
DM Whisper |

Hello fellow gamers, CJ here!! Longtime creeper, first time poster.I am wanting to do a test drive for myself and see how I like this play by post feature. If I like it, then I might move forward with something a bit longer.
Application Deadline: 12/8/2020 11am CST
Module Start Date: 12/9/2020
So my gaming group went online way back in March due to COVID (as I am sure many of yours did also), but we have recently disbanded for a "temporary hiatus." I don't know exactly how long this "hiatus" will be, but I want some form of regular gaming in my life. I have crept the forums when looking for Q&As, and tips with modules/APs that I was running at the time, so while I am new to DMing/Posting I am not new to how things work.
I have been gaming for the past 15 years starting in 3.5. Dipped the toes in 4e and Pathfinder, and Pathfinder stuck. I have tried 5e a few sessions, but the group stayed with Pathfinder due to the fact between us all there isn't a book we don't have.
That is about all I think I need to post, but I am an open book and willing to ask answer any question you throw at me.
This module says it uses the Core Rulebook, Advanced Player's Guide, Bestiary 1-3 and the Game Mastery Guide. So those are the books I will be allowing.
Races: Core/APG
Classes: Core/APG
Starting Wealth: 6k Gold
Traits: None
Background Skills: None
I know this might seem limiting, but this is more of a trial run for me before deciding if I want to jump into something bigger after the completion of this module.
- I will be posting every weekday morning to keep the pace of the game. If something in game happens where I need to post more I will be able to check the game once in the afternoon and in the evening.
- I would expect the PCs to be able to post once a day during the weekday. I will not be requiring people to post on the weekends, but I will check it each morning and respond as needed.
- Respect and Curtesy for all 5 of us at the digital table.
I "think" this covers everything. I am excited to see how this works.
Good Luck to those who apply

DM Whisper |

Hi CJ. Thanks for taking on a game. It’s great to see a new GM trying out pbp. I’ve been looking for a smaller game to join, and plan to submit an application. How would you like us to determine ability scores? Is there anything else you’d like us to include other than a character profile?
Oh my goodness, such a rookie mistake. Don't fire me yet. How to do stats would be helpful. Since this is/was a Pathfinder Society ready module, I would follow their point buy stats.
Ability Stats: 20 Point Buy
I am not requiring anything elaborate on the character sheet when it comes to background. This specific PBP will be a one and done. Basic personality and quirks would be good.
The PCs will be answering the call of the influential Tiboros family of Nisroch. All four of you already know one another and will be arriving at the their manor to start the module.

Ruin Explorer |

Oh my goodness, such a rookie mistake. Don't fire me yet. How to do stats would be helpful. Since this is/was a Pathfinder Society ready module, I would follow their point buy stats.Ability Stats: 20 Point Buy
I am not requiring anything elaborate on the character sheet when it comes to background. This specific PBP will be a one and done. Basic personality and quirks would be good.
The PCs will be answering the call of the influential Tiboros family of Nisroch. All four of you already know one another and will be arriving at the their manor to start the module.
No worries there. I tried running the first part of Serpent’s Skull AP, and I remember getting so many questions that I didn’t think about. It sounds like you’ve done your research and have covered a lot.
Regarding the game, I’m considering a cleric or oracle.

Aleksandros |

Haven't finished the build yet but I would submit this Half-Orc Superstitious Urban Barbarian. His main combat skill will be using intimidate to get extra attacks with the Hurtful feat and the Intimidating Glare rage power.
Togam had begun life as little more than a slave. His human mother had abandoned the child and he grew up on the streets before being taken to serve a lord and set to muck animal pens. He grew strong and the Lord siezed the opportunity and had him learn to fight for money. He never saw a copper of it. He finally ran away and became a guard for merchants. This saw him his first gold coin. He wasn't very learned or intelligent but he knew that the pointy end went into the other guy and he did it well. There was some trouble with his self control causing collateral damage during a fight and because of this he didn't usually work for a single merchant for too long, but he grew a reputation of never having had a caravan that was under his guard fall to bandits. He never surrendered. He simply lived for the gold that came after the journey's end.
This job for the Tiboros family was something he hadn't done before. But he expected they would give him a target and a reward if he did his job.

DM Whisper |

@Ruin Explorer Well I could share with you the best possible combo based on what you will face in the module... but I think you should play something that you will have fun playing. Maybe do a combo you haven't done before?
@Togam Lamosh sounds cool. Let me know when you get the character sheet filled out and I'll give it a look over.
Submissions:
Togam Lamosh - Half-Orc Superstitious Urban Barbarian
Ruin Explorer - Cleric of some sort
CaptainFord - TBD

Ghorza Thursisdottir |

Glad to see a new DM on the board! I'll throw a hospitaler paladin of Sarenrae into the mix.
Aelessa is the bastard daughter of a minor Varisian noble. Her father was an elven bard and her mother a very, very, bored and dissatisfied noblewoman. Her lineage, such as it was, wasn't readily apparent at first. When it became clear that Aelessa was not her father's daughter, he knew that a scandal was brewing. The young girl was sent away. FAR away, to visit relatives in the Atteran Ranches. The somewhat distraught young girl was taken in and raised, far from the cities of her youth. The experience toughened her, and by the time she reached adulthood the pampered girl was no more. It there that she learned how to pull her own weight and how to defend herself in the sparsely populated and somewhat dangerous lands. And it was also there that she met a man by the name of Lars Ulcaster. A paladin of Sarenrae, he was traveling and spreading the faith. Taken in by his speeches, Aelessa left her life of toil behind, seeing nothing worth staying for and being drawn in by the promise of being part of something greater than herself.
Years went by, and bit by bit the woman became a paladin in her own right. It was never a sudden moment where the sky opened up and she realized 'I'm a paladin!', but rather a slow process that left her realizing what she had become without ever really recognizing that it was happening.
And life was good. She went with him on this pilgrimage of faith, healing the sick and helping those in need. That is...until he decided that the good word of Sarenrae should be spread to Nidal! Of all of his followers, only Aelessa joined him. This ended as poorly as one could have imagined. Luckily, for Aelessa, she was out looking for lodging when Lars began his service. She never saw what happened, but she certainly heard.
Left alone, she has come to the realization that the other faithful had been wise to refuse to come to the cursed land of Nidal. She is smart enough to know that if she wants to keep her head, then she will need to keep her faith a secret.
As a paladin of Sarenrae, she believes in temperance and patience, as well as redemption. She is under no illusion that overtly sharing her faith would lead to torture and death. But that does not mean that she should run away! No. Rather she is intent on making the world a better place through her actions. She plays the part of a mercenary, looking for work, and explains her healing abilities as being 'a gift from the Sun akin to any other power of nature.' While posing as someone with druidic powers is not what she would normally want to do, she understands that it is necessary to survive in a place as dark as Nidal.
And there we go! Someone to help on the front lines, who can heal herself and provide some healing to the party. Not as good at healing as a cleric, not as good at fighting as a fighter. But as a paladin she is right in between. Half-Elf certainly helped cover the problem which is the paladin's lack of class skills and 2 skill points per level.
In combat, she is AC20 with +9 Hit and 2d4+12 damage and her saves are 9/5/7. Pretty solid.
Out of combat she has +8 Diplomacy +8 Bluff +6 Perception. Good enough to hide her faith.
And for healing she has 6 channels (1d6) and 5 lay on hand (2d6) with a single lessor restoration. So, Ruin Explorer, should you go ahead with your Cleric this will hopefully free up some spell slots for you so you don't feel the need to do all the healing.

Colt R. Warwick |

This is the submission for CaptainFord. A Lion Shaman Druid with a focus on buffing and tracking. I haven't gotten his inventory completely finished yet, still got about 2.5K left to spend, but his crunch is pretty much complete!
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"Being a noble comes with pleeeeenty of perks... and responsibilities."
NG Medium Humanoid (Human)
Init +6; Perception +9
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Defense
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AC 16 Touch 12 Flat-footed 14
HP 39/39
Fort +6 Ref +3 Will +6
Favored Class Druid (+4 HP)
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Offense
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Speed 20 ft.
Melee +1 Scimitar +7 (1d6+3/19-20) or Quarterstaff +6 (1d8+4/x2)
Special Inspiring Command (2 allies)
Spells Prepared
2nd - Aspect of the Bear, Bull's Strength, Enthrall (Domain), Resist Energy
1st - Bless (Domain), Cure Light Wounds, Magic Fang, Magic Stone, Shillelagh
0th - Detect Magic, Guidance, Light, Resistance
Domain Nobility (Leadership)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +6 CMD 18
Feats Toughness, Improved Initiative, Blind-Fight
Traits N/A
Skills 6/level (24 total)
(2) Climb +8
(1) Handle Animal +4
(3) Heal +8
(1) Kn. Geography +5
(4) Kn. Nature +10
(2) Kn. Nobility +3
(4) Perception +9
(3) Spellcraft +7
(3) Survival +10
(1) Swim +7
Languages Common, Druidic
SQ Wild Empathy (feline only), Totem Transformation, Woodland Stride, Trackless Step, Resist Nature's Lure
Combat Gear MWK Hide Armor, +1 Scimitar, Quarterstaff
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Equipment
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Pearl of Power (1st)
Backpack
-Bedroll
-Trail Rations (5 days)
-Waterskin
After a week of rituals, communions with the gods, a host of herbal remedies and treatments, the druid found a way to counter the wicked spirit afflicting the child: he called on the spirit of a mighty lion to inhabit the boy and counteract the supernatural plague. The process worked, and Colt had felt stronger than he ever had before, his overjoyed father heaping wealth and titles on the old druid, who simply took a modest sum and left for parts unknown. Grateful for the new lease on life and set on making the most of his newfound strength, Colt has been studying to take over his family household for years. As much a leader as he is a warrior, Colt has a head for strategy just as much as he does prowess in battle... if a bit feral at times. Gregarious to a fault and something of a flagrant womanizer, Colt takes advantage of every opportunity for fun when possible, preferring to resolve things with words before weapons. Not that Colt needs weapons - every year, it becomes more clear that the influence of the lion spirit protecting him grows more prominent, even morphing his very body with features of a large feline. His senses are sharpened to a razor edge, and he can almost seem to detect a fight coming before it even happens. And if his physical might won't see him through, his magical prowess is certain to cover any gaps he might have. Much like a lion watching over his pride, Colt takes his duty as a noble very seriously, and his quick thinking has let him take advantage of opportunities others pass over easily.
Colt's family, House Warwick, have a wide variety of noble friends, both within Taldor, and in other nations. One such is the Tiboroi family in Nidal, who recently sent word that something is amiss at home, though the matter in question was vaguely worded. Colt's instincts tell him that there is something wrong going on in Nidal (besides the usual), and felt compelled to travel out to see the problem with his own eyes.

DM Whisper |

Submissions:
Togam Lamosh - Half-Orc Superstitious Urban Barbarian
Ruin Explorer - Cleric of some sort
Colt Warwick - Human Lion Shaman Druid
Aelessa - Human Hospitaler Paladin
This seems like a fun crew. I am going to go ahead and accept this as long as @Ruin Explorer turns in his cleric.

Aleksandros |

I have completed the character sheet.
Togam had begun life as little more than a slave. His human mother had abandoned the child and he grew up on the streets before being taken to serve a lord and set to muck animal pens. He grew strong and the Lord siezed the opportunity and had him learn to fight for money. He never saw a copper of it. He finally ran away and became a guard for merchants. This saw him his first gold coin. He wasn't very learned or intelligent but he knew that the pointy end went into the other guy and he did it well. There was some trouble with his self control causing collateral damage during a fight and because of this he didn't usually work for a single merchant for too long, but he grew a reputation of never having had a caravan that was under his guard fall to bandits. He never surrendered. He simply lived for the gold that came after the journey's end.
This job for the Tiboros family was something he hadn't done before. But he expected they would give him a target and a reward if he did his job.
Togam Lamosh
Male Half-Orc Barbarian (Superstitious, Urban) 4
Neutral Medium Humanoid (Orc, Human)
Init +3; Senses Darkvision 60ft.; Perception +8
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Defense
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AC 16[17], touch 12, flat-footed 14 (+4 armor, +2 Dex, [+1 insight during surprise rounds])
hp 45 (4d12+12)
Fort +9, Ref +5, Will +5 (+3 vs. spells and abilities)
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Offense
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Speed 30 ft.
Melee Greatsword +9 (2d6+6/19-20 x2)
Power Attack Greatsword +7 (2d6+12/19-20 x2)
Ranged Hornbow +7 (2d6/x3)
Special Attacks Rage (17 rounds/day), Intimidating Glare, Crowd Control
—————
Statistics
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Str 18, Dex 14, Con 16, Int 7, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Power Attack, Hurtful
Traits N/A
Skills Intimidate +11 (+2 to demoralise), Perception +8
Languages Common, Orc
Combat Gear MW Orc Hornbow (430gp), MW Greatsword (350g), MW Chain Shirt (400 gp), Cloak of Resistance (1000gp), Quick Runner's Shirt (1000gp), Potion of Enlarge Person x2 (100gp), Gravelly Tonic x2 (100gp)
Other Gear 60gp, Sleeves of Many Garments (200gp), Wayfinder (500gp), Cracked Magenta Prism Ioun Stone (Intimidate) (800gp), Masterwork Mask Tool (Demoralise) (50gp), Barbarian's Kit (9gp), Soldier's Uniform (1gp)
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Racial Abilities
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Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision Half-orcs can see in the dark up to 60 feet.
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Barbarian Abilities
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Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Controlled Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Rage Powers (Ex) As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Intimidating Glare (Ex) The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Superstition (Ex) The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
Sixth Sense (Ex) At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.

DM Whisper |

@rorek55 As it currently stands I only have 3 people who submitted a completed character. I do need four to run the module. Feel free to submit a character.
Submissions
Togam Lamosh - Half-Org Superstitious Urban Barbarian
Colt Warwick - Human Lion Shaman Druid
Aelessa - Human Hospitaler Paladin
Ruin Explorer - Cleric of some sort

Aleksandros |

Perception is 4 ranks + 3 class skill + 1 wisdom = 8.
Intimidate is 4 ranks + 3 class + 2 race + 2 ioun stone = 11. The +2 when demoralising is from a custom masterwork tool which is an orc war mask that he puts on before battle to hide his face and appear more threatening/scary/etc. As suggested in the text for custom masterwork tools it only applies to the demoralise checks and not every use of the intimidate skill.

Colt R. Warwick |

Personally, looking at our current team make up, my gut reaction is an evoker wizard. Aelessa has healing, some face work, and melee, Togam is dedicated melee and some strong arm work, and Colt is mostly buffing, a bit of everything else.
Some heavy arcane artillery and knowledge would probably help round things out.

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Hubaris |

Alias for Elina Noakes. A halfling wizard who considers herself more of a 'magical bodyguard' and a scholar.
A little arrogant but fiercely loyal, she knows full well how deadly magic can be in the world of Nidal. Priding herself on her ability to spot and react to danger, she knows (much like halfling fashion) that others can have a chance to shine if she puts her skills to use.
Despite her family pushing her to take up the trade, she worked at the books, and aims to one day find a way complete her thesis (about how magic completely changes policies and politics on the world scale when dealing with less magical nations)... And figured adventuring would be a good way to fund her research.
Haven't fully finished the spell book or chosen a Bonded Item yet (thinking a Wand such as Acid Arrow to have some combat utility to offset the Defense Focus), but I picture her leaning heavily on Abjuration and Conjuration. How are you going to factor in Bonded Items, Spellbooks and Scribed Scrolls into account?

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by all means, two wizards would work fine. We sound like complete opposite ideologies on magic. One focused on offensive side of magic, the other the defensive side. It would be cool.
I would also suggest arcanist, as they are actually really similar to 5e counter-spelling with exploits, sadly I don't think they are APG.
would you allow Sin mage? (thassolionian specialist) it was written with the rise of the rune lords AP in 2012, so fairly early on, around the same time of the APG.
If we had two mages I wouldn't have to worry about the loss of abjuration/conjuration too much. haha.

Ruin Explorer |

Sorry I’m late with my submission, Whisper. I had some family issues come up last week, and I forgot that today was the submission deadline. I understand if my tardiness removes me from the running, but here’s my character anyway.
Tristan is a Cleric of Nethys, who travels in search of knowledge. He also seeks to return outsides fo their native planes, in retribution for his parents’ deaths.

DM Whisper |

Togam Lamosh - Half-Org Superstitious Urban Barbarian
Aelessa - Human Hospitaler Paladin
Tristan - Cleric of Nethys
Tarathiel - Evoker Wizard
Congrats you four. I am looking forward to jumping in and trying my hand at PBP DMing. Head on over to the gameplay page where I have your first posting up. Feel free to jump in and have fun!!
Hubaris & Colt, I apologize for not being able to take everyone. This is the worst part, so far, of being a PBP DM.