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18 posts. Alias of DM DoctorEvil.



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Pathfinder Adventure Path, Maps Subscriber

Looking for players to join a pre-existing homebrew campaign set in the small village of Sandpoint. It is not directly related to any pre-published Sandpoint content, including Rise of the Runelords, but may have some of the same places and NPCs. The Gameplay Thread is linked here if you are interested in reading back.

There are three existing players: a fighter, a monk, and a bard. We would consider adding 2-3 more if they were good fit. Ideally, the group needs a healer type and someone who could pick locks or disarm traps. The PCs are still first level, though they are nearing the promotion to 2nd.

Standard build rules apply. Any Paizo published source is fine. Ancestry should be kept to Common or Uncommon (the existing are Leshy, Tengu, and Tripkee) and characters should be good in nature and not overly monstrous in appearance.

Backgrounds tying applicants to Sandpoint are appreciated thought he ties don't have to be long or drawn out. Looking to add some folks quickly, so first come first served that meet the right criteria is likely the way this goes down. I realize recruitment during the holidays is likely to miss several interested parties.

Feel free to hit me up with questions.


The rebellion begins! The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune. When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus -- but can they survive logn enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?


Please post any OOC comments questions or the like here.


Pathfinder Adventure Path, Maps Subscriber

Please post if invited to this closed recruitment thread. First order of business is determining an adventure to play. I have access to almost all of Paizo published APs (all of them in the PF2 era), and could come up with a few others from older times if necessary. I am amenable to translating older APs from PF1 era, and some of those stories (Rise of the Runelords, Crimson Throne etc) are among my favorite.

Maybe its best if we start by saying 2-3 APs that you do NOT want to play (either played them, ran them, or don't like them) and that will get some process of elimination started. No wrong answers...If you don't know or have any, that's fine, just say so.


After the events of Rise of the Runelords moved the focus of the adventure from Sandpoint to other sites, the small community on the Lost Coast of Varisia still remained. These are stories that took place in between the large and well-known campaign arcs.

Feel free to dot in and give an initial post of your current whereabouts in the village of Sandpoint.


After the events of Rise of the Runelords moved the focus of the adventure from Sandpoint to other sites, the small community on the Lost Coast of Varisia still remained. These are stories that took place in between the large and well-known campaign arcs.

Feel free to dot in and give an initial post of your current whereabouts in the village of Sandpoint.


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Please post something here, and I will attach a Gameplay thread later to get things truly going. Will only add recruitment if we don't get a full crew from the other thread.


Volume I: Kindled Magic
Chapter 1: Orientation

Place: Magaambya Academy, City of Nantambu, western edge of the Mwangi Expanse, Garund, Golarion
Time: Moonday, 1 Rova, 4724AR

On this first day of the term, only a select few new Initiates are welcomed inside the gates of the most prestigious magic academy in the world. You are among that group of six, who appear to be of all shapes and sizes, including ancestries you may have never seen before. Once settled and fed, the small group is escorted into an outdoor plaza that stands between several buildings inside the venerated Academy. Assembled into one line the new Initiates are awestruck by the sights of the place. Massive mosaics of Jatembe's Ten Magic Warriors overlook the plaza and the school's terraced gardens along with the surrounding water-borne city of Nantambu make a breathtaking view that is only slightly spoiled by a steady downpour of rain. Fortunately, a magical disc of some size stands over the open courtyard keeping those assembled warm and dry.

Strolling out from one of the building is a lone man wearing colorful blue and yellow robes and headdress, carrying a long tree-branch as a staff. He strides with clear determination to point in front of the Initiates. His eyes are warm, and his smile inviting as he speaks in a gentle soothing timbre:

"Welcome, and a kind hello new students. It is my pleasure to instruct you. You may call me Teacher Ot. You are embarking now on a life of study and service. We see within you intellect, passion, and judgment -- in short, the virtues to build upon the strengths of the thousands who have come before you. We follow the footsteps of Old-Mage Jatembe, who showed us the price of magic is the responsibility to better the world!"

Takulu Ot makes it clear that, even though some of you were already interviewed to get this far ,and some of you he may know personally, a group interview is required upon admission to the Magaambya. He asks the group a series of questions and then waits patiently, his face still smiling as he listens to your answers. His initial question to each of you:

"Who are you?"

Feel free to take whatever liberties you will with these interview questions. Written answers from all are not required, but this is a good in-game way to introduce your characters to each other, and begin to develop your PC personality. Trust me, they get harder after this...


Welcome to the game! Please post character building questions, OOC discussion, or other commentary here. Please try to reserve the Gameplay thread for IC interactions.

Different than many games, the AP will bring your characters together as part of the initiate class at the Magaambya. You can create interwoven stories if you want, but its truly not necessary.

I will be reviewing character crunch before we begin, so please post in chat, in your profile or provide the link to your build.

Glad you are here.


Volume I - Fires of Creation
Part 1 - A Dying Torch

Setting: Numeria, the small village of Torch set beside Black Hill among the Numerian Plains.
Date: 19 Lamashan 4714, Oathday, mid-morning

The town of Torch is usually a humble, busy, prosperous place. But today, as the sun lifts above Black Hill, the town has reason to be restless. Events have made the usually industrious folk idle, on top of that, one of the leaders of the town -- in fact one of its most popular citizens, has gone missing. Instead of the clanging of hammers and whoosh of bellows usually found across Torch, there is whispers -- and worry. People worry about their future, businessmen worry about their loans due and lack of income, laborers worry about when their next wages will be paid, and the town leaders worry how long they can continue to pay burdensome tribute to their rather distant overloads in Starfall.

The setting is full of bad tidings, and the outlook is grim. You see, the eponymous torch - a gout of purple flame erupting from the top of Black Hill, has gone out. True it sometimes sputters or flares up into an incandescent storm, but none ever expected the source of the town's meager prosperity to just shut down. And now many worry if it will ever start back up again.

Worse, the one person Torch could rely on to fix this problem has gone missing. Khonnir Bane, owner of the Foundry tavern and forge and member of the town council, went investigating the flame's outage, and has not returned. Exactly what happened to Khonnir remains a mystery so far.

This is the setting our heroes find as the curtain opens on our adventure. Fell free to make an opening post describing your PC, what they are doing at mid morning, or anything else you'd like


Welcome to the game! Please post character building thoughts and questions here, and any OOC chat should occur in this space.


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Pathfinder Adventure Path, Maps Subscriber

As the title indicates, I will be running a the Strength of Thousands Adventure Path using Pathfinder 2nd Edition rules including the Player Core updates. I will be seeking 4-6 players to join me for this adventure, which may take several years to complete. Please see several subheadings below for more information:

Setting The AP takes place in the usual Paizo setting of Golarion at the venerable Magaambya school of magic which is located in Nantambu, the Song-Wind City. This canal filled city is situated on the western edge of the Mwangi Jungle. The year the adventure begins will be 4721 AR. The PCs will start as initiates -- newcomers to the school of magic. The AP will open on the first day of classes at Magaambya, and the PCs are expected to be in class together, so prior relationships are not required, unless chosen for flavor.

Character Creation Rules Strength of Thousands Players Guide outlines a bit more about Magaambya, and the kinds of people who attend the prestigious school. It's a free PDF, and a link can also be found on the Archives of Nethys site if you prefer. Additionally, the Player's Guide discusses ancestries, classes, skills, abilities and other points that might lend a hand to character creation. Campaign specific Backgrounds are available but not required. PCs should choose a primary branch and secondary branch, as outlined in the Players Guide. If you have questions let's discuss.

Please note the part in the Player's Guide titled Magic for Everyone. In this adventure, all characters will be able to cast spells, using either the Druid or Wizard multiclass archetype. Keep it in mind as you are creating your PC.

Application Process - Successful applicants will submit a character concept (no full backstory or stat block required. No alias is needed unless selected for the game, either). This concept should spell out, at a high level, how the pending initiate came to attend the school, what their ancestry and background will be, and how they plan to progress the character given the archetypes noted above.

Further, applicants should provide some detail about their gaming and PBP experience, if any. Players with a track record of staying with games for extended periods will be given preferred status.

Full backgrounds, stat blocks, and crunches will be required if selected for the game, but they can be provided anytime. Any Paizo PF2e rulebook or Lost Omens supplement will be available to build from. Other APs, modules, 3PP, or errata not in existing rules sets will not be allowed. Though most students are natives of Mwangi, the Magaambya takes students of all ancestries so unusual or uncommon creatures are not prohibited. Note, however, that as interactions with those outside the School increase, the more monstrous in appearance a PC is, the harder it will be to fit in or get along. Proceed at your own discretion.

Ground Rules - there will be few house rules besides what is already published although the nature of this AP. This particular story requires the use of an Academia subsystem that will be described in more detail. Additionally, there will be long periods of downtime in this game, which is generally understood to be spent studying, researching, or cramming to stay current in knowledge.

Any GM rulings will be discussed in advance, and reasons for choosing presented where possible. While there may be some discussion about interpretations etc, all GM rulings will be final.

Players are expected to post a minimum of once per day (once total for the weekends usually suffices). Slower posting may result in a warning, and eventually a withdrawal from the campaign. Of course, pre-approved absences are understandable. The GM reserves the right to run a player who is absent or fails to post in the allotted time frame.

During combat or other rounds-based action, more frequent posting is preferred. We will use block initiative to resolve combats with like numbers grouped together, but action will be resolved in actual initiative order, in most cases. It may occasionally result in a "retcon" of certain actions, but generally works out.

We will use Google Draw and other Google tools for mapping, images, and other visually important tools. Someone will be tasked with charting the party's gained loot on a form that will be shared later. If it's not on the loot sheet, its not available.

About Me - I am long time DM/GM going back to AD&D 1st edition. I have many years running games on tabletop and via PBP. I live in the Mountain Time Zone (US) and typically post in the evenings between 9PM and midnight, but will occasionally pop in for other updates during key times. I travel a good deal on weekends, but will usually be able to keep up posting while on the road. I have a dry sense of humor, like a good laugh, love to tell a great story (especially collaboratively) and look forward eagerly to see what the players have left for me on a daily basis.

I realize that's a lot, and if you have made it this far, you must really be interested in talking about this game. Welcome, and thanks for your interest! I hope to have you join me in a great long-term story and see how the magical education of a few PCs turns out.

(I am sure there are things I have forgotten, so please ask any questions)


Pathfinder Adventure Path, Maps Subscriber

As the title indicates, I will be running a modified version of the classic Adventure Path, Iron Gods. This will be run using Pathfinder 2nd Edition rules including the Player Core updates. I will be seeking 4-6 players to join me for this adventure, which may take several years to complete. Please see several subheadings below for more information:

Setting The AP takes place in the usual Paizo setting of Golarion in a land called Numeria. The PCs will start either as residents or new guests in a small settlement called Torch (for reasons that may become obvious). The Iron Gods Players Guide outlines a bit more about Numeria, and the kinds of people who inhabit this difficult land. It's a free PDF, and a link can also be found on the Archives of Nethys site if you prefer. Additionally, it discusses classes, skills, abilities and other points that might lend hand to character creation. Please keep in mind, this is all 1st Edition Pathfinder writing, so it may or may not translate well into PF2. If you have questions let's discuss. A short primer about the opening setting, Torch, is also included, which allow you to familiarize yourself with a few people places and things, in order to assemble a reasonable background to begin. The chosen PCs are all assumed to already know each other when the curtain opens, but we will work through that together via applications.

Application Process - unlike many PBP threads, interested persons will not be required to initially submit a fully built character (though I suppose they may if they wish). Instead, there are several interview style questions to answer, which will help test your ability to fit well into the game I have in mind, and to also prove your longevity in the PBP forum, which admittedly, ends most games abruptly. The Interview Questions are listed below.

After questions are answered, the applicants will be asked to detail the kind of character they have in mind. Background, characterization, and the ability to role-play well are the key drivers here. Absolute abilities, feats, and other crunch details will not play a role. The GM will not select a party based on pre-conceived roles, but rather the best partners to tell a long-erm story with. If we end up with all dwarven bards, so be it....

Only after players are selected from the above (and perhaps other) criteria, will crunch and a stat block be asked for. Ultimately, any Paizo PF2e rulebook or Lost Omens supplement will be available to build from. Other APs, modules, 3PP, or errata not in existing rules sets will not be allowed. However, the GM is a strong believer in traditional characters, ancestries, classes, and systems, so extraordinary or esoteric builds are less like to be of interest in this game.

Proceed at your own discretion.

Ground Rules - there will be few house rules besides what is already published although the nature of this AP (technology and science fiction in a fantasy setting) may require some adjustments on the fly. Generally, any GM rulings will be discussed in advance, and reasons for choosing presented where possible. All GM rulings will be final.

Players are expected to post a minimum of once per day (once total for the weekends usually suffices). Slower posting may result in a warning, and eventually a withdrawal from the campaign. Of course, pre-approved absences are understandable. The GM reserves the right to run a player who is absent or fails to post in the allotted time frame.

During combat or other rounds-based action, more frequent posting is preferred. We will use block initiative to resolve combats with like numbers grouped together, but action will be resolved in actual initiative order, in most cases. It may occasionally result in a "retcon" of certain actions, but generally works out.

We will use Google Draw and other Google tools for mapping, images, and other visually important tools. Someone will be tasked with charting the party's gained loot on a form that will be shared later. If it's ot on the loot sheet, its not available.

About Me - I am long time DM/GM going back to AD&D 1st edition. I have many years running games on tabletop and via PBP. I live in the Mountain Time Zone (US) and typically post in the evenings between 9PM and midnight, but will occasionally pop in for other updates during key times. I travel a good deal on weekends, but will usually be able to keep up posting while on the road. I have a dry sense of humor, like a good laugh, love to tell a great story (especially collaboratively) and look forward eagerly to see what the players have left for me on a daily basis.

I realize that's a lot, and if you have made it this far, you must really be interested in talking about this game. Welcome, and thanks for your interest! I hope to have you join me in a great long-term story and see how the tools of science fiction play out in our beloved fantasy setting.

See below for the initial interview questions. (I am sure there are things I have forgotten, so please ask any questions)


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Pathfinder Adventure Path, Maps Subscriber

Long time GM here, including many campaigns of varying lengths on the forums. I have the itch to run another game or two, and am asking for votes to determine interest in either (or both). Choices will be listed below. Please vote for the one you'd prefer to play in each section. Vote by leaving a post, or sending a PM if you are shy.

For campaign one, I plan to run an older Pathfinder 1st Edition AP, but with the PF2 ruleset. I have GMed, read, or played all of these choices, so it will be revisiting an old friend with slightly different ground rules

The second campaign will be one written for the PF2 ruleset, and likely one I have not run (or played) at all before, so these will likely be new ground to all of us.

New players to PF2 are encouraged to show interest, as we will be happy to help facilitate your introduction to the new version. New players to the boards of any kind are also welcomed. If you have no experience with any of these games, that's ok, let me know which one seems most interesting. Experienced players can make a more informed decision, but don't give away any spoilers, please.

Campaign One (older AP reskinned for PF2)

  • Rise of the Runelords
  • Curse of the Crimson Throne
  • Reign of Winter
  • Iron Gods
  • Tyrant's Grasp

Campaign Two (PF2 written and run)

    Age of Ashes
  • Kingmaker
  • Strength of Thousands
  • Quest for the Frozen Flame
  • Sky King's Tomb

Happy voting! Feel free to comment why you picked what you did or, since this is election season, feel free to campaign for your favorites with other voters. Will tally results next weekend if possible, and make decisions from there.


You may post out of character questions, thoughts or interactions here.


Every year, the empire of Taldor celebrates the Grand Day of Exaltation. On this prestigious day, the Grand Prince is empowered to elevate a commoner to the ranks of the nobility. The event itself is the embodiment of formality, with the elevated commoner selected months or years in advance. What makes this day truly special is that the preceding week is a holiday throughout the empire. Nobles, senators, and hopeful petitioners fill the capital city of Oppara for galas, performances, and parades. This flood of visitors swells Oppara to almost double its size, and many view the lead-up to the Grand Day of Exaltation as harking back to the glory days of the empire. To the nobility, the week before Grand Day of Exaltation is a time to conduct important business deals, issue noble proclamations, and hold private parties. With so many prominent politicians arriving from across the empire, the Taldan senate uses Exaltation Week to vote on matters of nationwide importance.

This year's Grand Day of Exaltation is poised to mark a historic shift in the governance of the empire. Princess Eutropia, daughter of Grand Prince Stavian III, has forged powerful coalition of noble children, reformers, and -- perhaps most importantly -- senators to vote down the ancient law of primogeniture. The law states that royal power can pass only to a male heir -- a succession that cannot be enacted due to Eutropia's status as the Grand Prince's only heir. Rumors have circulated about the princess's quest to strike down primogeniture for years, and the nation remains divided on the vote, with several nobles viewing it as a shameless power grab by the Princess. Others see Eutropia as a stabilizing force that could unify the empire and usher in a new golden age for Taldor.

Before the week of celebration starts, you are each called to a meeting with someone who has been your behind-the-scenes benefactor in some way, the Lady Martella Lotheed. Whether by private note, a dead-drop, or courier you have been invited one evening, several days before the events start, to a small quiet flat not far off the main square of Taldor's senate. You are each ushered into a small sitting room, where wine and bread is available, but your hostess has not yet arrived. Each of you is deep in your own thoughts, wondering about the summons, and the mix of strange folks who share the room with you. But you owe Martella, and plan to pay off in whatever way she asks.

Please take a moment to describe your character -- how they look, dress, etc. -- and feel free to make small talk, or have whatever form of discussion you wish, before your hostess arrives.


Pathfinder Adventure Path, Maps Subscriber

As Taldor's entire capital city gathers to celebrate, few realize that conspiracy and royal rivalries are about to shake the empire to its core! When a high-minded cabal of senators and nobles tries to steer the nation away from disaster, Emperor Stavian III orders a bloodbath in the senate halls, trapping neophyte spies inside layer upon layer of magical security. As tensions rise and the emperor falls, can the heroes escape the forgotten halls beneath the senate and save the heir of Taldor from an assassin's blade? And even then, can anyone prevent a civil war that will tear of the Inner Sea's oldest nations apart at its rotting seams?

The game is reserved for a pre-selected group of players, so please do not apply unless invited!


Out of character posts and other discussion may take place here. Feel free to dot in the Gameplay as well, but please delete your dot post. I will be doing some detailed character review as we get ready to begin.

Feel free to introduce yourself, or chat about what is to come. If there are ties or connections between PCs you can establish some of that here now. Not required, surely.

Welcome, and I hope you enjoy your stay!


Korvosa.

The Jewel of Varisia, has long sparkled on the shore of Conqueror's Bay. Established just over 300 years ago by Cheliax at the height of that empire's expansion. The city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat of power -- the Crimson Throne.

Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished. Yet, the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won -- it is a curse. No monarch of Korvosa has died of old age, and none has produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call The Curse of the Crimson Throne.

Feel free to dot in here, but please delete your dot/post. Gameplay will begin in earnest soon enough.


Gameplay will be open soon, but is currently under construction. Feel free to dot in here, but then please delete your dot.


Out of character issues/questions/interactions take place here


Pathfinder Adventure Path, Maps Subscriber

Had started an interest thread that has now turned into full on recruitment. Welcome to the departure lounge for Curse of the Crimson Throne reskinned for 2nd Ed Pathfinder. I will be using the Hardcover Edition, which is reskinned from the original 3.5 edition. It is one of my all time favorite adventures, and has a mix of several different settings, but is mainly an urban adventure in the Varisian city of Korvosa.

The original version (free PDF) of the Player's Guide is linked here. Please review the material for some background data but understand that actual player backgrounds (since this is new to PF2) are not included. You can choose a suitable background, or I will provide a few from the Hardcover Edition that will work below.

Players should use Paizo published PF2e materials for character creation. No 3PP will be allowed. Otherwise follow basic character creation guidelines. I will NOT be using the free archetype variant rule, since the characters can be widely varied at the outset, and not restricted by class or background.

Typically I will be looking for 4-6 players who run the gamut of classes, ancestries, and skills to provide the most well-rounded party. While the amount of available character creation choices has grown with more PF2 rules being released, I still prefer the tried-and-true character types over the more esoteric kind that many players create. Understand that your PCs will have to blend in, get along, and have diplomatic relations in a teeming city of mostly humans. Monstrous ancestries are allowed, but will likely be at a disadvantage in these regards.

I expect to choose a party quickly, so it may be 7 days or so before recruitment closes, perhaps faster. Characters will start at 1st level. Please only submit complete character ideas, including a crunch, a suitable backstory that ties your skills, background, ancestries, feats (if any) together. Obvious min/maxing will be frowned upon; much prefer a good story and tied together facts of creation.

Posting will be expected daily. I am in US Central time (Nashville area) and expect to mainly post in the late evenings, usually between 9PM-12AM. Players from other parts of the world and other usual posting times are perfectly acceptable but should be noted in the submission.

As I said in the title and the interest thread, new players to PF2 are encouraged and welcomed. If you need help with character creation, then let's discuss in the thread, or via IM if you're shy. Questions only help everyone, so please ask.

Think I have covered what I intended here. Feel free to ask things I forgot to mention or to get clarity. I am sure i will get more submissions than I can accept, so apologies in advance. Best of Luck, and see if you can knock my socks off!


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Pathfinder Adventure Path, Maps Subscriber

Given the politics of OGL currently playing out, I thought I would offer to run any consensus AP using the PF2e rules, even if its an older Adventure Path. I have some experience running PF2, but am not, by any means, a rules expert. New players (or established) are welcome to express an interest. If you have a favorite AP to try, then feel free to share when you comment, and we will get a consensus if we proceed.

Would require daily (or close to it) posting frequency to keep the game moving. Generally any Paizo published character details would be allowable. Usually not 3PP stuff however.

Thanks, and happy to answer questions.


You may dot and delete here, but please do not post otherwise until the game is ready to begin.


The place for out of character discussion etc. You may wait here after being selected until Gameplay opens. Feel free to talk about character interactions/relationships/team building as you see fit.


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Pathfinder Adventure Path, Maps Subscriber

Welcome to Recruitment for my second PF2 campaign, which is the last of the 2 PF2 APs I promised to run in an interest check a while back. After getting campaign one (Quest for the Frozen Flame) off the ground, I am opening recruitment for Age of Ashes. I do love the theme and pacing of this adventure, and look forward to sharing my version with all of you.

Those new to PF2 or PBP are encouraged and welcomed to apply.

About the Game
As noted in the title, we will be playing Age of Ashes AP, which if played to entirety takes the PCs from level 1-20. It beings in the sleepy town of Breachill in rural Isger, but soon has the heroes traveling the length and breadth of Golarion, and perhaps beyond. The Players Guide for Age of Ashes has some very appropriate backstory, recommendations for characters, a quick primer on Breachill and information on the Call for Heroes where the scene opens. There are aslo some AP-specific backgrounds that are recommended by not required. Lots of good info here, read it!

Characters should be first level, and should have appropriate first level backstories that tie their background, skills, early feats, ancestry, alignment, faith, and equipment to it. Doesn't have to be a novel, but it does have to have a sense of verisimilitude and cohesiveness, if you want to be chosen.

Mainly looking for classes/ancestries etc from the Core or APG some of the other details can come from other sourcebooks, but all must be Paizo PF2 canon. No 3pp stuff in this game please.

The PCs will be answering the Call for Heroes (info in the Player's guide linked above), they may have pre-existing relationships with each other, or may be total strangers. They will need to be willing to answer a call, the motivation for that is up to you, and generally aid when all hell breaks loose, so behavior that is too Evil or uninterested in saving the day, will likely not play well here.

About the GM
I live in US Central time and will usually post in the later evenings, typically daily, to move the game along. Might get some other times, but 9-11PM will be most usual. I have a busy full time day job, so will only be able to look in and react, and rarely have long mid-day posts.

I have played TTRPGs since AD&D 1st Edition, generally as the DM/GM/referee. Had 4 star PFS credit before the version change. Ran many games on the PBP boards some lasting several years before petering out. I am fairly new to PF2 however, running my first home game currently, so will need some patience and grace on figuring out rules etc. I am open to suggestions, constructive criticism and any help the players can provide, but once I make a ruling, I expect the table to abide by it, and not draw out a long argument etc. Let's have fun first and foremost, and I will generally always rule in the players favor anyway.

I do love expansive use of language, great characterization, and captivating storytelling. Crunch, rules and mechanics have a place in all games (or chaos ensues) but I prefer a compelling story, and may rule in the favor of the cinematic RAI (rules as intended) rather than the mundane RAW (rules as written). I encourage all players to take chances for in this game, as in life, fortune favors the bold!

Some other notes
I welcome and encourage those new to PBP and PF2, so if you are impatient or can't abide the thought of helping new players out, teach them the ropes, and watch them explore the new system, this is likely not the table for you.

I plan to use Google docs to share maps, loot lists, and other handouts etc. I will try to link them to the gameplay page. There are few new systems in this AP that will have more of an impact later in the adventure, but Hexploration and Leadership mechanics will make an appearance.

I think it goes without saying, but decorum, inclusion, forbearance, patience, and teamwork are required in any table-top game. I expect behavior to apply to the highest standards and if anyone feels uncomfortable with content, interaction, or activity, they will speak up or send me a PM

Rather long intro, but wanted to set early expectations so you don't sign up for something long-term that's not a fit. I am excited to be back in the driver's seat for this AP, and look forward to your character submissions.

Please reply or PM me with questions as I am sure I left off important points I meant to make.


Gameplay will open once recruitment ends and a note is sent in Discussion that the game is afoot. Typically this space will be reserved for in-character posts only.


Please dot here and be on the lookout for announcements and other OOC items of note.


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Pathfinder Adventure Path, Maps Subscriber

Welcome to Recruitment for my first PF2 campaign, and my first campaign of PBP of any kind in a number of years. You may have seen or posted in a recent interest thread I authored, and this is the first of (possibly) 2 PF2 APs I will run.

Those new to PF2 or PBP are encouraged and welcomed to apply.

About the Game
As noted in the title, we will be playing Quest for the Frozen Flame AP, which is just three books and takes the PCs from level 1-10. It takes place in the Realm of the Mammoth Lords, a primitive and savage area of northern Avistan. The Players Guide for this adventure has some very appropriate background facts and also some recommendations for things that will work well in this scenario, and things that will not work well. I will be following those recommendations very closely, so tailor your submissions as you see fit. Contraventions to these recommendations will be considered, but will have to have a unique and compelling rationale to fit in with the Broken Tusk following. Sorry if this doesn't fit what you are looking for. It's rather specific.

Characters should be first level, and should have appropriate first level backstories that tie their archetype, skills, early feats, ancestry, alignment, faith, and equipment to it. Doesn't have to be a novel, but it does have to have a sense of verisimilitude and cohesiveness, if you want to be chosen.

Mainly looking for classes/ancestries etc from the Core or APG some of the other details can come from other sourcebooks, but all must be Paizo PF2 canon. No 3pp stuff in this game please.

Since the PCs are going to be clan members learning to become scouts, they may already have pre-existing relationships with each other. I encourage this, but may want to wait to see who is chosen before developing those too deeply. In any event, PCs will need to be able to give some hooks about relationships with other Broken Tusk members -- its outlined in the Player's Guide (read it, really).

About the GM
I live in US Central time and will usually post in the later evenings, typically daily, to move the game along. Might get some other times, but 9-11PM will be most usual. I have a busy full time day job, so will only be able to look in and react, and rarely have long mid-day posts.

I have played TTRPGs since AD&D 1st Edition, generally as the DM/GM//referee. Had 4 star PFS credit before the version change. Ran many games on the PBP boards some lasting 2 years or longer before petering out. I am new to PF2, running my first homegame currently, so will need some patience and grace on figuring out rules etc.

I do love expansive use of language, great characterization, and captivating storytelling. Crunch, rules and mechanics have a place in all games (or chaos ensues) but I prefer a compelling story, and may rule in the favor of the cinematic RAI (rules as intended) rather than the mundane RAW (rules as written). I encourage all players to take chances for in this game, as in life, fortune favors the bold!

Some other notes
I did promise preferential treatment to some of those who provided feedback or expressed early excitement in the interest thread. They still have to arrive, make a character that fits the expectations, and derive a scintillating backstory, but they get chosen over others. Just be aware.

I plan to use Google docs to share maps, loot lists, and other handouts etc. I will try to link them to the gameplay page. There are few new systems in this AP that will have more of an impact later in the adventure, but Hexploration and Leadership mechanics will make an appearance.

I think it goes without saying, but decorum, inclusion, forbearance, patience, and teamwork are required in any table-top game. I expect behavior to apply to the highest standards and if anyone feels uncomfortable with content, interaction, or activity, they will speak up or send me a PM

Rather long intro, but wanted to set early expectations so you don't sign up for something long-term that's not a fit. I am excited to be back in the driver's seat for this AP, and look forward to your character submissions.

Please reply or PM me with questions as I am sure I left off important points I meant to make.


2 people marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

I have been away from the PBP boards for several years, but am interested to return to run 2 different games. Please vote/indicate interest below. If interest is sufficient (I am fairly confident it will be) then I will open separate campaign threads.

First, I will say I have loads of PBP experience as DM and player with tens of thousands of posts and games that ran for multiple years, despite all hazards of PBP, before finally running out when I relocated and changed job roles. I was once a 4-star GM for PFS and ran many many tables in-person as well.

That said, I have very limited familiarity with PF2 rules as my ability to play virtually, via boards, or in person waned about the same time PF2 was introduced. So, if we play, I am interested in getting more experience and exposure to the PF2 ruleset, and want to find a willing group of people who enjoy a great story told really well, but understand there will be some questions about the rules as we go. You may have to have some patience and understand I may limit options about character creation, optional rules, extra content from supplements etc. Just because we limit character options, doesn't mean we can't tell a beautiful story.

If you have the heart of a teacher and the soul of a poet, we might be able to work together...

With the concept out of they way, I'd really like to run 2 different games:

1)An older PF1 AP that is reskinned/converted to PF2. I have seen some fan conversions etc, and not sure how it would work, but would like to run some of those older stories with a different approach. Games I might want to run this way (please vote for 1, or write in your favorite PF1 AP):

Rise of the Runelords
Crimson Throne
Reign of Winter
Giantslayer

Since part of the joy of RPG is exploration and discovery, ideally, the players for this game might not know much about the stories for whichever AP is chosen. Having played the first few encounters does not exclude you, but having read or GMed the whole AP, might be harder to see.

2) A made-for PF2 Adventure Path. I'd like a little more of a lay-up for preparation without having to convert the stat blocks etc. Again, probably limited to Core Rulebook and APG built content, but the story is more important than the stats (as we all profess).

Preferable I would run Age of Ashes in this spot, since I really like the first book (all I've read so far). Will take recommendations for others in the comments.

Again ideally, players new to PF2 or PBP would have seats at the table, as well as those with loads of experience

Sorry for the long intro post, but want to make sure you understand my plan before you express interest and or sign up for something you did not intend. Look forward to robust feedback and eventually dice hitting the table in anger once again.

Feel free to bombard me with questions....


This thread is for out of character discussion and questions.


This will be the gameplay thread for those searching for the elf Atreus.


Out of character questions comments and conversation goes here.


In game adventure of the small group trying to stop an Ionian caravan of pilgrims from establishing a camp that would be detrimental to Valerian interests.


Out of Character discussion and information will be posted here.


This is the Gameplay Thread for the group investigating the Black Hearts. Feel free to post IC here.


Pathfinder Adventure Path, Maps Subscriber

This is a spin off thread from the Terra Nova hub for those involved investigating the strange happenings with the Novan tribe, the Black Hearts.

See the main Terra Nova hub, Inn of the White Wolf, for details on how to apply to this campaign


Post our out of character questions etc here.


Terra Nova campaign thread for Elise and Katze to explore Seaside Manor at the request of the bookish Dirk Longwood.


The White Wolf is the only inn in the town of Tanner's Crossing. The whole town is relatively new, but the Wolf is of recent construction. White pine timber lies on a foundation of stone and rises three stories in the air.

The top two floors are lodgings for the various guests who come and go from this town on the Marches of New Valeria, the colony established on Terra Nova. The ground floor of the Inn has one large common room, with a great fireplace in the center. Mounted above the fireplace is the stuffed head of large white wolf, giving the place its name. A long mahogany bar with a brass rail runs along the common room and various tables, chairs, booths, and couches fill the rest of the common room. The place is abuzz with smoking, drinking, and the murmur of conversation at all hours.

The proprietor of the White Wolf is a grizzled veteran of campaigns on the old world of Alderran named Aldred Cartwright. Most call him by his nickname of Top, a reference to his rank as first sergeant in the Royal Cavalry. He has a thick scar across part of his face, and is missing is left eye, which is covered with a patch. His temper is legendary when he loses it, and his forbearance for foolishness and fighting in his common room is extremely low. Many a hooligan or drunkard has taken a thrashing from this man, and many more will too.

Top Cartwrght's wife, a matronly saint of a woman named Maida, is the cook and hostess for the White Wolf. She is as sweet as Top is tough, and her food and hospitality make this inn the hub for activity that it is.

Two serving girls, in low-cut blouses and short skirts, serve the patrons. They are named Rose and Ella and live in the quarters behind the Inn. They are attentive and a bit saucy and keep things lively in the common room, even when times are slow.

Feel free to introduce your character, what they do, and where they are. The idea of this hub setting is to get characters to interact, and perhaps form groups to solve problems or investigate concerns they hear about while resting in the pub.


Feel free to ask game-related out of character questions or make suggestions here. The game will get better and the world setting richer, the more you add to it.


2 people marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

Welcome to Terra Nova! My intent is that this Homebrew world becomes a hub for multiple PC's playing in multiple threads all in the same world setting. Ideally, it is a living world, where if one group of PC's sets off a chain of events, the rest of the PC's, even in different parts of the world, will have to deal with those events.

This thread is intended to be the "hub" of the Terra Nova campaign, where adventurers meet, form groups to face a single goal, and then may spin out into a separate thread to carry out a certain set of adventurers, which may be noted in the hub thread in some fashion, before coming back here as group fold and re-form. I've not seen a PBP campaign exactly like this, so bear with me as we try something newish.

Terra Nova means "new land" in Latin and an unexplored, newly discovered continent, much like North America of the 16th and 17th centuries is the basis for the setting, though there are differences. I have attached a link to a Google document that explains some of the high level politics and background of the campaign. It also discuss the religions (briefly) and the races involved in the game-world.

Terra Nova Primer

Ideally, the players will help form and add structure to some of the concepts in the campaign outline, breathing life into the world not only for them but for future players as well. My intention is for this to be a collaborative enterprise, with my veto power on certain aspects of the creative direction. Something more than a hack & slash is the goal.

At first, I intended to run this with the PF1 ruleset, but I think, with the relatively recent release of PF2, I will use those rules in order to get all of us acclimated to that version of the game.

If this sounds at all interesting to you, and you wish to participate as a PC, go ahead and build something using the campaign guide (which is still a bit or a work in progress) and the PF2 character creation guidelines and lets see what happens.

Gameplay on this thread will be in the Inn of the White Wolf in the village of Tanner's Crossing, which lies in the contested area of Terra Nova, and where most of the new game threads will begin from. Set your character in the Inn, and let's see if interactions there move you your own Gameplay thread with a group of like-minded PC's.

Happy to address questions concerns or creative suggestions from here on out!


Feel free to dot in here, for continuing adventures from the Magnimar lodge at Heidmarch Manor.


Please check in here for continuing PFS adventures through Varisia in Year 4 scenarios.

Recruitment is closed and players are added by invitation only, specifically those who played in Poblano Pepper's similar series.


Please Dot and Delete. We will begin at or around the kickoff date for Outpost 2.


Please check in here. List your PFS appropriate info for future Chronicle sheet completion. Feel free to dot and delete on the Gameplay tab when you are able.


Please Dot and Delete. Feel free to introduce, cooordinate, and prepare in Discussion tab while we wait for official beginning of Event.


Here is the place to check in with Name, Rank, and Serial Number to receive PFS credit. Please dot in and delete on the Gameplay tab as well. We will begin the game when the green flag drops, probably around 3/1.

Muster, discuss, and prepare all you like in the meantime.

Classes/Levels

SP 40/40 HP 34/34 RP 6/6 | EAC 15 KAC 16 | F+2 R+6 W+4 | Init+2 | Perc+10, Dipl +15, Bluff +13, SM +6

About Aldor Cygnaurius

Aldor Cygnaurius
Male aasimar themeless envoy 5 Alien Archive 2 99
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
SP 40
HP 34
RP 7
--------------------
EAC 15;
KAC 16
Fort +2;
Ref +6;
Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +5 (1d4+2 S; analog, operative, thrown)
Ranged azimuth laser rifle +5 (1d8+5 F; critical burn 1d6) or
. . survival knife +3 (1d4+2 S; analog, operative, thrown)
Offensive Abilities get 'em
--------------------
Statistics
--------------------
Str 10 (+0);
Dex 14 (+2);
Con 12 (+1);
Int 15 (+2);
Wis 10 (+0);
Cha 21 (+5)

--------------------
Skills
--------------------
Acrobatics +8,
Athletics +3,
Bluff +13,
Computers +10 (5 ranks),
Culture +6,
Diplomacy +15,
Disguise +9,
Engineering +10 (5 ranks),
Intimidate +13,
Life Science +6,
Medicine +6,
Perception +10,
Physical Science +3,
Piloting +6 (1 ranks),
Profession (cha) +9,
Sense Motive +6,
Sleight Of Hand +5,
Stealth +5,
Survival +0 (+2 when astrogating throughout the Pact Worlds system)

--------------------
Feats
--------------------
Longarm Proficiency,
Toughness,
Versatile Specialization

--------------------
Languages
--------------------
Castrovelian, Celestial, Common, Draconic, Vesk

--------------------
Other Abilities
--------------------

celestial radiance,
clever attack,
clever feint,
expertise (1d6+1), (Bluff, Diplomacy, Sense Motive)
inspiring boost [15 SP],
inspiring combo

--------------------
Combat Gear
--------------------
mk I serum of healing;
Other Gear
graphite carbon skin,
azimuth laser rifle with 1 battery (20 charges),
survival knife,
engineering tool kit,
industrial backpack,
jump jets,
mk 1 null-space chamber,
personal comm unit,
starstone compass,
credstick (8,471 credits);

Augmentations mk 1 ability crystal (charisma)

--------------------
Special Abilities
--------------------
Celestial Radiance (3/day) (Ex) As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

___________________________

Original Aldor Cygnaurius
__________________________

SP 7/7 HP 10/10 RP 5/5 | EAC 12 KAC 13 | F+0 R+3 W+2 | Init+1 | Perc+5, Dipl +11, SM +4

Name: Aldor Cygnaurius
Race: Aasimar
Class: Envoy 1

Theme: Corporate Agent
Background: Old Hand
Alignment: Neutral

Init +1 ; Perc +5
--------------------
Defense
--------------------
EAC 12, KAC 13 [EAC: 10+1(Armor) +1(Dex), KAC: 10+2(Armor) +1(Dex)]
SP 6 [(6 Envoy + 0 Con) x Level 1) ]
HP 10 [4 Aasimar + (6 Envoy x Level 1) ]
RP 5 [.5 x Level + 4 Cha ]
Fort +0 ([0] + 0 Con)
Ref +3, ([2] + 1 Dex)
Will +2 ([2] 0 Wis)
--------------------
Offense
--------------------
Speed 30 ft.
+0 BAB

Ranged: Azimuth Laser Rifle, +1 [+0 BAB, +1 Dex ] (1d8 F, Range: 120 feet, Crit: 1d6 Burn) (4 batteries, 20 charges each, 1 per usage)

Melee: Club, +0 (1d6 B)

Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 10 (0)
Dex 12 (+1)
Con 10 (0)
Int 13 (+1)
Wis 10 (0)
Cha 18 (+4)

--------------------
Starship
--------------------
Gunnery +2 = Piloting Ranks(1) + Dex(1) + Computers

--------------------
Skills
--------------------
• Acrobatics +1 ([0]+3 Class, +1 Dex)
• Athletics +0 ([0]+3 Class, +0 Str)
• Bluff +8 ([1]+3 Class, +4 Cha)
• Computers +5 ([1] +3 Class, + 1 Int)
• Culture +1 ([0]+3 Class, +1 Int)
• Diplomacy* +11 ([1]+3 Class, +4 Cha, +2 Racial, +1 Theme)
• Disguise +4 ([0]+3 Class, +4 Cha)
• Engineering +5 ([1]+3 Class, +1 Int)
• Intimidate +8 ([1]+3 Class, +4 Cha)
Life Science +1(+1 Int)
• Medicine +1 ([0]+3 Class, +1 Int)
Mysticism +0 (0 Wis)
• Perception +6 ([1]+3 Class, 0 Wis, +2 Racial)
Physical Science + 1 (+1 Int)
• Piloting +5 ([1] +3 Class +1 Dex)
• Profession, Accountant +5 ([1]+3 Class +1 Int)
• Sense Motive* +4 ([1]+3 Class, 0 Wis)
• Sleight of Hand + 1 ([0]+3 Class +1 Dex)
• Stealth +1 ([0]+3 Class +1 Dex)
Survival 0 (0 Wis)

[skill ranks per level = 8 + 1(Int)]
* Indicates Skill Expertise
--------------------
Feats
--------------------

Long-Arm Proficiency (1st Level):

Source Starfinder Core Rulebook pg. 159
You know how to use longarms.

Prerequisites: Proficiency with small arms.

Benefit: You gain proficiency with longarms (see Weapon Proficiency on page 243).

Weapon Specialization (3rd Level):

Source Starfinder Core Rulebook pg. 163
You know how to get the full damage out of a weapon type your class doesn’t normally use.

Prerequisites: Character level 3rd, proficiency with selected weapon type.

Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Toughness (3rd Level):

Source Starfinder Core Rulebook pg. 163
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Improved Initiative (5th Level):

Source Starfinder Core Rulebook pg. 158
Your quick reflexes allow you to react rapidly to danger.

Benefit: You gain a +4 bonus to initiative checks.

Great Fortitude (9th Level):

Source Starfinder Core Rulebook pg. 157
You are resistant to diseases, poisons, and other maladies.

Benefit: You gain a +2 bonus to Fortitude saving throws.

--------------------
Envoy
--------------------

Envoy:

Source Starfinder Core Rulebook pg. 60
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.

Hit Points: 6
Stamina Points: 6
Key Ability Score - Cha
Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
Class Skills
The Envoy's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).

Skill Points at each Level: 8 + Int modifier.
Proficiencies
Armor
Light armor
Weapons
Basic melee weapons, grenades, small arms

Progression:

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Envoy improvisation, expertise (1d6), skill expertise
2nd +1 +0 +3 +3 Envoy improvisation
3rd +2 +1 +3 +3 Expertise talent, weapon specialization
4th +3 +1 +4 +4 Envoy improvisation
5th +3 +1 +4 +4 Expertise (1d6+1), skill expertise
6th +4 +2 +5 +5 Envoy improvisation
7th +5 +2 +5 +5 Expertise talent
8th +6 +2 +6 +6 Envoy improvisation
9th +6 +3 +6 +6 Expertise (1d6+2), skill expertise
10th +7 +3 +7 +7 Envoy improvisation
11th +8 +3 +7 +7 Expertise talent
12th +9 +4 +8 +8 Envoy improvisation
13th +9 +4 +8 +8 Expertise (1d8+2), skill expertise
14th +10 +4 +9 +9 Envoy improvisation
15th +11 +5 +9 +9 Expertise talent
16th +12 +5 +10 +10 Envoy improvisation
17th +12 +5 +10 +10 Expertise (1d8+3), skill expertise
18th +13 +6 +11 +11 Envoy improvisation
19th +14 +6 +11 +11 Expertise talent
20th +15 +6 +12 +12 Envoy improvisation, expertise (1d8+4), true expertise

Envoy Improvisation:
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears here.

If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined here.

Expertise (1st Level) :
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Skill Expertise: At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

• Sense Motive (Level 1)
• Diplomacy (Level 1)
• Computers (Level 5)
• Engineering (Level 9)
• Bluff (Level 13)
• Intimidate (Level 17)


Merchant Savvy (Ex) (2nd Level):

You know how to find cargo that needs hauling, buy it cheap,
identify good markets, then sell for a profit. Three times per
day when you attempt one of the following skill checks, you
can reroll the d20 before the outcome is revealed.
• Culture checks to recall knowledge about mercantile laws,
customs, corporations, or other merchants
• Diplomacy checks to gather information about merchants,
markets, and merchandise
• Profession checks using the accountant, corporate
professional, manager, merchant, or smuggler skills, or any
other Profession skills the GM approves
• Bluff, Diplomacy, or Sense Motive checks to negotiate the
price for goods and services

Expertise Talent: Slick Customer (3rd Level):

Source Starfinder Core Rulebook pg. 65
When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Expertise Talent - 3rd Level
At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears here.

Slick Customer (Level 3)
Computer Whiz (Level 7)
Saving Expertise (Level 11)
Miracle Worker (Level 15)

---------------------------------------
Envoy Improvisations
---------------------------------------

Inspiring Boost (1st Level):

Inspiring Boost (Ex)Language-DependentMind-AffectingSense-Dependent
Source Starfinder Core Rulebook pg. 62

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Get'Em (4th Level):

Source Starfinder Core Rulebook pg. 62
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Inspiring Oration (6th Level):

Source Character Operations Manual pg. 70
Level Required 6
You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.

Improved Get 'Em (8th Level):

Source Starfinder Core Rulebook pg. 63
Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.


Clever Improvisations (10th Level):

Source Starfinder Core Rulebook pg. 63
The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.

--------------------
Equipment
--------------------
Second Skin (Light Armor) (250 cr.)
Azimuth Laser Rifle (425 cr.)
(4 batteries, 20 charges) (240 cr.)
Club
Personal Comm Unit (7 cr.)
1 healing serum mk 1 (50 cr.)
Industrial backpack (25 cr.)

Credstick (3 credits)

------------------------------------
Aasimar Special Abilities
------------------------------------

Darkvision (Range 60 feet):

Darkvision is the ability to see with no light source at all, out to a range specified in the creature’s description. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise— when a creature has darkvision, invisible objects and creatures are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally (see the Starfinder Alien Archive). The presence of light does not affect darkvision.

Celestial Radiance:

As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level.

Skilled:

Naturally eloquent and perceptive, aasimars gain a +2 racial bonus to Diplomacy and Perception checks.

Celestial Resistance:

Resistance 5 to acid, cold, and electricity.

Energy Resistance
A creature with resistance to energy has the ability to ignore some energy damage of a certain type (acid, cold, electricity, fire, or sonic) per attack. Each resistance ability is defined by what energy type it resists and how much damage is resisted. It doesn’t matter whether the damage is from a mundane or magical source. If an attack deals both kinetic damage and energy damage (such as dealing 3d6 bludgeoning and 1d6 fire damage), energy resistance applies to the energy damage but doesn’t reduce the kinetic damage.

If energy resistance completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an operative’s debilitating trick or poison delivered via an injury. Energy resistance does not negate ability damage, ability drain, or negative levels dealt along with an energy attack, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation.

If you have energy resistance against the same energy type from more than one source, the two forms of energy resistance do not stack unless the sources of the energy resistance specifically note otherwise. Rarely, an effect specifies that it increases a creature’s existing energy resistance.

About the Aasimar:

Garuda-Blooded (Plumekith)
Source Blood of Angels pg. 23
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Source Alien Archive 2 pg. 99
Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.

Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling.

However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion.

Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot.

Ability Modifiers +2 Cha
Hit Points 4

Size and Type
Planar scions are often Medium, and all are outsiders with the native subtype.

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Background
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Languages:

Common, (Homeworld), Celestial, 1 other

Description:

Description
If you haven’t already, write a short description of your character.
Home World
This is where your character was raised, whether it’s a planet, a space station, or even an asteroid. (See Chapter 12 for inspiration.)
Initiative
Your character’s initiative modifier is added to her initiative checks to determine the order in which she acts in combat. It’s equal to her Dexterity modifier plus modifiers from feats or other abilities that affect initiative.
Languages
Your character begins play speaking and reading Common, her racial tongue (if any), and the language of her home world (if any). If she has a positive Intelligence modifier, she knows a number of additional languages equal to that value. See pages 40–41 for more on languages and a list of languages to choose from.

Background: Old Hand:

Old Hand: You've been with the Company a long time, and you know just how cynical it is. Another employee has been around as long as you have, however: Tarika, a brenneri who has endured endless employee orientation workshops alongside you. A couple of times over the years, you or Tarika have almost gotten fired—a threat that, at EJ Corp, never feels distant enough to be funny— but you've always covered for each other. When you were behind on your quota one month, Tarika kicked some jobs your way, and when Tarika needed some time off to take care of her daughter, you pulled a few double shifts to help out. She's reliable and trustworthy, and maybe one of the few friends you can count on.

Theme: Corporate Agent:

SFS Legal Corporate Agent (+1 Cha)
Source: Fly Free or Die Guide p. 5
You’re a businessperson. When your crew needs to negotiate a legitimate deal, you handle the talking. You know EJ Corp’s policies and applicable laws, as well as how to skirt them. Another one of your specialties involves getting something done with help from others further up the corporate chain. If you can’t do something yourself, you probably know who in the Company to ask. As the (probable) highest-ranking Company rep on the starship, you’re well suited to serve as the vessel’s captain.

Source Pact Worlds pg. 47
Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation’s presence on a newly discovered world, you are the company’s eyes, ears, and hands.

Theme Knowlege (1st Level)
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Networking (6th Level)
If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see Starfinder Core Rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute).

Strong-Arm Tactics (12th Level)
When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use Intimidate to bully a creature, its change in attitude lasts three times as long. At the GM’s discretion, this ability might not work on creatures that haven’t heard of your corporation.

Seal the Deal (18th Level)
Nothing is more thrilling to you than engaging in spirited discussion to pursue your employer’s interests. It is why you were hired, and it’s why you venture out into the wider cosmos. Up to twice per day, after you spend at least 10 minutes bargaining and negotiating (this doesn’t count as resting to regain Stamina Points) or using an infosphere to research details relevant to a deal that is significantly advantageous to your company, you regain 1 Resolve Point.

Free Trader Archetype:

A free trader is an independent contractor who buys, sells,
and makes a living hauling freight. Most free traders own or
work on a starship, buying surplus commodities on the cheap
and traveling to distant worlds where those same commodities
command good prices. Free traders sometimes band together
into a small merchant company, with members acting as
guards, engineers, and other specialists organized under a
single manager. Everyone shares the profits. If they are lucky,
one good cargo run make them rich, but for most, it’s a hardknock
life that means barely scraping by.
ALTERNATE CLASS FEATURE
The free trader archetype grants an alternate class feature at
2nd level, but this feature improves over multiple class levels.
Merchant Savvy (Ex) 2nd Level
You know how to find cargo that needs hauling, buy it cheap,
identify good markets, then sell for a profit. Three times per
day when you attempt one of the following skill checks, you
can reroll the d20 before the outcome is revealed.
D Culture checks to recall knowledge about mercantile laws,
customs, corporations, or other merchants
D Diplomacy checks to gather information about merchants,
markets, and merchandise
D Profession checks using the accountant, corporate
professional, manager, merchant, or smuggler skills, or any
other Profession skills the GM approves
D Bluff, Diplomacy, or Sense Motive checks to negotiate the
price for goods and services
Starting at 9th level, your experience with shipping cargo has
made you an expert at packing large lots into small spaces. You
can fit 20% more cargo into a cargo container
or cargo hold of any vehicle, starship,
or pack animal. For example, a typical
cargo hold in a starship’s expansion
bay can hold 25 tons, but you can fit
30 tons of goods in that space. At 14th
level, the amount of additional cargo
you can fit into a vehicle or starship,
or on a pack animal increases to 50%.
In addition, whenever you would
lose cargo for any reason—such
as a cargo hold being struck by
weapon fire or cargo containers
being stolen by thieves—you
can attempt a Reflex saving
throw. The DC of this saving
throw is equal to that for a trap
of the same CR as the threat
that caused you to lose your
cargo (see Table 11–14: Trap
Statistics on page 412 of
the Starfinder Core Rulebook). On
a success, emergency precautions allow you to
rescue half the lost cargo. At 14th level, if you succeed at this
saving throw, your precautions save the entire cargo.
When you reach 18th level, you have a reputation as an
experienced trader among other merchants of all stripes. You
can bring the weight of your experience and reputation down
upon anyone who dares to refuse you contract terms you desire.
Whenever you are negotiating with someone over a price, you
can expend 1 Resolve Point to force that individual to give you
the best price that character could be convinced to give under
the normal circumstances. For example, if a successful skill
check could convince an NPC to give you 50%
off a particular purchase, your Resolve
Point secures you that deal. If the best
price is equivalent to the original price
and your use of this ability would
not earn you a discount, your
Resolve Point is not expended.

Radiant Cathedral:

A massive, ancient building located at the core of the central Burning Archipelago bubble of Dawnshore, the Radiant Cathedral needed no renovations to become a Sarenite cathedral when the Burning Archipelago, then-deserted, was discovered; for this reason, many of Sarenrae's devotees believe that the goddess herself created it. Its stained-glass windows are inscribed with strange, undecipherable symbols, which are believed to be either Sarenrae's secret language, or the story of the Cathedral's true builders; adherents to the latter theory point out some similarities to obscure deities of ash and flame.[1][2]
The Radiant Cathedral features several open plazas and a central spire that reaches up to nearly the top of Dawnshore. Several aeries have been installed near the top for the storage and maintenance of the church's sunskimmer vessels. Attached to the small hangars is Aurora, an unofficial bar where pilots hang out when waiting for their ships to be repaired.[1][2]
Inhabitants

Nearly five million people visit the Radiant Cathedral each year, and thousands of Sarenrae's faithful view it as their home and site of worship. The priests residing in the Cathedral dwell on questions of spiritual matters, which get disseminated throughout the galaxy. Grand Cleric Imryll Novaheart, the first settler of the Burning Archipelago, was responsible for discovering and naming the Radiant Cathedral, and has presided over it since then, never leaving.[1]
The Radiant Cathedral is also home to hundreds of doves, Sarenrae's sacred animals, which were transplanted to the Burning Archipelago decades ago and cared for by the priests, and are a constant draw for tourists and pilgrims. Many of the Radiant Cathedral's plazas serve as a public meeting spaces for citizens of Dawnshore.[1]
Many of Sarenrae's followers seek to make at least one pilgrimage to the Radiant Cathedral during their lifetime to behold its wonder and muse on Sarenrae's plans. Most pilgrims return with a renewed devotion and inspire others to follow their steps. Due to the effectiveness of the church's public relations, even those living outside the Pact Worlds know about the Radiant Cathedral's significance and majesty.[1]

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Starship
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Captain Actions:

• Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

•Encourage (Any Phase)
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.

•Taunt (Any Phase, Push)
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.