
GM Gatsby |

So regrettably the Adrift on the Orphan Sea Campaign has lost a player, and we're looking for one or two new players with ideas for interesting characters to fill the gap.
The party are currently in a great place for new players to join, an underground magic-item market in a traditionally low-magic world. The group is looking for (ideally) a rogue or otherwise skilled character, or a psion/mage of some kind, built at level 4 (rules for building in the spoilers below).
So, if you're interested at all please take a gander at the linked thread to see how the characters interact and learn a little about the world (all there in the campaign info), and then post a few sentences of potential concept here.
- Gatsby
20 point buy for stats, two traits (a drawback can be taken for an additional trait).
Characters should be built at level 4.
Characters have 4,000gp to spend, but a limit of a single magic item worth no more than 2000gp.
HP progression is full for the first level, then half (rounded up) for subsequent levels.
Available Races: Anything from the core or featured lists is fine, the uncommon races are slightly less likely to be accepted but certainly not banned, and due to the low-magic setting races with uncommon magical abilities are also less likely to be accepted (although a good concept could easily sway me).
Available Classes: Similarly anything from the Core, Base, Alternate and Playtest lists is absolutely fine by me, including archetypes. 3rd party content is, again, slightly less likely to be selected but certainly not banned.
In essence, as long as you show that you can make roleplay fun and engaging you could play a goblin Expert-NPC class and still be selected. The quality and effective roleplaying of a character is more important to me as a GM than their race, class or mechanics.

Otm-Shank |

This seems terribly interesting, and a good opportunity to try out some fun psionics as my Psychic Warrior seems to have lost his DM.
I'm taking a brief look at the campaign and I'm curious, which character did you good people lose?
With an inquisitor, alchemist and ranger the party seems rather well stocked on skills already. Is it simply that sort of campaign?

Eminem80 |

I am very interested after reading the campaign info page and a little of the game thread. I would like to apply with a skills guy. When I get home tonight, I will read further and put a build together.
With the low magic lean to the campaign, would a bard work? I could do a rogue as well. It looks like you need someone good at disable device and with the ability to disarm magical traps?

GM Gatsby |

We lost Sallrana, a very well-played psion royalist spymaster. Her player withdrew rather abruptly from all of their games, and paizo as a whole - it was a bit of a mystery, really. We're assuming real-life drama, but seems a bit ghoulish to speculate.
And yes, it is quite a skill-and-social focused campaign. Although currently the party are gathering as much power as they can to go and close a poorly-understood dimensional gateway and rescue one of their own party members, so there is definitely some impending combat.
And a bard could work quite well, actually. The lost player was very much part of the party 'face', so they've lost a big chunk of social nous.

Eminem80 |

Human Bard 4
CG Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 39 (4d8+8)+8
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d4+4/19-20/x2) and
Masterwork Whip +9 (1d3+4/x2) and
Rapier +7 (1d6+4/18-20/x2)
Ranged Shortbow, Comp. (Str +4) +5 (1d6+4/x3)
Special Attacks bardic performance (standard action) (12 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 14), bardic performance: inspire competence +2, bardic performance: inspire courage +1
Bard Spells Known (CL 4):
2 (2/day) Blistering Invective, Gallant Inspiration (DC 14)
1 (4/day) Grease (DC 13), Cure Light Wounds, Liberating Command, Saving Finale (DC 13)
0 (at will) Mage Hand, Detect Magic, Prestidigitation (DC 12), Ghost Sound (DC 12), Dancing Lights, Message
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +7; CMD 18
Feats Dazzling Display (Whip), Weapon Focus (Whip), Whip Mastery
Traits Bully, Focused Mind, Reactionary, Graft-Spine(iron) Drawback: Pride
Skills Acrobatics +5, Bluff +6, Climb +3, Diplomacy +9, Escape Artist +5, Fly +1, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Perception +6, Perform (oratory) +9, Ride +1, Sense Motive +9, Stealth +6, Swim -1, Use Magic Device +9
Languages Common
SQ bardic knowledge, versatile performance abilities (oratory), well versed
Combat Gear Alchemist's fire (2), Tanglefoot bag; Other Gear +1 Chain shirt, +1 Buckler, Arrows (40), Dagger, Masterwork Whip, Rapier, Shortbow, Comp. (Str +4), Backpack (empty), Chalk, Mirror, Signal whistle, Thread (50 ft.), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (12 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 (2 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Focused Mind +2 to Concentration checks
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Whip Mastery Using a whip does not provoke attacks of opportunity
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.
Here is my bard build. If he looks good, I will start working on his background. He is built to buff and debuff whild providing control and support.

GM Gatsby |

Yep, still looking for players. The final decision will be up to my existing group, and probably made in two or three days, after people work out the vague hints of backstory and they all have a chance to take a look at this thread.
As for specific questions...
Em80, your build looks absolutely fine - sketch out a little back story (broad strokes, no more than a couple of sentences) and I'll ask the group about it. One of them tossed out bard as a possible replacement member in the discussion thread, I believe, so you might be on to a winner.
Rorek, we are indeed - and concept is probably more important than build at this point (though both are of course helpful). Ptolmaeus, that would certainly give you a useful skillset, and Seth...
I have a long-standing tendency towards disallowing drow in games, based entirely (as most of these things are) around the repeated actions and chosen characters of a player in my old group. HOWEVER, I'm a reasonably open-minded sort and you are not him. I really do like arcane archer types, so I'd say no to the sorceress but yes to the arcane archerish fighter, in terms of class/concepts I would personally like to see. What the group thinks on this I have no idea - they're probably more relaxed about drow than me. So if you think t could work, slap together some backstory / reason / concept or something similar. ;)

Seth86 |

Glad you aprove.
My idea. Young noble drow. Exiled for his view on life (CN), so he hides who he is. Ends up in the black market. Assassin type people are saught after. Or so he hears. Cavern sniper archetype.
Tonight when im home I will put together a herolab file for him and post the link to pdf.
Looking forward to it.
Thanks for your consideration

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Gnome wizard (controller), str 8, dex 16, con 10, int 17, wis 10, cha 16
Speed: 20
Darkvision
Fort 1, ref 4, will 4
Ac: 14
Languages: Common, gnome, orc, dwarven, elven, undercommon, sylvan, terran, draconic, abyssal, celestial, goblin, giant, undine
Traits: reactionary, ease of faith
Init: 9 (familiar scorpion +4)
Hp: 18
Skills: diplomacy 11, spellcraft 10, linguistic 10, knowledge (arcana, religion, dungeoneering, history, nature, planes) 8
Weapon: mw light crossbow, atk +6
Bilgo Magicfinger is a magician travelling around the world to hone his skills in bringing laughter and joy to people with only a little bit of magical knowledge to help him in his travel.
Putting self interest behind happiness of others, Bilgo made many friends of all magical races and gained many knowledge as well as many languages.
Will update spell list when selected.

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Build:
Muse-touched aasimar, Swashbuckler (ACG)
Stats:
Str:10
Dex:18 (16+2)
Con:14
Int:12
Wis:10
Cha:16(14+2)
Traits
Dangerously Curious
Fencer
Faith
Drawback- Pride
Feats
1-finesse (SB feat), Combat reflexes
3-Weapon focus
4-weapon spec. Rapier
Special Abilities
Nimble
Deeds
Panache-3
Bonus Feats
Items
+1 Rapier
MWK Chain shirt
Gear
MWK backpack
Belt Pouch
Silk Rope (100ft)
Compass
Rations (20)
Grappling Hook
Anti-toxin (2)
Potion of cure light wounds (4)
MWK thieves tools
Signet Ring
missing some items but I do believe I followed all the money allowance rules.
Skills- The swashbucklers class skills are Acrobatics (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Escape Artist (Dex), Intimidate (Cha), Knowledge (local)
(Int), Knowledge (nobility) (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis),
Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Acrobatics-4
sleight of hand-3
Perception-4
Knowledge nobility-2
Escape Artist-2
Stealth-4
Diplomacy-2
Linguistics-4
Concept: Son of minor noble, Dartaniel(dar-tan-yel)Lemonte (le-mont) (dart for short) always felt he was destined to be great. (whether that was his personally or the constant reinforcing from his father no one knows).
He was raised to be a weapon master of light weapons that had the skills needed to make it.
longstory short, he goes on a series of trails, (with that high and mighty attitude) eventually he joins a privateer group and has actual success, but his ship is defeated and he is taken prisoner. After grueling hardships he comes to humble himself. (if ever so slightly) but never loses his bravado, charm, and confidence. Eventually he escapes the pirate service (he had ascended to first mate!) out into a city of, questionable morals but he is excited once again, for a new adventure.
WOO!
also, how do we do HP?

"Shakka" |

This is Eminem!
Cade spent his childhood on the streets of Barrjka. He had never known his parents and was bounced from house to house as an orphan before finally running away and carving out an existance as a street rat. The time of the street was beneficial. He learned how to manipulate others with his words as well as other skills he would find useful later in life. It was during this time that he honed his skills at entertainment. He would make spare change telling tales on street corners. As he hit his late teens, he started performing in local taverns and pubs. He was successful, but was not earning enough to meet his physical needs. During the day, he found work for a livestock company “driving” cattle and other animals from town to town.
The last few years of his life have been rather lucrative. Between driving livestock a couple weeks a month and performing in tavern while in town on his “off” weeks, he had reached the ranks of the middle class. Life was fine and ordinary for the first time in his life. That was until the attack. A friend of his had complained about some of the things that were going on at a local mill, Hawcroft Logging. The friend had been fired and asked to leave when he started asking too many questions. Many of his possessions where still on site though. The friend asked Cade to go by the mill with him at night and watch out for trouble while he snuck in and retrieved his belongings. While waiting in the shadows, Cade was attacked by four men. They beat Cade repeatedly and left him for dead. During the attack, his back was broken and he was left paralyzed. His friend never returned to help him. It was not until a day later that someone saw him and called the authorities. Cade was transferred to a local hospital and told about a new procedure that could restore the use of his limbs. He quickly agreed to the procedure…
I left the last part open ended so, if selected, I can easily be wherever you need me! Let me know if something doesn't work. I have read a good bit of the game thread. I put the beating at the mill in to give a possible story hook. Thanks for the consideration! Like I said, I can tweak the build for more combat (arcane duelist) or more roguish (archaeologist) as needed.
Build:
Human Bard 4
CG Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 39 (4d8+8)+8
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d4+4/19-20/x2) and
Masterwork Whip +9 (1d3+4/x2) and
Rapier +7 (1d6+4/18-20/x2)
Ranged Shortbow, Comp. (Str +4) +5 (1d6+4/x3)
Special Attacks bardic performance (standard action) (12 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 14), bardic performance: inspire competence +2, bardic performance: inspire courage +1
Bard Spells Known (CL 4):
2 (2/day) Blistering Invective, Gallant Inspiration (DC 14)
1 (4/day) Grease (DC 13), Cure Light Wounds, Liberating Command, Saving Finale (DC 13)
0 (at will) Mage Hand, Detect Magic, Prestidigitation (DC 12), Ghost Sound (DC 12), Dancing Lights, Message
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +7; CMD 18
Feats Dazzling Display (Whip), Weapon Focus (Whip), Whip Mastery
Traits Bully, Focused Mind, Reactionary, Graft-Spine(iron) Drawback: Pride
Skills Acrobatics +5, Bluff +6, Climb +3, Diplomacy +9, Escape Artist +5, Fly +1, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Perception +6, Perform (oratory) +9, Ride +1, Sense Motive +9, Stealth +6, Swim -1, Use Magic Device +9
Languages Common
SQ bardic knowledge, versatile performance abilities (oratory), well versed
Combat Gear Alchemist's fire (2), Tanglefoot bag; Other Gear +1 Chain shirt, +1 Buckler, Arrows (40), Dagger, Masterwork Whip, Rapier, Shortbow, Comp. (Str +4), Backpack (empty), Chalk, Mirror, Signal whistle, Thread (50 ft.), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (12 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 (2 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Focused Mind +2 to Concentration checks
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Whip Mastery Using a whip does not provoke attacks of opportunity
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.
Here is my bard build. If he looks good, I will start working on his background. He is built to buff and debuff whild providing control and support.

GM Gatsby |

Seth, Eminem, Ike, Roric - thankyou. Shank, I understand - good luck in your future campaigns!
I think HP is in the top spoiler, but from what I remember it's full for first then half for all after (rounding up).
The appropriate players are starting to take a look through this thread, and are giving me a little feedback - some may even post on here to guide / offer advice, if they feel so inclined.
But as for timing, I'll probably keep this recruitment running for a day or two more, at least, but no more than three.

Roger Hornsby |

"I think that whoever joins us on a crazy trip to crazyland should prolly be crazy too; leastwise, it couldn't hurt"
I'd recommend that whoever joins us be able to deal with our group, which includes a professional thug, a cop, an orc (well, half-orc, but my character doesn't know the difference) who can fight pretty good, and a woman who knows the area (the starting city, not the aforementioned crazyland). You have been warned. Also, you should push the shiny red button. It'll be fine.

Walter das Sombras |

Well, I'm submitting a concept:
He was ready to die for what he believed in, for what he wanted, so the risk was meaningless. He had people around him who shared the same interests, and thus they sought encouragement within one another. But although Rick didn't mind to lose his life at any moment doing what he liked, what happened to him was too painful for his spirit to endure. He was thrown from a cliff, but he didn't die. Instead, he broke his back and could not move his legs. He wasn't left for dead, but rather the opposite. His comrades brought him to the city to be treated, but there was nothing the city could do for his illness, aside from granting him food and some caring, for the right price.
He had money he gathered from several adventures, but it just made no difference in his point of view. Being a cripple was certainly worst than dying. His companions were with him in the beginning of his dark times, but they still had their full health, and as Rick fell into a depressive state they realized the group should move on, going back to the road. From time to time they showed up to talk and spend some time, also bringing him some part of the treasury, but Rick's psyche just got worst. He tried to kill himself a couple of times, but failed. There was nothing he could do about it, and his mind went in a turmoil of sadness and nostalgia, dreaming with a way out of this cruel world.
And then it happened. Some people came and told him he could be a subject on the second stage of testing of some new treatment, one that could fix broken or missing parts of people's body, but for a certain price. He didn't even thought about what at stake, accepting their offer and doing everything he could to be selected, so he would have that chance. Of course, he did that but in the deepest corner of his mind there was only fear. Fear that it wouldn't work. Fear that it would be perfect, but then once more taken away from him. His mind drifted from hope to fear in a moment, but when the treatment succeeded and he got his legs working again there seemed to be only one feeling left: Desperation. He wanted to rush and do whatever he could before this miracle stopped working. He had no fear of death, as before, and now even his fear of being a cripple was gone in a certain way, cause it could probably be fixed, but for them to do that Rick would need to become the most valuable subject, and so he was ready to do what they asked.

GM Gatsby |

A blood rager could certainly work!
In other news, after a rather unpleasant weekend y side of things it looks like the last day of recruitment. The players have had their say, so I'll make a final decision at the end of the day andPM the lucky individual/s. Everybody that doesn't get in, thankfully for submitting a concept, and good luck with your future games.