mahuffma's page

Organized Play Member. 33 posts (1,255 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


Thanks guys!

Not sure where to look, or ask, but is there a place to join recruitment for pf2 society games? Is that a thing That's running yet? I haven't read all the way through pf2 yet, but is it is more active than pfs1e, I would be all for it.

May fortune ever... Eh, good luck.

That could be an accurate summation Bob.

The Ancient GM wrote:
mahuffma wrote:
How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.
The premise of the AP is not that kingdom building, it is dungeon diving, and part exploration game. Kingmaker is assumed to have happened and you are now taking advantage of the open season on the unexplored areas.

I understand that the premise is not kingdom building. I just thought that it would be a fun mechanic to incorporate the Downtime System as it is, I think, the individual equivalent to kingdom building. Just curious to see if it was a consideration.

Baroot said wrote:
As I alluded to, I was thinking that he would be buddies with one of the other PCs, and probably will share that PCs reason for being in the Stolen Lands. Most likely he has been helping some bandits. As a 6 Int character I think he will need someone smarter than him to help him along through life :p

With Brightberry looking to become a protector of the natural land, and marshaling plant people to do so, it seems that he and Baroot would make likely companions.

How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.

I a submitting a vine leshy druid (leshy warden)

Character info:

CN Vine Leshie Druid (Leshy Warden)
Init+2; Senses Darkvision 60 ft; Low-light Vision: Perception +5
AC 18, touch 13, Flat-footed 15; (Dex +2, Size +1, +4 armor, +1 deflection)
HP 10 (8[Class]+2[Con])
Fort+4 Ref+2 Will+6
Speed: 20 ft
Melee: Spear +0 (1d4) x2 20ft
Ranged: sling + 2 (1d3) x2 50ft
Spell-like Abilities: Grapevine
Supenatural abilities: Cruel Thicket 7,day
Druid Spells Prepared
1st- entangle, thorn javelin

Domain: Plant (thorn)
Str 10 Dex 14 Con 15 Int 8 Wis 18 Cha 11
Base Atk+0; CMB +0; CMD 12
Feats: Photosynthetic healing, Alertness w/ familiar
Traits: Dangerously curious, Tangle Guerrilla (snare trap)
Leshy Racial Traits: Plantspeech, Unassuming foliage, Climber; FCB Druid, +1 Skill
Adventure Skills Climb +2, Perception +8, Stealth +7 (+11 in Forest), UMD +5, Survival +10
Background skills: Handle animal +4, Kn. Nature +5
Languages Common, Sylvan; Plantspeech (Vines)
Leshy traits: Change shape, Verdant burst
Combat gear: Short Spear, Sling, lamellar leather, light wooden shield
Other Gear: Msw. Backpack, 6 gp

Red Leaf
N Small plant (leshy)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1


AC 14, touch 12, flat-footed 13 (+1 armor, +1 Dex, +1 size, +1 natural armor)
hp 5
Fort +3, Ref +3, Will +3
Immune electricity, sonic, plant traits


Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +2 (1d4-2/19-20)
Ranged seedpods +2 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)

Constant—pass without trace


Str 6, Dex 13, Con 12, Int 6, Wis 12, Cha 13
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse, improved evasion
Skills Fly -1, Stealth +5 (+9 in forests and jungles), Survival +1 (+5 in forests and jungles), UMD +2; Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst


Glide (Ex)
A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.

Seedpods (Ex)
Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Share spells

Empathic link

Brightberry was created by an elderly human druid names Ericles. Ericles made it his life's mission to protect the forest in which he lived. He sought to do so by giving the forest itself life, and thus choice. Ericles created many different plant creatures, including myself, and communicated with all types of plants and animals. This was vital to his work, because not only did he face threats of the many different "monsters" of the forest, but the most vicious monster of all. Humans. Many different logging camps were constantly trying to invade his territory, which was just outside of the known maps. So much of his time was taken keeping these wood cutters at bay, that his original mission slowed to a halt. That is when he created me, and others like me, to continue his work. It seemed like we were finally pushing him back. I had several other leshies under my command, as did the others he originally created, and we seemed at peace for a time. This peace is what sealed our fate. We became complacent. The loggers had retreated in order to gather in number and power. They raided Ericles home and burned it to the ground. I escaped with only one other leshy, a leaf leshy that I created named Red Leaf. I know not how many others may have survived. Red Leaf and I left (to the Stolen Lands) and did not look back. Brightberry is now looking to continue Ericles' work somewhere safer. Build a plant community. Perhaps to wreak vengeance on the loggers. Perhaps not.

I have gm'd the first book of Kingmaker. That group fell apart soon after starting book two, though I did read through the rest of them in preparation.

I see Brightberry picking up feats such as train plants and grow plants. He will make this his primary goal, along with creating more leshies. Unfortunately for him, to earn the resources for this he will need to become an adventurer.

Dotting while I come up with a character! This sounds exciting.

Have fun everyone!

Friday the 21st? I guess I can stop checking every couple of hours. Lol.

I would like to submit a lvl 1 human cleric of Erastil. His domains are feather and plant and he will be focusing on the bow. I'll be making a profile for him today.

Very interested. I will have a submission within 24 hours.

Deliverance wrote:
Not to be a spoil sport but isnt multiple submissions from one player a big nono?

I really have no idea. I've only got into pbp the past month or two. I do see how it could be a no no, however, so I will ask for Durn Gunnit, the gunslinger, to be removed from the running since I've already seen a similar build. Sorry if I have overstepped my bounds. Thank you for keeping me in line.

Here is a rough draft of my second submission. He is a life oracle who will latter multiclass as a paladin in order to become a Oradin! That is, unless he goes gunslinger, lol.

Male Gnome Oracle (life)

Init +1
Speed 20 ft.
Melee: light mace -2 (1d4 -2 x2)
Bite -2 (1d3 -2 x2)
Ranged: light crossbow +1 (1d6 19-20 80 ft.)



AC 13, touch 11, flat 12
HP 12
F 4, R 1, W 2




Str 7, Dex 12, con 18, int 9, wis 10, cha 16
Base attk +0

Craft (mechanical) +8
Diplomacy +7
Heal +7

Feats and Traits:



Fey Foundling

You were found in the wilds as a child.

Prerequisites: You may only select this feat at 1st level.

Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).




Blessed Touch +1 healed when using Lay on Hands/Channeling/Cure spells

Numerian Archaeologist


Racial traits

• Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
• Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
• Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
• Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Vivacious: Some gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.

Mwk Backpack
Mwk Artisan tools
Donkey w/saddle bags
4 day's rations
sleeping bag

Zeenquist was found by a human priest of Erastil as an infant. It was assumed that he was abandoned to the wild for his horrible disfigurement that left his mouth looking more like the muzzle of a dog. Many within the temple thought that he must be a werewolf and wanted him put down on the spot, but one priest said that this was nonsense. There was something special about him. Something in nthe forest was looking after him, or he could not have survived. This priest's name was Andrew, and he was good to Zeenquist. Andrew tried to teach Zeenquist the ways of his faith, and Zeenquist did learn from him, just in a very different way.
Zeenquist liked interacting and learning from these priests, but he found even greater joy in speaking to a traveling peddler.
This peddler happened to also be a gnome and he sold all manner of things from all manner of places. His most prized possessions were not of this world he insisted. They are of an alien race that landed in Numeria. This peddler, Aundar, and Zeenquist would spend many an hour tinkering away on these things. When Zeenquist felt himself old enough, he left the priests and traveled with Aundar. They both decided to head to Numeria together. While Aundar would continue to peddle the area, Zeenquist would delve deep to find hidden treasures. The rumor the the happenings in Torch naturally attracted him to that spot.

I have two submissions I would like to make. The first is probably going to be passably similar to a couple of others. I've already seen one. He is still in development as well. As of right now he is a gunslinger (siege engineer) and will progress from level two on up as a Magus (elritch archer, staff magus, hexcrafter) I still may change him from gunslinger to spellslinger. If selected, I will create a profile for Durn. This would also only be my third pbp, one of which I am still a part of, so please forgive any blunders I may make.

Durn Gunnit


Gunslinger (siege gunner) 1
Kellid Human male
HP 12
AC 15 flat 12 touch 13
Stats: str 8, dex 16, con 14, int 16, wis 10, cha 7
fort: 4, reflex 5, will 0
class abilities: Deeds, grit 3, gunsmith
Pistol +3 1d8 25 ft X4
Languages: common, Androffan, Hallit, orc, dwarf

Acrobatics 7
Heal 4
Kn. Engineering 7
Kn. local 7
Perception 4
Slight of hand 7
Alchemy 7

Feats and traits:
Point blank shot
rapid reload
Roving Range
Numerian Archaeologis

light load: 30 lbs and under
Current load: 29.5 lbs
mwk pack 4lbs
bedroll 5lbs
torch 1lbs
flint and steel
gunsmith kit 2lbs
4 powderhorns 4 lbs
10 paper cartridges
40 black powder doses
30 bullets
Lamellar cuirass

Durn, as was his only given name, was a small child. Not only that, he was an unlikable child. He did not know when to shut his mouth, and as a result, had it bloodied time and time again. He was a great disappointment to not only his family, but his entire village, who were all tired of hid unpleasant inadequacies. After his father witnessed Durn putting many mechanical things together for different purposes, he saw his way out of this embarrassment. He sent him to live with his uncle in Starfall. His uncle was a member of the military and quickly got Durn placed into the Siege Engineer squad. Durn "Gunnit" excelled within this placement and began to make a real name for himself. This was short lived, however. His mouth finally caught up with him. He began to become bored with manning the siege engines, which were never actually used for real, and he began to fancy himself as a pistoleer. He even began sneaking in to Sneld Copperod's personal chambers to study his arcane books. He thought that he would become some sort of spell wielding pistoleer and go discover some sort of ancient artefact that would make him a legend! When his superiors learned of him shirking his duties in order to play at other things, he was severely punished. He was no longer allowed personal freedoms and made to work extra guard shifts. One dark night, he had had enough! He left his post, gathered his belonging, and a few of his fellow guardsmen's belongings, stole a pistol and left. Hearing of the strange new happenings in Torch, he decided that is where he would go to become a legendary gunslinger!

I have more purchases to make. with 114 gold left, I will probably purchase a donkey to carry whatever else I pick up, including a melee weapon, since I am so puny.

Interested and reading through the player's guide now.

Tyranius wrote:

Recruitment is now open for Assault on the Kingdom of the Impossible!

** spoiler omitted **

Sign-Up Here

Is recruitment still open? Can I sign up under table two? and what does that mean? I just finished my first pfs pbp and am looking for my next, though I am in the middle of a non pfs now as well.

GM Batpony wrote:
Bahram al-Urgug "Jack" wrote:
Do these human fighters represent a lawful government, or are they just well dressed highwaymen...on the river? Rivermen. Will more of them show up if this goes south and a fight ensues?
They definitely represent the state. Will more show up? Well. I dunno. Do you want to find out?

lol, nope. I'm hoping some of these candied words do the trick.

Bahram is ready to try his luck if need be. He does not respect their authority.

mahuffma wrote:
Is it true? I've been chosen? I'd best get my character finished up. I looked him over to see if I could go ranged, but I would need a couple of hard adjustments since I dumped my dex and let my charisma make up for it. I could take a different revelation so that I could go ranged if you guys would prefer. Also, as a side note, I have not figured out how to make a header for my character yet. Please help the noob, lol.

Alright, figured out the header.

Is it true? I've been chosen? I'd best get my character finished up. I looked him over to see if I could go ranged, but I would need a couple of hard adjustments since I dumped my dex and let my charisma make up for it. I could take a different revelation so that I could go ranged if you guys would prefer. Also, as a side note, I have not figured out how to make a header for my character yet. Please help the noob, lol.

I'll get my information on here when I get home. I'm on the road today. Also, looking at our characters, I notice we are rogue heavy with little in the way of healing. Should I switch one of my first level spells to clw? What do you guys think? Along those lines, I was reading about a "welcome to pfs" boon that could grant me a 5 charge clw wand for being a first time player. You know anything about that? Sorry to jump right in with questions, but it was weighing on me.

A witch and a paladin! I love it. I'd love to read the dialog to this if I am not chosen. It's bound to be good.

Oh! I'm so excited! Along the lines of Sulana, let me know if anything looks fishy when looking over my character. I have had to change one thing. I miss copied a racial trait. He should have had sacred Tattoo instead of ferocity. I fixed it on my pfs page, but I don't know how to do a proper link yet.

Looks like an interesting assortment of barbarians, paladins, and sundry . Should be fun, even if lighter on heals. Good luck everyone!

I'm Matt. I've played role playing games for more than 20 years now. Mostly D&D 2nd, 3rd, 3.5, and Pathfinder. This is my first dip into PFS and PBP however. I'll be playing Bahram Al-Urgug. He may have some tweaking to go yet, but he is as follows:

Bahram Al-Urgug, or Jack as the non-Osirian Hummies call him
Half-orc Bard(Archaeologist) 1
HP 9
AC 14/11/13
Fort +1 Ref +3 Will +1
CMD 13, Init +1
Perception -1
Darkvision 60'
17 Years old
Alighment: CN
Diety: Iori
Str 14, Dex 12, Con 12, Int 14, Wis 9, Cha 14
Greataxe +2 (1d12+3) x3
Shortsword +2 (1d6+2) 19/20 x2

Short bow +1 (1d6) x3

---Special attacks---
Arcane strike +1 dmg
Archaeologists luck +2 6rds/day

Arcane Strike

---Special Abilities---
Archaeologists luck +2 6rds/day
Orc ferocity
Rock Climber +1 acrobatics and climb

Fate's Favored +1 to all luck bonuses
Trapfinder +1 disable device and it is a class skill
Orc, Common, Draconic

Acrobatics +5 (1 dex, 1 rank, +1 rock climber, +3 cs, -1 ACP)
Appraise +6 (2 int, 1 rank, 3 cs)
Climb +6 (2 str, 1 rank, +1 rock climber, +3 cs, -1 ACP)
Dipomacy +6 (2 cha, 1 rank, 3 cs)
Disable Device +5 (1 dex, 1 rank, +1 trapfinder, 3 cs, -1 ACP)
Knowledge +3 (2 int, 0 ranks, +1 bardic knowledge)
Perception -1 (-1 wis, 0 rank)
Spellcraft +6 (2 int, 1 rank, 3 cs)
Stealth +4 (1 dex, 1 rank, 3 cs, -1 ACP)
Use Magic Device +6 (2 cha, 1 rank, 3 cs)

Spells known: 4 0th, 2 1st
Spells per day: 1st: 1 +1 Bonus Spell
Spell List:
0th: Detect Magic, Read Magic, Ghost Sound, Mage Hand
1st: Comprehend Languages, Silent Image

Greataxe, Shortbow, Quiver w/ 20 arrows, Shortsword, leather armor, buckler
pack, chalk, thieve's tools, 1 Alchemist's fire, Trail rations.
137 gp 9 sp 9 cp
Carrying Capacity: Light Load-58 lbs, Medium Load-116 lbs

Bahram was born of a Keleshite mother and orc father.
Bahram's life started while his mother was working as part of an archaeologist team, digging up an old ruin when an orc war party fell upon them. Some time later, His mother, having given birth to such a painful reminder of the harm done to her people and an affront to the Garundi heritage, had to fight hard in order to protect Bahram. Things were especially difficult for Bahram since his mother insisted on him knowing of his orcish lineage as well as her own. He was raised under her skirts and worked hard in helping her on her archaeology digs.

As Bahram became older, and stronger, the humans surrounding him became less tolerant of his presence. In a final attempt to shelter her ill begotten son, his mother declared Bahram a full fledged archaeologist in his own right and assigned him his new life's quest. He was to go forth into the world and search for the ancient artifacts once belonging to the Osirion people.

Bahram was not long into his journey before he began to wonder if his mother's "glorious mission" was nothing more than attempt to free him of his human counterpart's reprisal. Or perhaps he truly his meant for greatness in restoring Osirion to it's former glory.

Here is a work in progress of my proposed character. I still have a bit to go on him, but wanted to get him out there.

Male half orc Barbarian 2, Oracle (Lunar) 3
Init: -2 Senses: Darkvision 60’, Perception +14
AC 20, touch 13, flat 17 (+7 armor, +3 Cha)
HP 63 (2d12, 3d8 +15)
F 8 R 5 W 5
Speed 20 ft
Melee +1 greatsword +8 2d6+5
Melee Bite +7 1d4+3
Special attacks: Bloody Bite 1d6 while raging
Str 16, Dex 7, Con 17, Int 12, Wis 12, Cha 16
Base Atk +4; CMB +7; CMD 15
Feats Boon Companion[UW], Ferocious Beast, Extra Rage
Traits: ____ , ____
Skills Intimidate +8, Handle Animal +11, Perception +14, Survival +7, Climb +6, Diplomacy +9, Sense Motive + 9, Spellcraft +8, Knowledge Nature + 7, Knowledge Religion + 9
Languages: Orcish, Common, Draconic
Rage: 13 rounds
Uncanny dodge
Rage power: Bloody bite
Revelation: Prophetic armor – Use cha modifier in place of Dex for armor and reflex saves
Revelation: Primal Companion – Tiger
Racial Trait: Toothy – 1d4 primary bite
Racial trait: Shaman enhancement - +2 spellcraft, +2 str for tiger
Darkvision 60’
Combat Gear: +1 breastplate, +1 greatsword, Eyes of the Eagle, Cloak of resistance +1, Wand of cure light wounds

Animal companion:
N medium animal
Initiative +7, scent, low-light
AC 21 touch 13 flat 18 (+3 dex, +5 armor, + 3 natural)
HP 45
Fort +5 Reflex +7 Will +3
Speed 40 ft
Melee: bite +6 1d6+3
Melee: 2 claws +6 1d4+3
Special attack: Rake 1d4+3
Str 16 dex 17 con 13 int 3 wis 15 cha 10
Base att +3 CMB +6 CMD 19
Feats: Armor proficiency: light, Improved initiative, ____ ?
Combat Gear: +1 leather lamellar barding

Ranok grew up in an orc tribe learning to be a raider and pillager, like his father. He did not have much contact with his mother, for she was just a human thrall in the tribe. After Ranok came of age, he enjoyed going on raids very much. He seemed well suited for the task as they ranged all across the Five Kings Mountains. This seemed to be his destiny until the aftermath of a successful raid on a troop of elven foragers left him face to face with the most beautiful creature he had ever seen. Unable to put her down, for he was so lost in her canted eyes, he instead took her by the wrist and ran. The two of them spent a couple of years running from Ranok's former orc tribe. They would help the other fey folk when they could, but mostly enjoyed their unlikely love for one another. That is, until Ranok's father, at the head of a war party caught up to them. Ranok was ordered to kill her himself. Both Ranok and his elven lover know what would happen to her if he did not. Though it pained him, he saved her from the alternative. With that done, he was taken back into the tribe. It was not until months later that he was able to escape again. With no purpose, he found himself staring at the moon in the reflection of a secluded lake. It was in that moon struck lake that he found his calling. He has been traveling the land of Andoran ever since, looking to help where he can.

GM Batpony wrote:
mahuffma wrote:
I have not yet participated in a PFS game, but I currently have an archaeologist that I would love to give a try. Anyone have any interest in running entry level for a group?
I'm about to do a run on a week!

Do you have a sign up sheet?

I have not yet participated in a PFS game, but I currently have an archaeologist that I would love to give a try. Anyone have any interest in running entry level for a group?

Looking to join a new game. Doesn't matter if it's an AP or homebrew. I've gamed for more than 20 years, but have not tried PBP yet, so I will have a learning curve. I'll be adding aliases as I get time, but can also make something individually suited for a particular game if needed.

I will present the half orc barbarian/oracle. Let me know how much information you would like on him this early.

Is this a campaign that is expected to continue after this module, or will it be ending after this? I have a half orc barbarian/oracle who is aspiring to become a rage prophet. It would be anti-climatic to end before he reaches his apex.

I would be very interested in this. I have just now decided to delve into the world of pbp, but I have been playing and GMing D&D, and then Pathfinder, since the early 90's. I am so new to pbp, that I have only read through the tutorials. I have not posted one thing yet, but I am excited to learn and role play the crap out of some characters. I have a pfs half orc archaeologist that I have never played. I have a vine leshy, leshy warden (druid) that I think would be interesting. Or, I could pull a number of other characters from a folder to play. If you choose me, I am committed to posting frequently and in depth. There will be a learnig curve with me, however.