
Shanosuke |

Furrbiddian Expansion
Here I go again putting out another one of my crazy campaigns
This is a special campaign I am currently running on the weekends and I want to try it online. So here we go. Recruiting for the Furrbiddian Expansion.
Several thousand miles west of the inner sea region is the dark continent of Furrbiddian. It had been discovered by merchants and explorers several years ago. Many civilizations existed on the southern region but none in the northern region. The locals say that the northern expanse is cursed. Many explorers who have ventured forth and few return, they speak of the horrors of the north.
At the present, the kingdom of Balthelras is a neutral kingdom between to warring nations and is bordering the Northern expanse of Furbiddian. Balthelras has begun to over populate and needs to expand its territory. The only problem is that it is sandwiched on all fronts by other nation. The only direction it can expand is north, into the cursed lands. Many of the locals of Balthelras fear the cursed north. Foreign merchants told the king of Balthelras about the Explorer’s Guild.
The Explorer’s Guild is a prestigious group based in the inner sea region just outside of Valsarian. The Explorer’s Guild functions like a mercenary’s guild only they are not hired for battle. They are hired to aid in expeditions or even to be expeditions. They help other areas grow and expand by acting as forward scouts. They allow do monster hunting and other wilderness exploration. They act as prospectors and the like.
You are members of the Explorer’s Guild. A new job has been sent out to all members across Golorion. And it states the following:
Dear Members of the Explorer’s Guild
We have been contacted by the kingdom of Balthelras and King Hermond the 3rd from the new continent of Furrbiddian. The good king is looking to expand and we have been called upon to aid in this expansion as we prospect into northern Furbiddian to find suitable territory for the kingdom to start a new settlement. This is an opportunity for you all as you will also aid in colonizing this territory as the first foreigners to settle in Furrbiddian. You will be living there for the extension of the settling. The king will grant you citizenship as nobles should you choose to stay in the kingdom. This is an opportunity to start a rich life in a new land. We are looking for the following applicants:
Leader:
We are looking for a strong, charismatic individual to head this expedition into these lands. The leader must be brave and able to rally the rest of the team, keep them on track, and make critical decisions when the time comes.
Scholar/Surveyor
This is a knowledgeable individual who will be able to survey the land and provide the group with useful information on anything they encounter. The Scholar will be expected to keep the leader informed of the environment and other mechanics that come up. They will also act as translators for any locals, as such they are expected to be well versed in a large variety of languages.
Survivalist
A survivalist is the individual who acts as the team scouts. They will have knowledge about the wildlife and stealth skills to aid in moving covertly around living obstacles and observing them. Also they will aid in finding food sources.
Engineer/Technician
This individual will be mechanically sound and capable of tinkering. He should also be capable of crafting and disabling devices. He should also be capable of some medicine work. This individual would be responsible for any repairs or development planning that would be needed.
Two Guards
Gaurds are the defensive force of the expedition. They are expected to do the frontline fighting. They will also be responsible for fending off wildlife or dealing with any violent natives. They are responsible for the expeditions safety.
Each of you will apply for two of these positions. Please go for the position you are most a climate too.
Rules for Applying
Materials:Pathfinder Core Rulebook, APG, Ultimate Magic, Ultimate Combat Playtest, the Bestiaries, and Pathfinder Companions. No 3rd Party Publishing.
Abilities: Epic Rolling: 2d + 6. Roll this seven times and take your 5 favorites. You get a free 18 for your ability scores.
Traits: You get three traits. There are no campaign traits.
Races: Any race is up to play.
HitPointsMAX
Gold Players start with 1000 gold for weapons and armor. Gear will be provided by the Exploer
No Evil Alignments
Backstory and Relation to your chosen roll
This is important. You must write a backstory that fits into your chosen role within the expedition. Your backstory should be easily adjustable to fit with your second choice role.
The Reason
You should also put forth your application with reasons why you are the best pick for your first and second choice.
I will accept apps until Saturday and will chose the team on Sunday
Important notes about this campaign:
This campaign will span 3 generations in game. This story will take several in game years to complete. This will be in the form of frequent time jumps. You will eventually be playing your descendants or new heroes depending on what will happens. Your actions will affect the world of the future generations. So make sure when you’re playing, that you make your choices wisely. This will also be a local campaign. Not too much long distance travel and you will have a home base.

Talomyr |

Intrigued by the concept. I assume even the characters that are long-lived races like elves will have to switch character throughout the time jumps, is this the case?
Dotting for interest and rolling stats.
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats 18 (freebie), 18, 16, 16, 13, 12.

![]() |

If Tal's interested, I'm interested.
Also, I love making characters, and I'm bored at the moment.
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
So: 18, 16, 13, 13, 12, 11. Compared to Tal's rolls, that's pretty bad :-)

Shanosuke |

I assume even the characters that are long-lived races like elves will have to switch character throughout the time jumps, is this the case?
Yes that was something I had to modify in previous testings. So instead of a set number of years, time progresses via generational in comparison to the longest living player. Thing is the story line doesn't need it to be the direct descendants so one player who is an elf is the son of his last character but the other player who is human maybe the great grandson. Took me some time to work this problem out but it functions nicely now.

Shanosuke |

Just to clarify a few things about the time jumps. There are 3 Acts and each act has sever parts. Each time you move from one part to another, you jump a couple of years. When you jump from one Act to another you undergo a generation shift that will cause you to create a new character. So in this campaign you will be playing 3 different characters.
It is possible for your former character to not die during this campaign but they will settle down and the burden gets passed on anyways.
The deeds and choices of your former character's will shape the world for each generation. I've spent a lot of time mapping out all the possibilities and have developed ways to account for the unpredictable effects of the players. So this will be a very detailed and relatively lengthy campaign. But I think it is a lot of fun.

Patcher |

I'm actually interested in this.
Let's see what stats I get!
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
So 18, 15, 15, 14, 13, 12
Absolutely average, huh.
The roles that disinterest me is the Engineer/Survivalist ones. I have half a mind of trying a TWF-Paladin, or maybe I should go a monk who is a brooding guard... hrr. So many choices.

scranford |

A Guard. just a big hulking, damage dealing guard. Let's see what we come up with.
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11
Gee. I'm horrible at 2d6+6
18,16,13,13,12,12

![]() |

Scholar / Engineer
Elf Alchemist ( Mindchemist) is the basic idea. I'll give details when I'm not on a smartphone.
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
12 / 19 / 15 / 20 / 15 / 12 after race.

Mrdarknlight |

Evrail
Male Half Elf Ranger (Infiltrator,Skirmisher)
Going with Skirmisher because the character does not seem the type to use spells. I am also going to make him a switch hitter ranger so he can go for both of the roles of Guard or survivalist.
Str: 18
Dex: 17
Con: 15
Int: 13
Wis: 16
Cha: 13
I use the +2 from being a half elf to get wis to 16.
Evrail's mother died given birth to him so he never got the chance to meet her. He was raised by his father and his uncle. His father was a scout while his uncle was a solider that were greatly known as team with much fame. His father taught him the ways of the forest and archery from a very young age. His Uncle on the other hand taught him the way of the elven curve blade. After years of training Evrail was the best woodsman swordsman , and archer in the area. Knowing that he needed new challenges to grow his father and Uncle told him to travel the world. After thinking on this for awhile Evrail decided that traveling would be a good idea.
With that Evrail traveled learning new tricks and gaining much experience. He hired himself out as a scout or as a solider to make gold. He even would get hired as a bodyguard or hunter. This helped Evrail grown greatly. He also trained some people of what he knew so they could take care of themselves in case of trouble. This helped many of the people that he worked for and with. His experience saved many lives. Once he was done traveling he went back home to see his father and uncle who were shocked to see him again. They thought he would stay traveling or had settled down someone where. With this he stayed home helping his father and uncle.
After a some years of being home he heard of the Explorer’s Guild. Hearing of what they did he knew that he could be of use to them as well as gaining much experience through the travels. With that he told his father and uncle he will leave again to travel. Seeing him off they wished him good luck on his travels. Evrail made his way to the Explorer's Guild to join as a member. Not long after he joined the contract for Furrbiddian was put up. Knowing that this was a one in a life time chance Evrail signed up to join the expedition.
Evrail has years of experience as both a tracker and a solider. He knows from his years of experience what to do in most situations. He can easily prove food or knowledge of the local creatures or get in the middle of fights to protect his allies.
Can have a character sheet up later if you want one.

Patcher |

Alright, so I've done the absolutely insane and made 3 different characters - because I can't decide what I want to play.
I have a Dwarf Monk with the Sacred Mountain archetype. I also would like to go Qinggong if allowed, though that is only relevant come level 7. He would be one of the Guards, and would have fists of steel.
I have an Elf Paladin (Deity not yet decided) with the Sacred Servant archetype, who specialises in two-weapon fighting and spreading the light. She would either take the role of a Guard or Leader. She would be fierce but gentle.
Last, I also have a Tengu Paladin with the Hospitaler and Warrior of the Holy Light archetypes, who also specialises in two-weapon fighting. More forceful than his elven alternative, he could also serve either the role of a Guard or a Leader.
Before I go along and write backstories, do you have any comments on what I have thus far?

Talomyr |

Human Druid (Scholar/Survivalist)
Gregor Trevian (please note that this is a re-used profile and currently it does not match what is below)
Gregor is the son of a priest of Erastil, and as such grew up traveling from village to village with his family. Gregor was a bit of a surprise to his parents, as both believed that they were beyond the years of producing children, but apparently Old Deadeye had other ideas.
Helping small villages and young communities grow and prosper is all Gregor knew as a youth, and his sensibilities were always that of a much older child, mostly due to his aged parents.
Try as he may, Gregor never took to the priesthood as his father may have liked, often finding more enjoyment in tales he would hear from the local druids around the campfires of his youth. Eventually, the family settle down and stay in one place after years of travel. "Traveling is a young man's game." his father would often say after the family settled, but this did not sit well with Gregor who was still young and looking for adventure. After talking about this with his parents, they relented and told him to chase his dreams, "it's no wonder you don't want to stay in one place, you never have, why should you now." His father handed him his bow and told him to be safe in his travels and continue to do Deadeye's good work.
Upon leaving "home" he sought ought the druids he remembered from his earlier days, eventually being taken in by the faith. Upon taking his final vows to the faith, he entered a meditative trance, the next morning he awoke to find wolf pup curled up at his feet. The elders told him that this was to be his companion and he and Thorn have been inseparable since.
After traveling the same circles for the last few years, Gregor learned of the Explorer's Guild and their mission. The now no longer young, but still not terribly old druid, took this as a sign from Erastil and applied with hopes of carrying on his father's work in a new land.
Question for you. How do you feel about the Heirloom Weapon trait? A lot of the DM's on the board feel that providing proficiency with the weapon makes it too strong, and I agree. I have selected his feats to reflect that. If you prefer to run it as written that's fine, I'll just select a different feat for my human bonus feat.
If Picked as Scholar:
STR: 14
DEX: 16
CON: 16
INT: 18
WIS: 18
CHA: 13
If Picked as Survivalist:
STR: 16
DEX: 18
CON: 16
INT: 14
WIS: 18
CHA: 13
Traits: Erastil's Speaker (+1 to Diplomacy), Heirloom Weapon (Comp Longbow), Focused Mind (+2 Concentration)
Feats: Martial Weapon Proficiecy: Composite Longbow, Point Blank Shot

![]() |

Scholar / Engineer
Elf Alchemist ( Mindchemist) is the basic idea. I'll give details when I'm not on a smartphone.
Chaotic Good Alchemist (Mindchemist)
Medium Female Humanoid (Elf)
+4 Initiative
Senses: Low-Light Vision, +8 Perception
Defense
AC 17, Touch 14, Flat-Footed 13 (Masterwork Studded Leather)
HP: 10
Fort 4 / Ref 6 / Will 2
Special Defenses: Immune to Sleep, +2 Saves vs Enchantment
Offense
Movement 30ft
Melee: +1 Rapier (1d6+1, 18-20)
Ranged: +5 Masterwork Shortbow (1d6, x3)
or +4 Bomb (1d6+5, x2, splash (7) DC 15)
Special Attacks: Bombs 6/day, Cognatogen +4 INT -2 STR +2 Natural Armor, Extracts (3 1st level/day), Point Blank Shot, Throw Anything
Statistics
12 / 19 / 15 / 20 / 15 / 12
Feats: Brew Potion, Point Blank Shot, Throw Anything
Traits: Accelerated Drinker, Cosmopolitan, Mathematical Prodigy (Engineering)
Skills: Appraise +9 / Craft: Alchemy +9(+10) / Disable Device +8 / Know: Arcana +10 / Know: Engineering +10 /Know: Geography +6 / Know: Nature +9 / Linguistics +10 / Perception +8 / Spellcraft +9(+11)
(+2 Racial bonus to Perception, +2 Racial Bonus to Identify Magic Items with Spellcraft, +1 Trait Bonus to Knowledge Arcana, +1 Trait Bonus to Knowledge Engineering, +1 Trait Bonus to Linguistics)
Languages: Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Varisian
Special Qualities: May drink a potion as a move action
Combat Gear: Alchemists' Kit, Masterwork Shortbow, Masterwork Studded Leather Armor, Rapier
Gear: Formula Book (Formulas TBD), The rest TBD
Serravael was born in Kyonin to a rather renowned family of arcanists. Possessing intellect beyond any in the family, even at a young age, she seemed destined to follow in her parents' footsteps. It was not to be, though. Serra had no patience for magic. It was not that she lacked skill, but rather enthusiasm. Alchemical pursuits were always more interesting to her, and she felt there was much more to be learned from alchemy.
In fact, knowledge tended to be Seera's driving motivation for everything. She always sought to learn. Arcane Theory and Spellcraft were not enough. She taught herself of the world, of nature, of economics, of language, even of mechanics. She went so far there as to learn how to disassemble mechanical devices. Knowledge is its own reward, as far as she is concerned.
Thus she joined the Explorers' Guild. Where better to learn and to gain knowledge. Her insights into a vast array of subject, and her ability with languages drew the attention of those seeking the expedition to the new continent right away.
Serra has a bubbly disposition that can be a bit grating to others, though she means well. Her mind goes 100 miles a minute, and often her mouth tries to keep up. She tries to keep things on a level that laypeople can understand, but is not always successful.
Violence is never her first option, but when push comes to shove, her knowledge of alchemy is devastating in battle. Her Elven archery training applies just as well to her thrown explosives, much to her enemies' dismay. She does not focus on improving the physical via mutagens the way many alchemists do. Instead she is driven by knowledge, and by unlocking her mind's ability to learn even more. Thus she uses Cognatogens, which improve her intellect at the cost of her strength. She does not use poison, either, like most alchemists. She finds it distasteful, and has instead focused even more on her studies.
Serra is the best scholar a team could want. She has 20 INT and a great variety of knowledge and int-based skills. She adds double her int bonus to knowledge skills at level 2. She is defined by the search for knowledge, but also by using that knowledge to help others. That's the very definition of the role to be filled.
Even if she is relegated to engineer she would excel. Her ability to work with devices and knowledge of engineering is not to be doubted. Further she can use her elf senses to find traps and the like.

Shanosuke |

Roles for Furbiddian Currently
Leader Possibilities:
None yet
Scholar
Gregor Trevian a Human Druid by Talomyr
Serravael Marenda’al a Elven Alchemist by Alorha
Survivalist
Gregor Trevian a Human Druid by Talomyr
Evrail a Half Elf Ranger by Mrdarknlight
Engineer
Serravael Marenda’al a Elven Alchemist by Alorha
Guard
Evrail a Half Elf Ranger by Mrdarknlight

Deevor |

Hmm...Here's a few dice for a bit of dotting...
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 4) + 6 = 13
So that's 18(free), 18, 15, 14, 13, 12
Not amazing but I get used to rolling bad die
...would you be Ok with Undine as race...my current thoughts..

Benoit Leblanc |

Will give a shot at the rolls and then see what class ideas I come up with.
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
So that gives me: 18, 17, 16,16, 11, 11
I would be looking at (probably) human gunslinger who would fill the guard / engineer role

Paizo Fan |

Dotting for interest, I'm thinking of rolling up with a Half-Elven Summoner who'll be looking to take up the Leader position.

Benoit Leblanc |

Reconsider for Engineer/Guard role instead of Guard/Engineer
Aakif "Quinto" Al-sherian
Chaotic Good Gunslinger
Medium Male Humanoid (Human)
+5 Initiative
Senses: + 7 Perception
Defense
AC 18, Touch 15, Flat-Footed 13 (Masterwork Studded Leather)
HP: 10
Fort 2 / Ref 7 / Will 3
Special Defenses:
Offense
Movement 30ft
Melee: +4 Scimitar (1d6+3, 18-20)
Ranged: +8 Masterwork Musket (1d12, x4) (or rifle if heritage weapon is allowed as trait)
Special Attacks: Grit (Deadeye, Gunslinger's Dodge, Quickclear)
Statistics
16 / 20 / 11 / 16 / 17 / 11 (I might swa out strenght for con or charisma, depending on which major role I fall under)
Feats: Gunsmithing, Rapid-Reload(2 handed firearm), Point-Blank Shot
Traits: Mathematical Prodigy (Engineering), Alkenstar Defender, Heirloom weapon
Skills: Craft: Alchemy + 7 Know: Engineering +8 / Perception + 7 / Sleight of Hand + 9, Survival + 7 / Profession(Architect): + 7 / Profession (Engineer) + 7
Languages: Common, Giant, Osiriandi, Varisian
Combat Gear: Gunsmith's Kit, Studded Leather Armour, Mw. Rifle if Heritage weapon is allowed, scimitar, buckler.
Gear: Based Upon DM's 'donation'
Aakif or Quinto was born in the city state of Alkenstar. His mother was an architect, while his father worked in the Gunworks. At a young age it was obvious that he had a nack for both trade. He equally spent hours over his mother's drawings and his father's hidden gunsmithing shop in the basement. Alkenstar provided him with a source of inspiration for both buildings and firearms. He quickly understood that while form was bound to function, function provided an almost limitless canvas of design as parts could be rearranged, as long as they answered to its basic needs.
Having both Garund and Kelesh ancestry gave Quinto two diveerse backgrounds that offered him quite a unique worldview. From the Kelesh, he took their worldview on combat. That an opponent must be dealt at with carefullness: if the enemy can be killed without physical conflict the better (why take a chance when you don't have too). From the Garundi, he took the easy going nature as well as the concept of inclusion into the group can be earned; one is not necesarrily born into a group, he or she can work their way into it.
He has a cautious curious nature. He will study a problem before making any quick decisions. Every stroke of a brush or groove on a barrel has a meaning and purpose.
Both of his ancestries are apparent in his build. From the Keleshite, he has the long silky black hair and sharp angular face; and from the garund he has a strong build, slightly broad nose and promonent cheack bones.
Aakif would be a great enginner for the group as his skillset is geared towards building (craft,knowledge, and profession all alligned towards engineering and architecture). Also with the Garund concept of inclusion and the 'building' of a clan it makes for a great reason for him wanting to go into the expanse and build a settlement. (Including his dislike of the Alkenstar's gunworks view on the release of technology. He believes that technology and art should be shared as it allows for 'better' forms to emerge).
He also is a decent warrior with his father's rifle, and skill with the scimitar.

scranford |

Heressssss Ruuth....
RUUTH HEILGERSSON CR 1/2
Male Human (Ulfen) Barbarian (Elemental Kin) 1
CN Medium Humanoid (Human)
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 19 (1d12+6)
Fort +6, Ref +1, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Black ice +9 (2d6+7/19-20/x2) and
. . Unarmed Strike +6 (1d3+5/20/x2)
--------------------
STATISTICS
--------------------
Str 20, Dex 13, Con 16, Int 12, Wis 13, Cha 12
Base Atk +1; CMB +6; CMD 17
Feats Toughness +3, Weapon Focus: Greatsword
Traits Frostborn, Heirloom Weapon: Greatsword, Black ice, Resilient
Skills Acrobatics +3, Climb +7, Escape Artist -1, Fly -1, Knowledge: Nature +5, Perception +5, Ride -1, Stealth -1, Survival +5, Swim +7
Languages Common, Skald
SQ Fast Movement +10 (Ex), Rage (7 rounds/day) (Ex)
Combat Gear Black ice, Masterwork Hide Shirt;
--------------------
SPECIAL ABILITIES
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I'll complete and detail if picked

Talomyr |

Scholar
Gregor Trevian a Human Druid by Talomyr
Serravael Marenda’al a Elven Alchemist by AlorhaSurvivalist
Gregor Trevian a Human Druid by Talomyr
Evrail a Half Elf Ranger by Mrdarknlight
Just for information's sake, I know I have Gregor listed as a Scholar/Survivalist, but that is not a strong 1-2 order. Those could very easily be reversed and it wouldn't bother me at all.

Shanosuke |

Roles for Furbiddian Currently
Leader Possibilities:
None yet
Scholar
Gregor Trevian a Human Druid by Talomyr
Serravael Marenda’al a Elven Alchemist by Alorha
Survivalist
Gregor Trevian a Human Druid by Talomyr
Evrail a Half Elf Ranger by Mrdarknlight
Engineer
Serravael Marenda’al a Elven Alchemist by Alorha
Aakif a Human Gunslinger by Benoit Leblanc
Guard
Evrail a Half Elf Ranger by Mrdarknlight
Aakif a Human Gunslinger by Benoit Leblanc
Still trying to fill that leader role. A few folks have shown interest but have yet to bring their character's to the table:
Jerimiziah
Xzarf
Possibly Edgar
Dreaming Warforge
Patcher
Deevor
And Paizo Fan
I look forward to seeing what you guys come up with.
@Scranford What role are you shooting for and what reasons does your character have for wanting the role? Barbarian says to be either guard or survivalist.

Deevor |

Here is Surveen Walsh the first entry for the leader position or a guard if required. The character is still being developed, but the background is in there, so that might interest you Shanosuke, to see where he is coming from.
I might also add Natrick Gagstarm, a Hobgoblin Barbarian, as a Survivalist/Guard position....he has more stats and I'm working on the backstory. So expect another one up soonish.

![]() |

Meh, why not.
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 2) + 6 = 12
That's... 18,18,15,14,13,12.
Not too shabby. I've been doing well with dice rolls for you, eh Shano?
I'll have something cooked up soon.

![]() |

I do still plan to submit a character, I am just waffling on how to proceed. Sorceror really doesn't appeal to me. I'm kind of considering a summoner.
I really wish my stats didn't blow so much in relation to everyone else's. I'd really like to put a Paladin forward, but my stats just don't support that, really.

mathpro18 |
Wow what a great crew you've attracted here Shano...I don't envy your decision at all...I really don't have time for another game but I'll probably be watching to see who you end up picking.
Oh and as its my custom I must put in the good word for Mrdarknlight, Dreaming Warforge and Patcher. I've DMed both Mrdarknlight, and Dreaming Warforge, and I've had the privalage to play under Patcher who had the patience to put up with a rather...interesting character choice I was playing in his legacy of fire game. And while I've never ran anything with or been DM'ed by Alexander Kilcoyne he's also a very talented gamer(been reading your serpents skull game). I'm telling you buddy you have a hard decision to make...

![]() |

I was thinking of making a Paladin as well, but I'm still nowhere near a decision.
Edit: Ix-nay on the paladin. I'm gonna put forward an Elven Alchemist, even though I've got one in Mormont's Gauntlet. He's going to be more skill-oriented than Eltumal, though. He'll be able to use any knowledge at +7, and any profession as well. It frees up a bunch of skill points to skill monkey a bit. Going for the Engineer role first, then Scholar.

scranford |

Roles for Furbiddian Currently
Leader Possibilities:
None yetScholar
Gregor Trevian a Human Druid by Talomyr
Serravael Marenda’al a Elven Alchemist by AlorhaSurvivalist
Gregor Trevian a Human Druid by Talomyr
Evrail a Half Elf Ranger by MrdarknlightEngineer
Serravael Marenda’al a Elven Alchemist by Alorha
Aakif a Human Gunslinger by Benoit LeblancGuard
Evrail a Half Elf Ranger by Mrdarknlight
Aakif a Human Gunslinger by Benoit LeblancStill trying to fill that leader role. A few folks have shown interest but have yet to bring their character's to the table:
Jerimiziah
Xzarf
Possibly Edgar
Dreaming Warforge
Patcher
Deevor
And Paizo FanI look forward to seeing what you guys come up with.
@Scranford What role are you shooting for and what reasons does your character have for wanting the role? Barbarian says to be either guard or survivalist.
You must have missed it in you excitement of a new game :-). In post #18, and again in Post # 30 I mentioned that Ruuth was going for the Guard position.
Between being born in the Land of the Linhorm Kings, and his many raiding forays into Irrisin, Ruuth was well versed in the arts of discomfort and pain. He had run away from his overbearing father at the age of 15, and would have probably had good riddance if he hadn't snagged his family heirloom sword before he took off. Between dodging men sent after him by his father, and trying to stay away from his greedy brothers, he was more than willing to sign on with the Explorers. He was careful to keep a low profile when on a northern mission, but always chose a southern adventure when given a choice.
The last three years had been uneventful. Maybe his family had finally given up on Ruuth and the sword...until three nights ago. If he hadn't drank so much that he had to get up at 3:00 in the morning to relieve himself, he would have never heard the assassin at the door. Though with the advance warning he had little trouble separating the would be killer from his head, he was also aware that he had been found. He had to move on again.
Hmm. This sounded good. If he was ever going to get away from his family's vengeance a different continent might be just the thing. And the chance to be a noble, and surround himself with wealth, admirers, and vassals. Yes this seemed to be just the ticket.
"My sword and my blood are yours for this mission". "let us go forth, and let nothing stand in our paths". Then with a blood curdling yell Ruuth drew his greatsword Black-Ice from it's sheath across his back and began to spin the massive weapon above his head, the passage of the wind through its carefully crafted holes howling like the worst hurricane.

Xzarf |

I guess I could roll some stats.
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
Stats: 18,18,15,15,13,11 I can do well with those. EDIT: I guess the 31 was too much so I will make it a 13 instead.

Deevor |

OK...I said I'd also put a shot in with Natrick Gagstarm, got a brief outline for his background...wich I will embellish later but now its time for sleep.
Both the guys are unfinished, but you have a pretty good idea for their story and makeup.