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"Ah, good day, and welcome! Yes, please, come in, you are always welcome at Talouf's Baths. It is the best place to come in Katapesh after a long, harrowing journey. Please do not consider me rude, but judging by the size of your purse, you must have had a spectacular and treacherous journey, one worth telling for the ages! And indeed, here in Katapesh is the best place in all Golarion to be, if you have money to burn."
I am recruiting for a sandbox-style adventure, starting in Katapesh. You are all freshly coming from some lucrative adventure of some kind. Basically, where we go is up to you!
Here are the rules for the game:
1. The sources are Core, APG, and the Inner Sea World Guide. PCs have 2 traits.
2. Starting PC level is 2.
3. Ability scores: After this post, I will generate 5 arrays. Arrange the scores as desired. Choose whichever array you like and create your PC that way. I will choose one PC from each array--so if one array happens to be more popular, it will be harder to get that particular PC. If you manage to negotiate with the other players who gets which array, I am willing to accommodate whatever deal you come up with.
4. Equipment: You have 150 gp to spend on equipment. Yes, that's it. However, you will also start with 2,000 gp in coins, gems, jewelry, objets d'art, or commodities. What exactly you have, and how exactly you came by it, is up to you.
5. Regarding background, how you came by the wealth will be important, clearly. But also, what you're thinking of doing with it will also shape the direction of the adventure.
Enjoy!

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Sorry, trying to figure out the dice system here.
Here are your arrays:
Array #1:
4d6 ⇒ (6, 4, 1, 3) = 14 - 13
4d6 ⇒ (1, 5, 4, 6) = 16 - 15
4d6 ⇒ (3, 4, 4, 3) = 14 - 11
4d6 ⇒ (2, 3, 3, 2) = 10 - 8
4d6 ⇒ (6, 5, 6, 6) = 23 - 18
4d6 ⇒ (4, 5, 4, 1) = 14 - 13
Array #2:
4d6 ⇒ (4, 6, 4, 4) = 18 - 14
4d6 ⇒ (6, 4, 2, 5) = 17 - 15
4d6 ⇒ (5, 3, 5, 4) = 17 - 14
4d6 ⇒ (3, 3, 6, 6) = 18 - 15
4d6 ⇒ (4, 1, 3, 3) = 11 - 10
4d6 ⇒ (2, 5, 5, 3) = 15 - 13
Array #3:
4d6 ⇒ (3, 1, 6, 1) = 11 - 10
4d6 ⇒ (1, 2, 3, 6) = 12 - 11
4d6 ⇒ (2, 1, 6, 5) = 14 - 13
4d6 ⇒ (5, 1, 5, 6) = 17 - 16
4d6 ⇒ (4, 6, 6, 5) = 21 - 17
4d6 ⇒ (1, 2, 4, 3) = 10 - 9
Array #4:
4d6 ⇒ (2, 1, 5, 6) = 14 - 13
4d6 ⇒ (3, 3, 4, 1) = 11 - 10
4d6 ⇒ (1, 4, 2, 5) = 12 - 11
4d6 ⇒ (5, 5, 5, 6) = 21 - 16
4d6 ⇒ (3, 3, 2, 6) = 14 - 12
4d6 ⇒ (3, 2, 3, 6) = 14 - 12
Array #5:
4d6 ⇒ (3, 3, 2, 4) = 12 - 10
4d6 ⇒ (5, 1, 4, 4) = 14 - 13
4d6 ⇒ (6, 6, 3, 3) = 18 - 15
4d6 ⇒ (2, 2, 5, 3) = 12 - 10
4d6 ⇒ (1, 6, 5, 4) = 16 - 15
4d6 ⇒ (5, 3, 6, 6) = 20 - 17

Poor Wandering One |

Looks very interesting. I love the background and look forward to posting an application.
Ah, I would like array #3 for my Detective.
The funds are in a mix of coin and gems from the Appelionis family. I managed to find the matriarch's lost sun and heir. More importantly I got him safely away from his cousin's family and arranged for information about the cousins activities to become public. There will be a scandal but it will only effect a small branch of the family.
Madam Appelionis was more grateful than most of my clients.
Oh, me. Call me True, Caelius True confidential investigations.

DarkestHeart |

Àrray - 5
Character - Faradin "The Bloody" Anastaire. Faradin was a Pirate Bard (Sea Singer), till the proverbial kitchen got far too damn hot. On the run from his ex-Crew and a number of minor Lords, the young Chelish man found himself in the illustrious City of Katapesh.
Chelish by birth, Pirate by nature, Bard by the grace of the Gods, for Faradin the world is one huge purse and he is willing to shake it the hell out to get what he wants!
Wealth - Faradin's wealth is stolen. He likes to think of himself as a liberator. He did, after all, liberate his old crew and a score of Nobles out of his formidable wealth, which includes the only copy of a very much prized Chelaxian Opera. For the gold and the diamonds Faradin cares little. His dream is to one day have this Opera performed, with he as the leading man.
To realize this dream Faradin needs to find his Cast and a wealthy beneficiary. He knows time is short, he will one day be caught by for his Crimes, but he does not care. His one dream will be realized, if he has to soak the world in blood to manage it!

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"Ah, good day, and welcome! Yes, please, come in, you are always welcome at Talouf's Baths. It is the best place to come in Katapesh after a long, harrowing journey. Please do not consider me rude, but judging by the size of your purse, you must have...
Hah, are you channeling the merchant in the beginning of the Disneys' Aladdin movie? That's the feel I'm getting here. :-)

Marhorn Petdak |

Here's Marhorn reporting for duty (and, hopefully, approval).
I chose Array #1.
I'm still working on him, but wanted to get a dot on the post and my name in the pot.
UPDATE: Added a background and I think most of the stats are up-to-date.
I apologize to anyone who takes the time to read my background. It's a little longer than intended.

Judderman |

As promised:
Baal-Ullar, born of an orc mother into slavery in the Shackles. After the natural death of his mother and 18 years of servitude he had earned his freedom, working as a mercenary. Now with the 'profits' from his last job he seeks the truth of his past and ancestry.
Every night he has prolific dreams of flying and a large silver dragon...
(like the sound of the RP with Caelius.)

Baal-Ullar |

BAAL - ULLAR CR 1
Male Half-Orc Sorcerer 2
CN Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception -1
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 12 (2d6+4)
Fort +2, Ref +0, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Greataxe +3 (1d12+3/20/x3) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Claws (7 rounds/day)
Sorcerer Spells Known (CL 2, +3 melee touch, +1 ranged touch):
1 (5/day) Mage Armor, Shield
0 (at will) Resistance, Touch of Fatigue (DC 14), Detect Magic, Ray of Frost, Read Magic
--------------------
STATISTICS
--------------------
Str 15, Dex 11, Con 15, Int 13, Wis 8, Cha 18
Base Atk +1; CMB +3; CMD 13
Feats Combat Casting, Eschew Materials
Traits Focused Mind, Reactionary
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Intimidate +11, Knowledge: Arcana +6, Ride -3, Spellcraft +6, Stealth -3, Swim -1
Languages Common, Draconic, Orc
SQ Draconic: Silver Dragon (Cold), Orc Ferocity (1/day)
Combat Gear Greataxe; Other Gear Backpack (38 @ 59.9 lbs), Bedroll, Blanket, winter, Case, map or scroll (empty), Crowbar, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Manacles, Paper (sheet) (3), Potion of Cure Light Wounds, Rations, trail (per day) (20), Rope, silk (50 ft.), Sack (empty), Spade or shovel, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic: Silver Dragon (Cold) +1 damage per die for [Cold] spells.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Focused Mind +2 to Concentration checks
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
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Baal-Ullar, born of an orc mother into slavery in the Shackles. After the natural death of his mother and 18 years of servitude he had earned his freedom, working as a mercenary. Now with the 'profits' from his last job he seeks the truth of his past and ancestry.
Every night he has prolific dreams of flying and a large silver dragon...
Created With Hero Lab® - try it for free at http://www.wolflair.com!

Sir Jolt |

Array #4 character
MEMNU CR 1
Male Human (Garundi) Cleric of Pharasma 2
N Medium Humanoid (Human)
Init +0; Senses Perception +4
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DEFENSE
--------------------
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 14 (2d8+5)
Fort +4, Ref +0, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Gauntlet (from Armor) +2 (1d3+1/20/x2) and
. . Morningstar +2 (1d8+1/20/x2) and
. . Shield, Heavy Steel -2 (1d4+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Bleeding Touch 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day), Rebuke Death (6/day)
Cleric Spells Known (CL 2, 2 melee touch, 1 ranged touch): most common memorizations
1 (3/day) Entropic Shield (DC 14), Shield of Faith, Cause Fear (DC 14), Magic Weapon
0 (at will) Resistance, Detect Magic, Guidance, Mending
--------------------
STATISTICS
--------------------
Str 13, Dex 10, Con 12, Int 11, Wis 16, Cha 14
Base Atk +1; CMB +2; CMD 12
Feats Combat Casting, Toughness +3
Traits Anatomist, Undead Slayer
Skills Acrobatics -6, Climb -5, Diplomacy +6, Escape Artist -6, Fly -6, Heal +7, Knowledge: Arcana +4, Knowledge: Religion +5, Perception +4, Ride -6, Sense Motive +7, Stealth -6, Survival +4, Swim -5
Languages Common, Osiriani
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 13) (Su), Cleric Domain: Death, Cleric Domain: Healing, Spontaneous Casting
Combat Gear Morningstar, Dagger, Scale Mail, Shield, Heavy Steel; Other Gear Backpack (empty), Bedroll, Blanket, winter, Case, map or scroll (empty), Chalk, 1 piece, Flask, Flint and steel, Ink (1 oz. vial, black), Inkpen, Lamp, common, Mirror, small steel, Oil (1-pint flask) (3), Paper (sheet) (3), Pouch, belt (empty), Rations, trail (per day) (11), Twine (50'), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Anatomist +1 to confirm critical hits.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Positive Energy 1d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undead Slayer +1 weapon damage vs. undead.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Still working on background, plot hooksd, etc.
SJ

Sir Jolt |

Memnu's Recent Background
Born in Thuvia, there is little remarkable about Memnu's early years. Abandoned by his family, who had too many children and not enough coin, he was basically a temple servant for many years before he felt Pharasma's call.
Not too long ago, while still in Thuvia, he was hired (along with others) to reclaim a stolen document pertaing to the Sun Orchid Elixir. The whole adventure ended up being a setup and con but ended successfully with the exposure of the false bureaucrat. The group stayed together for a few days in Lamasara but eventually went their seperate ways.
During the adventure, Memnu had become rather attracted to a young Vudrani Priestess of Calistria named Prema. Before the group drifted apart, the two had dinner at one of the cities finer establishments. After dinner, Memnu proceeded to get roaring drunk (this, in itself, is rare as Memnu is not a big drinker and doesn't have much alcoholic tolerance) and began declaring his undying love and devotion for Prema culminating in a grand (by drunken standards) statement of his intent to marry her. Laughing, Prema refused. This did not deter the increasingly boisterous and besotted Memnu (in retrospect, it's amazing he wasn't tossed out) who continued with his declarations of love and marriage. Eventually, though still laughing, Prema agreed to marriage...under one condition: he must return the contents of a bag to her sometime after dawn of the following day. Agreeing, Memnu took the bag and promptly passed out.
Waking the next morning (late), Prema was long gone. Laughing at his own foolishness, Memnu opened the bag to see what was inside, fully expecting it to be junk. Instead he found matched pair or earrings in the shape of a wasp made of gold with yellow gemstones and a tiny symbol etched on each one. By Memnu's own divinations, the earrings are not magical and the symbols have no discenable meaning (possibly a private meaning to Prema or the mark of the craftsman who made them). Having them appraised, he was staggered to find that one earring alone was worth appx. 750 gold with the matched pair being worth around 2000. Utterly stupefied (yet intrigued), Memnu is now determined to find Prema.
Scouring Lamasara for clues, all he found out was that she had been heard to be traveling to Katapesh; and so here he is.
He never lets the earrings out of his possession. He usually carries them in a small bag attached to a simple steel necklace. He almost never talks about the earrings nor shows them to anybody. Partly for personal reasons and also because flashing around a 2000gp set of earrings doesn't seem like a particularly bright idea.
SJ
Sorry for the length; this story seemed a lot shorter in my head.

Poor Wandering One |

I'm looking over the PCs now, but here's where it stands:
Competing for Array #1:
Revengance
Marhorn Petdak
Baal-UllarArray #2:
Vallentin Ra'ulArray #3:
Ruhk "The Dandy"Array #4:
MemnuArray #5:
Faradin "The Bloody"I'll review the PCs and ask any questions I have.
I am sorry did I miss a requirement? Caelius True, confidential investigator was using array #3.
edit. Ah I see I did miss something and you did want full characters. Oh well if it is still open after work I can pull Caelius together.
If not then enjoy the game.

Guin_Weaver |

Sizzle walks into Talouf's Baths late as usual, a little tired from working all night. As they say no rest for the wicked. Being a 'lady of the night', and a former assistant for a newly exposed false bureaucrat, time has been short. After the exposure of the bureaucrat she gathered all of the information reguarding the group that exposed him while she was in Thuvia. There was a clue as to the whereabouts of one of the members which led to Katapesh. Here she took up the name Sizzle (her real name being Shana Truce) and became a freelance lady of love. Hoping to run into anyone with information on Memnu.
I would like stat set 1
Sizzle is a 2nd lvl Witch.

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What you can do, if you've never made characters to play here before, is go into "My Account" at the top of the page, and create a new alias. Give the new alias your character's name.
Then, click on the alias's name under My Account and select Edit Profile. Then, feel free to add all your character's details to the sheet below.
Now you've got a PC ready to go on the system, and your character sheet is always quickly available.

mathpro18 |
I present to you Ashene Elf Bard/Fighter going for Arcane Archer. Sorry this took longer than expected to get done.
I used array 3
Ashene CR 1
Female Elf Bard (Arcane Duelist) 1 Fighter (Archer) 1
LN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +6
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DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 22 (1d10+1d8+4)
Fort +4, Ref +6, Will +1
Immune sleep; Resist Elven Immunities
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OFFENSE
--------------------
Spd 30 ft.
Melee Curve blade, elven +1 (1d10/18-20/x2) and
Unarmed Strike +1 (1d3/20/x2)
Ranged Shortbow +5 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (4 rounds/day, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 10), Bardic Performance: Inspire Courage +1
Bard (Arcane Duelist) Spells Known (CL 1, +1 melee touch, +5 ranged touch):
1 (1/day) Sleep (DC 11), Expeditious Retreat
0 (at will) Summon Instrument, Know Direction, Detect Magic, Lullaby (DC 10)
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 14, Int 15, Wis 9, Cha 11
Base Atk +1; CMB +1; CMD 15
Feats Arcane Strike, Bard Weapon Proficiencies, Elven Weapon Proficiencies, Point Blank Shot, Precise Shot
Traits Calistrian Prostitute: Sense Motive, Charming
Skills Acrobatics +3, Bluff +4, Climb -1, Diplomacy +4, Disguise +4, Escape Artist +7, Fly +3, Intimidate +4, Knowledge: Local +6, Perception +6, Ride +3, Sense Motive +4, Sleight of Hand +7, Spellcraft +6, Stealth +7, Survival +3, Swim -1, Use Magic Device +4
Languages Celestial, Common, Elven, Sylvan
SQ Bardic Performance: Rallying Cry (Su), Elven Magic
Combat Gear Curve blade, elven, Shortbow, Parade Armor, Arrows (20);
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SPECIAL ABILITIES
--------------------
Arcane Strike
Bardic Performance: Distraction, Fascinate,Inspire Courage +1, Rallying Cry
Calistrian Prostitute
Charming
Elven Immunities
Elven Magic
Low-Light Vision
Point Blank Shot
Precise Shot

Judderman |

Note:
I have added to Baal's Bio (Again sorry for the length; on a roll here):
Baal:
Born: in the Cargo Hold of Kelizandri's Blessed Wake (a slaver cargo ship), docked in Port Peril, The Shackles at the time.
Mother: Dhia
Between Ages 0 to 4: Dhia worked as an indentured servant for Vladimir 'The Tempest Duke' Kislev (a member of the Council of Free Captains). As part of the terms of service between them, she was to live and work in the house in exchange for food and lodgings.
Between Ages 4 to 22: Baal lived, trained and worked for the Brotherhood for the Protection of Free Trade. This consisted of the amalgamation of the Brotherhood of Blades Mercenary Company and the Golden Scales Trade Caravan Group.
Baal's contract was purchased by the Brotherhood at aged 4 as it was seen as an investment by the group's leaders to buy children and teach them moral right, wrong and dubiously grey. Throughout his career as a mercenary, he was paid for his service. By the age of 22, he had built up a reasonable account with the Pay Master, his payment mainly being in the form of Gems, Spices and Illicit Substances.
After reaching Katapesh, he decides to retire from the life of a mercenary, and begin a life of adventure searching for his heritage...

Caelius Nicos |

I'm afraid not. It appears I've bene able to find enough time to play, but not to GM. I'll keep this in mind should I find the time again, but thanks to everyone for their interest, and I wish you all the best.
Well rats. Thanks for letting us know Veritas. Finding time can be difficult, but at least you now know that players are available should things change.
have fun
~will