Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Switching back to her conjurer training, another bolt of acid springs from her fingers. R Touch Attack: 1d20 + 4 ⇒ (14) + 4 = 18
according to her character page, Tin only has one of those left.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Dispensing with the trash talk, since everyone shouting just makes for a loud noise, Tinuviel whispers a minor word of power and launches a glob of acid at the bugbear. R. Touch Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Unfortunatly everything in the room is in melee with Kor, so a ranged attack isn't likely too hit. Still gonna try though. -4 for ranged attack into melee. And since Tin would be on the very edge of the mist, would the Bugbear still have concealment because she's stilll in the cloud? I'll roll for that too, just in case. Stepping behind and too the left of Kor, she would rely on her conjurer training. Narrowing her eyes and pointing, a dart of acid would spring up and race towards the bugbear. R. touch attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Grins at Shadow.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
... I'm not sure I like the idea of recruiting him on a permanent basis. He's working with slavers apparently willingly, after all, and I don't want someone like that near me while I sleep. I would prefer to either finish him here or drag him back to Arenstone for trial... though I suppose some form of amnesty could be negotiated for information on the criminal ring. You can't just nab travelers off the road within a one or two days walk of a city like Arenstone and expect nobody too question it without people in your proverbial pocket. His eyes would dart at the ridge as he spoke, hunkering down further to try and ensure the bandits didn't see them, or at least him. I would imagine that someone who is in a position to buy slaves... assuming it isn't another nation... would be quite wealthy in their own right, mayhaps worth the trouble of bringing too justice. Eric was, obviously, thinking that maybe someone buying slaves wouldn't be too dearly missed if they went and raided the man's home.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Sorry for not posting in a reasonable time frame, I've either been trying to survive my sleep cycle (which is in constant flux) and trying not too lose my mind on my boss. You should have seen what I had written before I edited this.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Grinning, anticipation already making his heart pound somewhat... but he had to say it. Are we absolutely sure that they're bandits? I'd hate to attack a group of merchants and be bandits ourselves. Slides a look at the princess, figuring it probably wouldn't go over well with her either. In the event that they are, though, I propose that Korvek, obviously, take the vanguard, followed by myself and Piroska. Ellian, you know better than we what compliment of spells you have, and the full extent of your skills, so you'll stand behind us and assist where reasonable. Shadow, use your discretion. I can Enlarge Korvek and set one or two of them ablaze, but I mostly went for defense and utility today. If they choose to go with this plan, Everyone should remember that the mission comes first. If, for whatever reason, victory appears to be untenable, we should withdraw and attack them again later... I don't want to leave bandits behind us to attack other travellers. Assuming she defines what "units" and "types" are, Appraise: 1d20 + 11 ⇒ (2) + 11 = 13 and what a spectacular fail.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Frowns at the encampment and turns to the Princess. I know you aren't expected to know every little thing that goes on in the state, but would you happen to know if that's supposed to be there? Then turns too Shadow. Or maybe it's the friends of the guy trapped in the dungeon? He would crouch down behind the edge of the cliff, using it as cover. If they -were- bandits, he wouldn't want to leave a group of them behind them like this.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Having completed his hour of study, he would have donned (at some point) a pair of breeches and vest, black and dark blue all over both except for a white insignia on the right shoulder, about the size of three fingers held together. He also wore a black hooded travelling cloak, a dagger and sheathe on his left hip, and a small brown bag on his right. In his right hand, he held a blackened yew staff. Sorry for holding everyone up. Well aware the group could have left an hour ago if not for him and his need to prepare spells everyday. I'm ready to go, at long last. Walking over to the door, he would hold it open for everyone else.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
After she answered, Eric would clear the table and dump the dishes in the sink before laying on his bed, pulling a leather-bound book from a small brown bag, and studying it carefully for an hour, muttering too himself every now and then. Spells changed!
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Coming out of the kitchen with a stack of bacon and eggs, he would set them down on the table along with a small pile of plates, setting them aside for everyone. It's not that simple. Any idiot can make a rock glow, but any other idiot can tell that the rock is glowing because of a specific spell, say the 'Light' spell, and it would be easily verified as fake or temporary. On the other hand, sometimes a magic object glows just because it has magic, if that makes sense. But even then, just because it glows isn't a certain giveaway as to whether or not it's a genuine artifact. Too fake that, you would need to know what the object actually looks like, or what the legends say it looks like, down to the most obscure detail. Only a true specialist would be able too determine the truth of the claim.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
*Just snorts in disbelief.* The Capstone is a myth, a fairy tale meant to inspire children. If it's real, then the legends have grown beyond all proportion. Without another word, he would go to the kitchen and finish making breakfast. He could be heard speaking loudly, though. I'm not saying we're not with you on this, however. You've got coin, we've got weapons, and they're both at you're disposal. Followed immediatly by the clank of plates and the sizzle of bacon.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Speaking as he enters the room, "Tea is ready." he would carry in a tray of five mugs and a steaming kettle, setting it in the center of the table. His eyes would linger a moment on the crab. "... Bacon and eggs will be ready shortly, and we have bread handy. Do you eat anything? We don't have anything exotic on hand." Was he speaking to the crab? Yes, yes he was.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Ever the light sleeper, Harland would also rise quickly, wearing naught but a pair of light pants. Seeing Shadow going to the door, he would give her a quick "Mornin'." and instead go to the kitchen, set some wood in the stove, and begin the arduous process of making food for three women and a dwarf, as well as a kettle for tea. They could have the briefing first, and he could study his spell book later.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Eric would ponder for a moment, before piping back up. It'll take about a day and half if we ride, two or three if we walk. Assuming everything goes wrong and all roads are washed out and all the forests are set on fire and bandits pop out of the ground like rain from a cloud during a storm, I would plan for at least a six day trip. I intend to visit the Temple later, see what they gave for a weather prediction. How much should we set aside in the event she doesn't bring enough supplies? I mean, I can't imagine that happening, assuming she's put -any- forethought into this. On the other hand, getting anyone too prepare a trip could alert the people around her, and she seemed fairly adamant on keeping as much as she could hush hush
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Once again bows to the Princess-Regent as she leaves, bidding the guards a good day as he leaves with Shadow. Upon entering the guildhall, he would ensure all the windows were shuttered so that nobody could peek in on them.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Not bloody likely. Princesses don't adventure alone with a group of unknown and untested adventurers without any discussion of any plans... somethings wrong here. Is she afraid of someone overhearing us? Eric would bow to her, indicating that he had no relevant questions at this time, thinking that maybe Piroska had been right too blurt out the question earlier... This princess didn't react too anything other than that which was either outright rude or questioned her authority. He didn't even believe she'd be there tomorrow, might just be a look-alike. Regardless, it -was- a mission, and they couldn't afford to be discriminatory this quickly.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
A request too protect Royalty? We would be insane too refuse! Will we have additional escort in the form of guards, or will the honor of protecting you be all ours? And insane they would be! This would be excellent for business, and royalty usually pay well... or feel their inferiors should be grateful for whatever paltry sums given them, but such are the risks. Furthermore, do you require any preparation time, or will we be leaving immediatly?
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Nobility: 1d20 + 12 ⇒ (19) + 12 = 31
Lol, I have every Knowledge skill at +12. Leading the way to the Princess, he would give a deep bow, straightening and linking his fingers in front of him. He would be smiling easily the entire time. Good morning Princess! As requested by Your letter, we have come. How may we assist You?
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Eric nods and holds his hand out too Shadow, too show that he had no hard feelings, smiling apologetically. Whether or not she accepted the olive branch, he would move too the door and open it, heading out towards the castle.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
I "sound" like a greedy adventurer? Looks sarcastically thoughtful for a moment before raising a finger. Why, I suppose that would be because I am a greedy adventurer. Some people adventure for fame, and others because they had no choice. I do so for fortune. Besides, do you have any idea how hard it is too do research without money? Raises an eyebrow at her and crossing his arms, letting her take the map once he was finished his analysis. However, I didn't mean "Keep and take it for ourselves", though it did sound like that, and I apologise to you all for it. I meant keep it away from them, if they stole it, and potentially return it too the proper owners... Hopefully for a proper reward.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Indeed, though it is very odd. Most spells are of certain schools, though this map is covered in magic of... no school at all. It doesn't appear to be of either Arcane or Divine origin... Usually with maps, the locations themselves would be the only magical part, but the entire object glows like a magical item. My first guess as to it's function would be a divination, too track something, but like I said, it doesn't appear to be from that school. We should make a copy of this map, but any inherent properties it contains would be lost too us, as I don't believe I can copy the enchantments. Either that, or be prepared to fight too keep it. Apprently, Eric was of a mind too keep the map. His left hand twitches in a gesture and another syllable issues from his lips as he casts Read Magic.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Gets up and moves over to where everyone was looking at the map, frowning at it a moment before gently taking it and setting it on the dining table. His right hand moves in a quick gesture and an arcane syllable drips from his tongue as he casts Detect Magic, concentrating for the full effect... they would charge them more if it were magical, rather than just having magical marks. spellcraft: 1d20 + 14 ⇒ (10) + 14 = 24 Is also trying to determine what magic, if any besides the marks, might be associated with the map.
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Here's a thought... what's the general opinion on the Necromancy school of magic in a city where undead (apparently) live? In most of the books I've read it's almost universally reviled and outlawed. If I start studying Necromantic spells, am I gonna have priests and knights trying to bash and whack me?
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
I have actually thought some on this, and I had thought "Fate's Fete" to be, well... kind of catchy. Before we decide on a name, however, it might behoove us too determine what kind of guild we actually are, and then determine our name with that in mind. I mean, yes, we're obviously a combat guild, but what do we do with that? Wander into the wilderness at random seeking adventure? Paid bodyguards? Retrieval specialists? All of the above, perhaps... Are we going to be dark and mysterious, like Nultoh Trio? Are we going to be general helpers, granting aid regardless of whether or not they can pay, or are we a business first? All of these decisions also hinge on case-by-case and our individual choices at the time, so they shouldn't be iron clad, but we need to advertise ourselves unambiguously, and the name will go quite a way in doing that. If we give ourselves a dark and foreboding name, for instance, that will automatically put a dark and foreboding mindset about us in the minds of the populace. Is that the kind of effect we want?
Male Human Wizard 5 (Universalist) | AC 13 T 12 FF 12 | HP 27/27 | F +2 R +2 W +4 | Init +1 | Perc +5
Eric approaches the guild door and opens it, running his hand along the wood of the door, frowning at it...
Greetings Korvek! What do you think, get a couple of kegs, some roast pork, one or ten fine ladies, and this place will feel like home, eh? A forge out back, a small library in the corner, a smokehouse for homemade jerky, and we'll never want too leave.
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Hi, all. First query: Chronicle sheets that GMs earn for running adventures count as the GM 'playing through' the adventure, correct? I will be running the Quest for the Frozen Flame adventure path later this year, which will unlock the following acheivements for my players and myself: Quest for the Frozen Flame: Burning Tundra - Mammoth Achievement Quest for the Frozen Flame: Burning Tundra - Megafriend Additional Queries: Does unlocking the ability to take the mammoth lord archetype apply to ALL your PFS2E PCs? The PFS2E PC a player selects the mammoth lord archetype for does not have to be from the Realm of the Mammoth Lords nor has to ever have been there to select the unlocked archetype, correct? For example, if someone gains the mammoth lord and megafauna animal companon unlock achievement boons, they could take the mammoth lord archetype and select a megafauna animal companion if they are from Valashmai in Tian Xia (another place that has megafauna), and never would have needed to travel to the Realm of the Mammoth Lords as part of unlocking the ability to select the mammoth lord archetype, correct? If a GM (or player) assigns multiple chronicle sheets to a PFS2E PC with 0 XP they have never played in a session, which makes the PFS2E PC be higher than level 2, and before playing that PC, the player purchases a rare ancestry unlock, can the GM (or player) apply that ancestry to the PFS2E PC they have applied multiple chronicle sheets to (making the PC 3rd level or higher), if they have not built the PC yet (nor played the PC in any session yet). Does the 'free rebuild window' end as soon as a PFS2E PC earns enough credit to make them 2nd level (without ever playing in a session), or is the free rebuild window still open until the PC has been used in an actual play session, even if they have earned enough chronicle sheets to make them 3rd level or higher before building the PC and playing them in their first session?
The spring equinox Swallowtail Festival in the seaside town of Sandpoint has been going well all day. Unbeknownst to the residents of Sandpoint, dozens of goblins are stealthily approaching the town to burn it to the ground. Luckily for the residents of Sandpoint, the six deities that the newly completed Sandpoint Cathedral is dedicated to have noticed and decided to indirectly come to the aid of the town against the goblin ambush that is coming.... A monkey that is climbing the mainmast of a ship that is docked, its mind awakens to greater sapience and knows he (or she) is a servant of Abadar and that Abadar wants him (or her) to protect the town from the attacking goblins. A butterfly that is fluttering around the cathedral, its mind awakened to greater sapience and knows she (or he) is a servant of Desna and that Desna wants her (or him) to protect the town from the attacking goblins. A stag drinking water at the Turandarok River, its mind awakened to greater sapience and knows he is a servant of Erastil and that Erastil wants him to protect the town from the attacking goblins. A dove flying over Sandpoint, its mind awakens to greater sapience and knows she (or he) is a servant of Sarenrae and that Sarenrae wants her (or him) to protect the town from the attacking goblins. A songbird perched on the eaves of one of the buildings of Sandpoint, its mind awakens to greater sapience and knows he (or she) is a servant of Shelyn and that Shelyn wants him (or her) to protect the town from the attacking goblins. An animal in (the town of Sandpoint/in the sea by the town of Sandpoint/flying over the town of Sandpoint/just outside the town of Sandpoint), its mind awakens to greater sapience, and knows she (or he) is a servant of Gozreh and that Gozeh wants her (or him) to protect the town from the attacking goblins. Variant Rules in Effect: Automatic Bonus Progression Gradual Ability Boosts Ancestral Paragon Special (twist): Dual-Classed PCs - one of the classes is Champion (of the deity that awakened the animal) and the other class is one of the following classes based off the deity that awakened the animal's mind. Abadar: Barbarian (Animal [ape] or Fury instinct), Cleric of Abadar, Fighter, Kineticist (metallokineticist, phytokineticist or metal/wood), Monk, Oracle (Lore mystery), Psychic, Ranger, Rogue, Sorcerer (Draconic [Empyreal] or Imperial Bloodline), Summoner (Devotion or Swarm [monkeys] eidolon), Swashbuckler Desna: Bard (Polymath muse), Cleric of Desna, Fighter, Kineticist (aerokineticist, hydrokineticist or air/water), Monk, Oracle (Cosmos mystery), Psychic, Ranger, Rogue, Sorcerer (Draconic [Empyreal] or Fey bloodline), Summoner (Construct, Devotion, Fey or Swarm (butterflies) eidolon), Swashbuckler Erastil: Barbarian (Animal [Deer] or Fury instinct), Cleric of Erastil, Druid (Cultivated order), Fighter, Kineticist (geokineticist, phytokineticist or earth/wood), Monk, Psychic, Ranger, Rogue, Sorcerer (Draconic [Empyreal] or Elemental [Earth] bloodline), Summoner (Beast [stag] or Devotion eidolon), Swashbuckler Gozreh: Barbarian (Anima, Elemental [air or water] or Fury instinct), Bard (Zoophonia muse), Cleric of Gozreh, Druid (Animal, Leaf, Storm, Untamed or Wave order), Fighter, Kineticist (aerokineticist, hydrokineticist or air/water), Monk, Oracle (Tempest mystery), Psychic, Ranger, Rogue, Sorcerer (Draconic [Empyreal] or Elemental [Air or Water] bloodline), Summoner (Beast, Devotion, Elemental [air or water core] or Plant eidolon, plus, if Tiny, Swarm [same animal type as awakened animal] eidolon), Swashbuckler Sarenrae: Barbarian (Elemental [fire] or Fury instinct), Cleric of Sarenrae, Druid (Flame order), Fighter, Kineticist (pyrokineticist, hydokineticist or fire/water), Monk, Oracle (Cosmos, Flames or Life mystery), Psychic, Ranger, Rogue, Sorcerer (Angelic, Draconic [Empyreal] or Elemental [Fire] bloodline, Summoner (Angel, Devotion, Elemental [fire core] or Swarm [doves] eidolon), Swashbuckler Shelyn: Bard (Maestro muse), Cleric of Shelyn, Fighter, Kineticist (aerokineticist, phytokineticist or air/wood), Monk, Psychic, Ranger, Rogue, Sorcerer (Draconic [Empyreal] or Fey bloodline), Summoner (Devotion, Fey or Swarm [songbirds] eidolon), Swashbuckler Special (twist): Free Archetype - this is not player choice. All PCs gain exemplar as a free archetype and the feats are determined by me (representing the additional abilities the deities have blessed the characters with). Unlike a typical exemplar, the immanence your character has is a tiny fragment of the divine power of the deity that awakened you. The free archetype does not interfere with your ability to take archetype feats (beginning with the dedication feat) instead of one of your class feats. You must gain my approval to take a specific archetype. Most archetypes should not be an issue, but ones that do not fit well with my vision of the campaign are not allowed (such as the gunslinger and any archetype that has any type of focus on firearms. Multiclass archetypes that are allowed: ones that are in the lists above for the non-champion side of the dual class, plus: Alchemist (no black powder or firearm ammunition), Commander, Guardian, Inventor (light mortar innovation is not allowed), Investigator, Magus, Thaumaturge, Witch, Wizard Additional multiclass Dedication option for Abadar awakened animal: Animist [Crafter in the Vault apparition] Additional multiclass Dedication option for Desna awakened animal: Animist [Echoes of Lost Moments apparition] Additional multiclass Dedication option for Erastil awakened animal: Animist [Custodian of Groves and Gardens apparition] Additional multiclass Dedication option for Gozreh awakened animal: Animist [Custodian of Groves and Gardens, Lurker in Devouring Dark, Stalker in Darkened Boughs or Vanguard of Roaring Water apparition] Additional multiclass Dedication option for Sarenrae awakened animal: Animist [Witness to Ancient Battles apparition] Additional multiclass Dedication option for Shelyn awakened animal: Animist [Monarch of the Fey Courts apparition] Home-brewed Flourish Rule. You can combine two different one-action basic actions as a single action with the flourish trait. If one of the basic actions is a Stride, you can take the other action at any point during your stride. Abadar awakened monkey: Size: Tiny; Heritage: Climbing Animal; Unarmed Attack: Tail Desna awakened butterfly: Size: Tiny; Heritage: Flying Animal; Unarmed Attack: Wing Erastil awakened stag: Size: Large; Heritage: Running Animal; Unarmed Attack: Antler Gozreh awakened animal: Size: Tiny, Small, Medium or Large; Heritage: Climbing Animal, Flying Animal, Running Animal or Swimming Animal; Unarmed Attack: one that is appropriate to the awakened animal Sarenrae: awakened dove: Size: Tiny, Heritage: Flying Animal; Unarmed Attack: Wing Shelyn awakened songbird: Size: Tiny; Heritage: Flying Animal; Unarmed Attack: Wing
Hi. I started to look at the PBP listings last fall. I got inspiration to run a Rise of the Runelords PBP for some of the other characters that were not picked for the RotRL PBP campaign we were applying for. This is not a recruitment for my RotRL PBP. Upon reading some helpful advice on the boards, I decided to get some experience running a more limited PBP before starting what will be a years-long RotRL PBP campaign. What I decided for the first PBP I run will be PFS Core Iconics through In Search of Sanity (book 1 of the Strange Aeons AP), which is a PFS evergreen AP book. This will be a private game, not a public one. This is not a 'first to sign up' recruitment. This game will be following PFS Core rules. Because of how the adventure starts, there will not be an opportunity to purchase additional items before play starts (or to adjust the gear on the iconic sheet). There will also not be an opportunity to change prepared spells that are stated on the iconic sheets before gameplay begins. The game would not be starting until late September/mid-October. I have my reasons for the seven core Iconics I want in my private game. Part of those reasons is each of the 4 core iconics I am not including in this PBP are ones that have things that would lessen the 'horror factor' if they were one of the PCs. After my initial run of In Search of Sanity is done, and I have a decent flow going with my RotRL PBP campaign, I might decide to run In Search of Sanity again with a new group of players. I have read useful advice regarding running a PBP, which I will be using, particularly the advice that helps speed up game play, such as rolling initiative for the PCs. I looked up to see if such things are PFS legal when running PBP, which they are. This PBP will only be for the first book of the Strange Aeons adventure path, not the entire adventure path. The game will be played on a private discord server. I will be making use of Owlbear Rodeo to track movement on the maps and taking screenshots of the maps to post in the player maps section of the discord server. Who I am looking for: 4 players who enjoy playing one of the following five iconics: Amiri (human barbarian), Lem (halfling bard), Valeros (human fighter), Sajan (human monk), Ezren (old human wizard). The player slots for playing Kyra and Seoni have already been filled. A third player who has been selected for this PBP will play whichever of the above 5 iconics are left after everyone else has the iconic they will be playing as. For this private game, I do not want more than one player playing as the same Iconic. Include the following with your post: A) Have you ever been selected for a PBP adventure/campaign? B) How many PBP adventures/campaigns are you currently in? C) Have you ever been the GM for In Search of Sanity? D) Have you ever played a PC for In Search of Sanity? E) Are you okay with creating a new PFS 1E Core PC to assign playing credit to for playing a core Iconic? F) Are you at least 18 years of age? (The Strange Aeons AP is more like a R-rated Cthulhu genre horror movie than it is a less-restricted sword and sorcery movie). I do not want to be responsible for non-adults having nightmares. I do not have a goal to cause adults to have nightmares either, but they knew what they were signing up for with In Search of Sanity. G) If you are comfortable sharing, list your country/province/state. Which time zone you are in? H) Which days/nights of the week do you usually have more available time to post in the PBP. I) List which of the following five core iconics you would enjoy playing, in descending order, starting with the core iconic you would most prefer to play as. Amiri, Lem, Valeros, Sajan, Ezren.
I am looking for seven players to run a first edition Pathfinder Society Core online campaign that will include the sanctioned content from the Skull & Shackles adventure path, the Plunder & Peril adventure module, the three PFS Seeker arcs and some PFS scenarios that fit the theme of the campaign. The first adventure played will be the sanctioned content from the first book of the Strange Aeons adventure path (which is an evergreen adventure for 1st level characters). This will be a private (not public) campaign. Players who are interested should be okay with me deciding on which XP track (normal or slow) is used for each chronicle sheet. This will make the PCs remain the same level and will not be too low or too high of a level to continue playing in the campaign. Players should also not have an issue playing one of the core iconic PFS pregenerated characters for the first adventure, and using the credit from that adventure's chronicle sheet to make a brand new PFS Core PC - which will be the PC they play for the rest of the campaign (and only plays their character in this campaign so their character remains the same level and receives the same chronicle sheets as the rest of the players' characters), and that any specific iconic pre-gen is played by no more than 1 character. I have the order of adventures planned, that will make it so the PCs are at the highest valid character level for the subtier of each adventure with only 2 adventures before level 12 not being at the highest valid subtier (one of which is the evergreen adventure using core iconics to gain credit to create the campaign PCs) and four adventures after level 12 not being at the highest valid subtier. Most adventures will be played at normal experience progress with some using slow experience progress so that the characters remain within the valid level ranges for each adventure. After the initial Strange Aeons adventure, there will be seven PFS scenarios before the characters will play the first book of the Skulls and Shackles adventure path. The campaign will be on Mondays (either weekly or bi-weekly) with a session duration between 3 to 5 hours, with session start time being as early as 6 p.m. UTC or as late as 9 p.m. UTC. If you are interested, send me a private message and include the following: Your time zone Your preferred session start time (6:00 p.m., 6:30 p.m., 7:00 p.m., 8:00 p.m., 8:30 p.m. or 9:00 p.m. UTC) Your preferred session time (3 hours, 3 1/2 hours, 4 hours, 4 1/2 hours or 5 hours) A list of 7 core iconic pre-gens you would enjoy playing, in descending order. The race and class of the PFS character you would make to play through the campaign. Whether or not you have played first edition Pathfinder Society organized play characters before, including whether you played core, standard or both. Which PF1E scenarios, adventure modules and adventure paths you have received PFS chronicle sheets for. I will check my messages at least once a week, so should reply back to you within two weeks.
A gathering area for home-brewed pantheons and their origins. The Family (pantheon) Durridan Vladimir was known to be an adventuring champion of Cayden Cailean. He was not just a champion of Cayden but of a pantheon consisting of three deities: Cayden Cailean, Desna and Kurgess; which Durridan affectionately refers to as 'The Family' based on the fact that Cayden and Desna elevated Kurgess to godhood and some theologists and priests of Kurgess believe that at least one of them is Kurgess' parent. Durridan Vladimir was the only son of Dmitri Vladimir, one of the six Varisians killed by the attack led by Alamon Scanetti. The other five Varisians killed were Octavian Lixandri, Palin Magravi, Valin Magravi, Casamir Pangrati and Felix Rosetti Part of the deal peaceful resolution with the Varisians was to grant ancestral rights to large-sized portions of the Hinterlands farmlands to the families of the six Varisians killed by Alamon Scarnetti and his brothers and cousins. Durridan and his three sisters were granted the lands east of the Lost Coast Road, south of the Soggy River and north of Whisperwood. Palin Magravi was Risa Magravi's husband. Valin Magravi was Palin's identical twin brother. Valin's family was granted ancestral farmlands in the hinterlands (north of the Soggy River, east of the Lost Coast Road, south of Ashen Rise, and west of Egan's Wood. Risa negotiated to be granted a lot of land south of the Sandpoint Boneyard instead of farmland in the hinterlands. Durridan was an adventurer throughout Varisia for two decades before his father was killed, and had fathered many daughters (but no sons) over those two decades. He used the majority of the wealth he acquired from adventuring to support his daughters and their mothers. He set down roots after his father was killed to help his mother run the family farm and extended invitations to his daughters and grandchildren to come live on the expanded family lands, which several accepted. Many of his bloodline follow the personal pantheon he reveres. Some of the other farming families and residents of Sandpoint came to revere The Family as their pantheon as well. Word of The Family spread out from Sandpoint since its founding and the worship of the pantheon can be found wherever Cayden, Desna and Kurgess are revered. Traditionally the first day of a extended-stay (2 month) family reunion of Durridan Vladimir' s descendants, begins on Cayden Cailean's Ascencion Day (11th of Kuthona) and lasts until Merrymead (2nd of Calistril). It is not unusual for at least one local family member to join a Varisian caravan one of their cousins is in at the end of this time or for a visiting cousin to decide to stay around longer. Sometimes this choice is an involuntary one, depending on where and who they were with while celebrating Merrymead - some visiting family decide to catch up to the caravan that already left earlier and some locals who were passed out in one of the caravan carriages decide to make their way back home. The Family [pantheon] Deities: Cayden Cailean, Desna, Kurgess Areas of Concern: bravery, healthy competition, travelers Edicts: seek glory and adventure, compete to your full potential, explore new places Anathema: be mean or standoffish when drunk, engage in bigoted behavior, cheat at honorable contests Divine Attribute: Constitution or Charisma Devotee Benefits Cleric Spells: 1st: Fleet Step, 3rd: Haste, 5th: Dreaming Potential Divine Font: Heal Divine Sanctification: Can choose holy Divine Skill: Athletics Domains: Family, Freedom, Might, Travel Favored Weapon: Starknife https://2e.aonprd.com/Deities.aspx?ID=4 https://2e.aonprd.com/Deities.aspx?ID=5 https://2e.aonprd.com/Deities.aspx?ID=42 |