
GM Roxtar |

Since at least some people are participating in their first Play-by-Post campaign, I thought I'd put a quick posting tutorial up.
Generally speaking, we prefer players to make their posts in the third person--i.e.,
Good Style writing:
Firstname Lastname leaps up from his chair and pulls his blaster out of its holster!
and not
Bad style writing:
I leap out of my chair and pull my blaster out of its holster!
When your character is speaking, please use bold text, and preferably quotation marks. All caps is acceptable when yelling, although you can also make your text larger for the same effect, or smaller when whispering. Also its best to use italics for internal thought.
To make your text bold, use [ b ] without spaces, and use [ / b ] to stop using bold. Similarly, [ bigger ] [ / bigger ] will make your text larger. [ smaller ] [ / smaller ] will make smaller text as well.
For thoughts, italics ( [ i ] [ / i ]) are preferred. Used too frequently it can be a little much, but a well-placed bit of internal monologue can go miles for filling out character motivations, providing an ironic counterpoint to what the character is saying, etc.
Dice rolling is pretty easy; use [ dice= ] [/dice]. You can put anything after the equals sign, for example here I'll specify that this is a perception roll.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
In between the [ dice= ] and [ / dice] you put the actual dice you want to roll. Format should be XdY+Z, where x is the number of dice, y is the type of die, and z is the modifier applied to the roll. For example, if your 18 strength soldier hit with a falchion you'd roll
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Extra dice can be rolled, by adding additional XdY. For example, here's a investigator adding inspiration to his attack roll.
Melee: 1d20 + 1d6 + 10 ⇒ (17) + (4) + 10 = 31
Note that you can roll dice that don't normally exist--1d2 for a 50/50 roll, 1d7 if you've cast mirror image and have 6 images up, etc.
You can also make multiple independent rolls with a single dice code by separating them with a semi-colon. Here I'm going to roll an attack roll and damage roll at the same time.
Falchion: 1d20 + 4 ⇒ (12) + 4 = 162d4 + 4 ⇒ (4, 4) + 4 = 12

GM Roxtar |

Alrighty folks. Everything PFS legal is allowed here, as are -nearly- all paizo products. I would prefer no 3rd party materials as I am not very familiar with their contents/options. Campaign will take players from levels 1-20 and you will be able to attain Mythic Tiers in the process, so this is designed to be an epic level campaign. That said, each player will need to select one of the campaign traits in the players guide, which will determine your Mythic Path and one other trait from the standard pool. I will be allowing a 25 Point Buy for this game, but to minimize some of the munchkining, you will gain no points back from dump stats. Outside of that, looking to get the game started on August 1st. Good luck and let's have some fun!

Salvatore Vasili |

I decided on a Female Human Monk with the Windstep Archetype. Also going to take the Exposed to Awfulness campaign Trait for the Guardian Mythic Path.

Salvatore Vasili |

ok So disregard my last post and had a major change.
I decided on Male Human Arcanist with the Riftwarden Orphan campaign trait for the Archmage Mythic Path.

Cannetaken |

Cannetaken
Garuda Blooded Aasimar
Planar Rifter Gunslinger 1
NG Medium Native Outsider
Diety: Iomedae and Desna
Traits: Reactionary, Chance Encounter (Trickster)
Languages: Common, Celestial, Abyssal, Infernal

GM Roxtar |

this will be up to each player to control their own helper, they act on the same initiative count as your PC
Helper Mongrelmen
Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
HP 23
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Feats
Point-Blank Shot, Weapon Focus (longbow)
Skills
Climb +8, Knowledge (dungeoneering) +6, Perception +9, Sleight of Hand +9, Stealth +12, Survival +9
Languages Hallit, Undercommon
SQ sound mimicry (voices), track +1, wild empathy –2
Other Gear mwk chain shirt, club, mwk longbow with 20 arrows

GM Roxtar |

For formatting, could i get folks to separate their attack and damage rolls to individual lines please? makes it easier for me to read. (i'm old, when the numbers are all jumbled close together, it's harder to read).
also, if folks could include what damage types they are dealing, that will also help out in cases of resistances/weaknesses/immunities.
thank you :)

Salvatore Vasili |

Mask of Conflicting Energies Availability 75 % Chance: 1d100 ⇒ 75

GM Roxtar |

Posting this here so it's easier to locate.
Knights of Kenabres
HP 16
DV 18
OM +8 ranged
Tactics; expert flankers, standard, withdraw
Resources; improved armor, improved weapons (mwk cold
iron), mounts, ranged weapons (longbows)
Special; aura of courage, channel positive energy, divine health, lay on hands, mercy, smite evil, spellcasting, bloodied but unbroken
Speed 3; Morale +1 (+1); Consumption 5
NPCs; aravashnial, aron, horgus, nurah, sosiel
bonus/penalty; Aravash (+4 def vs spellcasters), Horgus (reduce army consumption score by 2)
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
Standard*: Your army’s attacks have no additional modifiers to its OM, DV, or damage.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.
1. Tactics (pick your tactic)
2. Ranged (armies with ranged options can attack, others can move and close distance to engage in melee)
3. Melee (both armies select a strategy. Armies are now adjacent and can engage in melee attacks.