Berkanin Ardoc

Sir Castamir the Free's page

53 posts. Alias of Chris Marsh.


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Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Don't forget to deactivate the thread...

Also, speak up for when you're looking for more players!

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Thank you!

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I needed an Atonement?

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Thank you! If anyone needs a spot filled, I'm in.

-Posted with Wayfinder

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"I understand the reluctance. Allow someone else to carry it back such that we can turn it over for destruction. I will not prostrate myself either."

I will see to the financial dealings of my caravan holdings. Day Job: 1d20 + 20 ⇒ (15) + 20 = 35

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Interesting, but I want to search everywhere before returning to the Society. Also, I'm not exactly okay with dropping off a suit of evil regenerating armor. I know that I will not use an Ioun Stone of evil, but you are your own people, and you can decide for yourselves."

1824-1

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Readied action goes off. Assuming my spell gets through DR.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'm going to ready an action. When he begins an action I'm going to smack him with Magic Missile (Premptive Damage Roll: 5d4 + 5 ⇒ (4, 4, 2, 2, 2) + 5 = 19

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Round 3 of "BLAGH" Which means it's back on! ...next round. Don't forget, Haste is only half way through.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Tha-bLARG-nk you. And I move.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Yes, I'm going to leave the cloud and spend roughly 24 seconds shouting groceries on the floor.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"DAMM-BLAHG!"

1d20 + 8 ⇒ (8) + 8 = 16

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Well Sir, I shall!

Trying a new tactic, Castamir unleashes a spell of Scorching Ray at the conjurer:

Ranged Touch: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 4d6 ⇒ (3, 5, 3, 1) = 12
Ranged Touch: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 4d6 ⇒ (2, 3, 1, 2) = 8

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

...So can we go again?

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I deleted my post in light of new information so that people don't get confused by my double post. :-) So who's turn is it?

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Kyra! They've got the conjurer surrounded, protect yourself and leave them to me." I launch a Magic Missile. All 5 bolts aimed at the beast adjacent to the cleric. DMG: 5d4 + 5 ⇒ (2, 1, 3, 1, 3) + 5 = 15

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Once again with the staff, Castamir releases a fireball. Catching just the rhino and abomination shouldn't be too hard. Fireball: 10d6 ⇒ (1, 1, 3, 1, 2, 3, 6, 3, 6, 6) = 32 Ref DC 21 for half.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Cayden's Codpiece! Castamir shouts as he reassesses the situation, faced with so many choices he opts to level the playing field rather than face a growing number of summoned creatures. He steps back 15' hoping that he can withstand the onslaught of the wolverines. With all the force of personality he can muster the sorcerer practically barks out the words to a dispelling incantation. 1d20 + 10 ⇒ (15) + 10 = 25. When the spell goes off the Eagle Knight's eyes are an admixture of gold and cerulean, a portent of things to come as it were.

Assuming the Dispel goes according to plan "There, focus on him, leave these beasts to me. Stop him before he brings forth more.!

Remember the Haste bonus to Attack and AC. Hazard of too many characters, the DC for my Fireball is 21. Current HP is 54/62

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Can I make a Spellcraft check on the mist? If it's something that I burn away with fire, I'll fireball it (looking to kill two birds with 1 stone, dismissing the fire and disrupting the spell.)

If yes, Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17. Meh, I'll try the fireball anyway.

Castamir whips his staff up and points it forward. Any seasoned adventurer knows what the bead of fire means, but even after all these years the explosion causes a moment of awe. Fireball, centered at ground zero of that mist. Fireball: 10d6 ⇒ (5, 1, 4, 3, 4, 5, 1, 6, 6, 4) = 39. Reflex DC 20 for half.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Castamir eyes the treasure suspiciously, and then rejoins with his partymates. As before, he casts a spell of Haste as Dariamus empowers his blade. This time the sorcerer adds, "If the evil on the other side is something susceptible to mortal fire, I can start by sending a rather potent fireball inside....you know, just in case." the last is said with a wink.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Castamir will detect magic in the room, as well as giving the nooks and crannies a thorough check.

-Posted with Wayfinder

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Triage! Who is hurt?" Castamir makes sure his clothing in order before advancing.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

The Archon maneuvers over the pews and takes a swing with his great sword. This also pushes the Death Knight inside his Aura of Menace (Will DC 13). 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21. If hit it's 2d6 + 3 ⇒ (1, 2) + 3 = 6.

Archon: 30/39 HP

Castamir will continue to move and his form rapidly rematerializes as he finishes the casting of another Magic Missile. DMG: 5d4 + 5 ⇒ (2, 1, 1, 4, 2) + 5 = 15

Aura:
Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Assuming I'm in control of the archon. If that's not the case, no worries.

At the completion of the spell a muscular hound archon appears in the room. With a quick exchange in the language of angels, the hound turns to face the death knight. The creature extends a massive arm towards Seelah and grants her a spell of Aid. Gain 1d8 ⇒ 8 HP. Then, drawing a greatsword he advances on the abomination.

Castamir himself will move into the room and cast Bless, which affects everyone.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Are we in Round 2? I don't want to jump the gun with my summoned monster and my Round 2 action.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Weaknesses. <$.02>Once initiative has been rolled knowing it's special abilities is less immediately useful than knowing how to kill it. We'll figure out the special abilities when we have to roll saving throws. Had we the advantage of surprise I'd go the other way around.</$.02>

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Castamir's disembodied voice begins an arcane chant several seconds long. The words are a mixture of the esoteric and angelic. Even those who do not speak the language of heaven recognize a single word embedded deep within the spell; "Archon". Begin casting Summon Monster IV

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Ill be right here, worry not..."

Castamir then casts Invisibility

-Posted with Wayfinder

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'm happy with the marching order displayed on the map (sorcerer in the middle)

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'll cast Guidance on Dariamus first

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Agreed. They're not powerful enough to turn the tide anyway."

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'll study it long enough to get the full effect of the detection spell.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Perception: 1d20 + 7 ⇒ (1) + 7 = 8. I'll cast Invisibility and then sneak into the room. Stealth: 1d20 + 3 + 20 ⇒ (2) + 3 + 20 = 25. From my new position I'll cast Detect Magic and scan the whole room.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"I prefer to stay in one direction. Stay on this path, check out the room ahead."

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Agreed, that was most efficient. I'm almost sorry to have wasted such a potent spell. Ah well, better to have used it excessively than to be turned into an abomination for all time." Castamir speaks with a relaxed timber. He then waves his arm as if looking to enter a Minkai teahouse.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Castamir stays in his comfortable position in the back. With the greatest of ease he conjures a pentad of force missiles: Magic Missile: 5d4 + 5 ⇒ (4, 2, 4, 4, 1) + 5 = 20.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I assume we're hasted?

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Ah, it seems we expect combat. Very well then." Castamir casts some basic spells; Resist Fire and Shield. He then straightens out his attire, and will stand next to whomever opens the door. "When I tap your shoulder it comes with a spell of Haste. Do not tarry or let it go to waste." The sorcerer gives a crooked grin at the last.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Sadly, this is one character who does not. My ranger has a translator follow him around... Oh well.

"We are, in fact, real. The question is, what is a Taldan noble doing here? Explain yourselves, and how you got by the guardian." There is a bit of disdain in the sorcerer's voice.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"As I have said, the cultists are crafty and resourceful. It is not my intent to loot. If, however, there are tools that can be put to immediate use inside, I will use them. I have been lawfully charged by the Pathfinder Society to secure tokens which we need to take the fight to the enemy. I will not lie to you. Our very existence is threatened. May I ask, who bound you to this unfortunate fate? Speak with me plainly, what and who bargained for you to protect this evil site?"

"May I entreat with you to make an additional bargain? It would hurt my very soul to be at odds with you. Can we find a way to resolve the needs of the good and many with the requirements of your bargain?"

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I the player am ready with an answer, but I don't presume to speak for everyone. I'll hold off for a bit to let others chime in."

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Diplomacy: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38 Booyah!

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I volunteer. I am quite capable of verbal skullduggery, but that would be wrong and inappropriate."

Castamir does as asked. There is no fear. He knows his fellow agents will not run. They're obviously seasoned Pathfinders. The sorcerer takes each item off with care. Occasionally looking off as if remember the mission on which it was recovered. When he gets to his beloved Headband, he waits. "Sir, this Headband is my most prized possession. While it does silver my tongue, the confidence and grace it bestows unto me gives me the confidence and force of personality. To take it off is to lose that power for a time. It would weaken me for my mission greatly. Being a mere mortal the lose of such power could prove... fatal. I ask that you let me leave it on. Feel free to examine it. Note that I have not cast any spells since being in your presence." Then the sorcerer gives the following honest response, "Sir, we have been sent to stop a cult who is notoriously crafty, and has proven to use lies and evil to further their own ends. Inside, potentially, are the keys to awakening an ancient Evil. An Evil I am sure you remember with your boundless and infallible memory. I intend to use the supplies I have brought with me, and I intend to use any supplies I find inside. For combating evil is in my very blood. Look, look and see into my soul. My very blood flows with a fraction of the essence that makes up your being. I have committed myself to the cause of stopping this foul cult. If you look into my heart and soul you will also find sadness. I grieve for thee. I fear that your bargain was struck with a party that has deceived you. I do not pretend to be certain, which is why my heart grieves. Were I certain you would find vengeance. Vengeance against those who would use you for nefarious purposes."

Finally the player crosses his fingers.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Please noble being, tell of this test. Also, tell us why a being from Above would show such concern for a tomb such as this. It seems a strange combination." and WOOHOO!

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

...We're at 36... need more? I'm an even better....liar... than I am a diplomat.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I do have the Sociable Feat if it helps you to Aid:

Sociable:
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"I gather by not only your stunning appearance, but sheer force of presence that you are not just any otherwordly being. I can assure you that our intent is not to rob a tomb. We are here for the specific goal of stopping an evil cult from arising once more. Pray do tell what worthy cause brings you to such duty on this day?"

Diplomacy: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Apologies for the lack of prose. In an all day training.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Hmmmm I feel like there are a few useful questions I could ask, but for the life of me can't think of them. I'm ready."

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Sadly I used to make the pretty girls do those classes in training...well, except for Arcane studies. That one I paid attention in." Castamir turns serious after that. "I want to know who we're going to bump into, both on Team Lissala and when we get there. I'm also keen to know any legends or lore about this place in particular."



So I've noticed a significant lack of evil campaigns. About the only one run is Way of the Wicked, which unfortunately has a lot of restrictions in how to build a character. (I haven't played it though) I mainly bring this up because I have an idea for a Hobgoblin Fell Rider that dreams of the day he can ride a Nightmare.

Now there is always an inherent difficulty in running evil campaigns. Mainly that of, what stops the players from killing each other? They are evil after all. There are other concerns as well, however, as long as the PCs aren't complete douche bags, it really should be able to work out. (If you want more insight into the concerns of running an evil campaign, look here: Evil parties, how they fail and how to fix it)

So here is my proposition. I am looking for a DM, that wants to run an evil campaign, but can work with the PCs to make sure it works out. Maybe the PCs are apart of a Tyrannical empire. It will also require players, that don't play Chaotic stupid (I see someone, kill him!). In certain ways, evil is harder to roleplay than good. It requires plans, trickery and luck. If everyone works together, it should work out just fine.

Now this could be PBP, but preferable to me would be Roll20 with voice chat. PBP is to slow for me, and I lose interest.

So, any takers? (I assume there will be a mass flood of people who want to play PCs)


As everyone takes their seats, King Barnabus Amular III becomes very serious. It is now time for business, and the king almost seems a different man. He has all the air of regality, and there is no doubt now that he is king of his domain. He looks everyone in the eye and then begins.

“You all know why you are here. Relations between Amular and Talfor have broken down. Things were already tense between us, before the tipped lance at Carnagy. Now my son is missing, I can only assume they are to blame, since they blame us for stealing their greatest treasures, which we had nothing to do with. Their forces have all withdrawn, we can only presume for an all-out attack. We have no idea though, as all spies that we send into their kingdom mysteriously vanish. I have to assume a traitor, but that is none of your concern.”

“I need you six to save this continent from war. In a nut shell, you need to go to their king and see if we can settle things peacefully. Now that is the difficult part. They will expect their treasure back, but we do not have it, and I will want my son back, which they of course deny having.”

The king pauses here, pain evident in his eyes, but quickly a steely gaze comes back over them, and he looks at everyone again, impressing upon them the importance of this mission, especially to him.

“And as if that wasn’t hard enough, getting there is going to be a pain. I can only guarantee you safety through my kingdom. Once you cross there border, they may be just as likely to ram you through with a sword as let you in for dinner.”

He chuckles slightly at this, then seriousness returns.

“Now that you know the situation, I want you to rethink your commitment to this. This will not be easy, and despite you all being great diplomats, this will be the most important diplomacy of your lives. The fate of thousands rest on your shoulders, and you may not even make it back to see the difference you made. There is no shame in leaving now, for what I ask is great. I would prefer to not ask this of anyone, but desperate times call for desperate measures. If you are all willing to go forward, then we will begin the details of your trip.”

He looks at you all expectantly, his representative almost looks nervous.


You are lead into the planning room. It is brightly lit with two hanging chandeliers full of burning candles and decorated lanterns around the room. There is a table set with Hors d'œuvre and light wines, which is customary when entertaining high ranking officials. There are a few round tables in the room, covered in lace table cloths, surrounded by high back wooden chairs, detailed with a carving of a lion rearing on its hind legs, the symbol of the kingdom. The tables and chairs rest upon a large, lush, deep red rug, that makes you just want to take your boots off and step in it barefoot. There are a few liveried servants wearing pure white garments, with the lion emblazoned in gold thread upon the shoulders, evenly spaced along the walls, heads down, trying to be invisible. The pure white and the deep red are the nations colors, as can be seen by the nations flag that hangs over the door.

Upon one of the table’s is a map of the kingdom, and into the neighboring kingdom of Talfor, along with some pieces on it that shows deployment of troops. The representative moves quickly to the table and removes the pieces. The representative turns and addresses you.

“Please everyone, come in. This will be the time for you to get to know each other, and plan your strategy of what you want to do. The King will show up later to personally meet you, and to tell you what the current situation is. Feel free to have relax until then. If you have any questions, feel free to ask me, I may be able to answer them. If you have any special needs, one of the servants” He gestures to the servants along the walls “Should be able to help you.” He moves to the side of the room.

Go ahead and compare character stats. No need to overlap spells and such. Decide how you want to split up camping supplies and other mundane items. Remember horses and feed will be provided if you don't have any. I'm thinking we will start the full campaign next Monday, since it is Thanksgiving this week. Until then, we can have fun in here.


War is imminent, a war that will rock the nation. The Kingdom of Amular has always had poor relations with the Talfor Regime but recent events have only magnified the problems. A tipped lance at the last multi-national tournament. The son of the king of Amular missing. A break-in at the Talfor treasury. Both kingdoms are blaming each other, and it’s about to break out in full scale conflict. The king of Amular has one last hope. He doesn’t want war, no one does, so he is sending a diplomatic mission to Talfor to see if things can be resolved peacefully. However, he doesn’t have much hope. You each represent a part of the Kingdom, the military, the church, and the mages college. The King has also asked for the help of one body guard, and an… “Insurance Policy”, if it is needed. Prepare yourselves, because the fate of Amular rests on your shoulders.

This is a homebrew adventure. It is set in the world of Golarian, however the two kingdoms are on a new continent, with their own culture and history (There will be a map when it starts). A lot of this will be worked out during the adventure, so if there is something particular you want in your backstory, feel free to add it (just don’t go crazy with it please). Generally speaking, Amular is neutral good, and Talfor is Lawful neutral. However recent events show that things may be changing.

What I am looking for:
I want to focus more on roleplaying and less on combat, however there will still be combat so don't dump all combat stats. I can tailor encounters to the strength of the party, so don’t feel like you need to optimize one way or another in your character build. That being said, builds that focus more on interaction and less on combat will probably help more in this campaign. I’m looking for strong character backgrounds and a well thought out personality. Presentation is everything here, as I want to see you have a good writing style that is fun and enjoyable. I will also check your history to see if you have other PBPs you been in, and see if you do well at roleplaying. If you have no prior experience, I will not hold that against you, so those that are new don’t be afraid to apply.

Creation Rules:
All classes, races, books ect. will be allowed. I use d20pfsrd.com as my reference book, so if it’s on there, I’m willing to use it. The two exceptions to this rule is: NO GUNS ALLOWED AND NO PSIONICS. They are not something I want to deal with. Also, I am open to 3rd party materials, however most 3rd party races are really weird, so you better have a good explanation. No evil alignments, unless you can explain why you would want to try and prevent war, and why you would be chosen.

Since this is a diplomatic mission, and to make class choices easier, Diplomacy and Sense motive will be class skills for everyone, along with an extra 2 skill points per level.

This is what I’m looking for in classes:

One body guard His focus will be more on combat, and making sure to keep others alive He could also be the one to focus on intimidate, for those time when reasoning just doesn’t work.

One ambassador from the military If possible, a combat focus class that has high charisma and interaction skills. Cavalier works pretty well, paladin would also be fine, and the third party Warlord would be excellent to fill this role. However, since everyone will have diplomacy and sense motive, almost any combat role could fill this.

One ambassador from the church This ambassador represents the national church. You can choose the deity (use standard pathfinder deities), but they must be Lawful Neutral, Lawful Good, or Neutral Good. Divine caster is what I’m looking for here. Specializing into healing is not needed as much, so don’t feel like you have to be a cleric. Paladin would work here though he fills more the combat role. Inquisitor may also work here. I could also work with ambassadors from two different churches; say if a paladin wanted to fill the role of the military ambassador, but also wants to be an ambassador from a different church than the national one.

One ambassador from the mages college. The nation hosts its own mages college, similar to the Acanamirium. Need an arcane caster for this spot. A sorcerer will work well with their high charisma. Wizard that focuses on knowledge would be an excellent fill. Bards definitely work great as diplomats.

One “Insurance Policy” Things don’t always go right, and sometimes the non-legal way can save lives in the end. This is the role where “The end justifies the means”. I’m looking for skills in this role. A rogue spy, a ninja that focuses on infiltration, feel free to break the norm of the party. Just remember, the point of this mission is to stop war. If you end up causing it, you will definitely fail.

You each represent a leading member in your respective area, except maybe the “insurance policy”. You were chosen by your respective area to represent the nation in this mission. The start of the adventure will be everyone meeting at the capital of the Kingdom of Amular, Auga Ignis (Eye of Fire), to meet the other members of the party and be given final details.

That is 5 spots to fill. This isn’t all set in stone, and good backstory and writing can cause me to break from this. I will try and give feedback on everyone that submits.

Breakdown for Crunch:

25 pt buy (So that you don’t have to make as many compromises by choosing high mental scores, but try to avoid an 18 before racial modifiers)
Level 5 (So that you can have more of your build fleshed out)
Max hit points at first level, pathfinder society’s rules for leveling (Half max hp + 1)
Max starting gold + 10500 for being at level 5. (Don’t spend more than half your money on a single magic item)
2 traits
If there is a trait or feat that is specific to a region or such, it can be assumed there is a comparable way to include it in this new nation, figure out how to work it in.

Submission is open until Wednesday 11/15 at midnight Pacific Standard Time, or until I get 20 submissions, whichever comes first.