I'd like to throw my hat in the ring as well for this game. I have the general stat block here for Eben Tarn, if it meets with your approval I'll make up an alias.
Spoiler:
Eben Tarn
Male human fighter 1
Medium humanoid, chaotic good
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Armor Class 18 (chain mail, shield)
Hit Points 12 (1d10+2)
Speed 30 ft.
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STR 16 (+3), DEX 14 (+2), CON 15 (+2), INT 10 (+0), WIS 8 (-1), CHA 12 (+1)
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Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+5 slashing damage or 1d10+5 slashing damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4+5 bludgeoning damage.
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2) outcast from society, stumbled upon an ancient, forgotten temple in the wilderness. Within the crypts found tomes of eldritch lore, providing both power and madness.
3) I would love to play the original temple of elemental evil from start to finish
I would definitely be interested in playing, I am still relatively new to the play by post thing, and I've been looking to get involved with a game. I don't really know any of the APs, I've never played through any of them so they are all equally good to me. Just make my vote whichever AP the majority is going with or use it as a tie breaker, I'm cool as long as I get a chance to play.
Marat Sayed
Male human (Keleshite) rogue (unchained) 1 (Pathfinder Unchained 20)
LE Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
scimitar +1 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 13, Dex 16, Con 12, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise, Martial Weapon Proficiency (scimitar), Weapon Finesse
Traits killer, shadow whispers
Skills Acrobatics +4 (+0 to jump), Bluff +6, Climb +2, Disable Device +5, Disguise +6, Escape Artist +4, Intimidate +6 (+8 to demoralize opponents), Perception +5, Sense Motive +5, Sleight of Hand +4, Stealth +4
Languages Common, Kelish, Osiriani
SQ paranoid, trapfinding +1
Other Gear leather armor, crossbow bolts (20), dagger, dagger, dagger, dagger, dagger, light crossbow, scimitar, backpack, bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), thieves' tools, waterskin, whetstone, 41 gp, 3 sp, 8 cp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Paranoid Aid Another DC 15 for attempts to help you.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Marat was born into slavery, his mother a concubine for a particularly degenerate merchant prince of Katapesh, his father some other slave or associate of his mother's master she had been given to as a reward or favor. His early life was one of constant toil and harsh cruelty that taught him very early on that the only person who he could rely on was himself. Not ever particularly strong, yet agile and cunning, Marat proved himself useful in many small ways to his master, a fact which allowed him one day to become close enough to garrote the vile bastard even though he was only thirteen. While vengeance was his, this resulted in Marat becoming an outlaw, fleeing into the labyrinthine alleys and back streets of Katapeh's slums. He was able to make his way among the criminal element despite being but a child and a lone operator among various gangs and syndicates, picking pockets, cutting purses, even preforming a few murders for hire. Now a young man, Marat is seeking his fortune, ready to test his skills and wits against any and all, seeking to take with both hands whatever he can wrest from life.
Despite his upbringing, Marat is neither cruel, nor bloodthirsty, however he is ruthless, cold, and calculating and while he holds nothing but contempt for the laws or imposed morality of gods and kings, he does adhere to a strict personal code of ethics. He may lie, cheat, steal, or kill, but it is never done out of malice or greed, rather it is what he believes is necessary, the rules of life as it were. In personality Marat is reserved, keeping his thoughts and, more importantly, his emotions to himself. He trusts no one fully, however, if loyalty is shown to him, he will return it. He is not entirely humorless, possessed of a somewhat wry, cynical wit which reflects his general, over all curmudgeonly view of the world and those in it.
A lean man enters the room clad in travel stained and worn clothes, the hood of his cloak turned up. He pauses for a moment, surveying the room and its occupants. Gloved hands reach up and turn down the cloaks hood, revealing a sharp featured, weather beaten face. Without a word, he strides purposefully from the doorway towards the nearest seat, throwing himself into it wearily.
I have a half-elven ranger I'd like to try out if at all possible. I have never played PFS or play by post before but I would love to try it out. I am including the character's stats etc below from Hero Lab.
Bowen Fitzcairn:
Spoiler:
Bowen Fitzcairn
Male half-elf ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dexterity)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2; +2 vs. enchantments, +2 trait bonus vs. fear
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
handaxe +0 (1d6+1/×3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
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Statistics
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Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Skill Focus (Survival), Two-weapon Fighting
Traits hunter's knack, poverty-stricken, stoic optimism
Skills Climb +2, Heal +6, Intimidate +4, Knowledge (nature) +5, Perception +8, Stealth +4, Survival +10 (+12 to avoid becoming lost when using this), Swim +2; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, family ties, track +1, wild empathy +1
Other Gear studded leather, arrows (20), dagger, handaxe, longbow, backpack, bedroll, belt pouch, blanket, winter, chalk, compass, fishhook (3), flint and steel, hemp rope (50 ft.), torch (3), waterskin, whetstone, 24 gp, 2 sp, 6 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Hunter's Knack +1 to attack vs favored enemies when part of a readied action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Bowen's mother was a poor woman, a seamstress and weaver in the small town of Sandpoint. It was no wonder she fell in love with a young elvish traveller, a younger scion of a minor noble house out to see the world before taking on the mantle of his family name. The affair was brief and passionate, however was never meant to last. As the elven lord felt the call of his duties and returned to his homeland, Bowen's mother was left with nothing but memories and a boy child.
Bowen's early life was hard, both because of poverty and the mistrust and bigotry he faced as both a bastard and halfbreed. He was a solitary child, often wandering the lands surrounding Sandpoint when he was not helping his mother, finding comfort in the wilderness and it's solitude. It was due to these sojourns that Bowen came under the tutelage of a local huntsman who taught young Bowen the was of woodcraft, hunting and survival.
As Bowen grew he became an accomplished woodsman, keen of eye with the bow as well as a formidable foe wielding axe and dagger. He took it upon himself to help keep the people of Sandpoint free from the depredations of the local goblin tribes, scouting their movements and slaying any raiding parties he could, doing so even though it never garnered any more respect from the local folk.
Bowen is taciturn, which many percieve as arrogance but is rather the product of spending much of his life in solitude, his mistrust of others and the grim circumstances of his early life. If given proof of a new comrade Bowen can be given to a wry mirth and is both steadfast and loyal to those who have proven themselves so.
I would be interested in getting in on this, I am completely new to both Pathfinder and play by post, but have been a long time PnP player. I have a half elf ranger I would be wanting to play if selected.
I'm interested in getting involved with an online game. I am a long time table too RP'er but new to Pathfinder and play by post/online gaming. I can make the timeframe you indicated and would love a chance to play.
My character submission is below, I hope I can make the cut as I would really love to play in this game. Cheers.
Eben Tarn
Male Human (Chelaxian) Fighter 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0; +2 trait bonus vs. fear
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
Dagger +4 (1d4+3/19-20/x2) and
Longsword +5 (1d8+3/19-20/x2)
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise +/-1, Power Attack -1/+2, Weapon Focus (Longsword)
Traits Courageous, Fast-Talker
Skills Acrobatics -2, Bluff +6, Climb -1, Escape Artist -2, Fly -2, Intimidate +5, Perception +1, Ride +2, Sense Motive +1, Stealth -2, Swim -1
Languages Common, Varisian
Other Gear Chain shirt, Heavy steel shield, Dagger, Longsword, Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Torch (3), Trail rations (3), Waterskin, 7 GP, 3 SP, 9 CP
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Courageous +2 save vs. fear.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Eben grew up in a small village, the son of a fisherman. His father died when he was young, leaving him and his mother to survive as best they could. Naturally strong and swift, Eben stood out from the other village boys and when a passing mercenary company stopped at his village the captain saw promise. The promise of adventure and glory was too much to resist so Eben left with the company to seek his fortune. He took to the life easily, becoming quite good with a sword and proved himself a loyal and steadfast member of the mercenary company. After several years campaigning, Eben found himself one night in a tavern with a few of his mates, drinking and unfortunately paying attention to the wrong girl. A fight ensued, and if it had just ended at that nothing further would have been made of another bar room brawl, however excess of drink, a hot temper and things going just too far led to a man dying at Eben's hands. While not the first time he had killed, it was a sensless act of violence and shook Eben deeply. Rather than bolting with his comrades, he waited for the city watch to face justice. While in prison Eben was approached by a representative of the Order of Tears who offered a chance of redemption which Eben was all too eager to take.
Here is my character, I hope it meets all the requirements. The background story is down the page under the "Other Notes" section. This link should work to let you view it.
I would be interested in playing, although I have never played in PbP or virtual table top before. I just haven't played any RPG in so long and I am really wanting to get involved in a game. I am new to Parhfinder itself but I have played D&D for years. I don't have a character in mind yet, but I can come up with something quick.
First, thank you both for responding, I always appreciate anyone who takes the time to answer a post.
@ Paladin of Baha-who?, the reason I wanted the Cha was it increases the save difficulty of the below 5th level sword saint ability.
Terrifying Iaijutsu (Ex)
At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds.
This ability replaces banner.
As for the comments on a lack of strength, I was building more to concept there than mechanics, I was picturing this character as being fast and I wanted him to be able to be lightly armored and the dex boosts his AC, but if the 14 str would make him less playable, I might change it.
I just finished a character with the thought if possibly using it in a PbP game and as it is the first character I've made for Pathfinder I thought I would post him up here in the boards and see what more experienced players thought of the over all build. He's a 1st level samurai Ronin order with the sword saint archetype using a 25 point buy. He was built not necessarily to be optimal, but rather to a concept, I just want to see what his survivability might be. The link below should take you to his full sheet containing both his stats and background for the concept. Any feedback would be greatly appreciated.
In looking over the various threads on the boards I have seen the sword saint archetype mentioned many times but I can't seem to find the details on it. Is there somewhere online that the specifics for this archetype are available?
I've considered We Be Goblins and while it does seem like it would be fun to play through, for this first game I don't want to limit the race choice, I kind of want to keep things wide open for the players, let them see what's out there as far as race/class options are concerned. Thanks for the suggestion though, I always appreciate anyone who takes the time to post a reply.
Alright, so I figure some variant of this question has probably appeared numerous times already on these boards, but I do need some help so I thought I'd ask anyway. I am a long time tabletop rpg'er and have played and GM'd D&D 3.5, but I have yet to actually run a game using the Pathfinder rules yet. I am trying to start up a game at my local store and all of the people who have shown interest are experienced gamers as well but also have yet to play PF. I have been looking through the modules Paizo has and I am stumped which one to choose and I was hoping for some suggestions as to which ones may be a good fit for a group who while they may have a good grasp of the over all mechanic may not be entirely familiar with how PF has changed from 3.5. I was planning to start the characters out at first level and the group looks to be at least 4-5 players. I am more interested in the modules rather than the APs because I am not exactly sure the consistent level of participation I will get so the one off nature of the modules would probably be best. Any suggestions just to point me in the right direction would be greatly appreciated.
I took my alias from a character I had in a D&D 3.5 campaign I actually played in. I have been involved with gaming for a little over twenty years but I have always been relegated to GM duties with very little opportunity to actually build/play a character from the ground up and I thought he was pretty bad ass. So when I was signing up for the forum and needed a name, this was what jumped in my head.
This was in AD&D 2nd Ed. I had this whole story arc involving a large (500 member) war band of orcs and goblins. It was supposed to be the main antagonist for a pretty substantial part of the plot. The party of level one characters were given a mission just to locate the war band, get its general path of travel and an estimate of their over all force, a simple scouting mission. So, after one encounter with a scouting party to put them on the trail, the group finds the band camped. Everyone is all set to just count the campfires and go back to report. Then the guy playing the fighter just feels like there hasn't been enough action yet so he says "I charge through the camp." Not the best last words, but they were the most famous in my group as the only time a single character just up and charged and ARMY!!!!!
I agree, fluff can always be retooled to tailor it to a concept, it had just never occurred to me to look at the ranger as a posibility. That is one of the things I love about boards like this, you get that alternate perspective and pick up on things you might not have been looking at.
Ok, so two votes for some flavor of ranger. Not a concept I had previously considered, but I will take a closer look at both of those archetypes and see exactly what they do mechanically. Thanks again for the suggestions.
Well, first, you will find this website very helpful in finding material.
Second, are you looking for a non-caster option?
First, thanks for the link, it looks like an incredible resource. I checked it out in brief and will go over it in more detail when I have the leisure. Second, I am not against casting classes per se, I just want the best fit for the flavor of the concept.
Ranger (Yokai Hunter) with a level or two of gunslinger for using the pistols.
Thanks for the ideas, I always appreciate all responses. Just an additional note, only because I am not familiar with the archetype mentioned above, if anyone is going to recommend specific stuff like that, could you please cite the source so I can look it over. That would be much appreciated. Thanks again for the response, keep them coming please.
So, I have been a long time role player, mostly in AD&D 2nd Ed. and 3.5, so I am relatively new to Pathfinder. I am familiar enough with the rules to get by but in looking over the boards I thought I could use a little advice in building a character. This isn't for a game specifically, just a thought exercise to help get me more familiar with character building in Pathfinder.
The concept I have is to build a character with a Soloman Kane type feel, more along the lines of Robert Howard's character rather than the recent film version. I like the gritty, implacable nature of Howard's lone Puritan and while I don't want to make a carbon copy I wanted to see how it might be built. So far I figure the character would be human, only because I don't think any of the other races fit the feel. As far as class goes, I was thinking either straight fighter, paladin or perhaps inquisitor would all give the necessary flavor, although the casting classes and their reliance on magic, even Devine seems a bit off, but could still work.
I just wanted to put this out there and see what others on the boards think, both to increase my understanding of how all the options and mechanics fit as well as to get more involved in this rather cool gamer community. So if you have any suggestions about feats, stat arrays, alignment etc I would very much like to hear your thoughts. Thanks in advance.
Over the years I have found myself in the position of DM more often than not, not because of any particular aptitude for it, but rather I am usually the only one willing to take on the role. That being said, I have been alright for the most part at running the games, but I know I have made too many mistakes to count here. The two that come most readily to mind are several TPKs based on underestimating/miscalculating the ECL and a habit of getting excited when my guys (ie: the monsters/NPCs) roll well against the PCs. For the latter one, its not that I gloat exactly, but after having most of the beings I control get slaughtered by the dozens, it's nice when one or two get a good hit in. I have found however that many players don't tend to like it when the DM just cackles over a particular nat 20 roll.
I am a gamer without a regular game looking for a group in the Springfield area. I would prefer to be a player than a GM but I will take what I can get. I have a preference for Pathfinder/D&D but I also own/am familiar with multiple RPG systems and would be open to a variety of games. If there are any folks in the area interested, just drop a line on the thread.
Ok, so I am a long time gamer, but new to Pathfinder, I picked up the core rules and the bestiary, so I have the bare essentials of what I need to either play or run a game. Having been a player of 3.5 D&D and having amassed a fair collection of splat books for that, I was wondering where to go next books/supplements wise. I have thumbed through a number of the books out there for the Pathfinder system and they all seem to be pretty packed with useful options, but I don't have the disposable income I did as a younger player so choosing that next purchase takes on a bit more weight. I just thought I would seek some advice from the boards and see what some of you might recommend. I know there is probably already a thread or threads out there about this very topic, but I also wanted a good entry into the forum, so here I go. Any suggestions will be appreciated, thanks in advance.