Sonthonax

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****** Venture-Lieutenant, Finland—Helsinki 127 posts (13,856 including aliases). 2 reviews. No lists. No wishlists. 49 Organized Play characters. 41 aliases.


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GM Lantern wrote:
Uri_12 wrote:
and this "◆◇↺"

Those are unicode characters that are similar enough to equate to the official Pathfinder2e action icons.

Since we can't embed images on these posts in these forums, we have to find workarounds.

So, single actions like
◆ Stride
◆ Strike
◆ Stand
◆ Draw weapon

multiple action activities such as
◆◆ Sudden Charge
◆◆ Cast Ignition

free actions like
◇ drop item

or reactions like
↺ Reactive Strike
↺ Opportune Riposte
↺ Stand Still

Since I don’t usually have access to the Unicode characters, I’ll use something like this to indicate the same things:

[A] Stride
[A] Strike
[AA] Sudden Charge
[AA] Cast ignition
[F] Drop weapon
[R] Reactive Strike
[R] Stand Still

Bonus: this also lets me easily mark if any actions came from something like Quickened (or any other non-standard sources of actions):

[Q] Strike (quickened)
[C] Bear Hug (companion)

Either option is fine as long as you’re consistent within the game and clear in your communications.


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I was like “Oh, I’ve got a welcome blurb for my PbP games with an About Me section, I’ll just copy that here, let me pull it and see what I wrote there-“ and then saw that there actually wasn’t much actually written there about me. XD

So hi! I’ll be helping in the PF2 department! I started playing PFS about seven years ago in Utah and then shifted to PbP to keep playing with friends from there when I moved to Finland (where I now help organize Society games). I’ve kept up with PbP though because I enjoy getting little bite-sized pieces of gaming almost every day that fit wherever I need them to in my schedule and because I enjoy getting to immerse myself in and describe my character in more detail than is possible in most real-time games.

Outside of games, I spend a lot of time reading about how to persuade computers to talk to each other and I enjoy cuddling my cats. I’ve recently started knitting and have finished one (1) scarf so far. XD


Thanks for the feedback GM! After looking at my own schedule, I don't think I have time to make the character sheet for my own leshy, and I agree with Redalia that the pregen characters are very fun, so I'll use one of them as well.

Did anyone have any preferences between the four? I'm happy to let others pick first since I've run the adventure before.

If I had to pick right now:
I'd choose Popcorn! Tiny angry leshy for the win! XD


Like Redelia, I've also run (but not played) this adventure.

I've got a leshy character that's PFS-legal, but they're not lvl 3 yet. Would it be possible to play a "lvl 3 version" of them, or would we need a PFS leshy character that's currently lvl 3? I have a slight preference for playing my own character, but no worries if that's not possible.


I was having a tough time figuring out a way to give an Abadaran priest a fey connection, and then I realized I already have a wonderful character base for this campaign - Clementine, a sprite raised on stories of mighty winged heroes and filled with rage over being overlooked and overshadowed by the “giant folk” (aka human-sized creatures). Well no more! He’s here to make his name known as another hero of legend and make a place for his friends and family to live safely and without belittlement. He also believes in proper hygiene and smells of orange blossoms.

Mechanically, Clementine is a melixie barbarian with the Giant instinct. As with many things about him, this creates humorous opportunities - such as someone looking down at him to suddenly be looking up as he gets four sizes larger. Not to mention the absurdity of how he even carries his weapon. Archetype would go to Sorcerer dedication, representing him leaning into and developing his innate fey magic.

For backgrounds: Local Brigand feels the most hilarious if only for the idea of a tiny sprite terrorizing the local populace with a polearm two or three times his size. Herbalist or Plant Whisperer could also work thematically.

Party-wise, Clementine will be happy to work with folks. I’m not certain yet why he would pick this particular group, but I’m sure we’ll find a good hook.


Dotting for interest, but full submission of a LG Abadarian priest will have to wait until after tomorrow evening due to in-person GM responsibilities. XD

4/5 5/5 ** Venture-Lieutenant, Finland—Helsinki

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GM Fi wrote:
Hi Hawthwile! We've fixed it. Please let us know if it still doesn't appear.

Signup complete! Thanks for the help Fi!

4/5 5/5 ** Venture-Lieutenant, Finland—Helsinki

I'm trying to sign up to run a table of PF2 #3-18 Dacilane Academy’s Delightful Disaster, but the dropdown menu in the form for selecting the scenario from PF2 Season 3 only goes down to #3-12. Is this intentional behavior?

(Perhaps this is merely the form trying to fit with the theme of strange-ish things? Lol)


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phaeton_nz wrote:
Does anyone know how to hide a campaign from your active campaign list. The game just fizzled out.

I made step-by-step instructions (with pictures!) if that’s more helpful. XD


Ooo, I'd love to play this as well! I've got an idea for a spirit barbarian who would fit in well thematically (or at least I think he would based on what I read in the Campaign page).

Backstory (Spoilered for length):
I shouldn’t be alive. It’s not possible.

An explosion. An impossibly bright light like a thousand suns that pours through the cracks in the stone wall beside him as if it was made of paper. A roar like a thousand dragons feels almost too quiet at first before swelling rapidly to a deafening howl. A heat like a thousand furnaces sears his face, his hands, as if he’d put his whole body inside the oven alongside the bread and opened the flue vents wide. Through the pain he sees the steeple of the cathedral, rising proudly above the rooftops of Vigil like the Inheritor’s sword itself. Through the pain he watches the spire break off, watches it fall, watches it land in the street, watches it crush a cart piled high with onions and potatoes to be sold at the market. Through the pain he watches as Saarah and Mikel turn back towards the bakery, watches as their clothes dissolve, watches as their flesh dissolves, watches as the love of his life and the light of his life are vaporized by a wall of brilliant fire. Through the pain he watches as the wall of his shop starts to sway, starts to rock, starts to fall towards him. Through the pain he watches as stones blot out the sight of the burning sky.

I shouldn’t be alive. It’s not fair.

It’s a miracle he survived, they tell him. It must have been the rocks and the earthen walls of his cellar that protected him from the worst of the blast, they say. He’s lucky to be here with a broken leg and the buttons of his apron seared into his chest. But they don’t seem to hear the whispers. They don’t flinch at the shadows, the shades that cling to the outlines on the scorched walls. They don’t listen to his pleas to go back, to look for Saarah and Mikel, to let him go back and find them. They don’t let him get up off the stretcher, push him back down when he tries, pull the strips of burnt kitchen towels and tattered shirts tighter around his limbs. They don’t listen as he begs, cries, screams, rages at them. They don’t look at him as his eyes turn bone-white and the shadows darken the air around him.

They don’t look up from where they lie on the ground as he hobbles away, ghosts trailing behind him like smoke from a smoldering candlestick.

I shouldn’t be alive. It’s not right.

Somehow he made it out of the ruins of the once-proud city. He didn’t keep track of how many days he stayed, scrabbling helplessly at broken buildings and weeping in empty streets. Nor did he keep track of how many undead creatures he choked with his bare hands, decapitated with a length of broken metal, bludgeoned with pieces of wood and rocks and rubble and brilliant white flames that ran up his burned arms as if to catch the tears running down his face. But eventually the tears ended. Eventually the sun rose again. Eventually he followed the river out of the Gravelands and into Caliphas. He would never be the same though - even after a priest of Pharasma set his leg, even after his reddened skin sloughed off and regrew. He would never open that pastry shop he had dreamed about with Saarah. He would never get to watch Mikel grow into a fine man with his mother’s hands and his father’s heart. He would never settle in one place for more than a few months before things got too comfortable, too familiar, too safe. He didn’t need such things, didn’t want such things, didn’t deserve such things.

I shouldn’t be alive.

Question while I'm working on making the character sheet: are you using the standard wealth for new characters, or something different?


GM Hmm wrote:
Then let's have Hawthwile do Kevan. Hawthwile, would that be good with you?

Sounds good!


Oh boy, these all look like a fun time! I think I'd be happy with either Barat or Kevan, though I could play either of the other two if needed.

Side note: Is Kevan missing a feat since he should get Spell Focus as a bonus feat? Or did he lose/trade the feat for something I didn't catch?


Player Name: Hawthwile
Name of the Character you plan to apply this chronicle to: Mid-Treeum
SFS-Number: 264524-704
Faction: Wayfinders

Extra Credit: I moved from the States to Europe a few years back, and every time I take a train to another city I’m always tickled by thoughts like “how fancy I feel” and “isn’t this trilling, darling”. My first overnight train experience in Europe was to visit Santa Claus’s village in Rovaniemi, and I’ve never felt more Victorian in my life than when I was trying to find the right compartment. Bonus points - there’s no lines to see Santa if you visit him in June. XD

I realized as I was writing this though that that wasn’t my first experience on an overnight train. That happened in China, on a trip from Shanghai to Xi’an. That was where someone tried to teach my friend how to knit, and also when I learned just how difficult it is to use a squatty-potty on a moving vehicle. Good times.


Hello again WS! I would be interested in playing at one of your tables again, and the boundaries/ideas you laid out sound very reasonable. I would only ask that since we’re using PFS rules as a baseline, any changes would be discussed at the beginning of the campaign rather than only when they become relevant (if possible).

As far as characters go, I’ve had an idea for a Lastwall survivor haunted by the memories of his dead companions and trying to leave his past behind him. Mechanically he’s a spirit barbarian. I’d also be open to other characters if the party has a specific need, but this is one I’ve had for a while that hasn’t found a home yet.


I can offer a lvl 1 ranged soldier or lvl 2 operative if there is need, but I have played this scenario before and would be happy to step aside and let new players take my place if there is a sudden overflow of interest. XD


Tyranius wrote:
Hey folks, one of our SFS #3-00 Tier 1-2 tables had a couple drops. They are down to 2 newer players. Is there anyone who can and would like to play this in the Tier 1-2 levels like to help them out?

I can bring someone - this scenario is playable once in the [1-4] tier and once in the [5-8] tier, correct? If not, I can play for no credit and step aside if other folks who haven't already played it want to join.


An arcane trickster certainly can fit the requested roles of "prepared caster" and "swiss army knife skill-bot". May I present for your consideration Prof. Aefor, a wyrwood problem solver and procurement specialist:

Mechanics:
Prof. Aefor
Wyrwood Unchained Rogue 3, Wizard (Evoker - Admixture) 2
N Small Construct
Init +9; Senses Perception +8

--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 31
Fort +3, Ref +8, Will +5 (Evasion, Construct traits)
Immunities ability damage, ability drain, bleed, disease, death effects, energy drain, exhaustion, mind-affecting effects, fatigue, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d3+3 slashing, piercing 19-20/x2)
Ranged Shortbow +7 (1d4 piercing x3)
Special Attacks Sneak Attack 2d6
Wizard Spells Prepared (CL 4th; concentration +9)
- 1st (5/day) grease (Reflex 16), long arm magic missile, shield, vanish
- 0 (at will) dancing lights, detect magic, message, ray of frost

--------------------
Statistics
--------------------
Str 10, Dex 16, Con -, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats Arcane Armor Training, Improved Initiative, Scribe Scroll, Toughness, Weapon Finesse
Traits Magical Knack, Reactionary
Drawback: Meticulous

--------------------
Skills
--------------------
(1) Acrobatics +7
(1) Appraise +9
(1) Bluff +4
(1) Climb +6
(1) Diplomacy +4
(5) Disable Device +13
(1) Disguise +4
(3) Escape Artist +6
(0) Fly +3
(0) Heal -2
(1) Intimidate +4
(4) Knowledge (arcana) +12
(1) Knowledge (dungeoneering) +9
(1) Knowledge (engineering) +9
(1) Knowledge (geography) +9
(1) Knowledge (history) +9
(1) Knowledge (local) +9
(1) Knowledge (nature) +9
(1) Knowledge (nobility) +9
(1) Knowledge (planes) +9
(1) Knowledge (religion) +9
(1) Linguistics +9
(5) Perception +8
(0) Perform -2
(0) Ride +1
(1) Sense Motive +4
(5) Sleight of Hand +11
(5) Spellcraft +13
(5) Stealth +15
(0) Survival -2
(1) Swim +4
(5) Use Magic Device +8

Non-standard bonus:
+4 Stealth (size)
+2 Climb (item)
+2 Disable Device (item)
+2 Fly (size)

Languages Common, Draconic, Dwarven, Elven, Kelish, Goblin, Terran

Combat Gear: headband of intellect +2, cloak of resistance +1, +1 mithral chain shirt[/], dagger, shortbow with 20 arrows, 2 acid flasks, alchemists’ fire; Other Gear spring-loaded wrist sheath, [i]handy haversack, charcoal, climber’s kit, flint and steel, grappling hook, ink, inkpen, masterwork thieves’ tools, four sheets of parchment, rope, scroll of magic weapon, scroll of obscuring mist, spellbook, spell component pouch, traveler’s anytool, wand of make whole (50 charges), 60 gp
------------------------------
Spells Known
Cantrips
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare Fortitude 15
Grasp
Ghost Sound Will 15
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scriviner’s Chant
Spark Will 15

1st
Detect Secret Doors
Feather Fall
Grease Reflex 16
Heightened Awareness
Identify
Long Arm
Magic Missile
Shield
Vanish

Background:
Find the materials needed to create new wyrwoods, procure them by any means necessary, and return them to us. The continued existence of our kind is partially dependant on your actions.

Prof. Aefor (Procurement Officer A4) surveys the plentiful sand with squinted eyes and a flat expression. The city of Khatapesh is still not in sight, but a road heading in the right direction across the dunes can be seen in the distance. The wyrwood unrolls a small length of parchment and begins making notes. “Depression - possible antlion den - avoid. Trees - likely oasis - avoid if possible. Ridge - possible scouting point.” Small wooden hands carefully mark out a path, then roll up the parchment and return it to a small backpack of undyed canvas. They can’t be too careful - the clan had given them a wand of repairing magic, but it contains a finite number of charges. Avoiding possible conflicts and likely altercations is a much more controllable method for maintaining an optimal operational status. Carefully the small wooden figure hops down from the rocky outcropping and begins walking across the sand.

The journey through the scorching day is uneventful. One thousand seven hundred thirty two steps from the outcropping, the figure turns sixteen degrees to the left and continues walking. Two thousand six steps later, turn thirty four degrees to the right. The sun slowly floats across the sky before settling down into the western horizon and bathing the desert in brilliant oranges and reds. Beneath it all, the wyrwood continues to walk.

The journey through the chill night is uneventful. The small construct’s way forward is illuminated by four glowing orbs - one red, one blue, one green, and one white - that dance like stars or particularly active fireflies. Prof. Aefor registers their movement, adjusting one’s trajectory to provide maximum illumination while also not revealing their own position just behind the circle of illumination. This would be considered enchanting by flesh-creatures, they observe silently, wooden feet continuing to churn through the sand. They would find these lights, their colors, and their movements a delightful spectacle. How frivolous - but what can be expected from creatures who can procreate on accident. And yet beneath the emotionless analysis, something churns softly. An idea that, like the stars above, refuses to fade away completely.

What if…

The wyrwood stops. They’d lost themselves in thought and lost count of their steps. They briefly consider chastising themself for making such a grave lapse in judgement, but after a few seconds they acknowledge that such judgements at this time would do little to fix the situation. Methodically they begin to survey the nearby dunes, comparing elevations in search of another vantage point. They try to extinguish the distracting thought, and after a few minutes of intense concentration it begins to fade.

What if…

Questions:
- Is a construct an acceptable race for this campaign?
- The campaign traits don't quite fit the idea of a wyrwood sent out into the dangerous world in search of materials for the procreation of their race. Is there one that you think could be used and/or molded to fit? I included the Meticulous drawback because it fits this character idea to a T, but left the third trait slot open for the time being.
- Given that this character might be somewhat experienced, could they have spent some of their starting gold on scribing additional spells to their spellbook?

Thank you for your consideration, and best of luck with the campaign!


Alright, first up is Akkaboo, goblin investigator extraordinaire!

Backstory:
One pouch, leather, containing six silver coins, twenty three copper pieces, two sticks, a shiny rock, and a handful of rotting meat.

It wasn’t Akkaboo’s fault she’d been kicked out of her tribe. She’d just been going into the chieftain’s room to ask she had any extra toadstools Akkaboo could use for her latest experiment on growing a second set of ears, but the cave was empty and Akkaboo couldn’t help but poke around because maybe Chief Hardstomper had some extra toadstools stashed away somewhere and surely she wouldn’t mind if Akkaboo used them because Chief Hardstomper certainly wasn’t using them and everyone knows that you don’t leave toadstools out in the light because they shrivel up after picking so of course Akkaboo had to look in the strange leather pouch she found. When she found the money inside, her (single) pair of ears quivered in thought before rising in shock and falling in sadness in rapid succession. There was only one possible explanation - Chief Hardstomper had been contracted by longshanks to kill someone! And if the tribe killed someone, then the other longshanks would retaliate and the tribe would have to relocate and then Akkaboo would have to carry the babies again and the babies bit hard and she’d almost dropped three of them the last time the tribe moved and they really couldn’t afford it again so soon after last time. So she told the tribe shaman who told her apprentice who told her favorite hunter who told Chief Hardstomper who told Akkaboo to get out on her own before she was thrown out.

One knife, abandoned on the side of the road and covered with blood.

It wasn’t Akkaboo’s fault she’d lost her travelling caravan either. She’d been out foraging for food because while bark and grubs were some of her favorite foods, when Akkaboo had offered them to her fellow travellers they got very excited and one of them almost hit her with a pan in their excitement and the grubs got lost in the excitement and the bark fell in the fire and burned up and Akkaboo wanted to thank the nice longshanks for letting her travel with them across the island of Kortos which meant she needed to give them food that they weren’t that excited about. So Akkaboo had gone looking for raspberries and found blackberries instead and then when she was picking the blackberries she’d pricked her thumb on one of the thorns and so she’d gone looking for a leaf to wrap the hole and almost tripped on the dagger lying on the ground and Akkaboo thought it would be a a shame if whoever dropped their dagger while picking blackberries because they’d cut themself never got it back, so she wrapped the blade in a leaf and brought it back to the caravan and when the guardsmen from Otari came that evening asking about it Akkaboo didn’t want the caravan to be in trouble because she had been uncooperative and she told the nice captain that the caravan leader had a knife like she had described and then the guards took the caravan leader away with them and everyone else was crying and Akkaboo couldn’t get anyone to tell her what was wrong and she watched as everyone else in the caravan slipped away into the night one by one until only Akkaboo was left by the campfire with a handful of blackberries.

One small packet, cloth, containing dried nettle, belladonna, and nightshade. Still investigating.

Crunch:
Ancestry: Irongut Goblin
Background: Eldritch Anatomist
Class: Investigator Level: 1
Size/Traits: Small humanoid [goblin]
Alignment: CN
Languages: Common, Draconic, Dwarven, Goblin, Gnoll, Orcish
Gold: 0.08 gp

Perception: +15 [E]
Special Senses: Darkvision
Speed: 25 ft

ABILITY SCORES
STR 10, DEX 14, CON 14, INT 18, WIS 10, CHA 12

DEFENSES

HIT POINTS: 18

ARMOR CLASS
AC: 16 [T]
Unarmored: [T], Light: [T]

SAVING THROWS
Fortitude: +5 [T]
Reflex: +7 [T]
Will: +5 [T]
Notes: +2 vs afflictions and sickened from ingestion

OFFENSE

Class DC: 17 [T]

Melee Strikes
Dagger +5 [T] d4+0 [P or S] Agile, Finesse, Thrown 10 ft

Ranged Strikes
Shortbow +5 [T] d6+0 [P] Deadly d10

Special Strikes
Devise a Stratagem +7 [T] +1d6 [precision]

Weapon Proficiencies
Simple: [T]
Martial: [T]

SKILLS

Acrobatics: +5 [T]
Arcana: +7 [T]
Athletics: +0 [U]
Crafting: +7 [T]
Deception: +1 [U]
Diplomacy: +4 [T]
Intimidation: +1 [U]
Lore (fleshwarping): +7 [T]
Medicine: +3 [T]
Nature: +3 [T]
Occultism: +7 [T]
Performance: +1 [U]
Religion: +3 [T]
Society: +7 [T]
Stealth: +5 [T]
Survival: +3 [U]
Thievery: +5 [T]

FEATS:

Ancestry Feats and Abilities
1st: Junk Tinker

Skill Feats
Background: Assurance (Medicine)
Class: Alchemical Crafting

Class Feats and Abilities
1st: Known Weakness

General Feats

FORMULA

Versatile Vials per Day: 4

Formula Book
Level 1:
Lesser Antidote
Lesser Antiplague
Lesser Cognitive Mutagen
Lesser Eagle-Eye Elixir
Lesser Smokestick
Minor Elixir of Life

EQUIPMENT

Bulk: 5 B 5 L (Encumbered: 6, Maximum: 11)
Combat Gear: Padded Armor, Sling, 20 bullets, Dagger
Magic Items:
Other Gear: Alchemist’s Tools, Backpack, Bedroll, Belt Pouch (2), Chalk (10), Flint and Steel, Formula Book, Healer’s Tools, Rope (50 ft), Rations (2 weeks), Repair Kit, Soap, Thieves’ Tools, Torch (5), Waterskin

----------------------------------------

And next is Erda Ironheart, a dwarven miner who refuses to die.

Backstory:
Only spit o’er yer left shoulder.

Ol’ Nelly hadn’t cared where she spit when she was alive. Erda hadn’t thought much about it until her mother struck gold far below ground, spit over her right shoulder in appreciation, and promptly fell into a sinkhole that opened up beneath her feet. Erda had carefully peered over the edge of the hole and seen Nelly’s head twisted and bent unnaturally. The sight paralyzed her, and all she could do was sit and cry until one of her aunts found her and brought the young dwarf back to the surface.

Ne’er eat anything you haven’t stabbed wid yer knife first.

Foreman Rockrunner had liked her meat rare and kicking. Had. When that fish that was still alive went down the wrong pipe, Erda could only watch as the head miner’s face turned redder and redder before she had collapsed into a heap on the ground, caught her hair on fire in the cooking furnace, and burned to a well-done crisp. With her death, the mine closed - and Erda was out of work. She’d had to leave the isolated town built around the small mineshaft in the Kortos Mounts and wandered downhill until she reached Otari, with only her trusty pick and a piece of repurposed reinforcement beam to keep her company.

Always knock three times before opening a door fer the first time.

It was supposed to be the door to her room at the inn. Erda still didn’t know what those tall folks were doing in there with the masks and the chains, but she didn’t think she’d every get the image out of her head. Better to have forewarned enemies than see that again, she sometimes thinks to herself.

Better safe than sorry.

Bad luck certainly seems to cling to this young dwarf, but as she’s grown older and the ill omens continue to fail to kill her, she’s picked up an ever-growing list of tricks and tips to keep the fates at bay.

Crunch:
Ancestry: Strong-Blooded Dwarf
Background: Miner
Class: Fighter Level: 1
Size/Traits: Medium Humanoid [dwarf]
Alignment: LN
Languages: Common, Dwarven, Goblin, Undercommon
Gold: 1.78 gp

Perception: +7 [E]
Special Senses: Darkvision
Speed: 20 ft

ABILITY SCORES
STR 18, DEX 10, CON 14, INT 14, WIS 14, CHA 8

DEFENSES

HIT POINTS: 22

ARMOR CLASS
AC: 16 [T]
Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +7 [E]
Reflex: +5 [E]
Will: +5 [T]

RESISTANCES
Poison: 1
Notes:

OFFENSE

Class DC: 17 [T]

Melee Strikes
Pick +9 [E] 1d6+4 [P] Fatal d10
Clan Dagger +9 [E] 1d4+4 [P or Bl] Agile, Dwarf, Parry, Uncommon

Ranged Strikes
Sling +5 [E] 1d6+2 [Bl] Propulsive, Range 50 ft

Weapon Proficiencies
Simple: [E], Martial: [E], Advanced: [T]

SKILLS

Acrobatics: +0 [U]
Arcana: +2 [U]
Athletics: +7 [T]
Crafting: +5 [T]
Deception: -1 [U]
Diplomacy: -1 [U]
Intimidation: +2 [T]
Lore (mining): +5 [T]
Medicine: +5 [T]
Nature: +2 [U]
Occultism: +2 [U]
Performance: -1 [U]
Religion: +5 [T]
Society: +5 [T]
Stealth: +0 [U]
Survival: +5 [T]
Thievery: +0 [U]

FEATS:

Ancestry Feats and Abilities
1st: Unburdened Iron

Skill Feats
Background: Terrain Expertise (underground)

Class Feats and Abilities
Feature 1st: Attack of Opportunity
1st: Reflexive Shield

General Feats
Bonus 1st: Shield Block

EQUIPMENT

Bulk: 7 B 4 L (Encumbered: 9, Maximum: 14)
Combat Gear: Clan Dagger, Hide Armor, Pick, Steel Shield, Sling, Sling Bullets (20)
Magic Items:
Other Gear: Backpack, Bedroll, Belt Pouch (2), Chalk (10), Flint and Steel, Healer’s Tools, Repair Kit, Rope (50 ft), Rations (2 weeks), Soap, Torch (5), Waterskin


Front-line and divine magic? Perhaps you've just been blocking out the terrible singing coming from the tavern next door where Mr. Torgal Cailean, warpriest of the Drunken Hero himself, has been drowning his sorrows in the bottom of a barrel.

Original submission can be found here.


Sensen wrote:
Do you happen to have a good 2e character sheet template for profiles, Brainiac?

If you want something in GoogleDoc form, feel free to make a copy of this template for your own use!

@GM, how much detail/backstory/crunch/etc are you looking for in an application? I'm interested in playing either a dwarven fighter (a down-on-her-luck miner) or a goblin investigator (who is incredibly skilled at drawing the wrong conclusions with unshakable confidence), but I want to give each option an appropriate amount of attention so they receive an appropriate amount of attention from you. XD


Glad to still have you here, Brogann.

There’s nothing in the sword-binder archetype preventing you from using utility or buff/debuff spells if you think we’re too focused on dealing damage, is there? You just have another tool for when some giant thinks they’ve got you defenseless and then you stick a sword up their arse.

Also, who has an animal companion?


No worries, GM - the nice thing is that we’ll be learning how she works one new thing at a time. And if something seems off, I’m always happy to explain where it was found and how it can be used as I currently understand. And at least this character doesn’t have stuff like Parry/Riposte. XD

I’ll try to finish up a profile and have her post here tomorrow - or at least by Sunday. Back to work tomorrow, so we’ll see how much time is left after reading a million emails.


Alright, I got the inquisitor built, was finalizing stuff, and realized they weren't actually doing what I wanted for a dwarven priest of Torag. XD So I remade them into a warpriest, which then shifted into warpriest/evangelist, and I think I'm happier with the result for the following reasons:
- Take advantage of Torag's Divine Fighting Technique for decent crowd control via Combat Patrol
- Extra frustrating for enemy spellcasters thanks to Disruptive and Spellbreaker (which will eventually affect everyone inside the Combat Patrol area)
- Built-in Heavy Armor proficiency (what dwarf wouldn't have this, lol)
- Swift-action casting means no need to worry about having hands full of warhammer and shield
- Prepared spellcasting and automatic access to all cleric spells makes meeting Crafting requirements much easier

I didn't leave room for Craft Wondrous Item, but I could shuffle stuff around if we really want it (probably dropping Greater Shield Focus and pushing Dodge a level later). If you want to check out the planned build progression, you can find it here! Sheet is "Schwertleite, Daughter of Stone", and feedback/comments are welcome and appreciated!


@Brogann, I appreciate the advice and I trust that it is coming from a place of good intent, but it really does feel as if you don't trust me and don't think I can design a competent character - and that makes me sad and hurt. I'm certainly happy to know that I've got an experienced source of wisdom if I have questions or want advice, but I'd appreciate being able to ask for help before receiving it.

@GM, another question: Is this campaign using Background skills? I didn't see them mentioned in the Character Creation guidelines posted earlier, but I can see some folks have included them in their profiles and some folks haven't.


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Hah! Boodiddly sends his regards, Jevar! Maybe we'll not all go insane quite yet. XD

Brogann wrote:
@Hawthwile, Inquisitor could work, but would you consider the Preacher archetype? That "make enemy reroll attack" ability would be fantastic to use on crit threats.

I know, but I've also never played with Teamwork feats and thought I might give them a try. That being said, if this inquisitor does end up going with Preacher, then y'all better be ready to hear the good word of Torag. A lot. XD

@GM, what are your thoughts on Crafting in this campaign? I know it's a subsystem that not everyone wants to use due to how it messes with expected wealth-by-level, and it depends greatly on the time available for creating things and how much the GM/players want to track that. But it would be highly thematic for a follower of Torag, so I thought I'd ask.


I’ve got an idea for a dwarven inquisitor of Torag who seems like a fun time in an anti-giant campaign. But I can also see that we’ve got quite a few folks jostling for the front lines already - are we worried about too many cooks and not enough sous-chefs? An inquisitor would have rather limited support capabilities due to being a spontaneous caster, but still be able to use wands and scrolls for restorative magics if need be.

Thoughts?


Hello! Escharid/Gabsen mentioned you might need a few more hands for fighting giants - is this true? If so, who is already in the party? I've got some ideas I'd be happy to present for possible participation, but wouldn't want to step on anyone's toes (unless all parties involved agree to having a pair of similar characters XD).


I don't want to pull everyone else out of tier just for the skald - that's not as much fun for anyone. My other options are:

- Wizard 3
- Alchemist 3
- Psychic 3
- Magus 1

Do any of those sound particularly attractive/unattractive?


What subtier were we planning on? I’ve got a Skald 5 who would greatly enjoy the verbal dual aspect, but if we want to go low I can pull out someone else.


I've only heard good things about your GMing, Gustavef, and I've been interested in this module for some time now.

Name: Dirru Lanrun
Ancestry/Background/Class: Human (Versatile), Lost and Alone, Barbarian (Spirit Instinct)
Notable event: Dirru overslept and missed the caravan heading to Vigil. Determined not to let his family down - and waste all the gold and time they'd spent training him to be a squire - he set off after the caravan on foot. By the time he arrived in the capital city, it was nothing more than smoking ruins haunted by the ghosts of the living and the specters of the undead. He turned and fled, trying to forget both the sight of greasy smoke rising above ruined buildings and the sound of hundreds of voices whispering in his ears. Where were you... they repeated over and over. Where were you when Vigil fell? Tears streaming down his face, the young man tried to answer them - but the voices pressed on him louder and louder until he couldn't bear it any longer and darkness overtook him.
Short-term goal: Prove he is not (just) a failure.
Long-term goal: Make peace with his past and his ghosts.
Why are you with Bort's Caravan: Dirru has been trying to drink the voices away and is now trying to get as far away from what was once Lastwall - and the site of his biggest failure - as he can.

Please let me know if there are any questions or concerns I can clarify, and best of luck with the casting decision.


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Who would have thought that making what is essentially one character + six half-characters would take so long? XD Should have a profile made and be able to do introductions tomorrow(ish).


May I present Torgal Cailean, warpriest of the Drunken Hero?

Background:
”We are We are We are We are
We are the engineers!
We can We can We can We can
Demolish forty beers…”

You’d be easily forgiven for mistaking the sound coming from inside the tavern as that of ten sailors singing, but a quick peek inside reveals only a lone dwarf balanced precariously on a barstool with a mug in one hand. Foam clings to his whiskers like barnacles to a shipwreck, like he himself stubbornly clings to the rafter as the stool slips and falls to the ground below him. Nary a drop of ale splashes from the tankard as he takes another hearty sip and continues with his song, making up for lack of a singing voice with uninhibited enthusiasm.

”Drink rum Drink rum Drink rum all day
and come along with us foooooOOOoooor…”

A long, drawn-out note held a bit too long, sung a bit too loudly, with a bit too much freedom in the tune to be easily recognizable. Anyone in Port Peril will tell you Torgal’s much the same - too loud in his proclamations of freedom for all and all for freedom, too caught up still after fifty years in the tales of the Drunken Hero, too quick to “accidentally” spill his drink on someone boasting of keeping slaves. Maybe he should have stayed in that orphanage up the coast, they muse over their drinks. Maybe he should seek his fortune elsewhere. Maybe he should just… go away.

”We don't give a damn for any old man
Who don't give a damn for us!”

Torgal’s in Port Peril after being “encouraged” to leave town after town after town - it’s only a matter of time before he finds himself on a boat heading further down the coast again. But until then, he’s loud and happy to tell anyone who’ll listen about Cayden Cailean and the accidental deity’s epic adventures thwarting the evils of slavery.

Mechanics:
Torgal is a Dwarf Warpriest of Cayden Cailean, focusing primarily on dirty tricks and secondarily on actually dealing damage. I haven’t had a chance to fully understand the Elephant in the Room rule set, but it makes sense and will certainly allow Torgal to diversify his offerings in combat (such as one feat boosting a handful of combat maneuvers rather than a singular one). Eventually, I’d love for him to take ranks in Evangelist (Drinking Buddy and Intoxicating Strike as sooooo flavorful!).

I do have a question though regarding warpriests and the EitR rule set. A warpriest can treat any weapon with which he has Weapon Focus as his sacred weapon (as well as his deity’s favored weapon). With Weapon Focus now applying to weapon groups rather than specific weapons, does that mean he could treat all of those weapons as his sacred weapon?

Please don't hesitate to reach out if there are any questions or concerns, GM.


So, I think I’d like to give my relic-channeler medium I had planned for PFS a test drive. The challenge is that they’re only a lvl 1 character with no chronicle sheets. XD So this would basically be a brand-new character built just for this campaign (meaning no boons and slightly lower wealth). No problems there on my end, but wanted to make sure the GM didn’t see something worrying.

Additionally, a medium could be very useful for a longer story such as this (and especially for an occult-themed adventure), but I want to make sure I’m not stepping on anyone’s toes by taking a role they wanted to cover themselves. A medium will never be quite as good as a specialized class, but they can cover almost any role the following day if needed. Granted, this medium archetype loses out on some of the flexibility of a regular medium (such as choosing different spells every time you channel an archmage spirit), but I don’t know that I’m quite ready for that level of madness. XD

What do folks think?


Hmm. Angoldir could play in those level ranges, but he'd be at the maximum level for all of them. He's also currently in another game that's gotten a bit bogged down, but should be in its final encounter (I hope). And I know it's silly, but I don't like playing characters at the max level for a module because the rewards don't scale and poor Angoldir's already a bit behind schedule for his purchases due to a sudden case of dead earlier. XD

I've got several other characters in range, but unfortunately almost all of them are already committed elsewhere. XD The only other character I have available in-tier is my lvl 6 dual-cursed oracle - but there's a local GM trying to get their 5th star and running all three parts of Bonekeep that that character's started and would greatly appreciate getting to finish.

A thought - @GM, are you certain you don't want to run this in Campaign mode? We could have all the same restrictions as PFS, but it would allow the players to "double-book" the characters who would receive the Chronicle sheets. And maybe try out some character ideas that are less likely to see the light of day now that new 1e adventures are no longer being written.


For the AP, you can change however much you want if you’re running it in Campaign Mode and still pass out Chronicle Sheets after each book. The prelude scenarios, on the other hand, would indeed have to be run unmodified and played with PFS-legal characters to be reported for credit.

tl;dr - AP credit good, Scenario credit no go.


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Valeria Turanor wrote:
Not honestly sure how to link to a specific post from another thread...

If you go to the profile/alias you posted in that thread with originally, then click 'Posts' and find the post you want to link to. Right-click the Thread Name just above that post and copy the link - it should be in a format like this:

Example wrote:
https://paizo.com/campaigns/v5748p75ivlgd/recruiting#22

Then you can use that url with the ['url=???']['/url'] tags to make a link straight to your original post (after removing the asterisks from the tags).

Speaking of which, Lotti Qebs is at your service once more. She's a little older now, but still ready to handle problems requiring a subtle touch and no traces left behind.

Additional Information:
In addition to the information posted in the previous recruitment thread, I wanted to address some of the other topics you brought up in your initial post.

Lotti was born in Oppara and has lived her her entire life. How long that is exactly she won't ever answer truthfully, of course. Her hair has lost enough of its color and her features softened enough that she can be easily mistaken for a halfling with a little bit of effort on her part - an ability that has proven very useful time and time again in Lotti's efforts to get first her grandchildren, then any gnome or halfling (or other small person) out of the household of an abusive or neglectful noble family. Whether it's forging letters, spreading just the right bit of gossip, or a tasteful application of subtle magic, Lotti's arcane studies combined with her innate knack for illusions and cynical disregard for oppressive rules make her a subtle force to be reckoned with among the noble houses of Oppara - not that any of them would know that this frail old lady was responsible for their staffing woes, of course.

Lotti's not quite sure how the Lady Martella Lotheed found out about her - she's never had to "work" in that household - but the lady's letter piqued both Lotti's curiosity and her sensibilities. While Lotti's never "worked" in politics before either, she understands that it would certainly be a faster way to help all her "grandchildren" (and maybe even get that Holdore family out of Taldor for good). The elderly gnome doesn't expect to have much say in policy directly, of course - but a few well-placed words can have a much larger impact than one might anticipate. And she can't help but feel a bit of sympathy for the Princess Eutropia's situation, even if the lady is almost twice the size of her usual "grandchildren".

----------------------------------

In social situations, Lotti has an ear to the ground and usually has the latest gossip. She's also quick to provide what people expect to hear or see, all the while looking like a servant or old lady slightly off her rocker. She's excellent with languages as well as the finer points of arcane study and spellcraft (though perhaps somewhat lacking in the traditional restrictions and abstract theoretical properties of magic). She usually won't be taking the lead on things, but will be supporting other characters (and perhaps nudging things ever so slightly).

In combat situations, Lotti is a debuffer and debilitator with some support capabilities in her spells. Her primary focus will be illusions - we might want to discuss how certain things such as a pit that's 20% real functions ahead of time so we both know what to expect when such things come up in encounters.

----------------------------------

As for why I want to play this AP, I just love the character of Lotti and want to see her come to life. In a more dungeon-crawly type of adventure, her subtlety would be lost - she needs a more social-heavy story to interact with and use all these wonderful tricks and shortcuts she's picked up over the years.

I've modified her planned progression slightly from TBD's recruitment - feel free to check it out and let me know if you have any questions or concerns regarding it.

Best of luck with the recruitment!


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They never suspect the small folks, you know - noses high in the air, seeing only what they wish to see. And if someone takes advantage of that... Well, can you really blame them? Lotti Qebs, gnome illusionist and arcanist, at your service. She might be old, but that doesn't mean she's not just as interested in fixing this nation as all these young whipper-snappers.

Crunch:
Female Gnome Blood Arcanist 1
CG Small humanoid (gnome)
Init +2; Senses Perception +4, Sense Motive +2, Low-Light vision
------------------------------
DEFENCE
------------------------------
AC 14, touch 13, flat-footed 12 (+1 armor, +2 dex, +1 size)
hp 7
Fort +1, Ref +2, Will +2 (+2 vs illusions)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Dagger -1 (1d3-2 slashing, piercing)

Ranged
Ranged Touch +3
------------------------------
SPELLS PREPARED
------------------------------
1st: color spray, grease
Cantrips: acid splash, detect magic, prestidigitation, read magic
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 14
Base Atk +0; CMB -3; CMD 9
Traits Charlatan, Young Reformer
Feats Casual Illusionist
Skills (5 points; 2 class, 3 INT)
ACP -0
(1) Bluff +11
(0) Diplomacy +3
(0) Disguise +4
(0) *Fly +4
(1) Knowledge (arcana) +7
(1) Knowledge (local) +10
(1) Linguistics +7
(0) Perception +4
(0) Sense Motive +2
(1) Spellcraft +7
(0) *Stealth +6
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Stealth (size)
+3 Bluff (familiar)
+2 Bluff, Disguise, Sleight of Hand (racial)
+2 Fly (size)
+2 Knowledge (local) (racial)
+2 Perception, Sense Familiar (familiar)
+2 Perception (racial)
+1 Bluff, Diplomacy (racial)
+1 Disable Device, Knowledge (local) (trait)
Languages Common (Taldane), Draconic, Dwarven, Elven, Gnome, Halfling, Kellish, Sylvan

Planned Progression:
Lotti's planned levels and feats can be found in a spreadsheet here. An important thing to note is that she will be focusing heavily on illusions, including the shadow X spells. If this is not something you feel comfortable with as a GM (as it often requires a bit of work to decide things like "what does a pit that's 30 feet deep and 20% real look like?"), please let me know and we can discuss options and resources.

Backstory:
They say that revolution is a young man’s game.

Lotti tuts softly as she pours the tea and passes the cup to Lady Emisel, ignoring the countess’s laughter at her guest’s witty comment that echoes off the polished stone floor and dances amid the crystal chandeliers. She wheels her trolley over to another guest, placing a steaming cup on the gilded table before bowing meekly and pushing a few stray hairs back out of her face. “Would the madame like cream and sugar?” Her voice trembles with the weight of decades, her frail old hands rubbing each other nervously before clutching the cart for support.

She pours the wine, not a single red drop falling on her simple grey skirt and blouse nor on the white bear skin that decorates the floor of the Count’s office. “May I bring the monsieur a fresh napkin?” He ignores her, face as red as the liquid in his glass, but after all these years it does not seem to bother the gnome anymore. “I’ll let the kitchen know to prepare more of those candied fruits - those always cheer you up.” He does not respond as she closes the door behind her.

“Shall I see if the cooks have any fresh pastries for the young mistress?”

“Would the young master like his bath drawn now?”

“May I bring the madame her nightcap before she retires for the evening?”

They say that the appearance of victory is a battle half won.

At last, she closes the last door of the night and sits down on her tiny bed - taking care not to disturb the spotted cat already asleep there. With a heavy sigh, she relaxes. A few red splotches appear on her blouse as if by magic as she hangs it up next to the tiny window that only the youngest servants could squeeze out of. She hums softly, and a soft breeze carries what looks like glowing bubbles from her hand to pop delicately against the stains. The elderly gnome pets the cat as she watches the show, eyes twinkling with delight. With her uniform clean, she nods in satisfaction and pulls out a small serving tray carrying an envelope, a sheet of the household’s stationary, and an inkpen.

She has written many letters like this before - one for the nurse, another for the stableboy, two for that poor witless cook that always managed to burn something whenever she worked in the kitchen - but never one for herself. Until now. She’s done all she can for the small folks in this household, and now she was the only one left. Best to move on before the nobility got too suspicious, before they noticed how their son’s spellbook replaced with a tome on proper dining etiquette (just goes to show how little he read either of them), how the sheets she cleaned always seemed to become dirty again after a few hours, how things just never looked as nice when Lotti wasn’t there to oversee them.

She looks down at the letter again, trying to imagine reading the words written there as if for the first time. What this young noblewoman wants with her, she doesn’t know. But Bikki wouldn’t have risked getting caught back here to give her a note if it wasn’t important. She recites the words out loud, testing their tone for any awkward hiccups that would reveal her deception, or the hidden message written between the lines.

“It is with great regret that we must inform the Lady Martella Lotheed that we can no longer afford the services of one Lotti Qebs, and hope that she might find employment in your household. May she serve you as faithfully and skillfully as she has served us.”

They say people see what they wish to see - show them that, and they’ll believe anything you say.

Starting Gold: 2d6 ⇒ (4, 4) = 8 => 80+30 = 110 gp

Please let me know if I can answer any questions or concerns you might have.


Oh, I forgot my phychic! Lee has adventured with Joe Public before, but would we want a conspiracy theorist in the party?


I've got a couple of options, mostly low-tier or lvl 3 (listed in order of preference):
- Reckum, lvl 2 gnome barbarian and walloper-supreme
- Paltair, lvl 2 half-orc warpriest who'll try to lift anyone over his head if they let him
- Sir Maximillien de Léone, lvl 1 catfolk cavalier and lover of all things lion (except for lying, of course)
- Orzworth, lvl 3 oread monk who is the definition of rock-solid
- The Grandfrogger, lvl 3 grippli shaman on a quest to taste as many foods as possible before he croaks
- Drelluandast, lvl 3 gnome wizard who's trying to summon every creature at least once [ooc](hello again GM Redelia!)


GM Jhaeman wrote:
”Ahem,” begins one of the panel members, a frail-looking elderly damais with greying hair. ”Applicant, would you please state your name, qualifications, and experience relevant to fieldwork of this nature?”

”Oh, yes! Hi!” A short skittermander with blue fur detaches himself from an enthusiastic conversation with a hobgoblin bearing a slightly overwhelmed look on her face and bounces into the interview chamber. ”Hihihi, you can call me Cabizo if you want. And as for what I want - why, that’s to help you!” The skittermander holds all six arms open almost as wide as the smile on his face, then notices the empty chair in front of him. Quickly clambering atop it, he stands and makes eye contact with each of the interviewers.

”My name is Cabizo - sorry, I don’t mean to imply you’re forgetful, but sometimes you don’t have a pencil ready and you turn on your audio recorder just a second too late to catch someone’s name and then it’s awkward, so let’s avoid that if we can! So! Name’s Cabizo, qualifications are a medical license from the biggest hospital in my home city, a therapist license from the biggerest hospital on Prime, and this!” He proudly brandishes a holographic projector that he sets on the table and activates.

The grainy image of a grey-scaled vesk with a carefully neutral expression appears above the table. ”To Whom It May Concern - Please be assured that the skittermander bearing this message is highly qualified for the task he is interviewing for. I am quite certain he will perform his tasks for you as dutifully as he has for me. - Regards, Commander Vishkagor III“ The short message is quite damning with its faint praise, but the beaming skittermander doesn’t seem to notice as he takes back the projector.

”Isn’t she nice? She was one of my most frequent patients - she needed someone to talk to, see, and nobody would really listen to what she said because they thought everything was an order. But she put in extra effort and wrote a journal and punched things alot and talked about her dreams and made a really beautiful painting exploring her inner conflicts!” Cabizo pauses to wipe away a tear at the memory. ”But she said she couldn’t keep me to herself anymore and I had to go find other people to help - though I think she might not have been telling the whole truth.” The skittermander wrinkles his nose, then leans in close to whisper loudly to the damai. ”I think she didn’t really want to let me go, but someone made her and she couldn’t argue back. Don’t tell her I said so though!”

Cabizo straightens back up, and his voice likewise returns to its energetic volume. ”So, name is Cabizo, quantification is very much so, and experience is helping! The Commander wasn’t my only client, see - I helped scientists and doctors and patients and that one guy who called me names and threw things at me and said he never wanted to see my face again, but it turned out he just had some pent-up aggression he needed to find a positive channel for after losing his arm.” He pauses to stroke his chin-fur thoughtfully. ”You’d be surprised how many people don’t like to talk about their feelings. It makes it difficult for them to work together sometimes, because they say one thing and mean another and don’t even know that they’re saying one thing and meaning another and then they get mad and sad and cranky when people do what they say rather than what they mean, you know? But when they know what they actually want and they have time to think about what they’re feeling and stop running away from those feelings, then they like working with other people again and they smile more and laugh and even bake cookies because they’re so happy!”

Cabizo beams, two pairs of hands folded behind his back while the third give thumbs-up signs to the panel of interviewers. He then starts pulling papers and small vials of thick colorful liquids from his pockets. ”Oh! I even brought some finger paints and paper if anybody wants a quick session as a demonstration - or I can do group therapy too! Anyone?” He looks around the room hopefully.

Character crunch:
Male Skittermander Mystic 1
CG Small humanoid (skittermander)
Init +2; Senses Perception +10, Sense Motive +10
------------------------------
DEFENSE
------------------------------
EAC 13
KAC 14
Stamina 6 Hitpoints 8
Resolve 5
Fort +0, Ref +2, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee: Survival Knife +0 (1d4 S)

Ranged Azimuth Laser Pistol +2 (1d4 fire) (80 ft)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 14, Con 10, Int 8, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 22
Theme Xenoseeker
Feats Mobility
Skills (5 points; 6 class, -1 INT)
ACP -0
(1) Life Science +4
(1) Mysticism +8
(1) Perception +10
(1) Profession (therapist) +14
(1) Sense Motive +10
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Profession (item)
+2 Perception, Profession (therapist), Sense Motive (racial)
+1 Life Science (theme)
Languages Common

------------------------------
SPECIAL ABILITIES
------------------------------
Curious: Some skittermanders develop an intense interest in a narrow field and pursue this fascination, slowing the development of their physical coordination. Skittermanders with this racial trait gain a +2 racial bonus to Perception checks and to checks for one Profession skill of their choice.

This replaces hyper.

Low-Light Vision: A skittermander can see in dim light as if it were normal light.

Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Skitterpunk: Some skittermanders have grown skeptical of the vesk and refined their collaboration instinct, developing a keen eye toward power dynamics and injustice. These skittermanders gain a +2 racial bonus to Sense Motive checks, which increases to +5 when engaging with vesk and citizens of the Veskarium.

This replaces grappler.

Theme Knowledge: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Empathy: As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.

------------------------------
SPELLS
------------------------------
Cantrips:
Detect Affliction
Detect Magic
Stabilize
Token Spell

1st (3/day):
Detect Thoughts Will 15
Mind Thrust I Will 15
Mystic Cure I (Will 15)

------------------------------
FEATS
------------------------------
Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

------------------------------
GEAR/POSSESSIONS
------------------------------
Credits: 259
Carrying Capacity
Light 0-5 Encumbered 5-10
Current Load Carried 0
Survival Knife (95 cr) (L)
Azimuth Laser Pistol (350 cr) (L)
Second Skin (250 cr) (L)
Industrial Backpack (25 cr) (L)
*Flashlight (1 cr) (L)
*Professional’s Tool Kit (20 cr) (L)

*Stored in Backpack

You can also find Cabizo's character sheet here and his planned progression here. I'd be happy to answer any questions or concerns you might have over his character or build, and best of luck with the interviews GM!


Torin Argentus wrote:
My first concern is if we have anymore high strength characters.

Taps stylus on desk softly.


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We have lots of folks who want to talk, it seems. Perhaps something different is in order?

It is my pleasure to introduce Taik, a dwarven monk and inquisitor of Irori. He seeks knowledge, truth, and understanding in order to build a better future for those who will come after him.

Crunch:
Taik
Male Dwarf Gestalt Monk 1 / Inquisitor 1
LN Medium humanoid (dwarf)
Init +8; Senses Perception +11

--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+2 Dex, +3 Wis, +1 dodge)
hp 12
Fort +4, Ref +4, Will +6 (+2 vs. poison, spells, SLAs)

--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d6+3 bludgeoning) or dagger +4 (1d4+3 slashing, piercing 19-20/x2)
Ranged sling +3 (1d4+3 bludgeoning)
Special Attacks Flurry of Blows, Stunning Fist DC 13
Inquisitor Spells(CL 1st; concentration +4)
- 1st (2/day) forced quiet (Will 14), shield of faith
- 0 (at will) create water, guidance, read magic, stabilize
Special Abilities: Judgement (1/day), Lore Keeper (6/day), Vow of Silence, Vow of Truth

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +4; CMD 18
Feats Dodge, Silent Spell
Traits Indomitable Faith, Taldan Patriot

--------------------
Skills
--------------------
(1) Acrobatics +6
(1) Heal +7
(0) Intimidate -1
(0) Knowledge (history) +1 (+3 regarding dwarves or traditional enemies)
(1) Knowledge (religion) +4 (+7 to identify creatures)
(1) Linguistics +1
(1) Perception +7
(1) Profession (scribe) +7
(1) Sense Motive +9
(1) Stealth +6

Non-standard bonus:
+3 Knowledge to identify creatures (class)
+2 Knowledge (history) pertaining to dwarves and their traditional enemies (racial)
+1 Intimidate, Sense Motive (class)
+1 Knowledge (history), Sense Motive (trait)

Languages Common, Dwarven, Sign Language

Combat Gear: Backpack, bedroll, blanket, holy text (Unbinding the Fetters), mess kit, monk’s outfit, soap, teapot, wooden holy symbol (Irori), writing kit (masterwork tools - Profession: Scribe), 56 gp

Background:
The work is the prayer.

Taik’s eyes open and he observes his surroundings with fresh eyes. A pinch of his fingers extinguishes the stick of incense, a hand collects brushes and curled parchment, an arm pushes the stout figure off his knees. His apartment is simple, befitting a lowly administrator of the magistrate, but no dust decorates the floor nor cobwebs clutter the ceiling. A simple cot of straw and cloth stands opposite an undecorated table and matching chair made from Taldan pine, atop which sits a single unassuming cup and bowl.

He is almost as simple in appearance as his abode - long hair and beard both tucked out of the way, plain brown robes, large hands calloused and creased, a face with neither smile nor frown lines. But on closer inspection, the dwarf’s hair is carefully braided. There are no dark spatters on his robes, despite the inkpen tucked behind his ear. His hands, though creased, are undecorated by stains or scars. His eyes are dark, and seem much deeper than their iron-grey depths would suggest.

He turns the memories his meditation over in his mind - how his mind travelled once more into the past and back to his family’s library in Kravenkus, a younger version of himself laughing and brashly asking his mother how they could be so certain they were nobles. The same question that shocked his classmates into silence, that echoed angrily back from his father’s lips as the three of them packed as many things as they could onto a mule, that hounded his family as they fled from the angry mob from their home to the strange human city of Oppara.

The sound of a rooster greeting the dawn brings Taik back from his memories to the present. He nods calmly to acknowledge the guilt and hurt he still carries even years after seeking peace in the training grounds of Irori. He eats his simple meal of dark bread and goats-milk yogurt in silence, then carefully washes his bowl and cup before returning them to the table. He collects his brushes from their drying racks, the ink from the shelf, and the rolls of parchment and paper from their rack on the floor. Leaving a yogurt-soaked crust of bread beside his doorstep for the neighborhood tabby cat, the scribe departs for the grand buildings of the city hall.

The work is the prayer.

Taik carefully writes down the judge’s words, for those of the future must know of the decisions made in the past. He also includes a few notes for himself to copy down later in more complete thoughts - the accused’s crime, the judge’s temperament, the audience’s reactions. Those of the future must know why the decisions of the past happened, or history would be doomed to repeat itself once more. He loses himself in the work, transcribing and notating silently, until suddenly he stops.

As the robed man continues to speak, the monk pauses to tap his pen gently against his writing desk. The judge turns, face turning red, and the dwarf passes him the very short list of the crimes which the barkeep before them stands accused. After a few seconds, the paper is thrown back at dwarf and the robed man continues his impassioned sentencing. The scribe slowly lowers his hand and carefully unfolds the crumpled note caught within, setting it aside as he puts pen to parchment once more. Another artifact of the present, another lesson from the Master of Masters, another step towards true understanding. He is part of the present as well, and he cannot - should not - divorce himself from the world in which he lives.

The work is the prayer.

Another day, another trial. A gambler, unable to pay her debts to the church of Sarenrae for healing after a pothole opened up beneath her on her way home. A child, trembling and unable to look at the noble beside her with scratches from her desperate fingers across his face. A banker, face stony as yet another man steps forward to shame her for abandoning her children at home so she could earn enough money to put one more bowl of thin soup on the table that night. The scholar continues to search for the truth - not only of what happened, but why it happened. When he feels it necessary, he wordlessly interrupts before fading into the background once more.

He watches.

He listens.

He prays.

The work is the prayer.

This is my first gestalt build, so I'm sure there's some things still to tweak. That being said, it was quite a bit of fun. One thing that created an unexpected challenge was Taik's Vow of Silence, which makes his spellcasting... tricky. However, I did not want to give it up due to how well it fit the character concept (and how gracefully it would allow me to play a character with 6 Charisma in a social setting). From my research, there's about 7 or 8 inquisitor spells that don't have verbal components, so he'll have to use Silent Spell (and later Quicken Spell) to use the rest. Unfortunately, this means he will not be able to use spell-completion items such as scrolls or wands - so he should probably not be the only divine spellcaster in the group. I did consider warpriest instead of inquisitor (mostly for fervor and standard-action metamagic), but felt the latter would be a better fit for this story.

Progression:
You can find my planned progression here. One thing I would like to check with the GM is the use of Scribe Scroll to create riffle scrolls, which can be activated without any verbal components. I also did not realize this going into this build, but between monk and inquisitor Taik has Evasion on all three saving throws thanks to Stalwart (and even Improved Evasion from monk). If you think this would create a game that would not be fun to play (for GM and/or players), please let me know and we can discuss modifications.

Please do not hesitate to reach out if there are any questions or concerns about the submission. Best of luck, GM.


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Jahz is unfortunately unavailable, or he’d love to accompany his mentor Kahwen again. But I do have a Bloodrager 4 or an Arcanist 6 ready to ride if there is need.


Take all the time you need. Virtual hugs.


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They never suspect the small folks, you know - noses high in the air, seeing only what they wish to see. And if someone takes advantage of that... Well, can you really blame them? Lotti Qebs, gnome illusionist and arcanist, at your service. She might be old, but that doesn't mean she's not just as interested in fixing this nation as all these young whipper-snappers.

Crunch:
Female Gnome Blood Arcanist 1
CG Small humanoid (gnome)
Init +2; Senses Perception +4, Sense Motive +2, Low-Light vision
------------------------------
DEFENCE
------------------------------
AC 14, touch 13, flat-footed 12 (+1 armor, +2 dex, +1 size)
hp 7
Fort +1, Ref +2, Will +2 (+2 vs illusions)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee
Dagger -1 (1d3-2 slashing, piercing)

Ranged
Ranged Touch +3
------------------------------
SPELLS PREPARED
------------------------------
1st: color spray, grease
Cantrips: acid splash, detect magic, prestidigitation, read magic
------------------------------
STATISTICS
------------------------------
Str 6, Dex 14, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -3; CMD 9
Traits Charlatan, Young Reformer
Feats Casual Illusionist
Skills (5 points; 2 class, 3 INT)
ACP -0
(1) Bluff +11
(0) Diplomacy +3
(0) Disguise +4
(0) *Fly +4
(1) Knowledge (arcana) +7
(1) Knowledge (local) +10
(1) Linguistics +7
(0) Perception +4
(0) Sense Motive +2
(1) Spellcraft +7
(0) *Stealth +6
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Stealth (size)
+3 Bluff (familiar)
+2 Bluff, Disguise, Sleight of Hand (racial)
+2 Fly (size)
+2 Knowledge (local) (racial)
+2 Perception, Sense Familiar (familiar)
+2 Perception (racial)
+1 Bluff, Diplomacy (racial)
+1 Disable Device, Knowledge (local) (trait)
Languages Common (Taldane), Draconic, Dwarven, Elven, Gnome, Halfling, Kellish, Sylvan

Planned Progression:
Lotti's planned levels and feats can be found in a spreadsheet here. An important thing to note is that she will be focusing heavily on illusions, including the shadow X spells. If this is not something you feel comfortable with as a GM (as it often requires a bit of work to decide things like "what does a pit that's 30 feet deep and 20% real look like?"), please let me know and we can discuss options and resources.

Background:
They say that revolution is a young man’s game.

Lotti tuts softly as she pours the tea and passes the cup to Lady Emisel, ignoring the countess’s laughter at her guest’s witty comment that echoes off the polished stone floor and dances amid the crystal chandeliers. She wheels her trolley over to another guest, placing a steaming cup on the gilded table before bowing meekly and pushing a few stray hairs back out of her face. “Would the madame like cream and sugar?” Her voice trembles with the weight of decades, her frail old hands rubbing each other nervously before clutching the cart for support.

She pours the wine, not a single red drop falling on her simple grey skirt and blouse nor on the white bear skin that decorates the floor of the Count’s office. “May I bring the monsieur a fresh napkin?” He ignores her, face as red as the liquid in his glass, but after all these years it does not seem to bother the gnome anymore. “I’ll let the kitchen know to prepare more of those candied fruits - those always cheer you up.” He does not respond as she closes the door behind her.

“Shall I see if the cooks have any fresh pastries for the young mistress?”

“Would the young master like his bath drawn now?”

“May I bring the madame her nightcap before she retires for the evening?”

They say that the appearance of victory is a battle half won.

At last, she closes the last door of the night and sits down on her tiny bed - taking care not to disturb the spotted cat already asleep there. With a heavy sigh, she relaxes. A few red splotches appear on her blouse as if by magic as she hangs it up next to the tiny window that only the youngest servants could squeeze out of. She hums softly, and a soft breeze carries what looks like glowing bubbles from her hand to pop delicately against the stains. The elderly gnome pets the cat as she watches the show, eyes twinkling with delight. With her uniform clean, she nods in satisfaction and pulls out a small serving tray carrying an envelope, a sheet of the household’s stationary, and an inkpen.

She has written many letters like this before - one for the nurse, another for the stableboy, two for that poor witless cook that always managed to burn something whenever she worked in the kitchen - but never one for herself. Until now. She’s done all she can for the small folks in this household, and now she was the only one left. Best to move on before the nobility got too suspicious, before they noticed how their son’s spellbook replaced with a tome on proper dining etiquette (just goes to show how he never studied either of them), how the sheets she cleaned always seemed to become dirty again after a few hours, how things just never looked as nice when Lotti wasn’t there to oversee them.

She looks down at the letter again, trying to imagine reading the words written there as if for the first time. What this noblewoman wants with her, she doesn’t know. But Bikki wouldn’t have risked getting caught back at his old place of employment to give her a note if it wasn’t important. She recites the words out loud, testing their tone for any awkward hiccups that would reveal her deception, or the hidden message written between the lines.

“It is with great regret that we must inform the Lady Martella Lotheed that we can no longer afford the services of one Lotti Qebs, and hope that she might find employment in your household. May she serve you as faithfully and skillfully as she has served us.”

They say people see what they wish to see - show them that, and they’ll believe anything you say.

Starting gold: 2d6 ⇒ (4, 6) = 10 -> 100 gp (Better than the average of 70 gp, so she'll take it!)

Please let me know if I can answer any questions or concerns you might have.


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May I present Emili Vhaddruddr, worshiper of Shalelu and Calistria in equal parts? I would be happy to answer any questions about the build or the character.

Level 1 Crunch:
Male Human (Varisian) Mysterious Avenger Swashbuckler 1
CG M Humanoid (human)
Init +4; Senses Perception +4, Sense Motive +0
------------------------------
DEFENCE
------------------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex) (+1 vs Attacks of Opportunity)
hp 12
Fort +2, Ref +6, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Whip +6 (1d3 nonlethal)
Dagger +5 (1d4 slashing, piercing)

Ranged
Shortbow +5 (1d6 piercing)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Traits Hero Worship (Shalelu), Indomitable Faith, Opportunistic
Feats Combat Reflexes, Weapon Focus (whip)
Special Abilities Skilled, Avenger Finesse, Swashbuckler Panache, Deeds [Derring-Do, Dodging, Opportune Parry and Riposte]
Skills (7 points; 4 class, 1 racial, 2 background)
ACP -0
(1) *Acrobatics +8
(1) *Escape Artist +8
(1) Handle Animal +3
(1) Knowledge (religion) +1
(1) Perception +4
(1) *Sleight of Hand +8
(1) Survival +1
*ACP applies to these skills

Non-Standard Skill Bonuses
None
Languages Common (Taldane), Varisian

Planned Progression:
You can find a spreadsheet with the planned feat and class progression here and I'll summarize below. Main idea is a whip build focused on crowd control through disarming as AoO's. He'll start with one level of swashbuckler with the Mysterious Avenger archetype for proficiency with whips and Weapon Finesse, then shift to five levels of fighter with the Free Hand Fighter archetype (which I hadn't thought of before for the build, but the Player's Guide suggested it and it's perfect!). He'll then shift to the Sentinel prestige class for the remaining ten levels, giving him a lovely capstone ability at lvl 16 when the adventure ends.

Feat-wise, we're looking at three main families of abilities:

Whip:
- Weapon Finesse
- Whip Mastery
- Improved Whip Mastery
- Greater Whip Mastery

Disarm:
- Improved Disarm
- Greater Disarm

Battlefield Control:
- Combat Reflexes
- Combat Patrol
- Pin Down

Background:
Defend the powerless, and exact vengeance for them.

Emili unfolds and refolds a well-worn piece of paper, barely glancing down at the few lines inked in three different hands upon it. He knows the words by heart now, having repeated them to himself over and over as he milked the cows, as he baled the hay, as he fell asleep in the loft over the stables day after day and dreamt of the beautiful elven woman who slipped from the forest that fateful autumn day.

He is a child of seven summers again, barely taller than the green-faced goblin that stands over him with a mouth full of teeth as large as the dagger in her bloody hand. He scrambles backward on hands and feet, shepherd’s crook abandoned along with the still body of his faithful sheepdog Honey. The goblin cackles, chasing after him and stabbing at his limbs as if she were playing some kind of gruesome carnival game. He cries out as the blade slices into his foot, shock and pain paralyzing him. He closes his eyes as the goblin raises her dagger once more. He doesn’t want to see the blade descend towards his chest in a viscous arc. In his self-imposed blindness he hears the goblin’s wicked laughter, hears a dull thud, hears her laughter becoming slower, wetter, less a sound of glee than a sound of pain. He opens his eyes, sees the goblin planted face-first on the ground in front of him, sees an arrow sprouting from the creature’s back like a strange flower, sees a woman with large eyes and pointed ears lower her bow, sees her walk towards him with the grace of a bird on the breeze.

He yelps in pain as she bandages his foot, then holds her hand tightly as she walks him back to the outskirts of Sandpoint with Honey’s lifeless body over her shoulder. She does not dry his tears, and he doesn’t dare look up at his savior, but her strength and otherworldly presence make him feel safe from the dangers of the woods. He wants to feel strong, wants to make other people feel safe too.

”What do I do?” he blurts from the farmstead’s doorway as she vanishes back into the night. “How do I become like you?”

”Defend the powerless.” Her answer hangs in the air for a moment before vanishing like its creator.

Unfold. Refold. Don’t think about the nightmare. Remember the lessons and the teachers.

He is a young man of nineteen summers, his bare skin ruddy in the golden light of evening. She is a woman of seven hundred winters, her laughter shimmering like glass chimes in the warm air. “What I know of the elven gods? So you may impress this ‘Shalelu’? Sweet child, you would wither an die before I told you but a fraction of what I know. Of course, the Savored Sting teaches with more than just words.” Her dark hair clings to her face, this strange elven woman who stopped to speak with a shepherd on the road to Sandpoint. “But first, tell me what you know of vengeance.”

“Against my enemies, or against those who would prey on the sheep in my flock?” he asks breathlessly, chest heaving from exertion.

“The Lady in the Room makes no such distinctions, little honeybee.” Her own voice is deep, strong, and powerful.

“Teach me.” A plea and demand both.

A laugh. “Young cub, what do you think it is we are doing right now?”

He shakes the dirt out of his tunic before donning it once more, then hangs his whip again at its customary spot on his hip. Face flushed, he stares at his teacher. “But what do you mean, some things are worse than death?” The sheep bleat contentedly around him, oblivious (or perhaps uncaring) of what happened in their midst.

She blows him a kiss as she strides off into the trees, calling back over her shoulder, “You’ll understand when you’re older, sweet young grasshopper.” Like a summer storm, she is gone as quickly as she arrived, leaving only a memory of passion and a promise of fulfillment.

He looks down at the paper, takes a deep breath, folds it one last time, and returns it to his coat pocket. He is older now, and he understands the lessons written there in three different hands, each his own.

Vengeance does not require lethality. Regret and shame are more painful than any blade.

Questions for the GM:
There are a few things I would love to have clarified before the game starts so we're both on the same page:

- I have seen some PbP GMs ask that swashbucklers with the Opportune Parry and Riposte deed swap it out for something else for ease of the medium. I have also seen the ability work decently well with spoilers at the end of the swashbuckler's combat posts. The ability is a nice perk, but not integral to the build. Do you have a preference in this matter?

- This is a sentinel of Calistria, and her deific obedience can be... uncomfortable for some players and GMs. I thought this might be a good fit for this adventure given the discussion on developing relationships with the main NPCs, but how much detail/glossing over would we want to do?

- Sentinels gain Leadership as a bonus feat (for this build, at lvl 14). Are you okay to keep this feat, or do you want to swap it in a similar manner as for PFS for a deity-specific feat?


I could bring a counterspelling arcanist 6 or a support oracle 5.


Gotcha, and no worries. Sounds like most of the time that would be spent crafting will be handwaved or narrated rather than played out. Does that mean you would prefer to not have Crafting in the campaign, or that you don't see a use for it (as players will have opportunities to purchase equipment and whatever else they might need between sanctioned sections)?


More details to come tomorrow, but I've got a lovely idea for a swamp forest witch who may have gone slightly mad from living by himself in the woods for too long after escaping from Nidal. Think matted hair full of twigs and leaves, talks to himself, self-sufficient. Very strong ties to the Fangwood (as that is his home), and he'll do anything to protect it. He's also incredibly suspicious that he's still being hunted by assassins from Nidal and can't let down his guard for a second.

Mechanically, he'd be primarily a debuffer with some utility, support, and damage options mixed in. I'm also intrigued by the Campaign Guide's suggestion of the Item Crafting feats - do you have any thoughts on those, GM?

Additionally, were you planning to make use of the Militia optional system? I made a spreadsheet for tracking a rebellion for Hell's Rebels that looks quite similar to the sheet in the Player's Guide and could probably be adapted with little work to fit this campaign. Just let me know if you want it - the offer stands regardless of whether or not this character is selected for the campaign.


phaeton_nz wrote:

For those of you who were interested in PFS1e 7-14 Let Bygones Be - I decided to offer it as Play by Discord instead of Play by Post, since it's the first part of a trilogy. I'll be running each part in sequence.

If you still want to play in a South East Asia/Australasia Sunday afternoon game, please PM me and I'll send the Warhorn link.

I would also not be able to participate in a VTT game, but I have played a few PbP games through Discord and had fun. How did you intend to use Discord for your table(s)?

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