
Andrei Markescu |
1 person marked this as a favorite. |

Alright, my crunch is done and my appearance and background are both posted in my alias (please let me know if you'd like more of either); I just did a narrative background for now, but I might add answers to the 10 minute background later this week if I have time (just in case you want to use it for hooks).
Here is my player questionnaire:
1. What time zone are you in?
Eastern Time (GMT-4, or -5, depending on daylight savings)
2. How long have you been playing TTRPGs?
Since before D&D had editions (technically there was basic and advanced, but pre-2nd Edition)
3. What's your favorite part about playing TTRPGs?
The chance to experience just a little bit of the fantastical amidst the banality of daily life.
4. What do you expect from this game?
To have fun creating a compelling story together.
5. What do you expect out of your fellow players?
To embrace the cooperative elements of telling a story together.
6. What do you expect out of me?
To help us stay on track, and to have some fun yourself.
7. What are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
I think the community standards pretty well cover any subject matter I'd prefer to avoid. I deal with a fair amount of conflict management at work and so really prefer to avoid having to deal with it recreationally; I know some disagreements may come up, and that there can be some good character development through working through that, but I really am not interested at all in PVP or direct conflict between PCs.
And, for completeness sake, here is the link to my RP sample again.
I think that should be everything, please let me know if I missed anything.

Donimah Southlander |

Here's what I've got so far. I just have to add gear and do the writing portion tomorrow, which should be easy.
Female human (Shoanti) transmuter 1 (Pathfinder RPG Adventurer's Guide 63)
N Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +1
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee harpoon -4 (1d8/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), long arm[ACG], mage armor, snowball[UW]
. . 0 (at will)—detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 15, Int 17, Wis 10, Cha 13
Base Atk +0.5; CMB +2; CMD 12
Feats Agile Maneuvers, Cypher Magic[ISWG], Scribe Scroll, Skill Focus (Knowledge [dungeoneering])
Traits scholar of the ancients, shoanti tribesman (varisia)
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +10, Knowledge (history) +8, Knowledge (planes) +7, Linguistics +7, Perception +1, Spellcraft +7, Swim +5
Languages Common, Draconic, Dwarven, Goblin, Shoanti, Thassilonian, Varisian
SQ arcane bond (harpoon), finesse weapon attack attribute, hero points, physical enhancement (+1)
Other Gear harpoon[UC], wizard starting spellbook, 65 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Harpoon) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cypher Magic Gain bonuses to caster level when using scrolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greed (Transmutation) Transmuters use magic to change the world around them.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Telekinetic Fist (1d4 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I did have one question for Salsa: when you said in the OP we get 3 traits, did you mean that's the default and taking a drawback grants us a fourth trait, or is it just following the standard procedure of two traits and possibly a third if you opt for the drawback?

Azure_Zero |

I've settled on the Tiefling Fighter with the Black Sheep (Bitter Noble) campaign trait.
1. What time zone are you in?
GMT -5:00 (EST/EDT)
2. How long have you been playing TTRPGs?
Say well over 10+ Years (mostly through the Paizo Forum), though stopped for a few years.
3. What's your favorite part about playing TTRPGs?
The stories and the interactions of the characters with the world as the players build the world together through there choices and actions.
4. What do you expect from this game?
Fun interactions between the characters and the world they live in.
Be it Roleplay or combat.
5. What do you expect out of your fellow players?
I expect them to have fun and enjoyment with their fellow players.
But I also expect at least one post every 2 days so as not to drag down the game, unless RL is needing priority.
6. What do you expect out of me?
What I expect is the game being fun to be in and alive with NPCs and towns feeling alive,
Further if any disagreements happen that really impact the game, it gets settled with fair compromises for all involved parties.

DM-Salsa |

I'll wish Kittenmancer good fortune. Now whether that's for the job hunt or running a bunch of tables is anyone's guess. ;)
Also, just a reminder that everyone who's posted so far will have another 48 hours after I close this to new submissions to get things wrapped up and ready. (That's 51 hours from this post.)

.Arrian |

Kittenmancer wrote:Pray that my job search goes poorly, then I will have time to run an additional table from this recruitment. :DI'm torn - on the one hand, you're a great GM, and I wish you all the best in your job search... but on the other hand, you're a great GM...
I'd much rather their job search go well and they end up swimming in piles of ca$h.

![]() |

Hey there. I'm about 60% done with the character submission, but a tiny emergency has got me occupied. Would I be able to get an extension of about three or four hours on the deadline?
If not, here's the breakdown of his character sheet and 4/6 of the player questions
Elf raised among humans, affected by the frequent death of friends and loved ones. Copes by leaning 200% into performing, treats combat itself as the grandest stage possible.
Fell in with the cult of Urgathoa, loved the bombastic nature and the emphasis on indulgence, but finds undeath itself disgusting and sees Urgathoa as more of a muse than a goddess. His very vocal opinions eventually got him labeled as a heretic, a label be bears with a dramatic pride. Currently in Sandpoint to indulge in the theater as well as engage in religious debate with the members of the new combi-church.
1. What time zone are you in? Central time
2. How long have you been playing TTRPGs? Since around the early 2000’s when I got my first taste with DnD 3rd edition. I’ve sinced tried games like Pathfinder, Vampire: The Masquerade, and Changeling: The Lost.
3. What's your favorite part about playing TTRPGs? Getting to roll up to the table with a weird character or a cool monster design and show it off to everyone else. Besides that, taking said weirdo on a journey with bombastic moments, engaging story beats, and plenty of opportunities for self expression.
4. What do you expect from this game? A chance to play with a character concept I’ve been bouncing around for a while, getting him involved with the world and seeing what kinds of fun situations can crop up from interacting with the party. That, and the occasional epic moment on the battlefield. Pathfinder is certainly a game of bombastic combat, after all!
5. What do you expect out of your fellow players?
6. What do you expect out of me?
This character has a physical appearance, which is summarized in this section
Daranil Aldaris
Male Wizard (Necromancer) 1
N Medium Humanoid (Elf)
Init +2; Perception +2
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2 (+1 against divine spells, +2 racial bonus vs enchantment spells and effects)
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Offense
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Speed 30 ft.
Melee +0 weapon +0 (0d0+0)
Ranged +0 weapon +0 (0d0+0)
Class spells known/prepared (CL 1st; concentration +5)
1st - spell, spell
0th - detect magic, dancing lights, arcane mark
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Statistics
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Str 9, Dex 15, Con 14, Int 18, Wis 10, Cha 14
Base Atk 0; CMB -1; CMD 11
Feats (B)Scribe Scroll, (B)Command Undead
Traits (Ca)Student of the Faith, (Re)History of Heresy, (Ra) Dilettante Artist
Skills Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (History) +8, Diplomacy +4, Linguistics +8, Spellcraft +8, Artistry (forensics) +8, Perform (acting) +7, Survival +3
Languages Common, Elven, Draconic, Sylvan, Gnome, Goblin, Varisian
Combat Gear item, item, item
Other Gear item, item, wizard kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), 49 gp
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Special Abilities
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Arcane Bond Daranil has a moth familiar named Herald that grants him a +3 to Survival checks.
Arcane School Necromancy
Opposition Schools Abjuration and Enchantment
PrimarySpellbook “A Virtuoso’s Guidebook to an Unforgettable Performance”
0: (all wizard cantrips)
1st: mage armor, burning hands, silent image, vanish, cause fear, enlarge person, ray of enfeeblement

Donimah Southlander |

Screeching in with my final setup!
Female human (Shoanti) transmuter 1 (Pathfinder RPG Adventurer's Guide 63)
N Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +1
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . harpoon -4 (1d8/×3)
Ranged light crossbow +0 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 6/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +5)
. . 1st—enlarge person (2, DC 14), mage armor, snowball[UW]
. . 0 (at will)—detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 15, Int 17, Wis 10, Cha 13
Base Atk +0.5; CMB +2; CMD 12
Feats Agile Maneuvers, Cypher Magic[ISWG], Scribe Scroll, Skill Focus (Knowledge [dungeoneering])
Traits arcane temper, scholar of the ancients, shoanti tribesman (varisia)
Skills Acrobatics -1 (-5 to jump), Knowledge (arcana) +8, Knowledge (dungeoneering) +10, Knowledge (history) +8, Knowledge (planes) +7, Linguistics +7, Perception +1, Spellcraft +7, Swim +2
Languages Common, Draconic, Dwarven, Goblin, Shoanti, Thassilonian, Varisian
SQ arcane bond (harpoon), finesse weapon attack attribute, hero points, physical enhancement (+1)
Other Gear crossbow bolts (10), dagger, harpoon[UC], light crossbow, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 6 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Cypher Magic Gain bonuses to caster level when using scrolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greed (Transmutation) Transmuters use magic to change the world around them.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Telekinetic Fist (1d4 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
1st: Enlarge Person, Grease, Long Arm, Mage Armor, Magic Weapon, Snowball
========================================================================
2. Tall like most Shoanti, Donimah is unusually thin and wiry compared to her people's average. She keeps her head shaved, as she was raised, and wears sturdy, plain robes and travel-clothing. Across her skin are a number of different tattoos, including Thassilonian runes, more conventional sailor icons and marks familiar to the Axe Clan, or Shadde-Quah, of the Shoanti. Most prominent is a small broken circle of runes around her left eye, which correspond to the runes on Riddleport's Cyphergate, as well as a prominently-placed rune of The Precious Gleam in the gap. These runes begin glowing yellow with arcane energy whenever Donimah casts a spell.
3. Donimah's father was born a member of the Axe Clan, but was banished from his quah for a crime or betrayal he refuses to speak of. He took baby Donimah with him to Riddleport, using the swimming and seafaring skills he had learned among his people to support himself and his child as a whaler, fisherman and later dock-hand. This has given Donimah a very mixed view of her heritage: her father still has pride as a Shoanti and raised her in as many traditions as he could remember when he wasn't at sea, but Donimah still knows that this same quah cast him out and feels like they refuse to live in the modern world. The reason she uses "Southlander" as her last name is because she has not come of age among a Shoanti community, never earning an honorific to be called by.
4. Like most Cyphermages, Donimah is fascinated with the history and magical power of ancient Thassilon, whose ruins dot Varisia. She has noted how many of her people's totemic icons share similarities with Thassilonian runes, so in addition to her power and knowledge she feels her studies are a way to reconnect with her heritage in a way the nomadic quahs are too stubborn to even consider.
5. A very goal-oriented and ambitious woman, Donimah seeks Thassilonian lore and secrets that could put her ahead of her fellow apprentices. She has a tendency to hoard, whether it's wealth, power or secrets and is reluctant to part with what she considers hers, a habit she developed growing up in Riddleport. Her father wanted to give her a better life, and together they scraped together enough money to pay for Donimah's tuition, and she now seeks to return the favor and give her father a comfortable life in his old age. She is somewhat awestruck by the ancient Thassilonians, regarding them as nearly godlike in their command of magical power, hoping she can match them in some small way, proving herself in a world where she feels the Harrow Deck was stacked against her from birth.
2. Something I want to explore through Donimah's character is her coming to learn just how awful Thassilon and especially its Runelords could be, and doing some soul-searching to decide whether that's a path she still wants to pursue.
2. To be discussed between us and the GM if Donimah is recruited!
2. Elias Tammerhawk, the current Speaker for the Order of Cyphers, is a man Donimah regards with equal parts awe and fear. She is an eager student of his, in the times he deigns to teach between his dealings with Riddleport's underworld, if only to curry favor with him. But she also regards him as something of a flighty dilettante, more concerned with his political status in Riddleport than serious academic achievement, and not truly committed to learning the deepest Thassilonian secrets, given his arcane methodology as a diviner rather than following the Thassilonian Specialist practices Donimah embraced.
3. Fiaro Belagrossi is an older member of the Cyphermages who Donimah has had as a teacher for several years. He and Donimah have had many spirited discussions about their respective heritages as well, since Belagrossi claims descent from the oldest of Varisians, and he's helped her see some of her father's point of view in having pride in a heritage that may not have treated him best, especially since all of Donimah's understanding of the Shoanti came from him and she's never really encountered other Shoanti herself and been able to form her own opinions about them. Recently he has departed Riddleport to pursue the Order's interests in Magnimar, bidding Donimah a fond farewell and encouraging her to visit him should her travels bring her there.
2. The most significant memory Donimah has about the Cyphermages actually has nothing to do with magic: the day she and her father gathered up all the money they had scrimped and saved, the pay from so many voyages her father had sailed, the profits from selling salvaged sea junk and helping local fishmongers with their gutting, along with a few charitable donations from some of the families who'd taken Donimah under their wing while her father was at sea. Donimah had never seen that much money in a single place, and she worried constantly as they made their way to the Cypher Lodge that some enterprising cutpurse would target them. But they made it and Donimah never forgot how the mage who received them looked at her, a wharf urchin and a Shoanti-blooded too, like the idea that SHE could become a wizard was some kind of joke. But his expression immediately changed when her father emptied the purse out for her tuition. That uncertainty and contempt melted away almost immediately, and she was ushered into perhaps the cleanest and nicest rooms she'd ever seen and told this would be her new home during her apprenticeship, before she even had a chance to hug her father goodbye. She'd known money was important before, but this had showed her just how much power it gave, almost as much as magic, and she decided she'd ensure she'd have both in equal measure so no one ever looked at her or her father like that ever again.
3. A memory that Donimah actually looks fondly on was a time when she was bullied by a wealthier student. She'd seen how she dressed more plainly than the others, her shaved head and her battered, secondhand books and realized she must be barely able to afford the tuition and deduced her Shoanti heritage, not wasting any time before showering her with condescending cruelty. Offers of aid in studying as a way to lure her to her circle of friends for mockery, magical pranks to show her superior arcane skill and cornering her to lecture her on her meek barbarian brain. Dominah endured this treatment for weeks, her fellow students and even instructors not aiding her because generally the Cyphermages were a callous, competitive lot, and if Dominah couldn't handle this she probably wasn't cut out for it. But one aspect of her Shoanti heritage that Dominah did value was stoic resilience and stubborn pride. She endured the insults, knowing her bully was a coward and a fool, and when the time was right, she challenged her to a non-lethal spell duel. She couched the challenge in terms she knew her enemy couldn't resist, stroking the other girl's ego and suggesting this was her chance to prove her superiority to Donimah once and for all. Then when the actual duel came, Donimah protected herself with her own magic and whaled on the other girl with a barrage of telekinetic fists. She sneered at her former bully, and left her on the floor bruised in body and ego. She never dared cross Donimah's path again.
========================================================================
1. What time zone are you in?
Central Daylight Time (I'm in Minnesota, near the Twin Cities)
2. How long have you been playing TTRPGs?
I started playing TTRPGs back in the early days of 3.5e D&D. I got into play-by-post gaming in college (2006 to 2010) and have been involved in at least one at all times since then. I've played Pathfinder specifically since at least 2012 (at least that's when my oldest post on these forums is from) to the present date.
3. What's your favorite part about playing TTRPGs?
The experience of creating a story, both through interacting with what the GM's conjured and between our own player-characters. I've had characters go in very different directions than I'd initially written them, and that's always a blast!
4. What do you expect from this game?
My deepest hope is to play through Rise of the Runelords through to completion. The first play-by-post I was ever in here on these boards was Rise of the Runelords, and it was a great experience, even though it lost momentum midway through the second adventure, so it has a special place in my heart.
5. What do you expect out of your fellow players?
To help keep the game flowing (though obviously IRL commitments always take precedence, do NOT exacerbate a bad situation by putting it off in favor of an online game!), a standard I hold myself to as well, and to generally be respectful and communicative to one another. I don't have any hard lines or veils or whatever the nomenclature is myself, but I'll accept their boundaries as my boundaries.
6. What do you expect out of me?
Similarly, to keep the game going (but again, if you need breaks or hiatuses, PLEASE take them and I'll be ready to begin again whenever you are) and the same level of respect and open communication.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
I'm relatively desensitized to dark stuff, especially since what I haven't played of Rise of the Runelords myself I know by reputation as taking very dark turns, but as a courteous player am happy to respect whatever lines or veils both player and GM set. The important part of this game is to have fun, and you can't have fun if someone at the table is uncomfortable!
=======================================================================

DM-Salsa |

20 minutes left for new submissions.
After that, everyone will have 48 hours to get everything completed or for last minute tweaks.
Check here to see if I have everything.
Don't forget to scroll to the right to see if there's anything missing from your submission. I'll try to get a list of who owes me what up early tomorrow.

Donimah Southlander |

#2 on the Background listing (I'm using the 10 Minute Background model) is Donimah's physical description:
Tall like most Shoanti, Donimah is unusually thin and wiry compared to her people's average. She keeps her head shaved, as she was raised, and wears sturdy, plain robes and travel-clothing. Across her skin are a number of different tattoos, including Thassilonian runes, more conventional sailor icons and marks familiar to the Axe Clan, or Shadde-Quah, of the Shoanti. Most prominent is a small broken circle of runes around her left eye, which correspond to the runes on Riddleport's Cyphergate, as well as a prominently-placed rune of The Precious Gleam in the gap. These runes begin glowing yellow with arcane energy whenever Donimah casts a spell.

DM-Salsa |

#2 on the Background listing (I'm using the 10 Minute Background model) is Donimah's physical description:
Quote:Tall like most Shoanti, Donimah is unusually thin and wiry compared to her people's average. She keeps her head shaved, as she was raised, and wears sturdy, plain robes and travel-clothing. Across her skin are a number of different tattoos, including Thassilonian runes, more conventional sailor icons and marks familiar to the Axe Clan, or Shadde-Quah, of the Shoanti. Most prominent is a small broken circle of runes around her left eye, which correspond to the runes on Riddleport's Cyphergate, as well as a prominently-placed rune of The Precious Gleam in the gap. These runes begin glowing yellow with arcane energy whenever Donimah casts a spell.
Thanks. I've updated it. Still missing a roleplaying sample.

Ythiel |

Sorry GM, but my subscription is listed as incomplete, when I provided the character's description, the player questionnaire and the role-playing samples? It's on page 1 of this thread.
I didn't answer the 20 Questions for deep player creation and didn't send role-playing samples with other characters. Is that what's missing?
And if course, good luck everyone :)

DM-Salsa |
2 people marked this as a favorite. |

Not to dash any hopes, but that game lasted 3 years, if memory serves. And hello Asuriel! I remember the awkward, tongues-cursed Oracle.
Got about 31 hours, 20 minutes left to finish things up.
If I've missed something, please let me know.
The list of people who are still missing stuff
- Critzible: Campaign trait, Character background, Character Description, Roleplaying sample.
- Evindyl: Roleplaying Sample
- Joshua Hirtz: Roleplaying Sample
- Archpaladin Zousha: Player Questionnaire
- Rosc: Character Background, Character Description, Roleplaying Sample, Player Questionnaire
-Azure_Zero: Character Sheet, Character Background, Character Description, Roleplaying Sample
That should be everyone. Looking forward to digging into everyone's submissions.
Also, There's a chance that someone else will be running this and they asked me if I minded if they poached after I got done making my selections. I told them I didn't mind at all. He's a great player and GM.

DM-Salsa |

Surgery didn't go as expected today, so I'll have plenty of time to get started should I be selected. However there will further appointments in the near future, so I figure I'll let that be known now.
Not a problem. Trust me, I understand that even simple procedures can take a while to recover from.