GM Nazard's Articles of Faith (Inactive)

Game Master Nazard

Starstone Cathedral


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The Articles of Faith
A Mythic, World-Spanning Campaign
Setting: Golarion, Inner Sea Region
Campaign Overview: A new god emerges from the Starstone Cathedral, and his following will shake the current order. Old alliances will crumble, and new will be forged. Four heroes will explore the very nature of divinity itself and what they learn will change them forever. Different paths led them to join the crowd waiting outside the Starstone Cathedral that morning, but destiny will now bind them together.
This is a home-brew campaign, incorporating original material and modified published modules. The beginning follows an adventure-path-style of play, while things will become more freeform as the PCs increase in level. The gods and their faiths and followings will play a pivotal role in the game, and opportunities will abound, especially at higher levels, for the PCs to effect change on a massive scale. Relics and artefacts play a role, as does hunting for such treasures.
Character Creation:
This will be a mythic campaign. While the PCs will not start as mythic, their ascension will likely occur within the first 100 posts, so characters should be designed with their first mythic tier and path included. I don’t mind optimizing, but dislike cheese. As cheese is a subjective quality, I’m happy to work with players on character design, so as to help find common ground.

Special Houserule to Keep in Mind Before Creation:

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses come from training and experience, and are therefore not magical, and cannot be dispelled or negated.

At every even level, your character will receive a +1 enhancement bonus to an ability score of your choice. You cannot choose to apply this bonus to the same ability score twice in a row. Ability score raises that come every 4 levels are unchanged from core rules, and therefore are not considered enhancement bonuses. This means that a character could raise his Strength at 4th level per the normal rules, and apply a +1 enhancement bonus to Strength at the same level, for example.

Every level (including first) you can choose from one of the following six categories: melee, ranged, armour, shield, spells, and saves. You will get a +1 bonus to that category every time it is chosen. You can choose any one of the six once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes, this starts at 1st level.

The six bonus types work as follows:
Melee (enhancement): +1 to attack and damage with manufactured melee weapons, natural attacks, and unarmed strikes. +1 to CMB checks and to CMD. +1 to attack (but not damage) to melee touch attacks (but not those used as part of a spell). For purposes of bypassing damage reduction, any weapon you wield counts as a magical weapon with a straight bonus equal to your melee bonus – 1 (e.g, when you reach a +4 melee bonus, your melee weapons count as +3 (magical) and silver for purposes of overcoming damage reduction, damaging incorporeal creatures, etc.).

Ranged (enhancement): +1 to attack and damage with manufactured ranged weapons. +1 to attack (but not damage) with splash weapons. +1 to attack (but not damage) to range touch attacks (but not those used as part of a spell). For purpose of bypassing damage reduction, these bonuses work the same as the melee bonuses indicated above.

Armour (enhancement): +1 bonus to AC (regular AC, touch AC, and flat-footed AC). You do not have to wear or use armour to receive this bonus.

Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.

Spells (enhancement): +1 to attack and damage with spells. For spells that target multiple creatures independently (magic missile, scorching ray) the damage bonus applies once per spell to one target of the caster’s choice. For spells that affect multiple creatures simultaneously (fireball) the damage bonus applies to all. The damage bonus only applies to spells which deal hit point damage, not ability damage, or spells which do not deal damage at all. Cure spells used to heal are not affected by this bonus (though the attack bonus would apply if it were required), but cure spells used to harm undead creatures would be affected.

Saves (resistance): +1 bonus to all saving throws

Monstrous foes will not be using these rules, but any NPCs with character classes will be. The effects of these rules are to make magic items much rarer and more special, and removes the gear-dependency of higher-level play, while still allowing PCs to deal with the dangerous foes typical encountered at those levels. Scrolls, potions, and wands still exist as normal, and can be purchased at normal prices from temples, mage schools, and hedge doctors. Other types of magic items will be found, quested for, or designed and crafted by the PCs. Only Scribe Scroll, Brew Potion, or Craft Wand will be available as item creation feats—other items will require much more involved and role-played creation methods.


With that out of the way, character creation guidelines are as follows:

20 point buy

Races: core, plus aasimar and tiefling.

Good-aligned only (LG, NG, CG). Good-aligned does not have to be a straight jacket, and it doesn’t mean that your characters are perfect and never do anything bad or wrong. Feel free to make your case for LN or TN, but the other four are right out.

Anything from a Paizo source is allowed, except see below. Please no 3pp, as the power level of this game is already going to be high (though I do have a fondness for the Celestial Commander archetype, so if there’s a 3pp archetype you’d really like to try, please make your case).

No psionics, Occult playtest stuff, guns, or eastern-themed classes (samurai, ninja, etc.)

2 traits (3 with a drawback, so long as the chosen drawback makes sense and is something that will actually come up occasionally) or 1 skill-based feat (either Skill Focus, or ones of the feats that gives +2 bonuses to two skills like Alertness or Acrobatic, but not Cosmopolitan).

Characters should hail from the Inner Sea region, Varisia, or northern Garund. Most of the events of the game will transpire around those areas, and the PCs should have a stake in what goes on. While there will be outdoor encounters, this game is not well-suited to medium mounted characters on large mounts, like horses.

Characters should have some connection in their backstory to one or more of the major Golarion gods. That does not mean that the PCs have to be divine spell-casters, or even devout followers, but should have strong feelings one way or another about religion.

I will be taking only four characters, and it would be nice if each followed a different mythic path.

Please make use of the 10-minute character background, linked here. Completing this process will give me excellent insight into your style and character concept. I will be selecting characters based on the background material that best fits the story I’m looking to tell (and I will be happy to offer suggestions on said backgrounds and how to better make that fit). If you want to also design and build your character, feel free, but my criteria is interesting backgrounds and different mythic paths, and if that means we end up with 3 fighters, so be it.

Finally, I’m looking for players willing to check the game thread 2 or 3 times a day—not necessarily post 2 or 3 times per day, but check in, and maybe offer a quick response if warranted. Most of the PBP games I’ve been in that died have done so for lack of rhythm and momentum—conversations between two PCs, or one PC and an NPC, that drag on for days because the player only makes one statement a day.

I think that’s all for now. I look forward to reading some interesting character proposals.


I am curious as to how your houserule effects Magi especially Black Blades.


Nohwear wrote:
I am curious as to how your houserule effects Magi especially Black Blades.

I assume you're referring to the magus' ability to use arcane pool points to add enhancement bonuses to his weapon? Let's see if it gets insane at any point.

Normally, a melee-focused character ends up with a +1 weapon somewhere around level 4, definitely by level 5. Normally, a 5th level magus could spend a pool point to turn his +1 sword into a +3 sword. With these rules, that same 5th level magus could have put two bonuses into melee, giving him a +4 sword, but one that still only counted as a +3 sword for DR purposes. A 9th level normal magus would likely have a +2 sword by now, putting a pool point in to turn it into a +5 sword. With these rules, the same magus could have 3 bonus points in melee, letting him get a +6 sword. It seems this pattern holds, so if the PC chooses to always put his bonus into melee as soon as he can, these rules means he will have a sword +1 greater than normal, at the cost of letting other areas of progression slip a bit. I don't think it should be game breaking.

As for black blades, who get a free magic weapon, the enhancement bonus for the black blade basically matches the power of sword one would expect a PC of the various levels to have, according to normal WBL, so not really any change.

These rules are not intended to completely negate the idea of static bonuses, but rather the idea that, when the PCs are 8th level, all the bad guy mooks happen to have +1 magical longswords, +1 cloaks of resistance, and +1 suits of armour. Permanent magic items should be more special. However, the idea that the magus can infuse a bit of his magical power into his weapon to make it hit harder is perfectly in keeping with the nature of the class (same for paladin bonded weapon as well).

The rules are still experimental, but I've played in and run a game with them before, and they seem to work.

Hope that helps.

Silver Crusade

dot

The Exchange

Re: Houserules:
Perhaps you could consider adding a 7th upgrade category of Skills, providing a +5 enhancement bonus to any one skill (not to exceed your character level). This would allow a rogue, for instance, to select Melee, AC, Saves, Ranged, Skills four times over 20 levels, capping out at +4 to each rather than +5, but with a +20 enhancement bonus to Disable Device or Perception. Or even +3 to each with +4 to Melee and +20 Disable/+15 Perception. This would replace things like Cloak of Elvenkind, Goggles of Minute Seeing, etc.


D-Kal wrote:
** spoiler omitted **

I had thought about adding skills, but then thought that a cloak of elvenkind, for example, was an iconic fantasy magic item. I know, so is a +1 longsword, but the cloak of elvenkind does so much more than give a simple numerical bonus. A cloak of elvenkind is an item, which, after sliding down a rocky cliff face, you throw over yourself and your friend, causing you both to appear to be some sort of boulder (thus granting you a bonus to your ability to Stealth).

The alternate rules are intended to end the reign of the Big Five: (boring) magic weapon, (boring) magic armour, cloak of resistance, ring of protection, and stat-boosting item.

I totally get what you're saying though, but it just somehow feels different when it comes to skill items.

Edit: I do see, however, that rogues don't have to make the same choices as other classes. They only have four categories that apply to them. It makes for a very easy choice for those characters. Any non-magic-using class that doesn't use shields is in the same boat.

The Exchange

I get what you're saying as well, but my concern was that skill challenges (such as traps, cliffs, obscure monuments, dangerous weather, etc) scale in CR alongside monsters, so if you're playing out of the book, the PCs should keep up just fine until they hit a skill challenge. At that point, they'll have problems. Perhaps just granting a skill-based feat at every 4th level would help overcome such obstacles without giving away the magic appeal of cloak of elvenkind. Or you could even allow 2xHD ranks in any given skill, making high skill levels more attainable, but at the cost of other skills.


so is this starting at level 1 and getting mythic tier at 1 as well? What about legendary Item universal mythic ability. Could one take that still. One of the abilities is upgradable so you can do a ritual to enhance the item. This would allow for things like Thors Hammer, Stormblade, and other iconic weapons to be made. The question is what do I want to play


I like your scaling bonuses. I think you're getting AC wrong, however, it should scale by more than 1/4th of your level, 1/2 with shields.

The game is scaled for something closer to 1/2 for non-shield-wearing people, 3/4 for people who do wear shields. The reason for this is amulets of natural armor, actual armor, and rings of protection. You might only get two of the three, but a fighter certainly has at least one of the ring and the amulet, on top of a set of armor.


But how do characters using normal rules deal with those challenges? If anything, with using these alternate rules, the PCs will have a bit more wealth to devote to items like a cloak of elvenkind (WBL will be somewhat lower, otherwise, the PCs will own everything). The only items that would have been available but now won't that would help with skill challenges are stat-boosting items. By 20th level, I suppose a PC could have a +6/+6/+6 headband and equal belt, whereas with these rules, he'd only have an additional +10 enhancement bonus to stats, so will suffer in that area.

If and when the game gets to that point, things might need to be adjusted. In the meantime, however, there are also the ability boosts from mythic tiers and mythic surges to help with skill challenges.


Ashe wrote:
so is this starting at level 1 and getting mythic tier at 1 as well? What about legendary Item universal mythic ability. Could one take that still. One of the abilities is upgradable so you can do a ritual to enhance the item. This would allow for things like Thors Hammer, Stormblade, and other iconic weapons to be made. The question is what do I want to play

Level 1 and mythic tier 1. Legendary item is fine, and very much in keeping with the style of campaign. It would probably make more sense for the item either to gain legendary powers at the same time the PC gained his first tier, or for the PC to be totally unaware of the items true power until he gains said tier.


It's true power wouldn't be known until mythic 10 anyway if it goes that far, it only has one ability a tier so at 1 only 1 ability would be active such as upgradeable, but as you gain more tier you can unlock the other cool stuff as well. I think I got a guy for this.


The Dragon wrote:

I like your scaling bonuses. I think you're getting AC wrong, however, it should scale by more than 1/4th of your level, 1/2 with shields.

The game is scaled for something closer to 1/2 for non-shield-wearing people, 3/4 for people who do wear shields. The reason for this is amulets of natural armor, actual armor, and rings of protection. You might only get two of the three, but a fighter certainly has at least one of the ring and the amulet, on top of a set of armor.

I see what you mean about the AC not scaling quite fast enough. That will get very bad at higher levels when the disparity essentially makes AC meaningless (everything always hits). True, it's kind of that way in the normal rules.

I borrowed these rules from another GM, and they have never been tested beyond a certain level. I wonder if having the armour and shield bonuses go up +2 each time they are selected would work. A 20th level fighter who chose only melee, armour, shields, and saves would now have a +10 bonus to his armour and a +10 bonus to his shield. Normally, said fighter would have +10 versions of both as equipment, but only +5 from each would be towards his base AC. With these new rules, said fighter can have armour and shield with special toys, and still get an extra +10 to AC. This accounts for not having the +5 ring and +5 amulet, freeing up those slots for more fun toys.

Without this change, the fighter would lose out on the ring of protection and amulet of natural armour. The numbers may not line up perfectly with the ratios you've described, but they should hopefully be close enough.

Therefore, let's try a change of armour and shield bonuses going up by +2 each time they are chosen. It means the AC of a guy with armour and shield is going up slightly more than core rules, but since many people feel that the core rules don't make shields nearly effective enough (myself included), I'm okay with that.


It still hurts any the choose to use a 2 handed weapon as they will only get the 10 armor, and loose out on the 5 ring, 5 amulet, but I'm willing to try it. I'm playing a bard anyways. The skill focus was that instead of all traits? Thanks.


Ashe wrote:
It's true power wouldn't be known until mythic 10 anyway if it goes that far, it only has one ability a tier so at 1 only 1 ability would be active such as upgradeable, but as you gain more tier you can unlock the other cool stuff as well. I think I got a guy for this.

Upgradable wouldn't allow you to apply base enhancements like +1, however. You could, however, use it to add a special ability like flaming. I'm unsure, however, on whether or not to make a player pay the cost to turn it into a +1 weapon (essentially for nothing) before adding the fun stuff. The game has been designed to prevent players from getting access to things like flaming weapons until 5th level (magus and arcane pool is case in point), but if the player didn't have to pay that cost, he could get a flaming weapon as soon as he has 1,000 gp. Granted, it will take a lot longer for the PC to accumulate 1,000 gp than normal in this game...


Ashe wrote:
It still hurts any the choose to use a 2 handed weapon as they will only get the 10 armor, and loose out on the 5 ring, 5 amulet, but I'm willing to try it. I'm playing a bard anyways. The skill focus was that instead of all traits? Thanks.

Yes, but I find that 2-handed weapon users sometimes need to be brought down a peg or three in relation to other builds. :)

The Skill Focus in place of two traits (you could still get a trait if you took a drawback). I like to give that option for people who aren't looking to gain skills as class skills (a bard who wants a bit extra in Diplomacy and Bluff doesn't need to make them class skills, so it's a bit of a waste for them). In the long run, it gives the PC more than taking two traits (unless they are using those traits to make non-class skills into class skills, in which case, it's a wash).

Silver Crusade

I am thinking a wizard... question, would an illusionist be "up the creek" in this campaign? I am trying to decide between the illusionist wizard and the blaster wizard.


Illusionists are my favourite type of wizard.

There will be undead to face, as in pretty much any campaign, so don't go into battle with nothing by colour spray, but I view mindless undead just as susceptible to figments as any other creature that relies on sight.

On the other hand, the bonus to spells houserule does give the blaster a bit of a boost.


Hmm. I think I might want to run a swashbuckler. Now, the only question (or rather, the only two questions) is whether to go strength or dex based, and actual swashbuckler or just daring champion.

Silver Crusade

Nazard wrote:

Illusionists are my favourite type of wizard.

There will be undead to face, as in pretty much any campaign, so don't go into battle with nothing by colour spray, but I view mindless undead just as susceptible to figments as any other creature that relies on sight.

On the other hand, the bonus to spells houserule does give the blaster a bit of a boost.

I remember the hardest fight I had when I was under the wing of a great DM that is no longer with us (no he didn't die, he had to move away :( )

was when he threw an illusionist BBEG at us. Half the party was so paranoid at the end of the assault on his wizard tower that the barbarian nearly killed one of us. THEN the actual fight happened. it was.. horribly fun.

Silver Crusade

you know what, I think I will make a double caster, double the spells, double the fun, both blaster and illusionist! Yes!


Tiefling from Taldor, a nobles child who is hidden due to the being a Tiefling. While not hated by her whole family she is not socially acceptable. With this one probably a fighter going into Shadowdancer. Most likely going to go Trickster with this guy. Trickster is one of my favorites. She would be CG. Fairly sarcastic and loyal to the death if people show her some form of kindness. Not to sure why she is in Absalom yet. Will write up the 10 min back-story later to night.

Would the Lore Warden archetype be ok?

What level are you planning to take the group to?

And I work the night shift. So my posting hours are around 2pm to 5pm and 4 am to 7am. I can check plenty like you want. Unless life interferes.


Lore Warden is perfectly fine.

Not sure the eventual level, but if the game keeps going, high teens at least.


Is the background alright? Though not sure why she has left yet. Oh and how long is recruitment open for?


Recruitment will be open for awhile. Looking for quality in entries, and those backgrounds take awhile to write and read.

The kernal of the background (Taldane tiefling being his because of his heritage) sounds great. Can't wait to read the fleshed out version.


For everybody constructing backgrounds...

The campaign opens at dawn in the plaza surrounding the Starstone Cathedral in Absalom, where a crowd has gathered in response to rumour and speculation that the man (a hero of the people, champion of Iomedae, and native of Rahadoum) who had entered weeks ago might be about to emmerge.

There are any number of reasons why your character might be there, including but not limited to duty, curiosity, opportunity, or happenstance.


A new diety rises, but evil characters can't apply? That seems quite strange.


dot.


Well... this could be fun. Mythic, but level 1 right at the start as well? I think I might try out a Brawler here, never actually given one a go despite my interest...


Azten wrote:
A new diety rises, but evil characters can't apply? That seems quite strange.

Sorry if that disappoints. Personal preference. I like my heroes to be heroic.

Now a reformed evil character (even one not all the way reformed yet) could be fun.


Fury of the Tempest wrote:
Well... this could be fun. Mythic, but level 1 right at the start as well? I think I might try out a Brawler here, never actually given one a go despite my interest...

Level 1, and mythic 1 so soon the players selected might as well build characters with the first tier already in place. Just decide on the mythic path and background.


Dot.


I was considering an Arcane Duelist Bard, but realised that might actually cripple your houserule. Would its Bladethirst (and eventually Mass Bladethirst), ability end up ruining your balance. I might end up playing a different class anyway, but just thought I'd check to see how it gets handled.


Interesting.

Silver Crusade

actually, I think I will be submitting a ranged archer of some type.


ginganinja wrote:
I was considering an Arcane Duelist Bard, but realised that might actually cripple your houserule. Would its Bladethirst (and eventually Mass Bladethirst), ability end up ruining your balance. I might end up playing a different class anyway, but just thought I'd check to see how it gets handled.

Bladethirst would work the same as arcane pool of a magus or divine bond of a paladin, which is to say as written. In some circumstances, you can end up with a weapon with a bonus 1 higher than standard rules at a given level, but nothing earth shattering. Unlike arcane pool, by sixth level you likely have enough of a melee bonus by the time blade thirst comes online that your weapons are ready considered magical, so you can just add special abilities.


Hi Nazard. I saw this thread yesterday and came up with a character concept overnight that I'm interested in fleshing out. It's about a slow-witted man who suffers from some pretty tragic stuff happening to him, so he's now turned to the gods for some sort of direction in life.

He'll take the Guardian mythic path, but I'm still deciding between fighter and warpriest. I'll take a look at the archetypes of both to help me decide, but if the campaign you have in mind lends itself to one class over the other, I'd love to hear about it. I'd like to design him as an immovable wall type of character, but I'll try to throw in a few mobility capabilities so that he can move his shield to different parts of the battle field as necessary.

I'll have the full character concept up before too long!


Andostre wrote:

Hi Nazard. I saw this thread yesterday and came up with a character concept overnight that I'm interested in fleshing out. It's about a slow-witted man who suffers from some pretty tragic stuff happening to him, so he's now turned to the gods for some sort of direction in life.

He'll take the Guardian mythic path, but I'm still deciding between fighter and warpriest. I'll take a look at the archetypes of both to help me decide, but if the campaign you have in mind lends itself to one class over the other, I'd love to hear about it. I'd like to design him as an immovable wall type of character, but I'll try to throw in a few mobility capabilities so that he can move his shield to different parts of the battle field as necessary.

I'll have the full character concept up before too long!

Usually when I think of slow-witted, I think low Wisdom, which doesn't bode well for either a war priest or fighter (fighters with low Wisdom can end up more dangerous to their allies than the bad guys).

But if you mean just plain stupid (low Intelligence), those characters can be fun (especially when combined with moderate and above Charisma).

Either class would fit just fine, though I don't think anybody has yet said they are creating a divine class, so it would be nice to have one in the mix.

So far, everybody, we have one player making a character for the Guardian path, and one for the Trickster path.


So far, I think we have the following applicants (and very rough sketches of what folks are considering playing):

1. rorek55 - some sort of wizard, probably Archmage path some kind of ranged archer character

Deaths Adorable Apprentice - tiefling Lore Warden fighter going Shadowdancer, Trickster path

Fury of the Tempest - brawler, unknown path

ginganinja - arcane duelist bard, unknown path

Andostre - dumb as bricks fighter or warpriest, Guardian path

The Dragon - swashbuckler, unknown path

Ashe - some kind of bard, unknown path

Bane88 - dot

Billybrainpan - dot

F. Castor - dot


Nazard wrote:

Usually when I think of slow-witted, I think low Wisdom, which doesn't bode well for either a war priest or fighter (fighters with low Wisdom can end up more dangerous to their allies than the bad guys).

But if you mean just plain stupid (low Intelligence), those characters can be fun (especially when combined with moderate and above Charisma).

Either class would fit just fine, though I don't think anybody has yet said they are creating a divine class, so it would be nice to have one in the mix.

Fair point, but I was thinking low intelligence, not low wisdom. But the concept isn't necessarily that he's charming, but more that he's reliable and determined.

The Warpriest has a Disenchanter archetype that fits really well, so I'll go that route. Plus, I think a Warpriest adds more flavor to the concept, now that I think about it. Thanks!

Silver Crusade

Archer fighter, paladin, or slayer. Not entirely decided yet.


Is Leadership on the table? Oh and I changed my mind. I will be going Champion instead, I like it better for the build. Are you alright with a tripping build? And are you confirming crits?


Pathfinder Adventure Path Subscriber

I am intrigued by the house rules which looks like it makes gear management a lot simpler. I am thinking of preparing a fallen paladin, guardian path. I guess the build would probably be a straight human fighter, maybe with an archetype if one jumps out.

Silver Crusade

archer paladin, champion, what is our starting gold?


Is the Cosmopolitan trait ok to take. And how young can she be?


Leadership is fine, and very in keeping with the style of game. I love tripping builds (my favourite PC is a ki thrower). As for confirming crits, I'm not sure what you mean. I use standard critical rules.

Cosmopolitan feat is perfectly fine, just not as a replacement for two traits (a bit too powerful). Please keep ages within the guidelines of the CRB for adult.

Starting gold is standard.


oops, my bad. Though I will be taking that feat. The need for stealth and either bluff or perception is rather important to my PC. I was considering the tainted-spirit for the drawback for the secret she does not know about. Would that be alright? And do you want me to flesh it out or would you like to do something with it later in game? I am all for surprises like that later. She will be 16 or 17 so fairly young but not a child. And I have always wanted to do a trip build so yay! I also plan to get some of the stealing feats.


Okay, then revisions:

1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - tiefling Lore Warden fighter going Shadowdancer, Champion path

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - arcane duelist bard, unknown path

5. Andostre - dumb as bricks disenchanter warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, unknown path

8. Bane88 - dot

9. Billybrainpan - dot

10. Castor - dot

11. Yossarin - human fighter, Guardian path


Deaths Adorable Apprentice wrote:
oops, my bad. Though I will be taking that feat. The need for stealth and either bluff or perception is rather important to my PC. I was considering the tainted-spirit for the drawback for the secret she does not know about. Would that be alright? And do you want me to flesh it out or would you like to do something with it later in game? I am all for surprises like that later. She will be 16 or 17 so fairly young but not a child.

The tainted spirit drawback would be perfectly acceptable. Obvious powers are Asmodeus or some other devil, given her lineage and race, but the obvious doesn't always have to be the best choice. Both devils and demons (or at least their mortal followers) will be making appearances at some point. If you have a killer idea for it, feel free to flesh it out yourself; otherwise, I have a few ideas of which fiend could have been contacted...

16 or 17 is fine. It's just when people want to play 9-year-olds that things get awkward.


That is young. The youngest I have dealt with in game is a 12 year old Sorcerer NPC who was adopted by one of the PC in my game and a 13 Psonic in the S&S. Happy I get to trip and eventually from the shadows. Are you ok with stealing to? And with being of noble birth though mostly ignored would she qualify for the Noble Scion prestige class if it fits later?

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