
DM Mathpro |
I'm looking for 4-6 players who want to play Crypt of the Everflame and possibly the rest of the story arc(Masks of the Living Gods and City of Golden Death) depending on how Crypt goes.
I had been running a game previously and it died out(sorry again to my pervious players) so depending on how many of my old group want to reapply, we have some spots open(only had 4 players). After this little unexpected break(and after dropping out of school) I'm back fully energized and will be posting at least once a day if not multiple times a day and I would like players that can do the same.
Character Creation:
Stats-I am going to be generous and let you do 2d6+6 for stats, roll two sets and take your favorate.
Races-All core + Advanced Races playtest races are available to play.
Books-Core, APG, Inner Sea World Guide, UM, and UC.
HP-Max HP at first level, roll after that
Gold-Average starting gold
Traits- 2 traits
Hero Points- I will be using hero points for this game. You all start
out with 1 hero point.
Other Notes- For ease of things on my end I will not be using maps for combat. And pending player vote we might do leveling based on story point completion instead of xp.
Any questions please post them here and lets get the applications started. To apply post either a stat block or an alias with character information as well as your time zone. Applications will be accepted until Monday morning(10/10) and I will have my party selected by Monday Afternoon with the game kicking off as soon as possible after that. I should mention that I'm in the CST time zone(GMT-6).

doctor_wu |

I might be interested but time to roll dice. See what my dice results are before I post a concept. In Pacific Time zone. GMT-8.
try 1
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 2) + 6 = 11
try 2
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17

Fealix |

Haven't we been here before?
"Indeed we have. I get this sense of Deja vu too."
If at first you don't succeed. Try, try again.
"If the town will have someone as unpredictable as me that is hehe. This will be fun. Hope I get accepted."
Set 1:
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
Set 2:
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
"I feel like I can do this."
Same story applies as posted in the Alias. Only, no Xeros to keep him in check *Evil Grin* Don't worry, he wont turn on the party. He has a goal. He wants to unravel the mystery of the Everflame. He will "Work" with the party to achieve his goal. Don't worry he won't be an @$$. Just violent at times.

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Interested...
Set 1:
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
Set 2:
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11

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Interested.
Set 1
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
Set 2
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15

Roshan |

Set 1
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
Set 2
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18

Gggrreoy Tops |

<<<Roshan
Male Human Nirmathan Barbarian 1
chaotic good medium humanoid (human)
Init +0; Senses Perception +0
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor)
hp 15 (1d12+3)
Fort +4 Ref +1 Will +1
Defensive Abilities None
OFFENSE
Speed 40 ft
Melee unarmed strike +6 (1d3+5/x2), cane +6 (1d6+5/x2)
Ranged None
Special Attacks None
STATISTICS
Str 20 Dex 13 Con 14 Int 12 Wis 12 Cha 16
Base Atk +1 CMB +6 CMD 17
Feats power attack, improved unarmed strike
Skills Acrobatics +1, Appraise +1, Bluff +4, Climb +9, Diplomacy +7 (+8 if wearing nice clothes), Escape Artist +1, Intimidate +7, Knowledge (Local) +2, Linguistics +2, Perception +5, Sense Motive +0, Stealth +1, Survival +2, Swim +9
Languages Common (Taldane), Hallit, Varisian, Elven
Special Qualities Fast Movement, Rage (6 rounds/day)
Combat Gear chain shirt, cane (hanbo)
Other Gear None
Wealth 4 gold
TRAITS
Extremely Fashionable (Equipment) You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you.
Nirmathi Militia (Regional-Nirmathas) You have served in one of the militia bands of Nirmathas, and have learned valuable skills. Select one of the following skills: Profession (soldier), Ride, or Survival (Survival). You gain a +1 trait bonus on that skill, and it is always a class skill for you.
HERO POINTS
1 Point
Used my set 2 stats. What's the background like for this game?

DM Mathpro |
@Alfonso: Not at the moment Alfonso but if I do I'll more than likely repost a recruitment thread and start fresh with one group.
The background for this game is that you've all grown up in in the town of Kassin. Its in the northern part of Nirmathis on the Tourondel River.
Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 "#. While he fought with distinction, he soon realized that he wanted more from life and le$ the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was
then known as Kassen’s Hold, grew and prospered. All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled
together for some time before splitting up just a$er Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him a$er that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat su!ered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried
Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.
Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their
honor. This also marks the final harvest celebration before the long winter.

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You wouldn't happen to be willing to allow the Engineer Alchemist, for the town's own quirky young'n would you?

Deevor |

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
Will take set 2 for a human druid probably....or maybe a bard

DM Mathpro |
@Fealix: Since you were one of my original players you're in. Remember to reduce him back to first level and you'll have to pretend not to know the things he learned last time. Also try to track down Roidrage and see if he wants to jump in. You guys made a great pair and I knew he enjoyed having me as a DM.
@Edgar: I'm going to have to say no on the special archetype, sorry.
@Andwell Tactfoot: You seem to have been level 2 at some point in time. Please reset your abilities to level 1(no evasion for instance). Also go ahead and roll 2 stat arrays and take the one you like best, who knows you might get better than what you had.
Other Interested Parties
Wilfredo dala(Doctor_wu)-Human Wizard
Deevor-Druid/Bard
Green Eyed Lier-
Edgar Lamoureux-
Gregory von Kriegwood(Roshan)-Human Barbarian
Andwell Tactfoot-Halfling Rogue
@Green Eyed Lier, Edgir Lamoureux, and Deevor: I would like to see finalized character concepts by tomorrow morning because I will be closing recruitment at about 10 AM CST tomorrow. So that means as of this post you have about...15 hours and 15 minutes.
Anyone else interested feel free to roll up stats and get your concepts up by tomorrow morning at 10 AM.

Fealix |

Unfortunately Roidrage has well vanished from the forums. I have not heard from him over the past couple of days. He normally posts once or twice a day in the evenings but I fear something has happened. I don't think he will make recruitment though. I am looking forward to jumping back onto this. We barely made any headway last time. I will state that Deevor and Edgar are great players. I have had the honor of running both of them.
I just hope whomever you get for this campaign can do well at keeping Fealix in check hehe but don't you worry. Fealix is not the kind of guy to get out of hand when he has a goal. He plays nice with others as long as they serve a purpose.

Andwell Tactfoot |

@Andwell Tactfoot: You seem to have been level 2 at some point in time. Please reset your abilities to level 1(no evasion for instance). Also go ahead and roll 2 stat arrays and take the one you like best, who knows you might get better than what you had.
Set 1
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
Set 2
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
I'll go with set 2, and reset the stats correctly for 1st level plus any adjustments for the new ability scores. I'll get on that Monday morning. I'm in USA eastern time.

Arknight |

Ok, I have to say am interested. :) I'm in Central time zone (GNT-6)
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
Interesting choices....
let me see what I can come up with...

Rune Walsh |
Hello, I am new to these forums and pathfinder in general however got about 15 years of dungeons and dragons experience under my belt.
I dont know anything about this campaign setting but I would be interested in giving it a try if you will have me.
I would be interested in playing a Human Wizard
First Set:
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 6) + 6 = 17
Second Set:
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15
Would I need to create a full character prior to the 10 am deadline And an apology for being a Newb but what hero points and traits are.
EDIT: I am Mountain Standard -7 GMT
EDIT 2: After re-reading I see that its a level 1 party.

DM Mathpro |
Yes this is a first level party and you should get to about 3rd level by the time the adventure is done. This is the first book in a mini story ark that takes the characters to about 7th level. I'm not sure if I'll run the other two adventures, it really depends on how the first adventure goes.
Traits and hero points are both mechanics that are listed in the advanced players guide. Traits allow you to give little perks to your character(such as making a skill a class skill or giving a bonus to inititive) and usually try to tie into your background. Hero points allow you to add to your dice rolls or re roll dice rolls.

Rune Walsh |
Alright well here is my character as best as I could figure based on the information provided. Assuming if you will have me. Using the first set despite how impressive the second set is. I would rather have the natural 18.
Character Name: Rune Walsh
Race: Human Hair: Brown Eyes: Brown
Height: 6'1" Weight: 175lbs
Age: 23 Alignment: NG
Level: Wizard 1 Favored Class: Wizard (Universalist)
STR: 10 DEX: 17 CON: 13
INT: 20 (+2 Human) WIS: 11 CHA: 12
HP: 11 (1d6 + 1 Con + 1 Favored Class +3 Toughness)
Hero Points: 1
Initiative: +9 (+3 DEX, +4 Improved Initiative, Reactionary Trait)
Traits: Focused Mind (+2 Concentration), Reactionary (+2 Initiative)
Skills: Escape Artist +4, Fly +7, Knowledge(Arcana) +9, Knowledge(Nature) +9, Knowledge(Planes) +9, Knowledge(Religion) +9, Perception +1, Spellcraft +9
Feats: Bonus Scribe Scroll, Toughness, Improved Initiative
Arcane Bond: Masterwork Ring
Special Abilities: 1 Spontaneous Spell/Day from Arcane Bond
Spellbook:
All Cantrips
8 Level 1 Spells Known (3 Base +5 from INT Modifier)
* Grease (Conj)
* Charm Person (Ench)
* Sleep (Ench)
* Enlarge Person (Trans)
* Color Spray (Illusion)
* Feather Fall (Trans)
* Mage Armor (Conj)
* Protection from Chaos/Evil/Good/Law (Abj)
Spells Prepared: 3/2 Base +2 Int/
0-Level
* Daze
* Detect Magic
* Light
1st-Level
* Mage Armor
* Sleep
* Enlarge Person
* Grease
Currency: (Starting 70gp Average Wizard - 64.1gp Equipment)
PP: 0
GP: 15
SP: 9
CP: 0
Equipment:
Simple dark blue robe (Starting with 10gp worth of clothing)
Spellbook (Start with)
Quarterstaff 0GP, 4-lbs
5 Days food rations (2.5gp, 5-lbs)
4 Spell Compenent Pouches (20gp, 8-lbs)
1 Backpack (2gp, 2-lbs)
1 Bedroll (1sp, 5-lbs)
1 Scroll Case (1gp, 1/2-lbs)
1 Belt Pouch (1gp, 1/2-lbs)
Self Scribed Scrolls
* 1x Sleep (12.5gp)
* 1x Color Spray (12.5 gp)
* 1x Grease (12.5 gp)
Rune born to well off parents was afforded every luxury, he went to the best schools, had the best training. What quickly came to light though was his exceptional mind that quickly outstripped even the brightest of his teachers. Matched almost by supernatural like reaction speed he always seemed to be ahead of the game no matter what he chose to do. However he found spellcasting provided him the challenges he sought. During his enrollment at a local magic school his parents were brutally murdered all their wealth plundered. No culprits or suspicions were ever lain leaving Rune with little besides the remainder of his tuition fees and a little left over to start him self a life. He decided to adventure and seek greater knowledge and mastery over the Art.

Deevor |

Depending upon how you want the party makeup, either some more for combat or someone with slightly better spells. It depends which you want to have in the campaign, if you want a druid. I'll whizz some background later, not much time at the moment...bit rushed.
ALREC CR 1/2
Male Human Druid 1
NN Medium Humanoid (Human)
Init +5; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 14 (1d8+5)
Fort +4, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dart +4 (1d4+4/20/x2) and
Scimitar +4 (1d6+4/18-20/x2) and
Shield, Light Wooden +0 (1d3+4/20/x2) and
Unarmed Strike +4 (1d3+4/20/x2)
Ranged Sling +3 (1d4+4/20/x2)
Druid Spells Known (CL 1, 4 melee touch, 3 ranged touch):
1 (2/day) Obscuring Mist, Entangle (DC 14)
0 (at will) Resistance (DC 13), Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 15, Int 14, Wis 16, Cha 15
Base Atk +0; CMB +4; CMD 17
Feats Druid Weapon Proficiencies, Spell Focus: Conjuration, Toughness +3
Traits Reactionary, Suspicious
Skills Acrobatics +1, Climb +2, Escape Artist +1, Fly +1, Handle Animal +6, Heal +7, Knowledge (Nature) +8, Perception +7, Ride +1, Sense Motive +4, Spellcraft +6, Stealth +1, Survival +9, Swim +7
Languages Common, Druidic, Sylvan, Undercommon
SQ Animal Companion Link (Ex), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +3 (Ex)
Combat Gear Dart (20), Scimitar, Shield, Light Wooden, Sling, Wooden Armor; Other Gear Backpack (11 @ 31 lbs), Bedroll, Blanket, winter, Flint and steel, Rations, trail (per day) (5), Rope, hempen (50 ft.), Waterskin (2)
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
ANIMAL COMPANION CR 2
Male Cheetah
NN Small Animal
Init +5; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 size, +1 natural)
hp 11 (+2)
Fort +4, Ref +8, Will +3
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Cheetah) +3 (1d4+1/20/x2) and
Claw x2 (Cheetah) +3 x2 (1d2+1/20/x2) and
Unarmed Strike +3 (1d2+1/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. Trip)
Feats Iron Will
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Seek [Trick]
Skills Fly +7, Perception +5, Stealth +13 Modifiers +4 Stealth in Tall Grass
Languages
SQ Attack Any Target [Trick], Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Seek [Trick]
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Trip (Ex) You can make a trip attempt on a successful attack.
ALREC CR 1/2
Male Human Druid 1
NN Medium Humanoid (Human)
Init +8; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dart +3 (1d4+3/20/x2) and
Scimitar +3 (1d6+3/18-20/x2) and
Shield, Light Wooden -1 (1d3+3/20/x2) and
Unarmed Strike +3 (1d3+3/20/x2)
Ranged Sling +2 (1d4+3/20/x2)
Special Attacks Storm Burst (7/day)
Spell-Like Abilities Storm Burst (7/day)
Druid Spells Known (CL 1, 3 melee touch, 2 ranged touch):
1 (2/day) Obscuring Mist, Entangle (DC 15), Goodberry
0 (at will) Resistance (DC 14), Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 16, Int 14, Wis 18, Cha 15
Base Atk +0; CMB +3; CMD 15
Feats Druid Weapon Proficiencies, Improved Initiative, Spell Focus: Conjuration
Traits Reactionary, Suspicious
Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -1, Handle Animal +6, Heal +8, Knowledge (Nature) +8, Perception +8, Ride -1, Sense Motive +9, Spellcraft +6, Stealth -1, Survival +10, Swim +5
Languages Common, Druidic, Sylvan, Undercommon
SQ Druid Domain: Weather, Nature Sense (Ex), Spontaneous Casting, Wild Empathy +3 (Ex)
Combat Gear Dart (20), Scimitar, Shield, Light Wooden, Sling, Wooden Armor; Other Gear Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Rations, trail (per day) (5), Rope, hempen (50 ft.), Waterskin (2)
--------------------
SPECIAL ABILITIES
--------------------
Druid Domain: Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1r.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Arknight |

Ok, I think I have my stats all together. :)
Noone knows (or at least noone has admitted) who dropped the infant who became Koralo off with the village herbalist. However, the herbalist raised Koralo, teaching him all that she knew about the wilderness, herbs and even a bit of Alchemy. As Koralo was a bit of a sickly child, he didn't have much interaction with other children of the village. When he did, it typically involved being the target of a prank or bullying.
As he grew, he still was sick on ocassion, jsut not as often. He also made a few friends here and there. One thing that kept him out of the social stage was discovering, through a travelling Numerian merchant, firearms. The potential fascinated Koralo to the point where he learned to use the broken pistol that he was given by the merchant.
Once he'd had some experience with the weapon, he realized that he could fix it with a coulple of adjustments to the mechanism. Once he did that, he began in earnest researching and creating a small amount of powder and bullets for the gun. Hed always been a natural at hitting things at distances, so he had confidence in his new weapon.
As the time for taking part in the coming of age ceremony approached, Koralo felt strangely nervous about it. Knowing that he would be journeying outside all that he'd known gave him mixed feelings. However, he also was confident he could handle it.
This is the statblock when he's not carrying his backpack, the second one is with backpack.
KORALO MADHAVA CR 1/2
Male Human Gunslinger (Pistolero) 1
NG Medium Humanoid (Human)
Hero Points 1
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 9 (1d10-1)
Fort +1, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Shortsword +1 (1d6/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Pistol +5 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 9, Int 12, Wis 15, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Extra Grit, Gunsmithing, Rapid Reload: Pistol
Traits Child of Nature: Survival, Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +3, Climb -1, Craft (Alchemy) +5, Escape Artist +3, Fly +3, Knowledge (Local) +5, Knowledge (Nature) +6, Perception +6, Profession (Herbalist) +6, Ride +3, Stealth +3, Survival +6, Swim +3
Languages Common, Varisian
SQ Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Hero Points (1), Quick Clear (Ex), Up Close and Deadly +1d6
Combat Gear Black Powder (10), Black Powder (10), Dagger, Firearm Bullet (20), Pistol, Shortsword, Studded Leather; Other Gear Alchemist's Kindness (3), Backpack, Masterwork (3 @ 13.5 lbs), Bedroll, Bread, per loaf (2), Case, map or scroll (4 @ 0 lbs), Cheese, hunk of (2), Ink (1 oz. vial, black), Inkpen, Meat, chunk of (2), Mirror, small steel, Paper (sheet) (4), Pouch, belt (20 @ 0.334 lbs), Pouch, belt (4 @ 1.28 lbs), Powder Horn (10 @ 0 lbs), Powder Horn (10 @ 0 lbs), Rations, trail (per day) (2), Sack (6 @ 4 lbs), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Black Powder - 0/10
Black Powder - 0/10
Dagger - 0/1
Firearm Bullet - 0/20
Grit (4/day) - 0/4
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SPECIAL ABILITIES
--------------------
Child of Nature: Survival +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
--------------------
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.
KORALO MADHAVA CR 1/2
Male Human Gunslinger (Pistolero) 1
NG Medium Humanoid (Human)
Hero Points 1
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 9 (1d10-1)
Fort +1, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Shortsword +1 (1d6/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Pistol +5 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 9, Int 12, Wis 15, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Extra Grit, Gunsmithing, Rapid Reload: Pistol
Traits Child of Nature: Survival, Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +1, Climb -3, Craft (Alchemy) +5, Escape Artist +1, Fly +1, Knowledge (Local) +5, Knowledge (Nature) +6, Perception +6, Profession (Herbalist) +6, Ride +1, Stealth +1, Survival +6, Swim +1
Languages Common, Varisian
SQ Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Hero Points (1), Quick Clear (Ex), Up Close and Deadly +1d6
Combat Gear Black Powder (10), Black Powder (10), Dagger, Firearm Bullet (20), Pistol, Shortsword, Studded Leather; Other Gear Alchemist's Kindness (3), Backpack, Masterwork (3 @ 13.5 lbs), Bedroll, Bread, per loaf (2), Case, map or scroll (4 @ 0 lbs), Cheese, hunk of (2), Ink (1 oz. vial, black), Inkpen, Meat, chunk of (2), Mirror, small steel, Paper (sheet) (4), Pouch, belt (20 @ 0.334 lbs), Pouch, belt (4 @ 1.28 lbs), Powder Horn (10 @ 0 lbs), Powder Horn (10 @ 0 lbs), Rations, trail (per day) (2), Sack (6 @ 4 lbs), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Black Powder - 0/10
Black Powder - 0/10
Dagger - 0/1
Firearm Bullet - 0/20
Grit (4/day) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Child of Nature: Survival +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
--------------------
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.

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I know I ~said~ I was going to make an alchemist...
but instead I made a bard.
Male Human Bard 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+3 armor, +1 shield, +2 Dex, +1 dodge)
hp 11 (1d8+2)
Fort +2, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2) and
. . Whip +2 (1d3+2/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (2/day) Ventriloquism (DC 15), Chord of Shards (DC 15)
0 (at will) Message, Prestidigitation (DC 14), Detect Magic, Summon Instrument
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 14, Int 15, Wis 11, Cha 19
Base Atk +0; CMB +2; CMD 15
Feats Arcane Strike, Bard Weapon Proficiencies, Dodge
Traits Canter, Prehensile Whip
Skills Acrobatics +0, Appraise +2, Bluff +8, Climb +0, Diplomacy +8, Disguise +8, Escape Artist +0, Fly +0, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Perform (Dance) +8, Perform (Sing) +8, Ride +0, Spellcraft +6, Stealth +4, Swim +0, Use Magic Device +8
Languages Common, Draconic, Elven
SQ Bardic Knowledge +1 (Ex)
Combat Gear Buckler, Rapier, Studded Leather, Whip; Other Gear Backpack (empty), Chalk, 1 piece (10), Chalkboard, Eyeglasses, Pouch, belt (empty), Straw Hat
--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.

Deevor |

I just hope whomever you get for this campaign can do well at keeping Fealix in check hehe but don't you worry. Fealix is not the kind of guy to get out of hand when he has a goal. He plays nice with others as long as they serve a purpose.
If I'd have known it was you Shanosuke, I'd have put forward my big blue paladin again....which if you want I can very easily alter a couple of stats to meet the stats I rolled above... He'd have a lot of fun with your character I would guess... :)
Oh yep, GMT +1 at the moment....until it becomes GMT.

DM Mathpro |
Recruitment is now closed and I've made my selections.
Will the following players head over to the OOC thread found HERE
Fealix- Aasimar Oracle
Xeros- Human Ranger
Neculai Dumitru- Human Bard
Andwell Tactfoot- Halfling Rogue
Rune Walsh-Human Wizard
For those of you that didn't make it I'm sorry. I might try running another game shortly but it really depends on time.

Fealix |

Recruitment is now closed and I've made my selections.
Will the following players head over to the OOC thread found HERE
Fealix- Aasimar Oracle
Xeros- Human Ranger
Neculai Dumitru- Human Bard
Andwell Tactfoot- Halfling Rogue
Rune Walsh-Human WizardFor those of you that didn't make it I'm sorry. I might try running another game shortly but it really depends on time.
Wow this group is seriously lacking in physical combat. Guess it is a good thing I will be taking at least two levels of Barbarian, but still. Well should be an interesting group by far. Got some new faces in the team.
Sorry you didnt Deevor but I guess our DM didnt want either a druid or a Paladin. Would have been neat to play together. Good luck to everyone else wbo didn't make it.

Deevor |

Sorry you didnt Deevor but I guess our DM didnt want either a druid or a Paladin. Would have been neat to play together. Good luck to everyone else wbo didn't make it.
Nah, never mind,it was a quick throw together and I'm sure Surveen can be resurrected in another game...I quite liked the way he was panning out. I've plenty of other things to keep me busy...hope you all enjoy the ride into The Crypt.