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![]() Sara Marie wrote:
Thanks for looking into it. As long as it's cheapest it's good for me. I can't wait for Mwangi Expanse \o/ ![]()
![]() I'm also going to be bringing a pregen, probably Jirelle (swashbuckler). I suppose Level 3 or 5 would depend on the level of the other characters. 1) Jirelle
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![]() No worries! It's a shame really because this drug is very nasty (as you'll find out when the 4 minutes is up). It wasn't designed to be used offensively as it's way too strong with no save, and not normally PFS legal like most drugs. The adventure explicitly says these guys try to inject you with it though, so my hands are tied :) ![]()
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![]() I would like to play, thank you for offering to run! I haven't played or run this series, and I do like the chance to do multi-parters with the same group. As they're season 6 scenarios witb "Sky Key" in the title, is there much technology in them? I have Artura a level 3 Android Gen-chemist alchemist who's interested in technology I could bring, or Bask, a level 4 half-orc devout Sarenite Hunter and his lion companion Salim ![]()
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![]() I would love to play in this module, I've heard lots of good things about it, thanks for offering to run! I'm offering a level 10 Shoanti Shaman named "River of Stars". He provides spiritual guidance, nature based skills and is tremendously perceptive. Player Name: Tom G
If it were better for party makeup I could also offer a level 8 melee Dwarf Investigator. ![]()
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![]() I forgot the extra bits! Extra Bits: I'm in the UK so GMT+1 at the minute, GMT October to March. Contrary to a lot of posters on here I'm an evenings and weekends poster, but as my evenings line up with US afternoons it seems to work out.
I'm currently playing in 1 game, and am in 3 PFS games, 2 of which will end soon, but one of which is a multi-scenario "campaign" and will probably go on for quite a while. Thanks! ![]()
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![]() Throwing my hat into the ring with "Zhao Fen" Background:
Zhao Fen is a young Tien-Shu woman who dresses simply in green and white, as befitting a worshiper of Tsukiyo. A single memory burns brightly in her mind, the promise she made to her mother as she died, her rock to hold onto as the rest of her mind falls apart.
I had this picture in mind "I will always be here for you". She hears herself saying it, and she knows she meant everyone who suffered like her mother, with diseases of the mind. The thought dislodges others, and she remembers the routine of caring for her mother, learning to show her how to find her way back to her family, and she remembers afterwards. Standing outside the house looking to the moon, and resolving to walk the lands of Goka bringing relief to those who need it. She does not remember how she ended up in a strange place with strange people speaking a strange language, nor how she can understand them. Her body is corded with muscle she cannot recall, and her hand aches for the hilt of a blade she has never used. stats:
Her stats aren't final by any means, I'd consider switching her to a cleric of Tsukiyo if I were picked and the group needed one. The Soul Sentinel Paladin really seemed to fit with both Tsukiyo's portfolio as described in Faiths of Golarion, and the adventure path though Zhao Fen
Thanks for running and looking over all the submissions! ![]()
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![]() Ooh, Mummy's Mask is the one AP I'd really love to play. Here's my submission: Sahid Rafiq, sandkin half-orc Conjurer from the streets of Sothis. Thanks! Statblock:
Sahid Rafiq
Male half-orc conjurer (teleportation[APG]) 3 (Pathfinder RPG Advanced Player's Guide 147) LG Medium humanoid (human, orc) Init +3; Senses darkvision 90 ft.; Perception +6 (+8 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.) -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 23 (3d6+9) Fort +6, Ref +4, Will +4 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +0 (1d4-1/19-20) Ranged light crossbow +3 (1d8/19-20) Conjurer Spells Prepared (CL 3rd; concentration +8) . . 2nd—glitterdust (DC 17), summon monster II, summon monster II . . 1st—grease, mage armor, magic missile, summon monster I . . 0 (at will)—acid splash, detect magic, ghost sound (DC 14), read magic . . Opposition Schools Enchantment, Necromancy Spellbook
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Spellbook: [list]
[spoiler=Backstory]When you grow up on the streets of Sothis, you always want to be somewhere else. Sahid Rafiq is a sandkin half-orc who knows that more than most, because his childhood longing to have a family, to sleep in a warm bed and to take shelter from the brutal sandstorms manifested in a rather unusual way, the ability to teleport. Pursued by the guard for stealing food from the market, a fourteen year old Sahid ran down an alley in one of the more prosperous areas of Sothis. Coming to a dead end, he thought his life was at an end, and in his final moments he peeked through the window he had ran up against and saw a classroom being taught the arcane arts. In that moment of purest longing something quickened in his mind, and without knowing how he did it, he somehow teleported through the window and found himself standing in the classroom holding a moldy baguette and dressed only in rags, and his pet Mongoose Talib was still somehow curled around his feet. The children in the class found his appearance hilarious, but the teacher was intrigued. Intef Ka took Sahid as his ward, and tutored him in magic and in the studies of Ancient Osirion. Sahid spent the remainder of his childhood with a patient and kind father figure, and has mastered the basics of the magical arts despite his slow start. His peaceful world changed however when Intef heard about the opening of Wati's Necropolis. Having recently retired from teaching this was his first chance to truly experience the thing which he had dreamt of his whole life; the exploration of ancient Osirion. He told Sahid that it would be an adventure, and that the two of them may be the first to uncover lost secrets of magic. Giddy as schoolboys they set off to Wati to take part in the lottery, styling themselves as the Magical Mongeese, and set off to find the secrets of the world, equipped with everything an old scholars life savings could buy. The exploration got off to an exciting start, as the pair battled a host of scorpions with powerful magics. Intef was bitten but shrugged it off, but that night when they were resting it became clear it was worse than they had thought. The poison claimed him in the night, but Sahid vowed to honor his memory and pursue his dream, and they next day set about finding a group who needed another member, Talib in tow ![]()
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![]() Thanks for running this GM Phntm888, I'm throwing my hat into the ring with Merrin Sootsmoke, halfling alchemist Statblock:
Merrin Sootsmoke
Halfling alchemist (trap breaker) 1 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 26) CG Small humanoid (halfling) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 10 (1d8 + 1 CON + 1 FCB) Fort +4, Ref +6, Will +3; +2 vs. fear -------------------- Offense -------------------- Speed 30 ft. Melee cold iron dagger -1 (1d3-2/19-20) Ranged bomb +5 (1d6+3 fire) or . . light crossbow +4 (1d6/19-20) Special Attacks bomb 4/day (1d6+3 fire, DC 13) Alchemist (Trap Breaker) Extracts Prepared (CL 1st; concentration +4) . . 1st—bomber's eye[APG], cure light wounds -------------------- Statistics -------------------- FCB: 1 - Hit Point Str 7, Dex 16, Con 13, Int 17, Wis 12, Cha 10 Base Atk +0; CMB -3; CMD 10 Feats Brew Potion, Point-Blank Shot, Throw Anything Traits bellflower contact, indomitable faith, intrigued by thassilon Skills : Bluff +0 (+1 on checks to send secret messages) [0 ranks + 0 CHR] Craft (alchemy) +7 (+8 to create alchemical items), [1 rank + 3 INT + 3 CS] Disable Device +6, [1 rank + 3 DEX + 3 CS - 1 ACP] Heal +5, [1 rank + 1 WIS + 3 CS] Knowledge (arcana) +7, [1 rank + 3 INT + 3 CS] Knowledge (history) +4, [1 rank + 3 INT] Knowledge (local) +4, [1 rank + 3 INT] Knowledge (nature) +7, [1 rank + 3 INT + 3 CS] Knowledge (religion) +4, [1 rank + 3 INT] Perception +8, [1 rank + 1 WIS + 3 CS + 1 trait + 2 Keen Senses] Sense Motive +1 (+2 on checks to understand secret messages), [0 ranks + 1 WIS] Spellcraft +7 [1 rank + 3 INT + 3 CS] Racial Modifiers +2 Perception Languages Common, Dwarven, Elven, Goblin, Halfling, Thassilonian SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes) Combat Gear acid (2), alchemist's fire, oil; Other Gear studded leather, cold iron dagger, light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, blanket[APG], hooded lantern, thieves' tools, trail rations (2), 9 gp, 3 sp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch. Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage. Fearless +2 bonus to save vs. fear (stacks with halfling luck). Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Backstory:
Merrin Sootsmoke doesn't like to talk about his past. Born into slavery in Cheliax, he feels as much shame as anger when he thinks of his formative years. He never knew his parents, family relationships of slaves being frowned upon by the Westcrown house where he endured his childhood. The one concession they were allowed was religion, and Merrin holds his faith to Chaldira Zuzaristan close to his heart, even now. Eventually he made contact with the Bellflower network, and escaped the life of a slave when he was a teenager, leaving Cheliax behind and settling in Andoren.
Having been trained in the Alchemical arts to serve as house alchemist (which was the fashion at the time), Merrin had a modicum of understanding when he escaped, but more importantly he had something to occupy his mind. The Bellflower network helped him again, this time to find an apprentice position at an alchemical shop in Alvis. It was there that his obsession with Alchemy grew, and while the other alchemists found him to be uncharacteristically quiet and reserved for a halfling, they came to respect his intellect and he rose to the position of journeyman in the Alvis Alchemical Society. His ascension faltered however, when he began to express ideas not in keeping with the society. We should seek out new knowledge, not languish here in communal ignorance, he had said in one memorable address to the membership. When the news of the Sihedron heroes reached Alvis, of their discovery of the fabled Xin-Shalast and its riches, it was the trigger he needed to move on. He packed up his things and took ship for Varisia, by way of Almas. His activities as a Bellflower contact lead him to believe that Rodric's Cove was a quiet spot accessible by sea that was friendly to runaway slaves, and so he settled on it as a first destination, to get the lay of the land and to gather funds for what would be an expensive expedition to Xin-Shalast. That was nearly 9 years ago now, and he's been in Rodric's Cove ever since. The quiet life there agreed with him in a way that that aggressive one-upmanship of Alvis never did, and he's found he can support himself by selling alchemical items and curios from a small cart at the weekly circle market. He sets off for adventure whenever he can, digging through nearby Thassilonian ruins looking for lost knowledge, but most of the ones nearby have been picked clean and going further afield is difficult, especially alone. Lately the itch to explore has been especially bad, and despite his natural inclination for solitude, he's starting to think that following in the footsteps of the Sihedron heroes might be the way to go. After all, they met at a festival, set forth in adventure and a short while later they threw down a God. He just needs to find a good group to help unlock the secrets of Thassilon. Maybe I'll go to the tavern after the market this week, set to listening to folks talk. Might be I'll meet some adventuring types after all this time.
Personality and Appearance:
Merrin is reserved, and won't talk about his childhood under any circumstances. Folks who've known him long enough might be able to guess though, because if the topic of slavery comes up (and he's had a few to drink), he becomes quite vociferous. Lacking the discretion or talent for deception required to be a member of the Bellflower network, he nevertheless considers himself at their disposal, if there's any service he can provide to help the cause of freedom he would gladly do it.
In his late thirties, he's slight even for a halfling, with unkempt hair and frequently sootstained clothing. He pays little attention to his appearance, so can make a poor impression on those who care about such things. People who've purchased his alchemical products at the market know them for the real thing however, and "Merrin's Mixtures" is sure to have a long queue come opening Sihedron Hero:
I haven't played Rise of the Runelords or Shattered Star, but I have run RotRL all the way through for a home group over three years. I'll pick one of my player's characters from that who I know doesn't play any more; Cirefus the arcane bloodline sorcerer. He was a confident human sorcerer who passed through Sandpoint on his way to the Twilight Academy in Galduria, and got diverted by some goblins. He rose quickly in power, eventually besting the Runelord of Greed in a magical duel by ripping his heart from his chest. Time Zone: GMT Thanks again! ![]()
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![]() fuldet wrote:
Yay I'm glad someone got some use out of them! My Shaman in level 6 now so I have up to level 3 spells and all the spirit hexes for use with wandering hex. I'll try to upload them this weekend. John Mechalas wrote:
Thanks, if I'd known about your website before I started it would have saved me a lot of time :). I've used your maps, calendar and name generator a great deal in my home campaign, thanks for all your hard work! ![]()
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![]() Name: Cuthrig Durnmire
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![]() I've been playing around with Yngvilda my Ulfen Fighter. I haven't completely settled on all the details yet, but I'm leaning toward two weapon fighting with the shield and perhaps an axe rather than spear so I can benefit from the Ulfen weapon training trait. Cheburn is correct that not going two-handed means she won't be putting out a huge amount of damage, but I love the iconic image of the Ulfen warrior banging her axe against her shield before combat. Hopefully she can contribute by barging through doors and drawing the attention of any enemies we might face! @Incandescant I'd play whatever you fancied since it sounds like we've got the basics covered; all of Cheburn's suggestions sound good. Maybe approach it from the other direction, why are you in the middle of a Taldan forest looking for work as a caravan guard? If you fancied being Ulfen you could be Yngvild's brother or something and perhaps we set out together? @SamuraiNitta If you like the flavour of the Spell Warrior I'd go for that. It might not be powerful straight away, but if that's what's calling to you you'll probably have more fun. ![]()
![]() Hi Cheburn! I've no objections to your investigator, it's a very fun class and gives us a good skilled character to start. My own first choice would be Fighter. With this being set in Taldor I've got an idea for a character who is the headstrong daughter of a now wealthy family of Ulfen guard in Oppara. She wants to rebel somewhat by returning to the Lands of the Linnorm Kings and slaying a linnorm. Of course she needs to train first, and so she's taking mercenary jobs in Taldor and training hard in shield and spear all the while. That said I'm trying not to get too attached to the idea because if nobody's first choice was some sort of support / healing role I would switch and take that up, something along the lines of Cleric or a Life Oracle, neither of which I've played before and are interesting to me. ![]()
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![]() For healing my plan was to take a wand key ring for cure light wounds and get my UMD up to +9, then use some of the generous starting cash to stack up on wands. It wouldn't really help in combat but would do to patch us up between bouts. It fit with my idea of an ex-teacher who had been living as a hermit dedicated to self-perfection after resigning due to a student using their teachings for evil; they'd need to be self-reliant and constant training would cause injuries. Thanks for the thought anyway, let me know if you run it in the future. ![]()
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![]() I'm certainly interested, I loved the new Martial Arts Handbook. My initial reaction would be to go with a Softstrike Monk, perhaps an old Vudrani master from the Houses of Perfection who's tired of her teachings being used for war and murder. I envision her with the Breaking Down and Building up Koan Ki Powers for using her wisdom to confound her enemies (I love the flavour of these, I can't wait to make some up), as well as the Chakra blocking feats for that classic Monk nerve strike action. I appreciate that I've basically just taken all the monk specific options and mashed them into a single character, but they all sound like fun. I'm a PbP noob but I'll happily make some sample posts if you get enough interest and this turns into a recruitment post. ![]()
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![]() I'd love to be a part of this, thanks for running! Here's my application Vitus Woodborn Role: Vitus is a herb witch (probably with the healing patron) who provides healing and support to the party through the use of herbal remedies and natural magic. I'm not a fan of weird hexes like prehensile hair, so I'm thinking more support like healing hex and fortune. Concept: Vitus was born to a family living in the Fangwood but was displaced by violence as a young man and joined up with the Nirmathi Militia. Fueled by anger at his misfortune he fought numerous battles and saw more of the horrors of war than he would like. Eventually his anger and resentment dried up, and his essentially good nature meant that he couldn't remain fighting and stay sane, even in the role of a healer that he had found he had an aptitude for. He parted in good terms, and settled in Phaender, where he has lived for decades. The locals of the village know that if they need bones setting, or if they fall into a patch of poison berries, that cooky old Vitus can mix them up a remedy or even provide a bit of magical healing if necessary. Experience: I've been playing Pathfinder since 2013, when I started running Rise of the Runelords for some friends. We finished that after 3 years, and I'm now running Carrion Crown. I also play Pathfinder Society (mostly as a way to play rather than GM, but even there I end up GMing a fair amount). I've always wanted to play in an Adventure Path, so I'm really excited about this chance, especially as Play-by-Post seems like such a rich format for it. I've not yet played any Play-by-Post games, although I am signed up for EvilMinion's "Occasional Demons" PFS run starting in January which I'm very excited about. However my wife would be able to confirm that I'm obsessed with Pathfinder and am on these boards and other discords multiple times per day, so I think I can manage a post every day or thereabouts. Thanks! ![]()
![]() I'm excited! I'm bringing Floria, an earnest and honest Taldan noble with a touch of the fiendish that she hates but relies on. She's primarily an offensive psychic with good intelligence based skills. Against foes (other than undead) immune to mind effecting effects she can use magic missiles, and against foes immune to magic she can run away and hide. She has one GM credit chronicle that will kick in at level 5. She's also entirely comprised of GM credit so technically eligible to being completely rebuilt, but I've been levelling her up and buying items as I go just as I would a normal PC and am rather attached to her. The only thing I would consider is tweaking her spell selection slightly as now I'm faced with actual adventuring I think a support spell or two would go a long way. ![]()
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![]() EvilMinion wrote: Tom, is your PC going to be the right level? She's listed as level 1 in your profile... and despite being friendly for new pbp folks... you will still need to be level 3 and a bit to start this! Yes sorry she has 10 XP, I haven't updated her profile since I created her. I'll update it tomorrow, in my enthusiasm I may have been a bit hasty in replying to this before doing that, sorry! I probably should also say that she's entirely GM credit so far and I haven't actually played her yet, and she has a GM chronicle that will kick in when she gets to level 5. When I say I'm new I mean to play-by-post, I've been playing PFS for a couple of years, but the role-playing opportunities of PbP are very appealing. ![]()
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![]() I've been lurking on the forums looking for a newbie friendly game and this looks perfect, so I would like to throw my hat in with Floria Avernathus. Floria is a young Taldan noble from Yanmass whose family made their fortune making uniforms for the military. Despite her tireless efforts Floria's family has fallen on hard times, and need money to maintain their position in society. In a last ditch effort to save their name her parents sent Floria to the Pathfinder Society to use her hitherto hidden-away "gifts" to earn fame and fortune. Floria had her own reasons for joining the so iety, because the origin of her psychic powers has long remained a mystery. There are rumours that her uncle made a pact with a fiendish entity to barter her soul for unspeakable power, but her parents have always denied it, and he's no longer around to ask. For her part Floria has done what researches she can, learned the languages of hell and the abyss, but she hasn't found any answers in her books. She's ready to take on any missions that might bring her closer to the truth about what happens to her when she gets angry. She is a level 4 abomination psychic who travels with her handmaiden Martella (i.e her porter) and while good, has a "dark half" that comes out when she's angry. I hope that's the sort of thing you need! Thanks ![]()
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![]() This all sounds wonderful (particularly fatigue being something barbarians actually have to deal with), but I'm surprised that somatic components are available and not verbal. I can imagine a barbarian shouting their spells at someone in a rage (FUS-ROH-DAH!), But making intricate Dr. Strange style hand motions seems a strange fit. ![]()
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![]() Now I've had a bit of time over the holidays I've replaced all my images with ones that permit it, and (hopefully) abided by the terms of the community use policy, so you can now grab these spell cards here. They only go up to level 2 at the minute since my shaman is only level 3, but if he makes it to 5, or anyone asks for it, I'll throw in the later levels too. Happy new year all, I hope this is useful to some fellow shamans out there! ![]()
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![]() BigNorseWolf wrote: What familiar donyou have? Most likely they have weapon finesse, which is useless to familiars. You could have swappedmit out for free when they changes the rule a bit before the start of season 9, or at worst spend 5pp and a bit of gold to retrain your familiars feat Thanks Mr. Wolf. Looks like I'll be trading in some favours with the Grand Lodge druids to train Eska to keep her collar on. ![]()
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![]() I'm also interested in this, as I just bought one for Eska, my shaman's spirit fox. Although it seems clear that it is intended to work for a familiar without feat investment, I agree that it's not clear, especially as I can't find the line you referenced regarding items being called out for a specific animal. Could you provide a link to that please? ![]()
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![]() Azothath wrote:
I'm working on replacing images I've used with similar ones with a permissive copyright, and adhering to Paizo's community use policy, then I'll post a link. For long spells I've been paraphrasing to fit the essential mechanics on one side, I hope that works for you. I think I'll include a page reference as well. |