
EltonJ |
2 people marked this as a favorite. |

The year is 1368 Dale Reckoning. The world is Toril (the world of the Forgotten Realms). It's been one thousand sixty eight years since the Dalesmen settled Cormanthyr. One of the troubles troubling the Dales is a secret society called the Zhentarim. Based in the Moonsea, the black network has been causing occasioned trouble for the Dales, especially during the Time of Troubles when the fallen god Bane (1.0) led the Zhents in an invasion of Shadowdale in order to gain access to the Celestial Stairway.
The Zhentarim has been trouble for the Dales ever since. Although both the kingdom of Cormyr, the merchant nation of Sembia, and the Moonsea want the Dales for their own, the Dales have been staunchly independent. However, adventurers are called upon to deal with the Moonsea. Will you heed the call to adventure?
Game Details
This is a game that will also play off of my Tuesday nights' game of FR (for D&D 3.5). While that one will end with the defeat of Manshoon (Prime), this one is more of an open sandbox. Adventures in my Roll20 Tuesday Night game will affect this campaign, and Vice Versa. We will use PFRPG (1e) for this one. Your tale begins in Archendale, while the other game's tale begins in Shadowdale. Archendale has the largest army of all the Dales, so it's possible that you are a former veteran or soldier.
What you'll need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. This forms the basis of our game.
* One copy of the Forgotten Realms Campaign Setting (3e). However, the game is set in 1368 DR, before the "rebirth" of Bane. this FRCS for 3.0 is still needed.
* One digital copy of FRS1 the Dalelands (2e). Especially read up on the Archendale entry to help inspire you to flesh out your background.
* If you want to play a cleric, you might need one digital copy of Faiths and Pantheons. This book gives you an overview of the Faerûnian pantheon as well as other gods of Faerûn.
Helpful Books
The lands of the Forgotten Realms, especially the Continent of Faerûn, is a varied place. You might find the following books helpful in crafting your character.
* The Advanced Player's Guide (PFRPG)
* Ultimate Magic (PFRPG)
* Magic of Faerûn (3.xe).
* Complete Arcane (3.5e). Just in case you want to play a Warmage instead of a Magus.
* Pathfinder Campaign Setting: Inner Sea Magic.
* Pathfinder Player Companion: Familiar Folio
* Pathfinder Player Companion: Blood of Fiends.
* Pathfinder Player Companion: Blood of Angels.
Creating your Character
Abilities. To keep you on equal footing with the players in my Tuesday night campaign, I'll let you do 20 point buy (the other campaign uses 3.x, and they aren't using Point buy, but they are rolling for their stats).
Race. Try to choose Core (as in FR races) or Core-like races for your character. Tieflings and Aasimars are allowed. Vanara, Kitsune, and other Oriental Races aren't. We aren't playing in Kara-Tur or Zhakara. Use the FRCS as a guide. Remember, the elemental Genasi of the FRCS has PFRPG equivalents (recounted in the ARG).
Class. Since the campaign begins in the Dales, these are the Approved Classes for the game: PFRPG Core Rulebook: all available; APG: All available; UC: None; UM: all Available; ACG: all available. OA: None -- here's why: I don't want to use Occult Adventures for this campaign; UI: None; UW: None; Pathfinder Unchained: all available.
Archetypes. You may choose 1 Archetype for your character to diversify your class. You may choose any Archetype from any PFRPG rulebook.
Traits: You get two traits.
Skills: We will be using background skills.
Feats: Core Rules only for feats.
Rounding out your characters. If you want, you can create a background for your character. If you are feeling uninspired, I suggest getting Central Casting: Heroes of Legend by Jennelle Jaquays. It's old, and dated, but it will give you a well rounding for your character. Since everyone is from Archendale, I suggest you grew up together and know each other. So, try to tie your backgrounds together.
Equipment. I suggest using the Core Rulebook as well as Adventurer's Armory to get your equipment sorted.
The Faerûnian Religion. Try to choose a god to worship that is from the Faerûnian pantheon. The Inner Sea pantheon has some equivalents to the Faerûnian Pantheon. For example: Iomedae corresponds to Tyr. This is one of the reasons why I listed the FRCS (3.0) as a needed book.
Alignment. Try to keep to Good and Neutral alignments. Although it might be cool to play a CE Wizard with the goal of carving out an Empire in the Moonsea, I'd like to play all the bad guys.
Character Level. We all use Heroic Classes and start at level 1. Remember to use your Profession skill to reflect your backgrounds.
Wealth. Since we are starting at level one, I'd like everyone to start with a full accounting of your wealth. This is money you saved up to begin your adventuring career.
I think that's it, don't hesitate to ask me any questions.

dickie |

Slight confusion: you're recruiting PbP that has an interaction with a live game, is that correct? Assuming yes, what sort of post-rate are you shooting for?
If it fits what I'm looking for, expect something akin to a Cormyr knight-errant or potentially a Harper agent from me lol. If not, good luck and have a great game!

EltonJ |

Slight confusion: you're recruiting PbP that has an interaction with a live game, is that correct? Assuming yes, what sort of post-rate are you shooting for?
If it fits what I'm looking for, expect something akin to a Cormyr knight-errant or potentially a Harper agent from me lol. If not, good luck and have a great game!
Once per a day on weekdays, once per a weekend on weekends.

EltonJ |

Post-rate is a little daunting to me just because I'm working two jobs, but my other games are a significantly slower pace so if just one is mostly daily I might just make it work, largely because I love the Dalelands and the nice clear line of good/evil when it comes to the Zhents lol.
Dickie, you don't have to join if Real Life(tm) gets in the way. I understand.
I'm looking to join!
Basic character concept is a scavenger who sifts through abandoned Sessrendale homesteads for trinkets and artifacts for sale at the market, but I'm not yet sure on a class. A Tymora devotee, looking for serendipity.
Sounds cool, John!

Wrong John Silver |

I'm working on a CG human Antiquarian Investigator, basically with a pile of junk that may or may not prove useful to the situation.
Basics are here, I still need to choose feats, traits, equipment, and spells.
Race Human
Class Investigator (Antiquarian)
Deity: Tymora
Languages: Common, +5 languages
Strength 10
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 12
Charisma 12
Init +2 (+2 Dex)
Fort +2 (+0 base 0 Con)
Ref +4 (+2 base, +2 Dex)
Will +3 (+2 base, +1 Wis)
HP 9 (8 +0 Con, +1 FC)
AC
BAB +0
CMB +0 (+0 Str)
CMD 12 (10 +2 Dex)
Move 30'
Inspiration Pool 4 (+4 Int)
Medium Size, 30' move
+2 to any one ability score
Bonus Feat
Skilled: +1 skill rank per level
Favored Class: Investigator
Antiquarian archetype (Pathfinder Player Companion: Blood of the Ancients)
Weapon Proficiency: Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Sword Cane
Armor Proficiency: Light
Relic Magic: Can cast arcane spells via relics, from the Alchemist list. A 2lb collection of relics acts as a formula book. No arcane spell failure.
Inspiration: Inspiration pool of ½ level + Int mod. Spend 1 pool as a free action to add 1d6 to a skill or ability check. Free inspiration for trained Knowledge, Linguistics, or Spellcraft checks. Spend 2 pool for +1d6 to attack rolls or saving throws.
Trapfinding: +1 to Perception rolls to find traps, +1 to Disable Device. Can disable magical traps.
Adventuring Skills:
Perception +5 (1 rank, +3 class, +1 Wis)
Disable Device +7 (1 rank, +3 class, +2 Dex, +1 trapfinding)
Spellcraft +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Sense Motive +5 (1 rank, +3 class, +1 Wis)
Use Magic Device +5 (1 rank, +3 class, +1 Cha)
Knowledge(Arcana) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Knowledge(Local) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Stealth +6 (1 rank, +3 class, +2 Dex)
Bluff +5 (1 rank, +3 class, +1 Cha)
Diplomacy +5 (1 rank, +3 class, +1 Cha)
Background Skills:
Appraise +8 (1 rank, +3 class, +4 Int)
Linguistics +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)

EltonJ |

I'm working on a CG human Antiquarian Investigator, basically with a pile of junk that may or may not prove useful to the situation.
Basics are here, I still need to choose feats, traits, equipment, and spells.
Race Human
Class Investigator (Antiquarian)
Deity: Tymora
Languages: Common, +5 languages
Strength 10
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 12
Charisma 12** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Looks good so far. With that much intelligence you can go wizard if you so desire. Oh, and good choice on your avatar.

Banny Kneebreaker |

Dien here with my submission: a half-orc monk named Banny. She is a worshipper of Tyr, raised by a devout follower of Tyr, and has internalized the messages she received in childhood that pursuit of law and justice, discipline and honor-- all framed in the context of a regimented military life-- is the path by which she can rise above her 'tainted' ancestry. She feels a lot of pressure to prove herself and to transcend stereotypes-- which means a lot of keeping her temper in check.
From adolescence on, she has worked as an Archendale soldier and caravan guard.
Natural instincts = be a brawler
Raised as = a paladin
Results in = a monk! At least mechanically.
Female half-orc unchained monk 1 (Pathfinder Unchained 14)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6 (+8 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
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Defense
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AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +2
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee unarmed strike +4/+4 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
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Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 19
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Stunning Fist
Traits martial artist, sacred touch
Skills Acrobatics +6, Appraise +3, Bluff +1, Climb +7, Knowledge (history) +5, Perception +6 (+8 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (soldier) +6, Sense Motive +6, Stealth +6; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Orc
SQ orc blood
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.

EltonJ |

Dien here with my submission: a half-orc monk named Banny. She is a worshipper of Tyr, raised by a devout follower of Tyr, and has internalized the messages she received in childhood that pursuit of law and justice, discipline and honor-- all framed in the context of a regimented military life-- is the path by which she can rise above her 'tainted' ancestry. She feels a lot of pressure to prove herself and to transcend stereotypes-- which means a lot of keeping her temper in check.
From adolescence on, she has worked as an Archendale soldier and caravan guard.
Natural instincts = be a brawler
Raised as = a paladin
Results in = a monk! At least mechanically.** spoiler omitted **...
Looks cool, but I checked your feats, and you seem to have an extra feat I cannot account for.

EltonJ |

EltonJ wrote:Unchained monk gives Imp. Unarmed Strike and Stunning Fist at level 1, as well as a bonus feat (Deflect Arrows), and then I picked Dodge as my actual level 1 feat.
Looks cool, but I checked your feats, and you seem to have an extra feat I cannot account for.
Okay, cool. :) I just remembered the level 1 feat.

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Chosen One Paladin 1st. of Azuth
hgt. 5'5" Wgt 110 Hiar: Blue grey Eyes: hetochromatic one Blue, One Grey
Lawful Good Age 19
Str:13 Dex13 Con13 Int14 Wis13 Cha 16
Armor:Armored Coat & Padded. Buckler
Weapons: Quarterstaff, 2 daggers, Sling, Machete.
Skills:6
Handle Animal+5
Diplomacy+7
Spellcraft+6
Heal+5
Sense Motive+5
Ride+5
Background Skill
Profession(Scribe)+5
Craft(Calligraphy)+6
Feats: Weapon Focus(Quarterstaff),Fast Learner, Electic(Arcanist)

Banny Kneebreaker |

Got it.
Here is the breakdown of my purchases then:
Javelins (4) = 4.0 gp
Backpack = 2.0 gp
Bedroll = 0.1 gp
Belt pouch = 1.0 gp
Blanket = 0.5 gp
Canteen = 2.0 gp
Canvas = 0.1 gp
Coffee pot = 3.0 gp
Crowbar = 2.0 gp
Earplugs = 0.03 gp
Flint & Steel = 1.0 gp
Wooden symbol
of Tyr = 1.0 gp
Mess kit = 0.2 gp
Rope = 1.0 gp
Sewing needle = 0.5 gp
Signal whistle = 0.8 gp
String = 0.01 gp
Rations (1) = 0.5 gp
Total = 19 gp, 7 sp, 4 cp
Remaining gold = 15gp, 2sp, 6cp

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Mhesari Mossfeather grew up in a small homestead with over10 siblings, Mhesari was born under an auspicious sign with her strange hair and eyes as well as a weird birth mark. Mhesari grew up in the church of Chauntea, where she excelled at learning various things. Eventually a strange bluegrey raven who came to her.
Mhesari while at the temple learned to fight and wear armor. A powerful paladin who came through, managed to influence many of the acolytes there. Especially Mhesari. Mhesari began to train harder, her bird Lehrer also talked with the Paladin and soon the three trained. Mhesari was naturally charismatic and smart though not physically strong. This led Mhesari to choose ot become a paladin.
Though trained by Chauntea Clerics, Mhesari began to learn and thrive but Lehrer tuaght her about her patron. She was Chosen by Azuth. The Shining One chose her to fulfill a grand purpose. To help bring the realms back to order. Hinting at fighting evil magic users and reestablishing a new order

Rashel Greenpool |
1 person marked this as a favorite. |

Init +6 (+2 Dex, +4 feat)
Fort +0 (+0 base 0 Con)
Ref +4 (+2 base, +2 Dex)
Will +3 (+2 base, +1 Wis)
HP 9 (8 +0 Con, +1 FC)
AC 14/ff 12/touch 12 (+2 armor, +2 Dex)
BAB +0
CMB +0 (+0 Str)
CMD 12 (10 +2 Dex)
Move 30'
Inspiration Pool 4 (+4 Int)
Attacks:
Shortbow +2 (1d6, x3, 60’)
Morningstar +0 (1d8, x2)
Dagger +0 (1d4, 19-20/x2, 10’, cold iron)
Medium Size, 30' move
+2 to any one ability score
Bonus Feat
Skilled: +1 skill rank per level
Favored Class: Investigator
Antiquarian archetype (Pathfinder Player Companion: Blood of the Ancients)
Weapon Proficiency: Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Sword Cane
Armor Proficiency: Light
Relic Magic: Can cast arcane spells via relics, from the Alchemist list. A 2lb collection of relics acts as a formula book. No arcane spell failure.
Inspiration: Inspiration pool of ½ level + Int mod. Spend 1 pool as a free action to add 1d6 to a skill or ability check. Free inspiration for trained Knowledge, Linguistics, or Spellcraft checks. Spend 2 pool for +1d6 to attack rolls or saving throws.
Trapfinding: +1 to Perception rolls to find traps, +1 to Disable Device. Can disable magical traps.
Alertness: +2 Perception and +2 Sense Motive
Improved Initiative: +4 Initiative
Adventuring Skills:
Perception +7 (1 rank, +3 class, +1 Wis, +2 Alertness)
Disable Device +7 (1 rank, +3 class, +2 Dex, +1 trapfinding)
Escape Artist +6 (1 rank, +3 class, +2 Dex)
Spellcraft +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Sense Motive +7 (1 rank, +3 class, +1 Wis, +2 Alertness)
Use Magic Device +5 (1 rank, +3 class, +1 Cha)
Knowledge(Arcana) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Knowledge(Local) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Stealth +6 (1 rank, +3 class, +2 Dex)
Bluff +5 (1 rank, +3 class, +1 Cha)
Diplomacy +5 (1 rank, +3 class, +1 Cha)
Background Skills:
Appraise +9 (1 rank, +3 class, +4 Int, +1 trait)
Linguistics +8* (1 rank, +3 class, +4 Int, +1d6 inspiration)
Improvisational Equipment (Equipment): When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. (Adventurer’s Armory)
Keen Appraiser (Magic): +1 trait bonus to Appraise. Only need to exceed an Appraise check by 2 to determine if an item is magical. (Quests & Campaigns)
Assorted Trinkets (Formulae Book, 0gp, 2lb)
Traveler’s Outfit (0gp, 5lb)
Shortbow (30gp, 2lb)
20 arrows (1gp, 3lb)
Morningstar (8gp, 6lb)
Cold Iron Dagger (4gp, 1lb)
Lamellar Cuirass (15gp, 8lb)
2 Bandoliers (1gp, 0lb)
Backpack (2gp, 2lb)
Bedroll (1sp, 5lb)
Blanket (5sp, 3lb)
Flint & Steel (1gp, 0lb)
4 Lamp Oil (4sp, 4lb)
Miner’s Lantern (15gp, 2lb)
Crowbar (2gp, 5lb)
6 Trail Rations (3gp, 6lb)
Waterskin (1gp, 4lb)
Mess Kit (2sp, 1lb)
Marbles (1sp, 2lb)
20 gp, 7 sp
Total Encumbrance: 61 lb
Light: 0-33 Medium 34-66 Heavy 67-100
Casting Level 1: 2/day
Known Spells:
Level 1: (DC 15) cure light wounds, jump, enlarge person, adhesive spittle, expeditious retreat, shield
XP: 0
Rashel is a scavenger, a scrounger. Often unkempt, he’s used to having to sift through debris. He makes a living combing through the ruins of Sessrendale, checking out the rubble for any trinkets that might have been overlooked by soldiers from a century ago. Oftentimes, they’re little more than weathered baubles, not worth display on a commoner’s shelf, but for some reason, he’s regularly able to find toys, pouches, amulets, and other seeming detritus that he turns into magical effects.
He thanks Tymora each day for his luck, and keeps searching wherever he goes for new trinkets. He’s known to hoard.
At about 5’9” and 160 lbs, Rashel is relatively nondescript, his brown hair and eyes not indicating much as a person. If there’s anything people notice about him, it’s his undying optimism.

EltonJ |

** spoiler omitted **
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I don't have Blood of the Ancients yet. But I will, soon. I looked up your Archetype on the Archives, so I have a reasonable knowledge of what it will do.
all we need is a divine caster.

Rashel Greenpool |

Rashel Greenpool wrote:** spoiler omitted **
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I don't have Blood of the Ancients yet. But I will, soon. I looked up your Archetype on the Archives, so I have a reasonable knowledge of what it will do.
all we need is a divine caster.
The big difference is that the trinkets are spells, not extracts, so I can target other people with them, not just myself. So I can arrange for a bit of curing of party members (not at the level of a cleric, of course). The trade-off is that I don't get all the other alchemy or potion benefits that alchemists/investigators get.