I am also interested, though with this wealth of talent it feels a bit like entering the Kentucky derby on a hobby horse.
I am an old player, started 3.0 and continued on to 3.5 and 4e then found home here in Pathfinder. I'm reasonably good about communication but the only recent posting history I have is Purg. He is a goblin and so that's an experience in and of itself, but I enjoy him.
My thoughts here are a craftsman. I had something in mind along the plane-touched races as a blacksmith fire kineticist, but the race descriptions don't seem to vibe with my idea. I'm still leaning in that direction, with the good old Rising Star trait to augment their social abilities.
I have no issue with using Discord for a form of accountability / OOC discussion. I am in the US, Central time zone.
I have played/run (can't recall, been a while) the scenario you're planning to draw from and it got me very excited at the time but as one of two or so GMs in my life, there was not a lot of chance I'd get to play it.
I will probably make the choices before April 4th at the furthest. Ive found normally within a week you get the majority of players responding, so once I feel enough of a choice is available, I will give a 24 hour notice and then choose.
Can you explain the free archetype rule a bit to me?
Per the page linked:
The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.
Not coming by to play, but I just wanted to say this is one of the best adventures in my opinion and I'm glad to see it run. I did the first two parts of the series back when, and it's a great time. I hope all involved have a wonderful experience.
This is ScorchedOne's submission. Stopped the Cleric route, went Spellslinger, in the Thief role.
Originally put in the wrong character link.
Statblock:
Athrunn
Kobold wizard (spellslinger) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 74)
CN Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Ranged pistol +4 (1d6/×4)
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +3)
. . 1st—abundant ammunition[UC], magic missile
. . Opposition Schools Abjuration, Divination, Enchantment, Illusion
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Statistics
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Str 9, Dex 17, Con 12, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Gunsmithing[UC], Point-Blank Shot
Traits deft dodger, vagabond child (urban)
Skills Craft (alchemy) +6, Craft (weapons) +4, Disable Device +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Perception +1
Languages Common, Draconic, Dwarven
SQ arcane gun, gliding wings[ARG], mage bullets
Other Gear pistol[UC], wizard starting spellbook, 120 gp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
I'm somewhat amazed that nobody has gone with Wood Arcane School. Enchantment bonus to Intelligence, and a scaling ranged attack that uses intelligence for hit and damage
Sadly didn't know it existed... like I said, I don't play a lot of casters.
If there is an archetype to play "Harry Dresden" let me know where it's at. I fear one would have to multi-class in to gunslinger and we're not able to...
Literally doing this. Spellslinger wizard. Already my plan.
I've completely gone off that concept based on your suggestion. Now I'm looking at Spellslinger, because when else am I going to play that archetype? Will have that up before the original deadline, or whenever you say a different deadline exists.
EDIT: "Thief" role, with perception and disable device.
Some work to come on Name and Background / History, but the long and short of it is that he was a helot in Lookshy, who worked in a distillery / tavern / brewery, some form of alcohol serving or crafting establishment. A group of soldiers, including dragon-blooded officers, didn't appreciate being cut off, and decided to try cutting off something of his. His anima manifested as a shadow cloak that helped him dodge the attacks coming at him, and he was able to escape across rooftops cloaked in night and his anima.
If that's not quite "epic" enough, there could certainly be people he saved by diverting the attentions of the hostiles, but I honestly don't know if a more "epic" exaltation befits the concept and a Night.
I mean Dawn Caste is your fighter type primarily, which is why I shy away from it but it tends to be slightly more straightforward.
That being said, Toptomcat kind of took the most difficult one. None of them are that hard and both they and I are absolutely happy to assist with anything you need.
Yeah, I agree that five isn't a necessity- especially because someone always wants to play a Lunar or an Infernal or a Legendary-Breeding Dragonblood or something.
Yeah, because Lunars are best fuzzy boys/girls/other.
The judges confirm with each other that none of them have further questions, and they call a brief recess before reconvening to issue their verdicts.
Hao Jin seems fairly peaceful through the whole situation. She doesn't particularly thank you for the assistance, but at the same time doesn't seem put out by your interventions on her behalf. Perhaps she is still absorbed in the problem with the tapestry.
The judges re-enter, and Tenth-by-Third seems ready to pronounce judgement. "We have concluded that what Hao Jin has done was done with all good intention, and while intention is not normally a factor in cases such as these, we must consider the limited scope of human understanding. While negligence is not a mitigation, the fact is that Hao Jin could not have known the calamity that her creation could cause. Though she might have had some concept of the offense this might cause to Pharasma and the Boneyard, it was not through spite or malice but out of a desire to create that she violated these principles. It is a tenet of justice that for a true crime to be committed, one must have the desire to do so, the guilty mind. We find that Hao Jin has more than served sentence for her negligence, and have strong belief that with our ruling she will not make the same mistakes again, but could be a force for balance within the planes. It is for that reason we formally drop all charges against the sorceress Hao Jin, thank her for her several centuries of service, and encourage her to go forth and create freely, although one will hope more responsibly."
The long pronouncement complete, the judges rise, as do all within the room (and hopefully yourselves as well), and make a timely departure lest they be pestered.
After the trial, Eleven-Sun-Truth congratulates the Pathfinders on their work with Hao Jin and assistance in the trial.
As for the sorceress herself, she at first expresses stoic gratitude before her relief cracks the facade and she smiles warmly. She thanks the Pathfinders for their help and agrees to help the Society directly by performing the transposition ritual herself. However, she warns that even with her magical mastery, performing the ritual will cause the demiplane to unravel dangerously within hours— there’s only one chance to get things right. She further speculates that after the demiplane finishes tearing itself apart, its built-in processes should slowly begin stitching it back together, so there’s the possibility that the tapestry demiplane could restore itself within their lifetimes—and
when it does, she bequeaths it to the Society. Once the group is ready to leave, Hao Jin can send them back to Absalom herself, though she prefers not making a reappearance on Golarion just yet.
I'll start getting chronicles done later this weekend, but you have time for some wrap-up RP including with Hao Jin should you prefer.
As the trial runs its course, Tchekua discusses the ongoing ramifications of Hao Jin’s pet project.
“Even in the event that Hao Jin performed the necessary steps to create her demiplane and fill it for the sake of historic preservation, there remains the fact that she left her charges untended. Thousands of creatures across more than a dozen generations suffered in her absence as she explored the Outer Planes. Were she truly responsible, would she not have guarded and guided these people until such a time as they could chart their own destinies?"
So far as I know, the intent is more so that you don't have party of 6, all going "I aid" to the one with the highest bonus each time. It's supposed to be a "challenge", I'm not picky about the actions of counsel as long as they're in keeping with the thematics and follow the appropriate rules laid out.
Inspired by the talk of recklessness, Tenth-By-Third expounds on Hao Jin’s irresponsibility.
“Mortals are fallible, naturally erring from cosmic law and planar constants. The accused has a record of recklessness, and it is clear that she would revert to such reckless behavior again if permitted the freedom to experiment again. Can even centuries of self-reflection overcome a creature’s base instincts?”
This question causes the judges to argue with one another for some time. Tchekua insists that the rise of civilization is a natural outgrowth of mortals’ ability to surpass their instinct-driven ancestors and attain limitless levels of higher reasoning. Zahal takes a middle ground, acknowledging that societies and people may evolve, but they do so only by overcoming the staggering inertia of their current philosophies. Ultimately the judges come to a standoff on the subject and call for a witness to Hao Jin’s reckless tendencies and capacity to grow and learn
I think I had been waiting to see if Meylara as counsel wished to comment on your testimony. If that is not the case I will progress the scenario later today.
The same person should not do all the witnessing, basically. It is encouraged that multiple people take turns.
The judges seem to find Quenly's point well stated and appropriate. Zahal follows up on a similar point. "“Ah yes, and let us not forget what drew me to these proceedings in the first place: Hao Jin’s interference with the River of Souls. In recent years, her demiplane has captured souls bound for Pharasma’s judgment. And as I need not remind anyone, stealing souls is, ah…” Zahal leans down, taps her snout, and rumbles the last part of her sentence to convey its severity. “…deeply frowned upon.” Then with a smirk, she adds, “Unless this is what defines cosmic law these days?”
Zahal does not seem impressed by Torean's argument, though it is at least a sound one. "So," it says, apparently content to move on.
Tchekua takes issue less with the abduction of people and more with the disappearance of property. “An enduring stone structure might survive for thousands of years, its carved walls and sheltered libraries preserving the lore of lost ages for all who follow. To have such sites swiped not only steals the past from future generations, but it also robs the present people of their cultural heritage. What have you to say to that?”
Witnesses choose a skill appropriate to whatever they would like to do. Counsel must use the skills listed. You could use knowledge appropriate, any social, pretty much what you want.