored enemy/favored terrain options might make the difference.

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Thank-you for the opportunity to play in this game.
I am considering playing a gnome nature oracle, with an intelligent wolf bonded mount (unfortunately, there aren't any animals that would be native to Sargava available as options — I wish the list was a bit more diverse).
There's two ways I could develop this character:
1. Straight oracle. My PC would be able to fight in melee, but wouldn't have much damage output (although the boar would help out).
2. A two lvl dip into barbarian, which would give a rage power related to my oracle's curse. This would make the character more martially oriented, in exchange for the loss of two caster levels. This is the path I would choose if someone else was going to build a character with significant healing capabilities. This path would be very tight for feats, making it difficult to fit in a teamwork feat.
Either way, this would be a charisma-focused character. Most likely I would take the Researcher campaign trait

GM Rutseg |

...Consortium/Society stuff...
They are at odds with each other. Both of them are interested into magical artifacts, ancient ruins and control of trade, but the Society is usually more interested into ancient magic stuff and sees the trade thing as a mean to unearth forgotten knowledge, while the Aspis has the opposite look, and are interested on magical and ancient stuff only as a mean to obtain world trade domination.
They never work together, they are complete rivals.
That said, if no one is interested on that stuff you can perfectly ignore it and it will not have an impact on the adventure.
Quick question though, what kind of monsters will we be expecting?
If I see you are building towards a build that will be no fun on this adventure, I will point you out. That said, I can advance this is not an adventure that revolves around defeating a large horde of undeads, demons/devils, giants or goblinoids, which are typical themes in Paizo adventures, but do not have a meaningful presence in this one.
As you might have inferred by the title and some of the campaign traits offered, this is a good adventure for concepts interested in weather, the storms and interested in ancient ruins related to those concepts.
...it might be a good idea to have a teamwork feat or two...
As you are building up together, it might have sense that in case you create a couple of characters that have been working together for a while now, they have shared tactics.
...it might be a good idea to bring a ranger or hunter...
I will not say it is a bad idea or a good idea. I just wanted to let you know all you do need is some abilities in the group to move through the wilderness. But it would be ok if you have a sorcerer with some nature knowledge coupled with a cleric with Survival and a fighter invested on geography. I mean, you only need to cover up some skills as a group, there is no need to play a druid or a ranger unless someone in the party is really eager to.
I am considering playing a gnome nature oracle...
Mounted combat requires a lot of feats to really work and its rules are rather complex. Then from experience I can tell this kind of characters become one trick ponies, either delivering insane amounts of damage and leaving other companions meaningless in combat when they are able to place a charge, or being unable to contribute and leaving companions alone if they cannot place a charge. In this adventure you will find both, a long section where charging will be a strong tactic always, while another section where it will be rather difficult.
That said, if you are really willing to go that route, I am fine if you pick up the pony statsblock and you just tell is a lizard or some small dinosaur.
What races are available to play?
Any race available in the campaign sources is available for playing.
That said rare races only really feel rare on a mostly humanoid group. What I mean is, if you have one sylph in a party of humans and elves, I would say that is an interesting character. While if you are a sylph in a group with a tiefling, an android, a catfolk and a grippli, that starts to feel uninteresting and weird to me.
Ideally I would like to see a single character with a less common race in a group of Core races party.
If I see you are choosing races only because of raw power rather than to explore a particular personality and background, I will limit this, as I am no fan of scaling up encounters to maintain the level of challenge nor I do have time for it.

Caro Cogitatus |

Dotting in. Thanks for choosing me and I'll try to keep up with my already excellent compatriots here.
I like the idea of a Teamwork feat, given that we're creating our characters to be a cohesive group.
I'm leaning toward an in-your-face martial character (Barbarian, Monk, Fighter, Ranger, Hunter, Brawler, Swashbuckler, gosh there's a lot to choose from) or a healing character (Cleric or Oracle mostly, possibly Inquisitor), but I'm happy to build a character to fit a party need also.
Given the large selection of submissions, I didn't really expect to be chosen, so I'll have to think a bit on what personality my character will have as well as race, party role, traits, etc.
Attempting to piece together our party needs, I see so far that we probably need:
* Wilderness skills
* Healing
* Martial stabby/smashy/pokey skills
* Scout/Rogue skills
* Divine magic
* Arcane magic
* Buffing magic
* Ranged weapon skills
* Magic crafting?
I'm sure I've missed some. Help me out, please.
@GM, may multiple characters choose the same campaign trait, or are they first-come-first-served?
And just to clarify, the adventure is scheduled to end at the moment (give or take) that we hit level 6, yes?

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I'm not intending on making a mounted combat focused character; it would be a PC with an animal companion, just from a very restricted list. The Bonded Mount revelation enforces that you have to choose an animal that you can ride. I could choose a wolf and style it as a boar, and then change it to an actual boar at 4th lvl (I like the idea of a gnome riding a wild pig).
I would prefer to play it as the same animal — roleplaying-wise, I don't like the idea of dismissing a companion and getting a new one. Or, if you are OK with ignoring the size restriction, I could take a juvenile boar, which would grow to medium size at 4th lvl.

MrMantis |
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Hello everyone and thankyou for selection DM!
Dotting to keep track between life while working on some things.
I do have a couple of concepts that should work with the module and the party, but I'd like to ask - what is your stance on archetypes? I'm asking as lately there seems to be weird pushback against them so I'm asking for clarification.
Looking to build an Inquisitor, had a concept that was pitched for a game of Hell's Rebels that didn't get picked up, she can be reworked for Ire

GM Rutseg |

Attempting to piece together our party needs...
Social skills will be relevant during the adventure. A considerable part of the adventure revolves about interactions with the colony inhabitants and it will become odd if all your character cares is about combat stuff. At least one person in the group should have some social skill. If you are invested, there are a few encounters in all sections of the adventure that can be resolved by good talking rather than fighting.
multiple characters choose the same campaign trait, or are they first-come-first-served?
Good question. I do not consider this a hard limitation, but I think it would be more fun if each of you pick a different one, as it will allow me (and you as a group) to deep and experience different stories.
Also, it shall be possible to include in your character more than one of those interests/backgrounds/themes hinted by the traits, even if you only have the mechanical benefits of one of them.
I'm not intending on making a mounted combat focused character; it would be a PC with an animal companion, just from a very restricted list.
Thanks for the clarification PCScipio, I think that will leave much more fun for everybody.
The Bonded Mount revelation enforces that you have to choose an animal that you can ride
The limitation that it must be something you can ride straight from day 0 seems a bit of lame to me.
I particularly like the boar idea. If you want to go that route maybe you can just start with the Small boar version, then once you reach level 4 your time together and adventures have made him strong enough that he is then considered Medium and you can ride it, as per the normal Druid companion.
If you are willing to explore the initial finding and bond with your companion we can have a specific event during the first steps of play when you come to meet and bond with the companion either in the ship or the colony.

GM Rutseg |

what is your stance on archetypes?
I have nothing against archetypes. Indeed there are some that can be very interesting to explore in this adventure.
As with any other rulings, there are some that might be problematic, and I will bring that if I see it come.
Likewise, I am great if you are using archetypes to explore some particular theme, and I am not if you are just using it to grab an extra +2 or to cover all your character weaknesses so you don't need others in the party to round up the group. Example, I am great if you are taking the ranger trapper archetype so someone in the party can open locks, but I will look at it weirdly if someone else wants to play a rogue or is exploring a criminal background concept (again unless you are trying to build a couple of old criminals that has escaped to the colony). I think you know what I mean and I am again over explaining myself :)

GM Rutseg |

And just to clarify, the adventure is scheduled to end at the moment (give or take) that we hit level 6, yes?
The module ends at that point. I like creating my own content and would love to extend the campaign if we all are having fun, but that will just not work as it is too much effort and I do not have the time nowadays. So, regretfully, do not expect to go further than that by any means.

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I particularly like the boar idea. If you want to go that route maybe you can just start with the Small boar version, then once you reach level 4 your time together and adventures have made him strong enough that he is then considered Medium and you can ride it, as per the normal Druid companion.
If you are willing to explore the initial finding and bond with your companion we can have a specific event during the first steps of play when you come to meet and bond with the companion either in the ship or the colony.
That sounds good to me! I will go with finding and bonding with a small boar. My understanding is that wild boars originated in Southeast Asia, so it shouldn't be out of place in Sargava.
Social skills will be relevant during the adventure. A considerable part of the adventure revolves about interactions with the colony inhabitants and it will become odd if all your character cares is about combat stuff. At least one person in the group should have some social skill. If you are invested, there are a few encounters in all sections of the adventure that can be resolved by good talking rather than fighting.
My character will have charisma as a main stat. It might be lvl 2 before I can spare the skill point for Diplomacy (which is a class skill).

MrMantis |

MrMantis wrote:what is your stance on archetypes?I have nothing against archetypes. Indeed there are some that can be very interesting to explore in this adventure.
As with any other rulings, there are some that might be problematic, and I will bring that if I see it come.
Awesome! Knowing that, I've managed to narrow my concepts down to about three ideas-
Inquisitor w/Redeemed Criminal trait
Oracle w/Blood of the Storm OR Tempest Reader trait
Investigator w/Researcher trait.
Just have to narrow it down. How's everyone else doing?

Hubaris |

@GM Rutseg: Thank you for the clarifications.
I'm waiting on you all. I get to play and build a lot of characters so I wouldn't want to step on someone's toes. I'm happy to play fill in the gaps, I do it a lot and consider it a fun challenge to be constrained.
Right now I've narrowed it down to a few defaults if no one cares for me to fill:
- A frontlining (Sundering) Slayer with a brutish streak. Survival, wilderness stuff and lots of good old fighting and melee crowd control with my Player Companion selection opening up Smashing Style. I love this thing! It's so cool! Would probably be a (Redeemed) Criminal. How do people feel about Sundering in general? I think that is a very valid question
Tags: Martial Skills, Wilderness Skills, Scout/Rogue Skills, Crowd Control (Light)
- An enchanter bard with his Monkey familiar. Focus on Charms, Fascinate effects and all of those types of spells. Maybe VMC Sorcerer for Dreamspun to get a pumped up Lullaby and Sleep (considering the game would end before Sleep really falls off). Would have social skills, stealth, disable device and such. Not sure what his background would be, maybe an artisan. He is a bit of a flim-flammer so could swing to be one of the two society folks as well.
Tags: Healing Magic (Light), Buffing Magic, Scout/Rogue Skills, Ranged Weapon Skills
- A healing and melee Nature Fang Druid using VMC Cleric for Spontaneous Cures. Might step on the Nature Oracle's toes so I'm leaning away from it. Probably a researcher of some sort.
Tags: Healing Magic, Wilderness Skills, Divine Magic, Wilderness Skills, Crowd Control
I'm not a fan of Teamwork feats, considering it only hits 5th level, many classes won't have the spare abilities to really see their character come to full fruition and that is a little sad. I'd prefer for the teamwork to come out in synergy as opposed to forced through the feats.

Ingolf |

PCScipio here — this is my Nature Oracle. His non-campaign trait isn't finalized (it will depend on what characters others make). His background isn't written yet (although I have some ideas).
He can easily hang out in the front line, although don't expect a lot of damage output from him. He's not very capable at ranged combat, since the Nature mystery encourages dumping dex. He's very charismatic, fairly strong (for a gnome), and rather clumsy. Tiny invisible fey creatures follow him around, generally making life difficult for him (haunted curse); they can sometimes be convinced to help him out (mage hand and ghost sound added to his spell list).
He will be acquiring a boar companion in-game.
- A healing and melee Nature Fang Druid using VMC Cleric for Spontaneous Cures. Might step on the Nature Oracle's toes so I'm leaning away from it. Probably a researcher of some sort.
Tags: Healing Magic, Wilderness Skills, Divine Magic, Wilderness Skills, Crowd Control
If Ingolf makes a two-level detour into barbarian, he won't get 2nd lvl spells before the end of the module. This is the route I will take if someone else makes a healing type character.

MrMantis |

@Hubaris - I'm leaning towards Inquisitor with an archetype or two and they often need combat and flanking buddies if you go that way - and if we're both redeemed criminals it can make for an intertwined backstory if you and DM are cool with it.
Inquisitor being sort of a divine bard makes them pretty flexible so my build idea is looking like this -
Tags: Utility, combat support, skill-monkey, can do some party face duties depending on build.
Plenty to work with while seeing what everyone else comes up with - and will likely make a few more backup ideas.
@Ingolf - I like what you've got so far!

Hubaris |

@MrMantis: Can I ask what deity you are thinking?
More for professional curiosity.
I just came up with a Bodyguard Barbarian that could fill that beef we seem to lack currently. Using a reach weapon and the Knockback Rage Power to blast people away during AoOs. I'm going to keep an eye here of course and see what we all come up with. I'll probably dump the sunset fighter for another game, wilderness doesn't always have people with sunderables.
@PCSipio: Good to know. What do you prefer if it came down to it?

GM Rutseg |

@MrMantis, I am ok with you both being redeemed criminals.
@Hubaris and @MrMantis, the only temple in the colony is dedicated to Abadar (it is actualy more of a bank). It makes sense as that is the god that pursues to extend civilization. Gozreh as the god of raw nature would also be a good fit. Characters bonded to one of those two will probably find the adventure more rewarding in terms of finding stuff to interact with. Now that I think, I have not really created a campaign trait bond to a god-dedicated character. I will try to fix that soon.
@Hubaris, I think going after a build that revolves around attacks of opportunity would be problematic on this format. Opposite to tabletop, PbP lacks the kind of immediate feedback that build type requires to make that playing style functional. I have seen some players using polearms being asked to include AoO rolls on each post, but even then, it often became chaotic and confusing communication-wise.

Ingolf |

@PCSipio: Good to know. What do you prefer if it came down to it?
I have a slight preference for the Barbarian route, because it's something that's really only viable through the level range of this module. Later on, the loss of higher level spells becomes too much of a disadvantage.
It involves picking up the Lesser Spirit Totem rage power, so the tiny fey creatures that follow him around will join in the battle and attack the enemy (mechanically, it's an additional attack based on his charisma modifier). Between the rage power, the boar, and his normal attack, it adds up to a fairly good damage output. It was something I originally came up with when I was designing a Rage Prophet character, but I eventually came to the conclusion that the Rage Prophet prestige class really isn't very good.
I will enjoy playing either concept, so I don't want to dissuade someone from playing their preferred character type.

Hubaris |

So I think I'm mostly set.
A Nature Fang Druid of Gozreh (VMC Cleric). I was wondering if you would consider Planar Adventures for my Companion book I know it's not actually a Player Companion so I can get Healer's Hands. He will have spontaneous heals but not very many slots sadly due to being a druid, so I'm hoping to offset them with this feat and capitalize on his Wisdom.
For Domains, I'm not too sure yet but definitely Plant of some sort (maybe as the VMC) and some Storm theme for the main domain. Gozreh has a bunch of stuff that I've never really looked at.
I'm thinking Blood of the Storm, Tempest Reader or Researcher as my reason to be in the adventure.
@Ingolf: I gotchu then! Go Rage to your heart's content!

Splits the Leaves |
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Hubaris here. Air (Wind) Nature Fang Druid of Gozreh with VMC Cleric of Plants (Growth). Will focus on windy control spells (Gusts and Walls) as well as plant control spells (Entangles and Growths) to help make fights work in our favour. I can turn any spell into Cure Wounds due to the Variant Multiclass. I will probably take Scribe Scroll to give us a little more healing and Utility. Does it work for you all?
I have come to travel to Pridon's Hearth due to this strange phenomena the wind has whispered. I can feel it in my bones, in the air, the small plants, the clouds moving above. Gozreh calls and I feel drawn to the call like a fish in a whirlpool.
There seems to be many aboard this ship. I pray and keep vigilant daily to ensure that no harm comes to them but it would be hubris to think I can control it all. The winds may be cruel, nature may be fickle, but we are people and as long as we respect our place there is nothing wrong with such a mentality.
I have trouble coming up with an in character reason to have Healer's Hands GM Rutseg because Gozareh has no ties to the positive energy plane so ignore my previous question!

Ingolf |

@GM Rutseg: I should check with you to make sure we're on the same page regarding the Lesser Spirit Totem rage power.
My build plan is:
1. Oracle 1
2. Barbarian 1
3. Barbarian 2 (gain rage power)
4. Oracle 2
5. Oracle 3
The wording of the rage power doesn't seem to take multi-classing into account:
Spirit Totem, Lesser (Su) (Advanced Player's Guide pg. 77): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
At 5th lvl would I use my combined BAB (4), or just the BAB from my barbarian levels(2)? I'm hoping that it's the former.
My goal is to represent the spirits from the Haunted Oracle's Curse attacking Ingolf's enemies.
Incidentally, this FAQ states that the rage power attack doesn't benefit from effects that modify attack or damage rolls.

Hubaris |

All base attack bonus is added together much like a multiclassed Monk using Flurry. If it wasn't the case a Fighter 3 / Barb 3 wouldn't get an iterative if you were going based on the chart.
It would say it gets a bonus on attacks equal to your Barbarian level if it was just supposed to be based on that. Considering the Skald only gets it's 3/4 BAB to Spirit Totem I would say it has nothing to do with Barbarian level.
But of course it isn't my game.

GM Rutseg |

@GM - I can switch to Abadar if you'd prefer, Sarenrae was chosen for backstory and thematic reasons
I am ok with Sarenrae. We just have to give a shared thought on what enemies of the faith is him looking to root out in Pridon's Hearth region :)
For Domains, I'm not too sure yet but definitely Plant of some sort (maybe as the VMC)...
We do not need to worry about your VMC Domain until level 3. By then you will have a better sense about the campaign, the party and Splits himself, and you will be able to make a more informed decision.
Does Splits come from some kind of druidic or clerical organization? Like a druidic circle or the Green Faith, or is he perhaps more of a loner and self-taught (or nature tough him).
This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier.
I know of no game term such as "Barbarian BAB" in opposition to "Barbarian level" which is a game term that exists. At most there is something called "Barbarian BAB modifier" which is not called here. Along with the fact that BAB is always understood in all rulings as the sum of all your classes BAB modifier as pointed out by Hubaris, it makes me think they are using here the word "barbarian" as a synonym of "character".
It makes sense the attack is not affected by Feats and buffs, because if it was an attack from the barbarian, it would be a secondary natural attack. It seems it is just something separate although the barbarian directs where they attack somehow.
It would be cool if these little evil spirits that haunt Ingolf are somehow related with his reasons to travel to Pridon's Hearth. As you are going after the researcher trait, maybe you have found some evidence that points to the origin of the spirits being in this region.

Hubaris |

I picture him more as a self taught druid which is why he is unable to Wildshape and why he relies on manmade weapons. Kind of a loner who has traveled around to help harvests and those who seek advice about the weather and planting. So more of a hermit from small hinterlands which is why his Cha is so bad. The call of Gozreh brought him to this situation.
I don't see him as belonging to any specific order as in his mind the the world all around him is the order. He is not opposed to orders but he feels they are not for him (hinting at his CN or N nature). As to why he became a druid and took a new name I need to consider still. Maybe I'll have it develop organically as we play; I'll just need to feel it out a bit as I consider it more and more.
He is stern and serious but kind and wise. He can accept the world and it's development for what it is in the cycle as eventually it will all be claimed again, but he doesn't stand for those who are not naturally inclined to be killed off by their own inexperience.
Expecting a fish to fly is as foolish as a bird breathing water. So why force those to die a death that wasn't intended for them and that they are powerless to change? Nature is powerful and unfair but people don't have to be.

Adriana the Penitent |

MrMantis wrote:@GM - I can switch to Abadar if you'd prefer, Sarenrae was chosen for backstory and thematic reasonsI am ok with Sarenrae. We just have to give a shared thought on what enemies of the faith is him looking to root out in Pridon's Hearth region :)
MrMantis here - She's mostly done!
We can definitely work something out, but just for thoroughness here's what I've been working with and building from -
A big part of Sarenrae's faith is honest redemption, and Adriana would have converted/been converted while imprisoned and tried; her being sent to Pridon's Hearth is less about converting people to the Dawnflower's faith and more about using the skills of her previous life to assist the sheriff both 'officially' and 'unofficially'
I've left a solid chunk of backstory vague for the time being so that if another player also chooses Redeemed Criminal there's the opening of having worked backstories. ALSO doing the possibly dumb thing of building an Abadar themed character (Paladin, Knight of Coins) because I'm on a weird character building roll and it gives a little leeway should Adriana not quite work out.

Caro Cogitatus |

So, I've been thinking a lot the last couple of days and working out various character concepts, and I'm not finding anything that inspires me.
Rather than force it, I'm choosing to take this as a sign that I should drop out. I'm sorry for any inconvenience to the very kind GM who chose me, and the other players, but I think it's better to do it now than to find out a month in to the adventure that I'm just not invested.
So, I think I will drop out and let some other player bring justice to the adventure. Again, sorry for any inconvenience and I wish you all good fortunes and much fun.
-Caro

The Emerald Duke |

OK, sorry about the delay (work has been busy) and sorry that you are dropping Caro.
Doing a quick catch up on what we have so far:
An Inquisitor (sanctified Slayer) manned by MrMantis
An Oracle (nature) with aspirations of barbarianism manned by PCScipio
A Druid (nature fang) manned by Hubaris
On my end, I am thinking of maybe bringing a Hunter (Forester archtype). That said I am open to suggestions if y'all are seeing something we are missing greatly.

GM Rutseg |

...I will drop out and let some other player bring justice to the adventure...
Ok, just give it a thought, there is no need to come up with something exceptional. Let's just have fun.
Either way, I have someone else to join (someone who is GMing for me a part of games, and so I am happy to return the favor here).
On my end, I am thinking of maybe bringing a Hunter (Forester archtype). That said I am open to suggestions if y'all are seeing something we are missing greatly.
Just play whatever tingles your imagination :)
A ranged combatant definitely will cover some gaps, same as for arcane magic.
JankInTheTank |

Hello all! I am the late addition to the game mentioned above.
I find myself GM'ing way more often than playing, so i have a bunch of classes that i would love to play and would be happy to fill in gaps.
I agree that arcane magic or ranged would be a good addition.
the Blood of the Storm trait caught my eye and i would love to build off of that. probably as a witch with the elements patron. I like the idea of a non-typical witch. probably male instead of the usual female witch, and possibly a child. probably not really young, but maybe a 12 or 13 year old. someone who knows they have unexplained powers but is still learning just what that might mean. i understand some people really don't like RP'ing interactions with children in this setting, sp please let me know if that isn't something any one of you wants to see in this campaign. I am happy for it to be an older person if needed.
if i go ranged, I really like the idea of doing a ranger with the trophy hunter archetype and dinosaur hunter trait, but i think with the emphasis on not having normal access to supplies it would be hard to locate a gun and ammo after first level. I'll probably go with a falconer archetype instead and stick with bows. but the guy will still be very much a trophy hunter looking to go kill himself some dinos... think the hunters from Jurassic Park 2.

MrMantis |

Sorry to see you go Caro, hope you change your mind.
@Everyone + GM - I have lucked into a lot of free time this week, so if anyone would like I can help out with character ideas and/or swap out Adriana for a different character & class if it'll help the party overall.
Otherwise I'll work on more backstory and fluff for Adriana.

Jonah Halwood |
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After thinking about it I decided I was way more excited to play a dino hunter than a witch. so here is my character all built out except for the backstory. building the stats took longer than i hoped it would, I will get back into the backstory of it tomorrow most likely.
going for a bow focused ranger, favored enemy animals, and with a falcon companion from the start thanks to the falconer achetype.

GM Rutseg |

Looks good so far:
- PCScipio - Ingolf, male Gnome Barbarian/Oracle of Nature
- Hubaris - Splits the Leaves, male Human Druid (Nature Fang) of Gozreh
- MrMantis - Adriana the Penitent, female Human Inquisitor (Sanctified Slayer)
- JankInTheTank - Jonah Halwood, male Human Ranger (Falconeer)
- The Emerald Duke - ¿race? possible Hunter (Forester)
- Caro Cogitatus - maybe he drops
It seems a bunch of nature focused characters :)
On terms of background we have:
- Ingolf, Researcher
- Splits, Tempest Reader
- Adriana, Redeemed criminal
- Jonah, Dinosaur Hunter
- "Duke" ---
- "Caro" ---
It seems varied, most of you might share a general desire to make a new life in the colony, whereas Splits and Jonah might have more focused search interest.
I wanted to add there is no need to deliver a fully detailed background and personality, you can flesh out the characters organically as we play. But the sooner you add some hooks on your background the earlier I can introduce responses to those hooks during the adventure.
What do you think of the party so far? Is anyone looking to have bonded backstories/relationships with someone else in the group?

MrMantis |

We do seem to be divine heavy as a party. Nothing wrong with that, just an interesting thing to note.
@Hubaris - isn't there a wild shape variant that lets you turn into an elemental or a stormcloud? That could be thematic without having to change too much.
And speaking of keeping on theme - at the risk of probably metagaming, there's an archetype for arcanists focused around storms and storm-like magic (aeromancer) - It might be a little metagame-y and on the nose, but a suggestion. I think there's also a witch archetype that does similarly, so some arcane suggestions.
I'm all for having shared backstory but it might be hard to work with the trait I've got, but I'm all for suggestions.

Hubaris |

I decided to go with Menhir Savant unless something more interesting pulls me away from it (like possibly the Restorer Druid for Spontaneous Cures). I'll be playing up knowledges with Comprehensive Education and supporting with my Wind Blast Domain Ability, spells and one of my favourite feats Combat Advice.
I'll probably just save the 1 Wild Shape for Utility and not build around it for combat, I have plenty of Gishes so I'll move out of my comfort zone.
Going to think of hooks for the GM.
@MrMantis: I'll see if maybe we can get something working together but I feel like it would be hard. Unless you may have wanted to perform some kind of crime at a place I was weather-telling for. That's about all I can think of off the top of my head.

Ingolf |

I'm still working on Ingolf's backstory. For what it's worth, I've determined that his mother fled the lost kingdom of Lirgen as a child, after it was destroyed by the massive hurricane known as the Eye of Abendego.

GM Rutseg |

With all the fighty people I might look into a more caster focused archetype.
The storm druid is great for a caster-focused druid and it can clearly lead to interesting background that bonds well with the adventure.

The Emerald Duke |
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I am sorry this has been taking so long... inspiration took a bit to hit.
After much deliberation based on what we were lacking and what would be fun I decided to cook up a human tattooed sorcerer with the stormborn bloodline (and conveniently the blood of the storm campaign trait).
Still fleshing some things out (spells, equipment, backstory) but I have made enough progress to at least present you with: Vanir Restha
The basic idea I have is that he was the son of Varisian travelers that (due to his grandparents being exposed to some forces in Priden's Hearth decades ago) suddenly started manifesting powers he was unable to control. The fortune teller and a cypher mage in the group were able to help him gain control by binding the power into tattoos on his chest, arms, and back. One of these is able to manifest itself in the form of a raven that Vanir has named Valis. After a few harrowings, the fortune teller pointed him in the direction of this effort to colonize the area... hence his traveling with you all.
Personality wise I view him as being mostly happy-go-lucky.

GM Rutseg |

In order to help inspire you I will here reveal some of the colony information, spoiler free. Likewise I will include a list of notable characters in case you want to add links with some of them. As stated before, all this is just optional, and it is perfectly possible to run and flesh out your character organically. But if you feel inspired to shape some extra goals for your character after reading this excerpt, please go ahead!
All this information could had been unveiled before you took the ship you are traveling in as the adventure begins, the Kaava Cutter or discovered while talking with the NPCs onboard.
Pridon’s Hearth
Originally named “Pridon’s Grave” by the local Song’o halfling tribes, and often called “Pridon’s Folly” in Sargava proper, the upstart colonial town of Pridon’s Hearth represents the wayward Chelish colony’s latest attempt to expand its borders and establish itself as an international power. A Sargavan entrepreneur named Rema Pridon made what she hoped would be a historic journey in 4622 ar. She chartered a ship, brought almost four dozen followers, and made the journey south to explore the Jungle of Hungry Trees and uncover gold mines that existed only in her imagination. A disastrous tale followed when Pridon’s ship washed ashore, stranding the entrepreneur and her surviving followers along the Lower Korir River delta’s marshy but fertile coast. Pridon and the other refugees managed to survive for just over 5 years—battling the jungle’s dinosaurs and other monsters—before eventually succumbing to malaria.
A tribe of Song’o halflings eventually discovered the site of Pridon’s landing and camp, passing the information on to Sargavan officials during their brief contact with colonials decades later. Servius Narsus—a merchant with dreams of nobility—caught wind of the fertile territory around the camp, and bartered for a stake in the land. General Septimia Arodatus—known for handing out territorial claims she has no right to grant—eagerly accepted Narsus’s request, installing the merchant as the region’s count. As a condition of his appointment, Narsus’s title and claims would be recognized in Sargava proper only if he could tame and then annex the wilderness territory into the larger colony.
The first ships set sail 4 years ago, and the freshly appointed Count Narsus dubbed the settlement “Pridon’s Hearth” after mistranslating the local name for the collection of islands at the river’s mouth. Newly widowed, Count Narsus brought along his only heir—his son Lethar—as well as their entire familial contingent of slaves. Narsus declared his slaves free men and women as his first act upon establishing the settlement; to Narsus, this decree reinforced his command that Pridon’s Hearth should be a new start for any who seeks one—it also cleverly absolved him of any responsibility for the former slaves’ survival in the harsh terrain. Many of the count’s soldiers feared mass dereliction or rebellion, but Narsus’s generosity won through, and most of the freed slaves stayed to help establish the settlement.
Narsus lived just long enough to see his settlement take root. Only a year after first landing, Narsus fell victim to malaria, just as the town’s namesake had decades ago.
Lethar Narsus took his father’s mantle, becoming the region’s count and devoting himself to his father’s principles. Just months after the elder Narsus’s death, explorers discovered the native fever tree, whose bark can be prepared into a tonic to ward off tropical diseases; the cultivation of the bark quickly became the center of the settlement’s economy. With this prospective cash crop in hand, Lethar dispatched messengers to Eleder, and even further north to the nations of the Inner Sea region, announcing his plans to expand the settlement. This message promised land and legacies for those willing to work on behalf of Sargava’s interests in the region.
Locals have dubbed their branch of the Lower Korir River the Little Tiger River, after the aggressive and delicious tigerfish that lurk in the waters, but they agree on few other names for local features. Though 4 years old, Pridon’s Hearth remains very much a struggling colony town, with no paved roads and many buildings still constructed with canvas roofs or walls. Its residents are a mixed lot; most are stark individualists looking for a home removed from Sargava’s crowded cities or opportunists hoping to uncover hidden treasures or valuable minerals in the largely unexplored river delta. For now, the town population contains few families, and even fewer people looking to start one.
Aside from the bark of the fever tree, most of the local economy depends on fishing and harvesting rare wood from the surrounding jungle. Several wealthy settlers quickly snapped up large holdings adjacent to the town itself, clearing plantations to grow various cash crops, but the harsh summer weather has complicated attempts to farm the region. Dika and oil palm orchards are the only reliable producers, though settlers have discovered wild taro and Mwangi rice stands all along the river, and use both heavily in their meals. Many entrepreneurs journey to the far-flung outpost with get-rich-quick schemes. Just as many return home penniless, or else become permanent and struggling residents of the community.
Several small islands break up the flow of water from the river that runs through Pridon’s Hearth. Despite the islands’ minor size and muddy terrain, the earliest settlers claimed much of their usable land in the town’s initial land grab. Their placement along the river makes for easy access to the Little Tiger for fishing. Sturdy, if amateurish, bridges connect most of the islands, and members of the community are well versed in safely crossing these arterial paths. Locals call the assemblage of buildings and bridges Island Town, despite the fact that it is part of Pridon’s Hearth. The people of Island Town are doggedly stubborn compared to their neighbors, who they refer to as “the walled-in.” Both factions share little overt animosity toward one another, though residents of Island Town generally consider themselves the true residents of Pridon’s Hearth.
Notable residents
Count Lethar Narsus (male human)
Banker Baldra Siferth and leader priest of Abadar (female venerable human)
Fort Commander Marcus Pandellion (male human)
Sheriff Adaela Praet (female human)
Herbalist Heri Lightstep (female halfling)
Smith Vethorn Valgardson (male half-elf)
Printer Lizba Penbury (female human)
Stonemason Zander Carr (male human)
Lumberjack Martel Wymacie (female human)

Ingolf |

Inglolf is finished and ready to go.

Ebba the boar |

This is the avatar for Ingolf's boar companion (which he has yet to meet). He will name her Ebba.
Training her will be a bit of an adventure, since Ingolf's Handle Animal skill isn't quite high enough to take 10 and hit the DC 20 to teach her the Attack trick, even with the +4 for an animal companion (the Nature Oracle doesn't get Handle Animal as a class skill).

Splits the Leaves |

I think I am also ready to go.
Decided on the Restorer Druid (Healer's Handbook) with VMC Witch/Wizard/Sorc for a Familiar at 3; flavoured as a Spirit Animal of some sort. I'll decide what to use it for if or when we get there.

Adriana the Penitent |

I have spent all day dealing with internet issues, it's been a pain. But I think the crunch of Adriana is all sorted and ready to go, I have to work on her fluff and all that but mechanically she's good to go.
And now, time to backstory.