
GM Hansj |

Sample/Recent Post: When his terms are agreed to, Ang Ban Dongar is efficient and cooperative, stowing the documents in a leather pouch tied around his waste that he refers to as "the royal records department". He always keeps a distance between himself and all but Lady Lyra and her only to allow her do the operation. He also follows along carefully in the construction process, being certain the mechanical foot can be detached effectively if he so desires. Still the process takes much of the days and being near such a beast is awe inspiring, a little frightening and a bit just weird (you can feel that he thinks of you as food despite being willing to bargain).
Still, he gives detailed advice on reaching Oomsatta territory, about the organization of the Oomsatta and about ways to navigate the entire area. The Oomsatta, supposedly, have ten villages total, two of which are large (~300-400) and the other smallish(~100 people). He shakes loose a shower of iron feathers from his body, saying these mark one who follows the Compact between man and dragon and you should attach them to your clothing as the Oomsatta do. The compact was made years ago when Oomsatta came down from the hills and he mentions that both dragons and Oomsatta are "children of the earth" (unlike ordinary humans and he knows not of whatever your kind is). The Oomsatta camp/villages is apparently a somewhat cosmopolitan place - traders from the Kind Lands and the Free Lands often pass through and a number stay to escape the kindness or the freedom of their lands. Some of the small peoples such Arlo or Paritosh can be found there, especially in one village (he doesn't know the name).
Ang notes, "As mentioned in the document, my land extends to twenty five miles around the peak Skyorn, where you are now. Unfortunately, interlopers, both bear and dragon, have been violating these valid and established borders and I cannot guarantee your safety or accompany you past fifteen miles from great Skyorn. Move carefully, since it is winter and the dumb beasts are eager for the hunt."
He shows you a buried stone building to sleep in that night and goes someplace to sleep himself after that. In the morning, you head out and Ang indeed accompanies you fifteen miles beyond Skyorn. With Arlo and Paritosh scouting, you move quickly and carefully. However, at the twenty five mile mark, your begin to feel some beasts are stalking you. Deciding to force the matter, you take a rout that would require any following you to come into view. Thus you reach a ridge and behind you two large, dire-sized (ten feet high) white-coated cats emerge 50 feet away. In shape they are like American mountain lions. They were stalking and just beginning to charge. See map.
Description: In a multiverse based on the Planescape setting, using PF1 rules plus custom “caper”/world-building rules, you will be an agent of an ad-hoc group of wizards, priests and occultist aiming to stop plane-destroying effects, unleashed by various mysterious forces. Your employers are sophisticated interdimensional operators who understand many kinds types of magics and technologies operating on a variety of planes (with their own personal agendas too? Of course!). The operation still resembles a group of gentlemen adventurers than a true bureaucracy and you will operate as part of a cell of adventurer, the cell making its own choices on the ground, though guided by your mentors/handlers.
The Party is currently aiming to reach the city of Syranix. Impersonating a group of noble amateur athletes to get close to an old family and steal and destroy a Lich’s phylactery.
Style: This campaign began as an effort to use some ideas from the Blades In The Dark system. I am creating/evolving an approach of investigators who make their choices and add their own narrative. This is still a work in progress. At this point, it mostly involves me outlining a situation and anyone can make a choice for the group (within reason but still). A lot of the initial thread following action involves; narrate what you do, maybe add a little improvised detail about the situation or world, and roll a skill (standard Pathfinder skills). It gets more defined as each character’s threads get more developed. The campaign has gone on for eleven months and nearly 2000 posts, so you can read the approach.
Group: We currently have a pseudodragon rogue, a damphir sorcerer, and dwarf paladin. Given the campaign, every character should sort of expect to be something like a "skill monkey" as well as social character (or be prepared to role play slightly awkward). Sports, Gaming and noble-intrigue are themes for the current world (the last was dragons).
Inspirations: The Black Company series (especially Shadow Linger) by Glen Cooke, Nightwatch/Daywatch Sergie Lukyanenko, The Elder Isle series and other works by Jack Vance, The Dark Tower by Stephen King, The War Hound and The World’s Pain by Michael Moorecook and a number of others. The Earthsea Series by Ursula LeGuin (especially the later books).
Campaign Parameters:
Start 10th Level, standard character wealth for magic item buying. 25 point buy. No dumping wisdom, intelligence or charisma below 9. Don’t maximize for initiative (I’m doing ad-hoc initiative for speed – party-goes, monsters go, repeat). Alignments between lawful-good and neutral. Standard wealth by Core Rule Book. All Paizo books allowed, third party books might be OK but only psionics or hi-tech or other classes/races not duplicating things in Paizo books. Magic users probably shouldn’t lean on teleport/dimension door since it’s hard to handle in play-by-post.
Campaign Traits (choose at least one of these and one standard trait):
Interplanar Travelers(s); knowledge planes is a class skill.
Minor magic awareness; Can cast detect magic once per day as a spell-like ability and spellcraft is class skill.
Minor technological knowledge; Can use knowledge engineering to determine the principles powering a given technological device. If you are trained in knowledge history, you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device (this does not imbue the character with any skills in the use of the device. It doesn’t teach to use firearms or welding machines, etc).
What's the post rate? One post per day on week days (Mon-Friday, roughly), post when you can on weekends. If your character is absent during combat on a week day, I may act for you. If you vanish, your character might become a regular NPC. Bonus points if you tell me your situation.
Posting approach: Most of the time, anyone can start posting after I’ve posted (In melee, anyone can take act first once I give the go-head, just don’t act twice – fair warning, this may initiative-feats less valuable). To a reasonable extent, you can post actions for the entire party takes part (we enter the room). Don’t be shy. Always be thinking about how you can post to move forward the action – and feel free to send me suggestions on that as well (I’ll required saving throw levels, AC the monster hits + potential damage etc. You will too).
Learn the standard narrative style – write in the third person present tense, etc. Don’t just name a game mechanic, don’t just narrate what you are doing, combine the two. Don't ask whether you can roll a skill, just roll it. I encourage everyone to improvise little pieces of plot as we go along (but exactly how much you do that is up to you, since it’s fairly personal, each continuing player has their own style here). Still, we are creating are creating a story together. I hope to find people excited to help shape this world. I like to move actions quickly and give the group suggestions. Feel free to push back if things seem to fast for you, you don’t like a suggestion or for any other reasons. I try to be very open to constructive criticism (obviously there are limits). Did I mention “work in progress”? It is a continuing work, with stuff happening, however.
Applying: Describe your character concept and give an example of something you’d improvise in the process of acting in the world. (see above for allowed classes etc). I’ll answer questions and ask questions and then show me a character sheet. I will decide after three days, longer if there aren’t enough applications. This is a somewhat demanding campaign so if you are busy or already are in many campaigns, think if you can make the added commitment. I try put some effort into my narrative, plot development and world-concept. I'm looking for one more players who that appeals to.

GM Hansj |

I'm potentially interested. Just to be sure, I notice you've got a pseudodragon in your party. How wide open are the races? That's something I want to be clear on before I try to come up with a concept.
Pretty open overall. In the current world, most things go. Later, disguise magic may be needed but it would be available.

Ouachitonian |

Okay. Two more questions:
How are y'all doing HP? Rolled, Average, etc?
What firearms availabilty rules are you using? Commonplace? Everywhere? Also, I saw the Tech Guide referenced. How easy is it to get replacement batteries?
I've long wanted to play an Eldritch Archer Magus who uses a gun instead of a bow (or even a laser pistol!). I'm leaning that direction if guns are relatively easily acquired, which seems likely in this campaign.

GM Hansj |

Okay. Two more questions:
How are y'all doing HP? Rolled, Average, etc?What firearms availabilty rules are you using? Commonplace? Everywhere? Also, I saw the Tech Guide referenced. How easy is it to get replacement batteries?
I've long wanted to play an Eldritch Archer Magus who uses a gun instead of a bow (or even a laser pistol!). I'm leaning that direction if guns are relatively easily acquired, which seems likely in this campaign.
The only limitation is that different planes can have different effects for firearms. But so far, the party has been in unlimited-fire-arms areas and it's worked fine.

Ouachitonian |

Alright, I think I’m going to go for a Sylph Magus (Eldritch Archer), probably from somewhere relatively higher-tech than the usual Golarion setting, since I so rarely get a chance to play with those Tech Guide toys. Wielding a pistol of some sort, maybe an arc pistol, electricity makes sense for a sylph. As far as something I’d improvise, I’m not entirely sure what you mean. If you mean, in essence, world-building on the fly, I’m certainly steeped in enough sci-fi lore to contribute reasonably convincing technobabble any time the inner workings of some sort of high tech gear need to be explained. You see, if you wire the acceleration compensator into the flux capacitor, and hook the results to the fusion reactor, you can use the resulting graviton stream fluxes to fold local spacetime in a directed manner, though you have to be careful with the power draw, you don’t want to overload the capacity of the tokamak’s plasma torus or you’ll stackpole the whole reactor.

Philo Pharynx |

I had an interesting concept. A pixie that hides who they are. I'm thinking of using a synthesist summoner, but rather than making a godawful combat eidolon, I want to make one that is designed for concealment instead.
Since pixies start with good stats, I assume I'd get less point buy - perahps 15 instead of 25? Would you use CR or hit dice as the level cost?

GM Hansj |

I just wanted to say that the application steps I'm aiming for is:
A. Character concept.
B. Sample/improvise post of some kind, a narrative of your character (+ maybe discussion of your philosophy etc).
C. Worked-character sheet.
I say that above but maybe I'm not clear(Above: "Applying: Describe your character concept and give an example of something you’d improvise in the process of acting in the world. (see above for allowed classes etc). I’ll answer questions and ask questions and then show me a character sheet. ")

GM Hansj |

I had an interesting concept. A pixie that hides who they are. I'm thinking of using a synthesist summoner, but rather than making a godawful combat eidolon, I want to make one that is designed for concealment instead.
Since pixies start with good stats, I assume I'd get less point buy - perahps 15 instead of 25? Would you use CR or hit dice as the level cost?
Just to say I think a pixie would be fine, I'll research the details.
The one thing is you could hide who you were from the world but not from the other PCs or the Organization you're working for.
Summoners can be ridiculously overpowered but this campaign is sufficiently RP oriented that this shouldn't be a big thing.

Blue Lucien |

Here's Ouachitonian's submission. There's stats in the alias. It helps me write if I've built out feats, skills, etc. Can still be reworked as much as necessary. Below is a little vignette from some of his earlier adventures. Not much earlier, mind you. He's done a lot of high-tech work. He came from a region of the Plane of Air that was no stranger to technology (though this occurred elsewhere). But he knows how to operate in a lower tech world, if need be. (the 3rd-level spell Recharge helps with that.)
Slipping into a patch of shadow between lighted areas, Lucien looked up. Sure enough, there was a balcony on the fifth floor, just like the briefing said. The building's ground-floor entrances were highly secure, as befitted a government building. But most people weren't expecting an attack from above. With a mental exertion, he rose swiftly until he could step over the railing and land lightly on the balcony. This realm had few flying beings, and none as quiet as him.
Glancing around, he saw no surveillance devices. No surprise there, executives like to have their privacy. Being watched is for drones. He smiled to himself as he silently padded over to the double doors. Locked, but I've got that covered. he thought to himself as he slipped his thieves tools from his bandolier. He made quick work of the primitive mechanical lock, and opened the door just enough to slip inside.
Once there, he glanced around and, seeing nothing unusual, walked softly over to the desk, sat down in the manager's chair, and pulled out his e-pick. As he was hooking it up and preparing to access the computer, he caught a flicker of motion out the corner of his eye. As the gargoyle rushed him, he realized his mistake Very nice. I should have realized this was an odd place for statuary. Before the creature could reach him, he spoke an arcane formula, making precise motions with his flesh-and-blood left hand as he extended his cybernetic right. Lightning flashed twice, and the stony creature fell with a heavy thump.
S##$. he thought, glancing around. The flashes and noise seemed impossibly bright and loud in the dark, quiet space. He paused for a full ten seconds, heard nothing. Still... He keyed the communicator that his temporary associates had provided him.
"There was a guard up here. He's down, but it was bright and noisy. I'm going to need a distraction."
"Roger. We'll manage. Continue with your task, Blue." came back the gruff, clearly annoyed voice of the human man who was in charge of tonight's little escapade.
"Understood, Red." Lucien said, grimacing. Red was a hard man to please. He'd get his task and his fee, but had probably lost some bonus money. Damned gargoyle. He paused. Gargoyle? Huh. his estimation of the manager whose office this was went up a notch. The man was definitely up to something. Something big. Gargoyles weren't native o this plane. That one's services couldn't have been cheap. And there's no way in any of the the Hells it was on government payroll. This guy's got some lucrative off-the-books ops going on, I'll bet. Whether or not the man's office computer would have evidence...well, that wasn't his problem. His job was to copy whatever was on the drive and get out. As he set about his task, he heard the sound of a racing vehicle, screeching tires, a crash, and slugthrowers firing. That'll be Red and his boys. Hopefully that'll be enough to distract the night guards from anything they might have noticed up here. he thought, as he hooked up his e-pick and fired up the computer built into the office desk. The trick is to have the pick attached when it boots up, so there's no delay to be noticed. Now, as long as my equipment's up to the task... he thought, crossing his arms and waiting for his tools to do their work.

Philo Pharynx |

While I'm waiting to hear back on how you want to do the pixie package, I'm working on the background. Here's the first draft.
Down at ground level, things were not so bright and cheerful. Rust and smog were the hallmarks of Downbelow. You wouldn't starve - nutrition paste was pumped through utility pipes. But you lacked most everything else. Orcs, goblins and dwarves joined the group allowed to be people. Magic was forbidden to this level. Any magic. As a pixie, Leyna was officially classified as a "Pest Species - Magical - Fey" with a bounty on her head.
Being small and invisible was a survival tactic. They could avoid most troops from the Vermin Eradication Council. Except when they had a mage or used gas or sent in the cyber-weasels. Fortunately, all of those cost money and this made them less common. Her clan seemed to be losing people faster than they replaced them.
Growing up was difficult. She would often spend her time dreaming about her imaginary human friend Maria. One day, she woke up as Maria. Or rather, wearing her. This led to a lot of flailing around in a tight space. After a panicked response, hse and her family figured out what happened. Sort of. But this was a game changer. As a human, she had more ways to move around and get resources. At first she simply used the resource she had - an attractive body. It was odd and not very pleasant, but it wasn't exactly Leyna's body.
Over time, she made contacts, got a fake ID, and moved up to workertown. She got a job cleaning a university. While this was meaningless work, there were all sorts of books there. She was often in the alchemistry wing and she began to pick up how this worked. She found she had a talent for learning under unusual situations. This drew attention. Having been hunted most of her life, she though she was being watched. She had nothing concrete, just a suspicion. But one day, she got lucky and caught somebody watching. He began walking away and she followed. He turned down a hallway that ended in a dead end. Except there was this slight haze on one of the walls. She looked at it and it was different. It felt like a different world.
She hadn't noticed all of the watchers and they saw her examining the portal. That was a rare skill. The Organization could always use portal seekers. When she returned to her apartment, she saw somebody waiting. He made an offer. She accepted, so long as her family got moved someplace less hostile.

Hawksw0rd |

I've got an idea I'd like to throw into the ring. Allow me to introduce Noptis Ehbre, the unholy hybrid between Mcgyver, the most forgettable man, and James Bond with a bit of atrophied social skills who just wants to keep the planes afloat so he can relax with his wife. I'm thinking a Human Gloomblade/Cipher mix.

Philo Pharynx |

So here are my stablocks, for both forms. I did them on the basis of 15 points for stats because pixies get a good start and using 4hd for the level adjustment instead of the 3cr recommended.
I think that you'll find she isn't op in combat - she has many tricks, but those usually take two rounds to setup. Instead, she's built for versatility. She has lots of skills, and she carries surprises and alchemy to get through a wide variety of challenges. In terms of spells and extracts, she only has first level options.
One of her more interesting abilities is that she can seek out portals (from her investigator archetype). Within 60 feet she can take an action f=to find them and then study them for more information. I expect that this might be useful for a plane-hopping spy network.
In her Maria form, she appears as a human with mixed race ancestry, though she will disguise this where inappropriate. She is tall and graceful with the toned form of a dancer. With living clothes and a hat of disguise, she adapts to the role she is playing. A minor noble, a courtesan, a party girl. She uses makeup, hairstyling and headwear to cover the mark of her being an eidolon when she wants to pass as normal. When she wants to stand out, she activates the glowing bodyart lines that were designed to coordinate with the rune and make for an exotic look.
She wears no armor and carries no obvious weapons. Merely a small purse. The observant may notice that her enameled fingernails are a bit more sturdy than one would expect.
Maria Esquivel
Female Eidolon (looks human) investigator (portal seeker) 3/summoner (synthesist) 3 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 228, Pathfinder RPG Ultimate Magic 80, Planar Adventures 18)
NG Medium fey
Init +2; Senses darkvision 60 ft., detect chaos, detect evil, detect good, detect law, low-light vision, scent; Perception +19
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Defense
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AC 20, touch 14, flat-footed 17 (+1 deflection, +2 Dex, +1 dodge, +6 natural)
THP 24
Fort +5, Ref +10, Will +13; +2 vs. teleportation effects or imprisonment
Defensive Abilities evasion, trap sense +1; SR 20
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Offense
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Speed 30 ft.
Melee 2 claws +10 (1d4+3)
Spell-Like Abilities (CL 8th; concentration +12)
. . Constant—detect chaos, detect evil, detect good, detect law
. . 1/day—dancing lights, detect thoughts (DC 16), dispel magic, entangle (DC 15), lesser confusion (DC 15), permanent image (visual and auditory elements only) (DC 20), shield
Summoner (Synthesist) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—alarm, glue seal[ACG], lesser rejuvenate eidolon[APG], snowball[UW]
. . 0 (at will)—acid splash, guidance, light, mage hand, mending, message
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Statistics
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Str 17, Dex 15, Con 15, Int 24, Wis 16, Cha 18
Base Atk +7; CMB +10; CMD 24
Feats Dodge, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Weapon Finesse
Traits magical knack, Minor technological knowledge
Skills Acrobatics +9, Appraise +11, Bluff +17, Craft (alchemy) +13 (+16 to create alchemical items), Diplomacy +18, Disable Device +10, Disguise +20, Escape Artist +9, Fly +13, Heal +7, Intimidate +12, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +12, Knowledge (planes) +20, Knowledge (religion) +15, Linguistics +11, Perception +19, Perform (dance) +12, Perform (sing) +12, Sense Motive +16, Sleight of Hand +11, Spellcraft +14, Stealth +14, Survival +4, Swim +7, Use Magic Device +15
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Shae, Sylvan
SQ alchemy (alchemy crafting +3), fused eidolon, fused link, hunt portal, inspiration (8/day), investigator talents (expanded inspiration[ACG], numerical alchemy, underworld inspiration[ACG]), keen recollection, portal lore, resist teleportation +2
Combat Gear cloak of the hedge wizard (illusion)[UE], alchemical dye kit[UI], oil of taggit (3)
Other Gear amulet of natural armor +1, bag of holding, minor, cyberart, eyes of the eagle, hat of disguise, headband of vast intelligence +2, living garments[ARG], ring of protection +1, ring of sustenance, courtesan's kit[ACG], disguise kit, 416 gp, 7 sp, 7 cp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fused Eidolon (24/24 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Hunt Portal (Sp) Concentrate to detect portals in 60 ft. using Knowledge (planes), pinpoint after 3 rds.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Numerical Alchemy (Su) Spend 1 use of inspiration to mix an extract in 1 round (as opposed to 1 minute).
Portal Lore (Ex) Can use knowledge (planes) to learn information about a portal they have detected.
Resist Teleportation +2 (Ex) Bonus on saving throws against teleportation efffects or imprisonment.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (20) You have Spell Resistance.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Leyna is much more utilitarian than Maria. She wears her haversack across her chest to free her wings and provide access to the items it carries. Bandoliers and pouches keep things handy. At her belt, she carries a rapier and she has a quiver on her back between her wings. Her hair is cut short to keep it out of the way while flying. Goggles keep the bugs out of her eyes.
Leyna
Female pixie investigator (portal seeker) 3/summoner (synthesist) 3 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 228, Pathfinder RPG Ultimate Magic 80, Planar Adventures 18)
NG Small fey
Init +5; Senses detect chaos, detect evil, detect good, detect law, low-light vision; Perception +19
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Defense
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AC 25, touch 18, flat-footed 19 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +2 natural, +1 size)
hp 74 (10 HD; 4d6+6d8+30)
Fort +6, Ref +13, Will +13; +2 vs. teleportation effects or imprisonment
Defensive Abilities invisibility, trap sense +1; DR 10/cold iron; SR 20
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Offense
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Speed 20 ft., fly 60 ft. (good)
Melee +1 agile rapier +13/+8 (1d4+6/18-20)
Ranged +1 virulent longbow +13/+8 (1d6/×3)
Special Attacks special arrows
Spell-Like Abilities (CL 8th; concentration +12)
. . Constant—detect chaos, detect evil, detect good, detect law
. . 1/day—dancing lights, detect thoughts (DC 16), dispel magic, entangle (DC 15), lesser confusion (DC 15), permanent image (visual and auditory elements only) (DC 20), shield
Summoner Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—summon monster II
Summoner (Synthesist) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—alarm, glue seal[ACG], lesser rejuvenate eidolon[APG], snowball[UW]
. . 0 (at will)—acid splash, guidance, light, mage hand, mending, message
Investigator (Portal Seeker) Extracts Prepared (CL 5th; concentration +12)
. . 1st—cure light wounds, tears to wine (DC 18)
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Statistics
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Str 8, Dex 20, Con 16, Int 24, Wis 16, Cha 18
Base Atk +6; CMB +4; CMD 21
Feats Dodge, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Flyby Attack, Weapon Finesse
Traits magical knack, Minor technological knowledge
Skills Acrobatics +12 (+8 to jump), Appraise +11, Bluff +17, Craft (alchemy) +13 (+16 to create alchemical items), Diplomacy +13, Disable Device +13, Disguise +10, Escape Artist +12, Fly +18, Heal +7, Intimidate +12, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +12, Knowledge (planes) +20, Knowledge (religion) +15, Linguistics +11, Perception +19, Perform (dance) +12, Perform (sing) +12, Sense Motive +16, Sleight of Hand +14, Spellcraft +14, Stealth +21, Survival +4, Swim +3, Use Magic Device +15
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Shae, Sylvan
SQ alchemy (alchemy crafting +3), fused eidolon, fused link, hunt portal, inspiration (8/day), investigator talents (expanded inspiration[ACG], numerical alchemy, underworld inspiration[ACG]), keen recollection, portal lore, resist teleportation +2
Combat Gear cloak of the hedge wizard (illusion)[UE], deliquescent gloves[UE], wand of cure light wounds, alchemical cement[UE] (3), alchemical glue[UE] (3), alchemical glue accelerant[UE] (3), alchemical solvent[APG] (6), bone burn (3), diplopic serum (6), dye arrow (6), harvester's kit, holy water (3), jackalroot essence[UW] (10), mithralbane sap (3), padzahr[UE] (3), poison, huge scorpion venom (6), raining arrow (3), smoke pellet, smog (6), tangleburn bag[UE] (6); Other Gear +1 shadow mithral chain shirt, +1 agile rapier, +1 virulent longbow, adamantine angel quill arrowhead arrow (6), angel quill arrowhead arrow (12), arrows (40), silver angel quill arrowhead arrow (12), amulet of natural armor +1, efficient quiver, eyes of the eagle, handy haversack, headband of vast intelligence +2, ring of protection +1, ring of sustenance, alchemy crafting kit[APG], blanket[APG], courtesan's kit[ACG], disguise kit, investigator starting formula book, masterwork thieves' tools, spiritbane spike, 416 gp, 7 sp, 7 cp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fly (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fused Eidolon (24/24 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Hunt Portal (Sp) Concentrate to detect portals in 60 ft. using Knowledge (planes), pinpoint after 3 rds.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Invisibility (Su) +20/+40 stealth and +2 attack vs. foes who can't see invisibility.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Numerical Alchemy (Su) Spend 1 use of inspiration to mix an extract in 1 round (as opposed to 1 minute).
Portal Lore (Ex) Can use knowledge (planes) to learn information about a portal they have detected.
Resist Teleportation +2 (Ex) Bonus on saving throws against teleportation effects or imprisonment.
Special Arrows (18/day, DC 16) (Su) Sprinkle pixie dust on arrow to charm, modify memories, or put target to sleep.
Spell Resistance (20) You have Spell Resistance.
Summon Monster II (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).

Deumira |

One RAGEFUL hobbit LFG. Is that how this works? Nah, I can read.
Character Concept:
Halfling Druid, Earth Domain, Trip Feats, Healing &c Spells, Religion/Nature/&c lore Skills the party needs.
I feel that druids, of all classes, would feel the least comfortable lost in the labrynth of planes. Halfling druids, doubly so. I feel like I will have a lot of fun expressing such concerns and turning into a bear to break s$+~ when the character gets frustrated.
Sample Post:
Deumi's little feet pat rapidly as she crosses the relatively massive cathedral. She hops over rubble and changes directions frequently, as she desperately searches for something no one else seems to see. She sniffs, puts her ear to the cool stone, and finally gets mad. Her eyes light up and her round face contorts into one sour raisin of an expression. Flowers and brambles burst through the stained-glass windows and begin digging, digging through the four corners of the room.
While she suspected the floor to be hiding a secret, she did not realize how big such a secret was going to be; the entire floor crumbles and the entire party (probably save for the rogue or something) tumble down into the catacombs below.
Character Sheet:
You're gonna have to help me, but I know where you live so ... hit me up if you didn't already find some amazing player.

Deumira |

As a true Hobbit looking to join your crew, I wish to share my camping package of regularly memorized spells to ensure the party travels in style:
During adventures, I feel most comfortable with a communal endure elements and a light active at all times. Each night, I am able to arrange mushrooms into such a way that a portal to an extradimensional fairy retreat fit for a squad of fifteen soldiers manifests for our use. We begin with drinks! I conjure gallons of fresh water for washing and Goodberry wine, followed by a half dozen of my famous smoothie potions. As if those weren't enough to feed you large folk for a day, I prepare a magical banquet as it is the way of my people. To wind down the night, I arrange a Soothing Mud bath to restore the deepest of wounds. During first watch, I like to retreat from our extradimensional space and Commune with the miles and miles of nature surrounding our mushroom portal. For protection, I can breathe the life of an ent into the trees I prefer to place my portal by. In the early mornings, there is nothing I like more than researching the interconnected nature of theology and astrology. I like to call it Astrotheology. I hope it catches on.
Let it be known: despite most of my daily miracles being healing and recovery related, the rage of the land flows through me and I dare any of you to stand toe to toe with my wrath. I shall roll across the fields of battle at the speed of you tall folk. Like a stone, none shall move me and all shall fall off balance by merely looking into my eyes. Further, I can spy as pidgeon or ant. I can transport as roc or turtle. I can endure as an attuned elemental or honeybadger. I ain't no one-trick gnome!
The last miracle is the one that got me here... When I learned to recall myself back to the grove of my people, I ended up here in the planes. I have to trust this, but I also have to figure this out. I do so hope that you big people hire me, for I fear I am completely lost on my own here in the planes. I never even believed this stuff was real til I showed up!
(In game terms, she has 35AC and 30CMB on a trip without even transforming into a tentaclemonster plantmunculi. Lore Nature of 29 is the skill focus, but Knowledge Religion at 20 is nothing to scoff at. Just don't expect her to do any smooth talking to the tall folk.)

GM Hansj |

Deumira appears from where-ever she was recruited from. I will assume she has been recruited fairly recently, part of The Organization's expansion drive, fueled by The Dark Traders recent series of death (start) ships released to roam the multiverse...
Deumira appears at The Organization transport area in The Spiral, a partially ruined skyscraper overlooking Sigil. She's greeted by a number of adventurer types and shown to a medium-size pleasant interview room, filled with potted plants and with a small fountain bubbling in the background.
A woman named Cordelia greets you with a politely though with a no nonsense attitude.
"Welcome Deumira. Normally we would have a larger committee to greet you but our Organization is quite pressed at the moment given the circumstances. You come highly recommend. I trust you will tell me a bit of the experience you have that might help you with our challenges [describes recent events, see gameplay thread]. Our aim is to pair you with one of our more active teams - it's formally lead by Rollo Qantas but at this level everyone acts on their initiative. [describes the party, see gameplay/discussion pages]. I hear that your skill and character are of the highest and I do not doubt that and I believe you have received our full training cycle. What really I think we are after is you view of the planes, how a divine or metaphysical view might relate to protecting against the ravages of the Dark Traders and related sinister forces. For example, how could you imagine helping to save the Tarnuviens?"

Deumira |

The humble sprout listens intently to the Organization's story. The tales weaved by Cordelia, along with cryptic interjections by Rollo, frequently cause her eyes to widen and her jaw to flop open.
"I ..."
She stammers a bit before gathering a visible resolve.
"Your purpose has inspired me and your enemies have incurred my wrath. I may not be capable of all the things you tall folk are, but the land itself supports my small deeds. My goals will never be accomplished with my hairy feet alone. Rendering services unto you will help further my goals via access to manuscripts along our way. Protecting you with all my heart will help further my goals of shifting the calculus of good and evil within my grasp."
She breathes. Her eyes close. Another breath.
Her eyes open and one detects a shimmer of some deep, primal magic unwritten and yet always there; a promise to one's self.
"As mentioned before: If there is a 'natural area', whatever that even means anymore, then I can trot/swim/fly there as undetected as the 'natural area' itself. If there are defilers that need killing, especially if they are enemies of yours, no other conscience need bear the guilt of killing. My whole existence is defined by living between these two pillars. It is part of my primal theology, as are the stereotypical Barbarian's customs of matrilineal/mitochondrial lineage and other tribal norms. This brings me to my offer: send me to retrieve something. This is the first of thirteen acts of giving involved with becoming an elder in my tribe and I would be honored to perform it for the people I wish to call my tribe."
She takes a long swig from her waterskin. A trickle of red liquid winds across the valleys of her face and into the sponge of her enchanted hide armor. Her eyes glaze for perhaps a moment too long, but she catches that runaway moment with a curtsey that transforms her into a potted daisy that has two googley eyes sap'd onto the flower head.

Deumira |

"I should mention that there was a mixup in my application. I am of no proper 'Earth' domain. My deity resides in the mushroom/tree network which we believe is a direct mirror of the stars above. I brew them with many of the other wild gifts into potions that may as well be magical."
She snorts with laughter before composing her immaculate daisy posture yet again.
"I once brewed a dose so strong that the drinker conjured a LITERAL storm of lightning she could control with her hands...
She didn't realize it wasn't just a trip until her birthday celebration was utterly ruined...
Aaaanyway; if you think that's all I can do, just you wait."
I, the player, am under the impression this is a lvl 15 campaign. That is where she is at. If you guys are not there yet, I can de-level. The illustrious DM has not informed me yet.
Edit: added the word 'daisy' to clarify that was still a thing.

GM Hansj |

I think I mispoke to you and we're at 13th level, actually but no biggie, we're not in a hurry.
Cordelia smiles. "Well, just that pure motivation may well be enough. Still, since we have time, let me run some scenario by you. Suppose the Dark Traders send a black-hearted-oak or similar corrupt spirit of nature which in turn corrupts some number of treants. Aside from the destroying the villain, how would you redeem the treants? More broadly, I don't doubt your bond with nature is powerful but at this level skill, we are finding that giving hope to the downtrodden and even to those who've fallen evil ways, is a key." She stops and you can answer and then continues "A thought, our current subjects, the shape-shifting Tarnuviens, could their dilemma be related to their breaking their connection with nature? Just a thought. I hope you remember, we are all detectives here, forming hypotheses, testing them, gathering clues. Your connection to nature should give you a different view, which can certainly help"
I'll traveling 'till Monday so we can banter 'till then and incorporate after that.

Deumira |

"Corruption... My best enemy against corruption has been corruption itself. For Treants under such hypothetical spirit-hampering magics, the hardest part is just to see that the corruption exists at all. It is almost ironic that a slight push towards chaos and corruption is better than a lawful cleansing ritual. Not TOO much as to appear as a destructive agent, but just absurd enough that the rules are made to be the fool they have become under the corrupted influence. The corrupted treants themselves begin to reject the corruption and healing occurs as it naturally ought.
In regards to this specific Tarnuviens case, I rather like your established theory. The natural path is a hard one to walk sometimes. The beast inside wants to laugh in the face of all laws, but good is only found when holding one's self to the laws of self and others. When my path gets a little too dark, even I will lose my powers. If my path ever got too boring and selfless, I would lose my powers just the same. Perhaps we could try giving them psychadellic mushroom tea? That's what my people would do when the youngsters lose their way."
She picks her ear and looks to the side, still a little out of her simplistic elements of survival and observation.

GM Hansj |

"For Treants under such hypothetical spirit-hampering magics, the hardest part is just to see that the corruption exists at all. It is almost ironic that a slight push towards chaos and corruption is better than a lawful cleansing ritual..."
Cordelia relaxes and leans back a bit. "My dear, I think I may have you overthinking things. Which is fine. If anything, I just want to get you thinking of multiple possibilities when confronted with riddles of the planes. We need to have several working ideas before we know enough judge and then change our thinking when the reality appears. If that makes sense, I think we're finished with the formal interview. Now, I was wondering if you knew any tricks for fermenting wheeldonberries - there are a number of essences I'm interested in extracting. Also, I trust you have sufficient magical tools and items, if not, The Organization has resources to make up for any lack"
Cordelia then takes Deumira the area of The Organization's dimensional machinery, introduces her to Bethia and begin preparations for the transfer.

Deumira |

No, truly. If ever encountering Corruption, fight fire with fire. Show how poisonous the venom we take as communion is by taking it to its logical extreme. Play the fool and understand the power of the jester! Once people realize how ridiculous your actions are, the connection is made to how ridiculous the corruption has become. Once the people purge themselves of the illusion, their power fails to be transferred to the corrupted. No ritual I know of can purge such evil from the leader themselves. Any violence would martyr and justify the corruption of the leader. Never forget the power of the fool.
The halfling nervously sits and picks her toes while the dimensional machinery creaks and whirrs ominously.
"Fermentation happens to be a specialty of my people. If there is a workshop around here, I can show you this truly OLDEST Profession (yup, even older than prostitution). As for gear, the only artifacts I happened upon were a very finely made pelt tunic and a belt that makes me almost as strong as a tall person. Is there anything around that could help me out with my rather unique combat style?"
I assume the fermentation would be a profession roll that I can't do yet as I do not have a digital sheet. I have a hide armor +3 and a chromatic belt of str/dex +2. I seek things that could help my trip attempts, but do not know the system well enough.

Deumira |

I'm a basic b%#+&. I'll say she came with a +5 hide, +5 shield, +5 scimitar, and a +3str/dex belt. She will request a +6wis tiara though.
Staff of Heaven and Earth is interesting instead of the tiara, but it's like ... I can do all those things without a staff. Would rather make the things I can do better than give me weaker versions of things I can already do.
Switching to 13 won't be hard, but my laziness tells me I should wait til I get an invite to make an official character or whatever needs happening so I can put the numbers into the site. In other news, I give a walking tour to gypsy falls tomorrow. Yee~

Deumira |
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Dude, Hans, Buddy, Pal... How is it that I am just finding out you like The Dark Tower series? You're in trouble. You better hope I forget to bring it up, 'cause it is quite the earful of a weirdness you ain't quite heard from me yet.
Also: level 13 druid is ready for digitization and the Gypsy Falls were beautiful, albeit marred by the ravages of time and recent defensible space initiatives.

GM Hansj |

Dude, Hans, Buddy, Pal... How is it that I am just finding out you like The Dark Tower series? You're in trouble. You better hope I forget to bring it up, 'cause it is quite the earful of a weirdness you ain't quite heard from me yet.
Lol, probably I won't be back 'till Monday afternoon. So I probably won't see you 'till your Tuesday game. But feel free to share. I think I only read the first three books but know the rough plot of the others. The main thing is The Dark Tower is a key reference for planescape and Sigil - where the Tower image comes from. Also relates to the Tower of Babel. So I have to reference it. Anyone, I found myself disappointed they never threw Goldbach's conjecture at the intelligent train-thing. And if it could solve that, they could have asked for digits of Chaitin's Omega.
Also, Cordelia clarifies that Deumira has the assignment if she wants it - but they're having a bit of trouble pin-pointing the party. Deumira can go to the last known location - the library entrance or wait until the Organization can get an exact reading on the group again.

Deumira |

Deumira brightens up like a sunflower and nods her head emphatically to accept her duty.
"I oughta be used to getting randomly teleported into the unknown by now, right? I'm not used to it, but let's do this so that I can get used to it. Send me in there! I'll sniff them out faster than your Organization diviners."

Strandel |

Bored, Strandel took out his panpipes and began to play for himself.
Perform (wind): 1d20 + 38 ⇒ (8) + 38 = 46
charm person on whomever enters the office. Will DC 22

GM Hansj |

As Strandel plays and drifts a bit in thought, there's a knock and a tall human(?) female enters without waiting for the door to be opened. She's wearing black crepe dress that's both formal and functional. She has a emerald amulet pinned to her chest but she's not actually glamorous looking. Her face has the slightly ageless look of those whose lives have been extended by magic. She makes a formal curtsy, smiles but maintains a businesslike, even blunt tone "My name is Cordelia. I seek the illustrious Strandel, he comes highly recommended." She then looks more closely and raises an eyebrow, "you are a satyr, I see. Yes. Still, I have an opportunity for you. My comrade Ari Shadowfire thinks very highly of your ... talents and believes you could do well on a long and dangerous mission to stop horrible enemies. Would you be interested? If you are, let me ask a couple question. Can explain your motivations and how you would be a trustworthy comrade in a fight against horrific extra-planar evil? Can you describe your experiences and what other unique talents you bring (beside your obvious ones). After this, if we are both interested still, I will tell you a bit our Organization and show you some details of our operation" And she narrow her eyes a bit "And just a hint. Save the magic 'till you know who you're dealing. Just a thought."
The name rings a bell. Year ago you encountered a strange fey with that name who claimed to be an ex-fairy princess and who, uh, reveled with you over a period of several extreme exhausting days. She took several different forms during lovemaking including that of a gigantic preying mantis and so was somewhat memorable even for your kind.

Strandel |
1 person marked this as a favorite. |

"And just a hint. Save the magic 'till you know who you're dealing. Just a thought."
Strandel smiles knowingly. with a small tilt of his head as to admit his shortcoming. "You would believe how helpful charm person is when you're shopping."
"Ah. Cordelia. Pretty and astute. A dangerous combination."Diplomacy: 1d20 + 43 ⇒ (2) + 43 = 45
"Ah. Ari", the satyr looked wistful in the distance. "She helped hone some of my more deviant kinks." Strandel winked.
"Well, as I'm sure Bethia told you, I was just recently leader of my own free love commune called The Path of Free Use. I created it after stopping a dark cult hellbent on corrupting holy relics. Bethia gave evidence that The group you call The Dark Traders were actually fronting that evil cell", Strandel explained.
"For some reason, that didn't sit well with me. Like a fruit plate only half eaten. And besides, I felt it was time to open new horizons for myself. Go out on the planes. Meet new peoples and races, and fu<k them. So, I snuck away followed Bethia back here. I've had sentient gelatinous cubes as teammates. So I'm used to the weird and unnatural..sadly."
"Among my many talents, I've been told I'm really good on my panpipes, and I excel at making new friends, temporary and long-term. As a bard, I know a little bit of every subject. My headband helps me understanding new languages and finding forgeries. I would say I'm an expert on animal handling. My pipes make sure of that. I'm adept at disguises, stealth, wilderness lore and survival. I also act, sing, and dance. Last but not least, I could be making all this up, because I'm a very good liar."
"But I'd never lie to you, Cordelia", Strandel says with wanton eyes, taking the business woman's hand in his.

GM Hansj |

Cordelia raises her eye-brow just once during Strandel's discussion. As he finishes, she seems to relax. "That is it then. The organization is always seeking individuals with unique talents and clearly you have them. I will rely on Ari and Bethia's trust and my own arcane eye and say you're worthy of trust ... for this. And concluding an informal agreement, Cordelia takes Strandel through the streets and portals of Sigil where a short walk takes you to The Spire and inside there to the Dimensional Machinery that Bethia is working on. Bethia greets Strandel more warmly (even tickling him with a tentacle) before getting down to business and explaining the party's current quest Summary Omitted for time, see game play.
"We can place you at your new comrade's last known location or wait until they 'ping' again. Which would you prefer?"

Strandel |

The satyr gives Bethia a big hug and and an even bigger kiss, when he greets her at The Dimensional Machinery. Both Cordelia and Bethia explain the current mission the group is on, showing him several readouts and maps.
"Hmm. I'm not sure how much more I can bring to this particular mission. I will wait for the next 'pin', as you say. Until then, Bethia could show me more of this interesting 'Dimensional Machinery' until then." Bluff: 1d20 + 27 ⇒ (8) + 27 = 35