
The Archlich |

I built a hinyasi/snakebite brawler - thinking on a guy working in the ports, with a potential drink problem and not many weapon skills other than whatever improvised he can find around. It's not finished yet because, considering the two weeks of recruitment, I'm taking my time to get to the crunch itself (I do the numbers last).
I don't mind the martial competition - to be honest, I write characters more around the fun of the concept than the mechanics thing - but if you prefer, GM, I can try a different approach. I was steering away from spellcasters because I felt it wasn't the "theme" of the homebrew setting, but I have some concepts in mind that could work well in a low-magic environment (like an eldritch scoundrel rogue going for arcane trickster, for example).

Albion, The Eye |

Ok I think I have some tidbits for my character:
Hedrak never knew an easy life - the child of a brutal attack by a roving orcish band on a merchant caravan, he was never a desired son, even if his mother decided to go through with the unwanted pregnancy. She tolerated him, and that was it - providing everything he needed to grow up... Except love.
Curiously enough, and even though they did not readily accept him, the vast majority of the small hamlet's inhabitants managed to see him as slightly more than just a bastard creature born out of violence.
The young half-orc was always strong willed and resilient - taking to the tasks set before him by his mother without a single complaint. Living in a town of mostly hard working crafters who recognize commitment and hard labor made him 'acceptable' around those parts, as long as he kept a low profile. His mother however, saw in him the reason for all bad things in his life - the fact she lived alone, the fact she never married, and about every single bad thing that ever happened to her.
Growing up, he learned to shrug it away without a second thought - even if he mostly kept to himself, it soon became apparent he was becoming not only a strong, but very intelligent young one. Truth be told, there wasn't much to sate his need for knowledge so far away from any sophisticated lands, but he managed to pick up books here and there from a travelling merchant or lost in someone's attic. He would save the gold he earned, and buy them as he could.
Yet he was well aware of what his life was, and what it was not, so he continued toiling away at his mother's fields, and taking their goods to the market day after day - his body grew strong and by the age of 13 he was already maturing like many others in this savage region - learned in the ways of the wild and attentive to his surroundings, ever on his guard.
He had no friends, and was constantly by himself, even if he was known in town. He could not relate to most of the other inhabitants, his mind yearning for more, the will to go out and search for something that would sate him growing stronger by the day - over time he learned about faraway places where anything could happen, and magic was true, and began hatching his plan, saving every piece of gold he could. He did not know yet where he would go, but he knew he would leave
His mother died during a particularly harsh winter, from an insidious pneumonia she never paid attention to until it was too late. Even in her death she spared not a single word of care to him... He repaid in kind, and sold almost all her possessions as soon as she was buried - the house and the small terrain provided him with enough coin to leave. He kept only a small shed with a few mementos from his mother, and from his own infancy, leaving it locked away.
The first months were definitely not easy, but with the money from selling his mother's possessions, and accepting about any job whatsoever, he managed to always keep on moving away and away - running from bad memories and a meaningless existence, but more important running to find something else, something new!
Years later, Hedrak is a completely different person (at least in some aspects) - he has learned more in this short time than in all the rest of his life. Even though his apprenticeship is only beginning, he has been allowed the first pause in a long, long time - wanting to reconcile himself with his past, he has decided to travel back to the place where he spent most of his youth.
-----------------------------------
I still have the crunch kinda 'open-ended' but I think I am going to make him an Hexcrafter Magus (perhaps some part of his orcish heritage decided to flare up during his travels) with a dash of Ranger to make him more rounded up and more in tune with his early years.
My idea is to make him a 'local' if possible, and the gap in the middle of his background is kinda on purpose - I have a few ideas for it, but it feels more interesting to keep on filling them as we go.
Hedrak
Male half-orc magus (hexcrafter) 3/ranger 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 34 (4 HD; 3d8+1d10+8)
Fort +10, Ref +11, Will +8
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+6/19-20) or
. . longspear +6 (1d8+9/×3) or
. . mwk cold iron morningstar +7 (1d8+6)
Ranged sling +6 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks arcane pool (+1, 4 points), favored enemy (humans +2), hex arcana (familiar[UM]), spell combat, spellstrike
Magus (Hexcrafter) Spells Prepared (CL 3rd; concentration +6)
. . 1st—frostbite[UM], grease, shield, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, brand[APG] (DC 13), detect magic, read magic
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Statistics
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Str 18, Dex 16, Con 14, Int 16, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 20
Feats Alertness, Power Attack, Rime Spell[UM]
Traits fate's favored, magical lineage
Skills Climb +5, Craft (weapons) +9, Handle Animal +3, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Perception +11, Sense Motive +4, Spellcraft +9, Survival +8, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc, Undercommon, Varisian
SQ hex arcana, orc blood, track +1, wild empathy +0
Combat Gear scroll of burning hands, burning hands, scroll of enlarge person, scroll of mage armor, scroll of monkey fish, monkey fish, scroll of mount, scroll of obscuring mist, scroll of shield, vermin repellent[UE] (4); Other Gear +1 chain shirt, lamellar (leather) armor[UC], heavy wooden shield, dagger, longspear, mwk cold iron morningstar, sling, sling bullets (30), cloak of resistance +1, bandolier[UE], bandolier[UE], bedroll, blanket[APG], magus starting spellbook, masterwork backpack[APG], silk rope (50 ft.), smoked goggles[APG], trail rations (8), waterskin, weaponsmithing tools, wrist sheath[UE], 55 gp
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Tracked Resources
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Arcane Pool +1 (4/day) (Su) - 1/4
Dagger - 0/1
Sling bullets - 0/30
Trail rations - 0/8
Vermin repellent - 0/4
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Forest_Hunter |

This is a rough draft for Crisischild's submission. I'm reusing an older character profile just because I can.
Archer ranger. I took the Nirmathi Irregular archtype. It gets one additional spell per level per day and a single druid spell per day. With two Pearls of Power he has five spells/day at level four. Usual ranger stuff outside that. I also took the Stormwalker archetype. It replaces the hunters bond ability with an ability to shoot lightning a few times a day. Companion bond is terrible and I avoid animal companions in PbP since they have a tendency to slow things down so I wanted to get rid of it.
5(Geography): 1d20 + 10 ⇒ (8) + 10 = 18 Success
6(Geography): 1d20 + 10 ⇒ (4) + 10 = 14 Success
7(Geography): 1d20 + 10 ⇒ (4) + 10 = 14 Success
8(Geography): 1d20 + 10 ⇒ (8) + 10 = 18 Success
9(Geography): 1d20 + 10 ⇒ (19) + 10 = 29 Success
10(Geography): 1d20 + 10 ⇒ (18) + 10 = 28 Success
17(Nature): 1d20 + 10 ⇒ (6) + 10 = 16 Success
18(Nature): 1d20 + 10 ⇒ (12) + 10 = 22 Success
Oops. They should be + 9, not 10. They still all succeed though.

Rennaivx |

I'm leaning toward revisiting a character from a previous campaign, Elia Aoine. I'm still working on adding more details to her story and making sure her statblock is accurate and in accordance with this campaign's guidelines, but the link above will let you see my progress.

GItana Stormcroft |

My first post with this profile was for a hunter character, but since it was mentioned that they may be a need for arcane casters more than more ranger types, I've developed something different. The hunter is still already designed so I can change to that if I am selected to play in the campaign and the hunter would provide better balance. But this is a concept I've wanted to run before, so here she is.
Gitana is a human witch cartomancer (uses a Harrow deck to store spells rather than having an animal familiar). She is of a tribe that are like the Roma (Gypsies) traveling and entertaining, with dark exotic features that add to her appeal. But as a child, she was separated from her traveling family and spent her teen years as an enslaved servant in a Gothic horror of a household and community. She developed her witch skills as a survival tactic. When she eventually escaped and sought without success to locate her family, she settled into a life of travel, joining adventurers to help assure her of safe passage from town to town. She uses magic to learn things about the locals when she first gets into town to supplement her divination magic and then exploits those secrets to make herself seem to have extraordinary psychic gifts of divination.
She has enough social skills to be a fair face for the group in situations where diplomacy and tact can help, but she also has spells that can aid in combat, some that injure, some that heal, and some that provide fateful benefits based on her foreknowledge of events. She is highly intelligent, knows many languages, and has knowledge of arcana, history, nature, planes, and religion.
Her life was turned upside down, however, when she was kidnapped and sold as a slave to a household that kept her as a servant girl. The family and the community they lived in was devoted to dark magic and she feared she would be suffer a dismal fate if she did not take matters into her own hands. She had the Harrow deck her mother had given to her and she demonstrated enough skill in telling fortunes that she rose in status and was protected by certain women in the family who valued her gift.
During her teen years, she encountered ghosts who in life had been part of a witch's coven until the superstitious community rounded them up and executed them all. They taught young Gitana witch spells and hexes that helped her use her fortune telling opportunities to manipulate the family and keep herself safe. They could learn secrets that people did not want to be revealed and share them with Gitana so she could pretend to know all about the secret through her cards and blackmail them into keeping her safe.
Eventually, she managed to escape bondage and began her journey as a free young adult, hoping to locate her mother and her tribe. But over the years, she has given up on that and focused on earning her living the only way she knows how, by taking advantage of people's desire to know the future.
She barters with traveling adventurers to gain safe passage from city to city. When in a new place, she spends a day disguised as a rather plain young woman. She mingles in marketplaces and pubs and uses her spells to learn about the locals, sometimes reading thoughts, sometimes using spells that reveal family connections, or spells that allow her to gather information.
Then she emerges the next day wearing her colorful tribal outfit, letting her long black hair flow, mingling in popular places laying out Harrow cards until someone asks for a reading. If business is slow, she has other spells that help convince people they need a reading.
Most people assume witches have familiars, so they rarely suspect her arcane abilities. Her spells knowledge is stored in her Harrow deck and she is careful to avoid revealing her spell casting. She prefers helping people through her art, but she's not above a con if she encounters an easy mark.
When she gets in trouble, she usually flicks cards at those who threaten her, imbuing the cards with magical energy that can injure or blind. She has been known to conjure a small lightning storm or bring down a barrage of snowballs to inflict more damage. She always keeps an offensive or defensive spell prepared for such emergencies.
At the start of the adventure, she is most likely connected to other PCs who can provide her protection while traveling from city to city. Or she may have provided spell casting support to a merchant traveling the roads with wares to sell. She doesn't know anyone in the community and may well be in the tavern doing readings as the storm approaches the the cursed child enters the bar. Her experiences with evil cults will make her sympathetic to the child's fate and she will want to help him if she can.
If Gitana is selected to play, I'll want to know about the most useful languages in this part of the world, as she gets a fair number due to her high Int.
I'll also be interested in any religions you want to describe. If need be, I can make up something for Gitana for you to approve if you don't have a lot of options worked out. (I have a PhD in religion.)

GItana Stormcroft |

Since I've got her skills provisionally worked out, I may as well give the knowledge spoilers a shot.
Spoiler/DC/Roll/result
1 DC 10 Knowledge (Local): 1d20 + 5 ⇒ (4) + 5 = 9 fail
2 DC 13 Knowledge (Local): 1d20 + 5 ⇒ (12) + 5 = 17
3 DC 13 Knowledge (Local): 1d20 + 5 ⇒ (5) + 5 = 10 fail
4 DC 20 Knowledge (Local): 1d20 + 5 ⇒ (17) + 5 = 22
5 DC 10 Knowledge (Local): 1d20 + 5 ⇒ (20) + 5 = 25
6 DC 13 Knowledge (Local): 1d20 + 5 ⇒ (11) + 5 = 16
7 DC 15 Knowledge (Local): 1d20 + 5 ⇒ (15) + 5 = 20
8 DC 13 Knowledge (Local): 1d20 + 5 ⇒ (10) + 5 = 15
9 DC 20 Knowledge (Local): 1d20 + 5 ⇒ (12) + 5 = 17 fail
10 DC 10 Knowledge (History): 1d20 + 9 ⇒ (5) + 9 = 14
11 DC 10 Knowledge (History): 1d20 + 9 ⇒ (19) + 9 = 28
12 DC 15 Knowledge (History): 1d20 + 9 ⇒ (9) + 9 = 18
13 DC 18 Knowledge (History): 1d20 + 9 ⇒ (13) + 9 = 22
14 DC 10 Knowledge (Arcana): 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge (Religion): 1d20 + 5 ⇒ (6) + 5 = 11
15 DC 10 Knowledge (Religion): 1d20 + 5 ⇒ (19) + 5 = 24
16 DC 18 Knowledge (Religion): 1d20 + 5 ⇒ (4) + 5 = 9 fail
17 DC 12 Knowledge (Nature): 1d20 + 8 ⇒ (6) + 8 = 14
18 DC 17 Knowledge (Nature): 1d20 + 8 ⇒ (16) + 8 = 24
Interesting stuff. Gitana always gathers as much information about the places she visits as part of her routine, so it makes sense that she would learn about these things.

GM Trifty |

I’ll just say that you can pay 10gp to know a 1st level spell and 40gp for a second level one. If you want to take a look at the kludgy mess below and roll a zillion spell craft checks, you can. It will probably be about the same anyway.
I’ll answer your other questions later.

GM Trifty |

Language wise it shouldn’t make a big difference what you choose. There is a now disused language called Old Common which could be useful, and Dwarven and Orcish could come in handy. Elvish might also come up, and if you’re planning on summoning creatures it’s handy to be able to talk to them. I don’t have any special homebrew languages other than Old Common. If I decide to run another game for the same group I might create some new languages.
I also don’t have any homebrewed religions. Just go by what’s in the rulebooks. Maybe someday I’ll ask you for help working on a religion or something but I doubt it. It would have to be a main focus of the adventure for me to care.
You won’t level up this adventure, but if I run another game with the same group you would. Although you could also just create a totally new character.

Ever_Anon |

I'm definitely interested, and would prefer to roll. Let's see what the dice have in store...
4d6 ⇒ (5, 5, 5, 6) = 21 -5 = 16
4d6 ⇒ (5, 2, 1, 5) = 13 -1 = 12
4d6 ⇒ (3, 4, 2, 4) = 13 -2 = 11
4d6 ⇒ (4, 4, 6, 1) = 15 -1 = 14
4d6 ⇒ (6, 5, 5, 1) = 17 -1 = 16
4d6 ⇒ (4, 4, 3, 6) = 17 -3 = 14
Those are pretty good stats. Right now I'm thinking a middle-aged elf alchemist; someone who was perfectly happy tending a store until it was destroyed in a raid. Now she's out adventuring until things calm down and she can reopen.

GM Trifty |

The rivers are different sizes in different places, but none wider than a half mile. That’s how wide the Sirion is after Gringham. There are smaller ones not marked on the map. The smaller ones are mostly frozen over, the larger ones are treacherous, especially if you get ambushed halfway across. Or if your skinny, not a hardened adventurer, who knows if he can even swim young ward falls in. If I were being strictly simulationist, they would probably be solid to walk on, but where’s the fun in that? *Laughs evilly.*
They will get solid before the end of the adventure.

GM Trifty |

They occupy lands that begin about a thousand miles south of the southern border to the white mountains and continue south for another thousand miles. The actual elves are not very numerous, and are more like a ruling class than the main body of the population. Humans and halflings do most of the farming. Their lands are more cosmopolitan than this northern waste. To the south and west is a large sea about 500 miles wide. The lands on the western side are only lightly settled, however. To the East the land is heavily forested. Elves come from this area too but they are grimmer folk who live in the shadows of orcs and goblins. Further south, past the sea, there are more densely populated regions.
In the past I’ve run them as true immortals who were a bit darker and more godlike, but for this game they are as presented in the books.

GItana Stormcroft |

I’ll just say that you can pay 10gp to know a 1st level spell and 40gp for a second level one. If you want to take a look at the kludgy mess below and roll a zillion spell craft checks, you can. It will probably be about the same anyway.
Thanks. I'll wait and see if I'm selected to play. I don't mind making the rolls and taking the risk of missing out on some spells, if that is how it would work if the spells had been added in character. I know from experience that having a good selection of spells makes a difference when you have to prepare them in advance.
Regarding religion, I like Chronicle of the Righteous for ideas. It won't be a big feature for Gitana, but I like having some details to include when role playing.

pad300 |
The rivers are different sizes in different places, but none wider than a half mile. That’s how wide the Sirion is after Gringham. There are smaller ones not marked on the map. The smaller ones are mostly frozen over, the larger ones are treacherous, especially if you get ambushed halfway across. Or if your skinny, not a hardened adventurer, who knows if he can even swim young ward falls in. If I were being strictly simulationist, they would probably be solid to walk on, but where’s the fun in that? *Laughs evilly.*
They will get solid before the end of the adventure.
So much for the taking a dog sled up the river road...

pad300 |
Presenting a partial draft of Beregdur Nighteyes
Beregdur is a guide, a prospector (panning for gold) and a cargo hauler. In the summer, he pans for gold and guides travelers. In winter, he uses his sled and dog team to haul cargo. Like so many in the north, there is some beastblood running in his veins. He is a skinwalker of owl (Aerieborn) heritage. He has seen 21 winters.
He has always loved the wilds, and has found a calling in the druidic tradition of his ancestors. Born on the edge of the deepwoods, he was raised in the local mystic tradition (Spiritual Forester trait) and the environment taught him to dodge with the best of them (Deft Dodger trait). Apprenticed to the druids as a youth, he was taught some of their ancient secrets (Beast of the Society Trait, Healer’s hands feat).
He was 16 when was intiated as a druid and he bonded with his Elithien (Siberian) Tiger, Kieratha. He has explored old Dwarven ruins, as a guide for visitors from across the western sea, and fought orcs raiders on the edge of the deepwoods. He has also seen some of the evil in White Downs and knows it must be fought, for the threat it offers the natural world! Still, he is not well versed in the tricky ways of civilization and expects the best from civilized folks (Naïve drawback)
Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard. Wears overlarge clothes so they hang loose; favours heavy cloaks with hoods. Doesn’t carry obvious weapons, only a sling that doubles as a hair tie (and the bullets in a belt pouch).
Beregdur Nighteyes
Skinwalker (Aerieborn) Druid (Wild Whisperer) 4
Alignment: Chaotic Good
Diety: Green Faith
Init +3= +3 Dex
Speed 30 ft
Low light vision
Defense
AC : 19 =10+4 Armor +3 Dex +2 Shield
HP: 29 = 8+ (3d8 =>12+1=> )13 + 8 (con)
Fort + 6 = +4 Druid +2 con
Ref + 4 = +1 Druid Rogue + 3 dex +1 trait
Will + 7 = +4 Druid + 3 wis
CMD : 13 = 10 + 3 (bab)+***
Offense
Melee: Bite +3/1d6, 2 Talons +3/1d4
Ranged: Sling +6/1d4
BAB : +3
CMB : + *** = +3 (BAB)
Spells Prepared
L0 (4)
L1 (4, DC 14)
L2 (2, DC15)
Race = Skinwalker (Aerieborn) (favored class: Druid)
Str: 11 = 11
Dex : 16 = 14+2 transformed
Con : 14 =13 +1 4th level
Int : 12 =12
Wis; 16 =14+2 Racial
Cha: 9 = 11 -2 racial
Skills : (4+1 int/level) Not including ACP
Perception (2, +10 = 2 ranks +3 trained +3 wis +2 Racial)
K Nature (3, +10 = 3 ranks +3 trained +1 int +2 druid+1 trait)
Heal (4, +10 = 4 ranks +3 trained +3 wis)
Survival (3, +11 = 3 ranks +3 trained +3 wis +2 druid)
Spellcraft (4, +8 = 4 ranks +3 trained +1 int)
K Planes (4, +9 = 4 ranks +3 trained +1 int + 1 trait)
Background Skills (2/level)
Handle Animal (4, +7 = 4 rank +3 trained -1 Cha),
K Geography (2, +6 = 2 ranks +3 trained +1 int)
K History (1, +2 = 1 ranks+1 int)
Profession – Prospector (1,+7 = 2 ranks +3 trained +3 wis )
Laguages : Common, Old Common, Druidic
Traits : Spiritual Forester – K Planes (Regional), Beast of the Society (magic), Naïve (Drawback), Deft Dodger (Combat)
Feats
Healer’s Hands (1st)
*** (3ed)
Low-Light Vision: Skinwalkers can see twice as far as humans can in dim light.
Spell-Like Ability: An Aerieborn with a Wisdom score of 11 or higher can use Feather Fall once per day as a spell-like ability, using his Wisdom modifier to determine his concentration checks. The caster level for this ability is equal to the skinwalker’s character level.
Animal-Minded: Aerieborn have a +2 racial bonus on Perception and Sense Motive checks.
Change Shape (Su) An Aerieborn can change shape to a bestial form as a standard action. In bestial form, an Aerieborn gains a +2 racial bonus to Dexterity. While in this form, he gains a bite attack that deals 1d6 points of damage, 2 talon attacks that each deal 1d4 points of damage, a +4 racial bonus on Perception checks and an increase in fly speeds from other sources by 10 feet
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature: animal companion.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Inspiration (Ex): At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability (Inspiration Pool = 3). A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.
Wild Shape (Su): At 4th level, a wild whisperer gains the wild shape ability, but she never gains access to any forms beyond Small and Medium animal forms, as beast shape I. This ability alters wild shape. At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Bold carried personally
Weapons ( gp)
Sling, 10 Bullets, 30 bullets
Armor (*** gp)
Lamellar Cuirass (15gp), Darkwood Heavy Wooden Shield (257 gp), Masterwork Studded Leather Tiger Barding (200 gp)
Equipment ( *** gp)
Cold weather oufit (7gp) , Cold Weather Outfit, Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5gp),
Dog sled, Tiger Saddlebags
Riding Dogs (6X150 gp = 900 gp)
Magic Items
Healers Satchel (Normal), 1500 gp
I need to figure out a 3ed level feat. Spec the animal companion, and finish spending the equipment money (for one thing, I need to revise plan dogsled, that just fell apart). That last raises a Question - if you can make it yourself, does that affect the price (in this case trained animals)?

GM Trifty |

You could still use a dogsled. There is a road that runs along the river route. Well, in many places it’s a road, especially within a few miles of the villages and near the towns. it’s more like a path in others. But dogs can follow a path, you’d just have to hope that you don’t run into any downed trees. Or super tight turns.
Or you could just take the Old Road.
Money wise the simulationist in me knows that the major cost to a team of animals is not what you pay up front but the upkeep costs (I’m a horse owner). And that surely wouldn’t be affected by whether you purchased them from a trainer or trained them yourself. Although if you could heal them yourself that would make a difference... For simplicity’s sake I’d say you could just pay half for them.
However, I will warn you that it will be tricky to find 30lbs of raw meat every day to feed them, even if you do go through the villages. And you might need a larger team and sled than that to carry four people, a boy, food and supplies for yourself, and food for the dogs. A general rule of thumb for draft animals (so not dogs but maybe close) is that they can only pull their own weight if the roads are bad and the terrain is hilly. If you took the Old Road they could surely do better. I’m sure the rulebooks are much more optimistic but I haven’t looked at them yet. Real life long distance race teams can be as few as 6 dogs but are usually more like 10-12, and that’s just for one person and a few hundred pounds of gear. Better hope the snow doesn’t all melt on a hot day, too.

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Talk of dogs reminds me, how practical would horses be for the campaign? I’ve always wanted to use this trait but I don’t want to buy a mule and a cart to fill with alfalfa if there’s nothing for a horse to eat.

Elia Aoine |

Background and statistics are mostly complete for Elia, a witchwolf skinwalker lunar oracle. She's found herself two hundred miles from Khel Zhad carrying vital healing herbs with winter setting in, a host of dangers along the way, and a sick wife in the dwarven city she just wants to get these herbs back to, dang it.
In combat she'll likely be primarily a melee fighter (as will her wolf companion Ifanna), but she's got cure spells and some other spellcasting utility to contribute to the group as well. If there are any other changes I make, it'll most likely be some scrolls and the like added to her repertoire.

pad300 |
You could still use a dogsled. There is a road that runs along the river route. Well, in many places it’s a road, especially within a few miles of the villages and near the towns. it’s more like a path in others. But dogs can follow a path, you’d just have to hope that you don’t run into any downed trees. Or super tight turns.
Or you could just take the Old Road.
Money wise the simulationist in me knows that the major cost to a team of animals is not what you pay up front but the upkeep costs (I’m a horse owner). And that surely wouldn’t be affected by whether you purchased them from a trainer or trained them yourself. Although if you could heal them yourself that would make a difference... For simplicity’s sake I’d say you could just pay half for them.
However, I will warn you that it will be tricky to find 30lbs of raw meat every day to feed them, even if you do go through the villages. And you might need a larger team and sled than that to carry four people, a boy, food and supplies for yourself, and food for the dogs. A general rule of thumb for draft animals (so not dogs but maybe close) is that they can only pull their own weight if the roads are bad and the terrain is hilly. If you took the Old Road they could surely do better. I’m sure the rulebooks are much more optimistic but I haven’t looked at them yet. Real life long distance race teams can be as few as 6 dogs but are usually more like 10-12, and that’s just for one person and a few hundred pounds of gear. Better hope the snow doesn’t all melt on a hot day, too.
Beregdur is a cargo hauler not an Iditarod racer. You snowshoe alongside the sled, not ride it - the sled is for gear & cargo.
Like most carnivores, dogs can do short periods without food, followed by gorging (ie. go 2 or 3 days with only water, then eat 150 lbs of deer/caribou/reindeer and start all over again). So you hunt for the pot.
When I say river road, I don't mean beside the river. I mean Ice Road; You go on the river itself because it will be by far the best road - it's very flat once frozen (but it's not fully frozen yet).
It's "Alaska in late November", the snow is not going away without Divine intervention.

pad300 |
Talk of dogs reminds me, how practical would horses be for the campaign? I’ve always wanted to use this trait but I don’t want to buy a mule and a cart to fill with alfalfa if there’s nothing for a horse to eat.
Realistically, Alaska in November after a storm = you'd better have fodder for said horse. It's also not going to be happy with the snow on the ground.

GM Trifty |

Horses or ponies could work. They need to eat a lot of food every day and, unlike a dog, it takes them a long time to eat. They aren’t going to be able to graze very well so you’d have to carry their food and hope to be able to buy or steal more. A musk ox or reindeer would probably work best as a pack animal, since it could get more food from grazing, especially if you go through the White Downs where there are fewer trees. A dogsled could also work well for cargo.

Elia Aoine |

Apparently I lied about no more big mechanical changes. She's now got the Pei Zin practitioner archetype, as it fit with her backstory and gave some more healing ability.
By the way, in case I missed an edit somewhere or miss one in the future, to clarify: Elia has the Lycanthropy curse (because, duh), but I don't have that book in my Herolab profile and I was using Herolab to do the build, so I have Tongues (Terran) as the placeholder in Herolab. I growl in combat instead of speaking Terran, and I do not have Terran as a known language. I also chose the Beastkin trait that I don't have the book for (unlimited speak with animals for one kind of animal), so I just typed in the spell-like ability that it gives me on my profile.

GItana Stormcroft |

I'm going to go ahead and roll spellcraft checks for the spells Gitana would like to acquire by copying spells from other sources into her Harrow deck, which serves as her spellbook/familiar.
DC to copy: 16
Brightest Night Spellcraft, 1st level: 1d20 + 8 ⇒ (1) + 8 = 9
Cause Fear Spellcraft, 1st level: 1d20 + 8 ⇒ (7) + 8 = 15
Charm Person Spellcraft, 1st level: 1d20 + 8 ⇒ (17) + 8 = 25
Chill Touch Spellcraft, 1st level: 1d20 + 8 ⇒ (13) + 8 = 21
Discern Next of Kin Spellcraft, 1st level: 1d20 + 8 ⇒ (6) + 8 = 14
Ears of the City Spellcraft, 1st level: 1d20 + 8 ⇒ (4) + 8 = 12
Hypnotism Spellcraft, 1st level: 1d20 + 8 ⇒ (19) + 8 = 27
Identify Spellcraft, 1st level: 1d20 + 8 ⇒ (9) + 8 = 17
Ill Omen Spellcraft, 1st level: 1d20 + 8 ⇒ (12) + 8 = 20
Implant Urge Spellcraft, 1st level: 1d20 + 8 ⇒ (17) + 8 = 25
Lucky Number Spellcraft, 1st level: 1d20 + 8 ⇒ (18) + 8 = 26
Murderous Crow Spellcraft, 1st level: 1d20 + 8 ⇒ (9) + 8 = 17
Nature’s Paths Spellcraft, 1st level: 1d20 + 8 ⇒ (5) + 8 = 13
Read Weather Spellcraft, 1st level: 1d20 + 8 ⇒ (15) + 8 = 23
Speechreader’s Sight Spellcraft, 1st level: 1d20 + 8 ⇒ (18) + 8 = 26
Spirit Share Spellcraft, 1st level: 1d20 + 8 ⇒ (16) + 8 = 24
Tap Inner Beauty Spellcraft, 1st level: 1d20 + 8 ⇒ (5) + 8 = 13
Total cost at 1st level: 10x17gp = 170 gp
1st level spells failed at 1st level, attempted at 2nd level
DC to copy: 16
Brightest Night Spellcraft, 2nd level: 1d20 + 9 ⇒ (1) + 9 = 10
Cause Fear Spellcraft, 2nd level: 1d20 + 8 ⇒ (18) + 8 = 26
Discern Next of Kin Spellcraft, 2nd level: 1d20 + 9 ⇒ (15) + 9 = 24
Ears of the City Spellcraft, 2nd level: 1d20 + 9 ⇒ (2) + 9 = 11
Nature’s Paths Spellcraft, 2nd level: 1d20 + 9 ⇒ (7) + 9 = 16
Tap Inner Beauty Spellcraft, 2nd level: 1d20 + 9 ⇒ (1) + 9 = 10
Total cost at 1st level: 10x6gp = 60 gp
1st level spells failed at 1st and 2nd level, attempted at 3rd level
DC to copy: 16
Brightest Night Spellcraft, 3rd level: 1d20 + 10 ⇒ (19) + 10 = 29
Ears of the City Spellcraft, 3rd level: 1d20 + 10 ⇒ (2) + 10 = 12
Tap Inner Beauty Spellcraft, 3rd level: 1d20 + 10 ⇒ (10) + 10 = 20
Cost 30 gp
1st level spells failed at 1st through 3rd level, attempted at 4th level
DC to copy: 16
Ears of the City Spellcraft, 4th level: 1d20 + 11 ⇒ (16) + 11 = 27
Cost 10 gp
So she gains all the 1st level spells she wants at cost of 270 gp
2nd level spells attempted at 3rd level
DC 17
Aggressive Thundercloud Spellcraft, 3rd level: 1d20 + 10 ⇒ (7) + 10 = 17
Alter Self Spellcraft, 3rd level: 1d20 + 10 ⇒ (12) + 10 = 22
Anticipate Thoughts Spellcraft, 3rd level: 1d20 + 10 ⇒ (19) + 10 = 29
Detect Relations Spellcraft, 3rd level: 1d20 + 10 ⇒ (20) + 10 = 30
Detect Thoughts Spellcraft, 3rd level: 1d20 + 10 ⇒ (17) + 10 = 27
Flurry of Snowballs Spellcraft, 3rd level: 1d20 + 10 ⇒ (17) + 10 = 27
Ghostly Disguise Spellcraft, 3rd level: 1d20 + 10 ⇒ (11) + 10 = 21
Lay of the Land Spellcraft, 3rd level: 1d20 + 10 ⇒ (13) + 10 = 23
Mindshock Spellcraft, 3rd level: 1d20 + 10 ⇒ (20) + 10 = 30
Passing Fancy Spellcraft, 3rd level: 1d20 + 10 ⇒ (15) + 10 = 25
Seducer’s Eyes Spellcraft, 3rd level: 1d20 + 10 ⇒ (7) + 10 = 17
Total Cost: 11x40gp = 440 gp
Wow! Every one a success.
So she gets all the spells she wants for a total cost of 710 gp
For future reference, the average cost was 16 gp per first level spell and 40 gp per 2nd level spell, but mainly because of a string of high rolls for the 2nd level spells that meant nothing failed on the first try.
While I've been working on this, I also worked out her traits and feats, so except for other equipment, Gitana is complete. If you'd like to see her profile, I'll work on that if I have time before the recruitment closes.
She took the Harrowed feat, which uses the Harrow deck, so let me know if you have concerns about that. Also took the Deceitful trait and the Conceal spell feat, since she often will want to use spells without people catching on that she is using spells while researching her marks customers and while giving readings She took 3 traits plus a drawback, which fit will with her background and give her bonuses in skills useful to her profession (fortune teller).
In terms of PC types, when in non-combat situations, she an effective Face, with high skills in bluff, diplomacy, intimidation, and sense motive. When away from the city, she is arcane support, with some attack spells and some buffs or debuffs. She will need others to protect her when in the wilderness as she has few skills for dealing with dangerous creatures or survival issues. But she does have spells that can help when in the wilderness, such as Read Weater, Nature's Paths, and Lay of the Land.
The more I work with creating this character, the more I hope I get selected.

GM Trifty |

I was assuming that, about half the time, you wouldn’t have to pay for a copying service and could instead pay by teaching a spell of your own. The official source actually says this happens “most” of the time, but since you’re lower level, to hew closer to the cost of transcription for a wizard, and for roundness I downgraded that to half. Long story short, you are paying twice what you need to and have an extra 355 GP.
I don’t need to see your profile, you’ve got a complete enough submission.

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GM Trifty wrote:When I say river road, I don't mean beside the river. I mean Ice Road; You go on the river itself...You could still use a dogsled. There is a road that runs along the river route. Well, in many places it’s a road, especially within a few miles of the villages and near the towns. it’s more like a path in others. But dogs can follow a path, you’d just have to hope that you don’t run into any downed trees. Or super tight turns.
Or you could just take the Old Road.
Money wise the simulationist in me knows that the major cost to a team of animals is not what you pay up front but the upkeep costs (I’m a horse owner). And that surely wouldn’t be affected by whether you purchased them from a trainer or trained them yourself. Although if you could heal them yourself that would make a difference... For simplicity’s sake I’d say you could just pay half for them.
However, I will warn you that it will be tricky to find 30lbs of raw meat every day to feed them, even if you do go through the villages. And you might need a larger team and sled than that to carry four people, a boy, food and supplies for yourself, and food for the dogs. A general rule of thumb for draft animals (so not dogs but maybe close) is that they can only pull their own weight if the roads are bad and the terrain is hilly. If you took the Old Road they could surely do better. I’m sure the rulebooks are much more optimistic but I haven’t looked at them yet. Real life long distance race teams can be as few as 6 dogs but are usually more like 10-12, and that’s just for one person and a few hundred pounds of gear. Better hope the snow doesn’t all melt on a hot day, too.
If we’re to be dodging ringwraiths I don’t think an open river is the best path.

pad300 |
If we’re to be dodging ringwraiths I don’t think an open river is the best path.
I'm not too sure that we are dodging ringwraiths; it could very well be something different that's chasing us. More to the point though, a dogsled on a frozen river is as fast a travel mode as we can probably pull off, and there are communities along the river that we can shelter in...

GItana Stormcroft |

You may take 2 traits and if you want a third you may do so in exchange for a drawback. The power level of traits, especially campaign traits, can vary a lot, so this is something I would like you to run by me. I may veto certain traits that are designed to be particularly powerful.
Just noticed the request to run traits by you.
Traits Cunning Liar, Extremely Fashionable, Trustworthy
Drawback Haunted
To qualify for the Extremely Fashionable bonuses, she has Glittering Trinket and Sleeves of Many Garments, so she can look the part without having to have a lot of expensive clothes and jewelry.
These fit well with her backstory, for what it's worth.

GItana Stormcroft |

I like a good story, and i'll probably fit another campaign in my list. :)
GM Chyro: I ran Toorin back in your Season 1 Run Campaign. I had a lot of fun with that character.

GItana Stormcroft |

I was assuming that, about half the time, you wouldn’t have to pay for a copying service and could instead pay by teaching a spell of your own. The official source actually says this happens “most” of the time, but since you’re lower level, to hew closer to the cost of transcription for a wizard, and for roundness I downgraded that to half. Long story short, you are paying twice what you need to and have an extra 355 GP.
I don’t need to see your profile, you’ve got a complete enough submission.
Thanks. I've reworked equipment to include a wand of CLW and a wand of Mage Armor, so she can use those slots for other spells.
I went ahead and filled in the character sheet, since that helps me work through the creation options. I have considered carrying capacity, using the handy haversack to give her the ability to appear to travel light, with tent and other camping gear plus a spare cold weather outfit, in case she loses her vest of endure elements.
As for mode of travel, she is not a wilderness type and she's not particularly interested in walking if she can ride in a cart, but she can manage on foot with companions around for support/protection. She comes from a tribe of nomadic people (think Varisians), so she's used to getting from point A to point B in a variety of means. She has the funds to buy snowshoes if they are available in town, should they be helpful for getting through snow. In fact I may add them to the haversack for emergencies.

pad300 |
Some updates to Beregdur:
Beregdur Nighteyes
Skinwalker (Aerieborn) Druid (Wild Whisperer) 4
Alignment: Chaotic Good
Diety: Green Faith
Init +3= +3 Dex
Speed 30 ft
Low light vision
Defense
AC : 19 =10+4 Armor +3 Dex +2 Shield
HP: 29 = 8+ (3d8 =>12+1=> )13 + 8 (con)
Fort + 7 = +4 Druid +2 con +1 resistance
Ref + 6 = +1 Druid Rogue + 3 dex +1 trait+1 resistance
Will + 8 = +4 Druid + 3 wis+1 resistance
CMD : 16 = 10 + 3 (bab)+3 (dex)
Offense
Melee: Bite +6/1d6, 2 Talons +6/1d4
Ranged: Sling +6/1d4
BAB : +3
CMB : + 3 = +3 (BAB)
Spells Prepared
L0 (4) Guidance, Stabilize, Detect Magic, Light
L1 (4, DC 14) Frostbite, Frostbite, Entangle, Snowball
L2 (2, DC15) Stone Call, Flaming Sphere
Race = Skinwalker (Aerieborn) (favored class: Druid)
Str: 11 = 11
Dex : 16 = 14+2 transformed
Con : 14 =13 +1 4th level
Int : 12 =12
Wis; 16 =14+2 Racial
Cha: 9 = 11 -2 racial
Skills : (4+1 int/level) Not including ACP
Perception (2, +10 = 2 ranks +3 trained +3 wis +2 Racial)
K Nature (3, +10 = 3 ranks +3 trained +1 int +2 druid+1 trait)
Heal (4, +10 = 4 ranks +3 trained +3 wis)
Survival (3, +11 = 3 ranks +3 trained +3 wis +2 druid)
Spellcraft (4, +8 = 4 ranks +3 trained +1 int)
K Planes (4, +9 = 4 ranks +3 trained +1 int + 1 trait)
Background Skills (2/level)
Handle Animal (4, +7 = 4 rank +3 trained -1 Cha),
K Geography (2, +6 = 2 ranks +3 trained +1 int)
K History (1, +2 = 1 ranks+1 int)
Profession – Prospector (1,+7 = 2 ranks +3 trained +3 wis )
Laguages : Common, Old Common, Druidic
Traits : Spiritual Forester – K Planes (Regional), Beast of the Society (magic), Naïve (Drawback), Deft Dodger (Combat)
Feats
Healer’s Hands (1st)
Weapon Finesse (3ed)
Bold carried personally
Weapons ( 4 sp)
Sling, 10 Bullets, 30 bullets
Armor (747 gp)
Masterwork Leather Lamellar (210gp), Darkwood Heavy Wooden Shield (257 gp), Masterwork Studded Leather Tiger Barding (200 gp), 4 leather dog barding ( 80 gp)
Equipment ( 103.61 gp)
Cold weather oufit (7gp) , Cold Weather Outfit (7 gp), Explorer’s outfit,heavy cloak (1 sp), wide brim hat (2 sp), Masterwork Backpack (50 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), trail rations 10 days (5gp) 1 day carried on him , belt pouch(1 gp), , String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp) , mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch ( X2, 1 carried, 10 gp), waterskin (X2, 1 carried, 2 gp), mess kit (2 sp), Snowshoes (5gp), Skis (5 gp), Mistletoe Divine Focus ( X2, 1 carried)
Animals & stuff (325 gp)
Dog sled (20gp), Tiger Saddlebags (4 gp), Tiger food 3 days (15 cp), dog food 8 days (40 cp), Riding Dogs (4 *150 gp*0.5 = 300 gp),
Total 1176.01 gp
Magic Items (4000 gp +)
Healers Satchel (Normal), 1500 gp, Cloak of Resistance +1 1000 gp, Wand of Magic Fang (50 Charges) 750 gp, Wand of Mudball (50 Charges) 750 gp, ~800 gp of scrolls
Kieratha
Large Cat Animal Companion
Size Medium
Speed 40 ft
Str 14=13+1, Dex 18=17+1, Con 13, Int 3=2+1, Wis 15, Cha 10
AC : 20 =10+3 Armor +4 Dex +3 Natural Armor
HP 22 = (4d8 =>) 18 + 4*1 (con)
Fort + 5 = +4 Animal Companion +1 con
Ref + 8 = +4 Animal Companion + 4 dex
Will + 5 = +1 Animal Companion + 2 wis +2 Iron Will
CMD : 17 = 10 + 3 (bab)+4 (dex)
Offense
Melee: Bite +5/1d6+3, 2 Claws +5/1d4+2.
Special Attacks : Rake 1d4+2
BAB : +3
CMB : + 5 = +3 (BAB)+2 (str)
Skills (4): (ranks, bonus)
Stealth (2, +9 =2 ranks +3 trained +4 dex)
Perception (2, +7=2 ranks, +3 trained +2 wis)
Feats (2): Iron Will, Power Attack
Tricks (11=3* Int+2 Bonus Tricks): ????
Special Qualities low-light vision, scent.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores. (Intelligence)
Equipment: Saddlebags, Masterwork Studded Leather Armor
He still has 800 gp to spend on scrolls and consumables...

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3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (3, 3, 5) = 11
3d6 ⇒ (1, 1, 6) = 8
possible replace 1: 1d6 ⇒ 6
possible replace 2: 1d6 ⇒ 2
possible replace 3: 1d6 ⇒ 2
possible replace 4: 1d6 ⇒ 1
possible replace 5: 1d6 ⇒ 6
possible replace 6: 1d6 ⇒ 6
So, 18, 10, 13, 12, 14, 13
Doable, will have something up shortly

pad300 |
Beregdur makes many knowledge checks, using his Guidance cantrip and free inspiration where appropriate.
1 K Local: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20 vs DC 10
+1 guidance +1 int
2 Know Local DC 13: Not trained, can't make it
3 Know Local DC 13: Not trained, can't make it
4 Know Local DC 20: Not trained, can't make it
5 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (2) + 2 + 3 + 1 + 1 + (5) = 14 vs DC 10
+2 ranks +3 trained +1 int +1 guidance + free inspiration
6 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (3) + 2 + 3 + 1 + 1 + (6) = 16 vs DC 13:
8 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (17) + 2 + 3 + 1 + 1 + (5) = 29 vs 13:
7 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (5) + 2 + 3 + 1 + 1 + (1) = 13 vs 15:
9 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (18) + 2 + 3 + 1 + 1 + (6) = 31 vs 20:
10 K geography: 1d20 + 2 + 3 + 1 + 1 + 1d6 ⇒ (1) + 2 + 3 + 1 + 1 + (4) = 12 vs DC 10:
11 K History: 1d20 + 1 + 1 + 1 ⇒ (14) + 1 + 1 + 1 = 17 vs DC 10:
+1 rank +1 guidance +1 int
12 K History: 1d20 + 1 + 1 + 1 ⇒ (15) + 1 + 1 + 1 = 18 vs DC 15:
13 K History: 1d20 + 1 + 1 + 1 ⇒ (8) + 1 + 1 + 1 = 11 vs 18:
14 K Religion: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12 vs DC 10
+1 guidance +1 int
15 K Religion: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5 vs DC 10
16 Know Religion DC 18: Not trained, can't make it
17 K Nature: 1d20 + 3 + 3 + 1 + 2 + 1 + 1 + 1d6 ⇒ (13) + 3 + 3 + 1 + 2 + 1 + 1 + (3) = 27 vs DC 12
3 ranks +3 trained +1 int +2 druid+1 trait+1 guidance + free inspiration
18 K Nature: 1d20 + 3 + 3 + 1 + 2 + 1 + 1 + 1d6 ⇒ (2) + 3 + 3 + 1 + 2 + 1 + 1 + (4) = 17 DC 17:

GM Trifty |

I am contemplating reducing the amount of time Recruitment is open for. Initially, I said that it would be open for two weeks, from 8/25 to 9/8. However I was not expecting this level of interest. Unless I miscounted, there are 19 people who have at least expressed interest in playing, which is a lot more than 4. If I had to stop right now and pick twice that number of players, I could do so and not pick anyone I would be unhappy playing with. I've even considered picking 5 players, although I think I won't do that.
If anyone has any reservations about me closing recruitment early, at midnight US Central time on Sept 5th, please let me know.
As a reminder, you don't have to have a completed crunch and I don't need to see a long backstory, it would be fine by me if you finished these things after selection. I'm going to be choosing mostly based on posting history.