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Samaritha Beldusk

Aeronniell Ithilwen's page

246 posts. Alias of wakedown.


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You are all members of the Society.

Some of you are fresh, green-behind-the-ears recruits, while others have seen a handful of missions and know the thrill of danger and the risk of life that a campaign for the Society brings.

You have all journeyed to Almas, the capital of Andoran, to meet with Venture-Captain Bracket.

Almas is a large multi-cultural city forged in the hills of Androran's southern coast, with grand bridges stretching over the Tamuth, Kernite, and Moulton rivers. It's enough to make even the most dour, prejudiced dwarven stonemason feel a sense of pride.

The streets are literally bursting with people and trade (population 76,000), and there are so many happy, "free" halfings running about, it would take the Bank of Abadar years to count their teeming numbers.

Harrol and Mobled (Andoran):

In addition to the summons to meet with Bracket, another small scrap of paper arrived by messenger bearing additional instructions for your coming assignment. Falling out of the envelope, a smaller sealed packet contained what appeared to be some sort of spores.

**

Free Citizen,

Taldor’s silver tongues have earned a few successes for that decadent empire. One such success is the Treaty of Wildwood, which gave Taldor the cooperation of the druids of the Verduran Forest. As a result, Taldor’s lumber trade in the Verduran Forest is far more lucrative than ours. We need allies of our own in the forest. Briar Henge sits at a nexus of natural energy, and several fey creatures pass through the area regularly. Near Briar Henge—but not so near that the druids living there might take notice — plant the enclosed mushroom spores in a heptagram. If planted correctly, I am told, this symbol will alert the fey of our intentions to negotiate.

For Andoran,
(signature)
Major Colson Madris

Damvorak (Shadow Lodge):

In addition to your summons to meet with Bracket, a letter from Grandmaster Torch himself was placed into your hand by a reliable messenger of the Shadow Lodge.

**

My Good Friend,

The northern part of the Verduran Forest harbors numerous ne’er-do-wells. Some of these outlaws were, albeit briefly, affiliated with the Shadow Lodge, and have refused our wise offer to join the Pathfinder Society in the spirit of unity. One of these malcontents is an elven archer named Tavariel. She’s been seen around Wispil, hunting lycanthropes for sport. I don’t have any problem with Tavariel’s vicious demeanor, but her position as a rogue Shadow Lodge agent makes her a thorny problem that must be addressed. If you run across Tavariel, ensure that she survives, but deliver a sufficiently stern message about her unwise decision to reject us.

Best of luck,
(signature reads simply "Torch")
Grandmaster Torch

Benjamin and Ramli (Grand Lodge):

In addition to your summons to meet with Bracket, you received a second piece of parchment bearing a request from Ambrus Valsin.

Loyal Pathfinder,

Your journey will take you to Wispil to meet with a semi-retired Pathfinder operative named Falbin. Falbin’s erstwhile comrades within the Pathfinder Society include several members suspected of selling our secrets. We do not know whether Falbin was involved in this enterprise. You must find out. Ask Falbin—privately, if you are able—whether his friends Aviniza and Gorbenil ever made it to Sothis. The gnome will know what you mean. When you surprise him with this question, his initial response will show truly whether he knows anything, so long as you are skilled at reading faces and interpreting body language. Pass along whatever Falbin’s response reveals.

In Service to the Society,
(signature)
Venture-Captain Ambrus Valsin

The five of you are currently sitting and standing about the venture-captain's waiting room. A casual glance confirms the obvious - you all appear to be members of the Society, and through machinations you have little understanding of, are intended to share in an upcoming assignment.

The five occupants of the room appear to be:
* A half-orc, wearing a chain shirt and holding an intricately carved, runed staff
* A halfling, also carrying a staff along with a sling; a silver holy symbol indicates he is faithful to the Inheritor
* A human, with striking hair and exotic features that seem to indicate he or his ancestors originate from Garund
* A dwarf, carrying a heavy pick with an assortment of flasks and bottles secured to his person
* Another dwarf, whose shirt (to the careful observer) appears to have the slightest evidence of confectioner's sugar sprinkled on it

A bowl of fruit and a decanter filled with clean water sits on a low table.

At an actual PFS tabletop game, I suppose you may have been immediately thrust into listening to Bracket spill the details of your assignment, but given we are able to use PbP as a medium, I present you this chance to introduce yourselves and get acquainted. I'm good if those of you from the same faction which to have some existing familiarity with one another, or wish to be complete strangers.

Feel free to post a more interesting description of your character's appearance and demeanor.


Kicking off a thread for those of you that I've directed to drop in here and nose around.

We'll start off by discussing PFS scenarios that we could play and identification of which ones those of you popping in HAVEN'T played yet.

The goals of this game include:

1. Using 1st/2nd-level PFS PCs to start. I'm OK if there's a PC that someone has already started and he/she has a couple chronicles.

2. Posting at least 5-6 times a week. I'm going to shoot for running and completing a scenario in about 4-5 weeks. It would be splendid to even get a morning & evening post on days when we're in initiative. That said, I'm also understanding if someone is away due to real-life commitments. Ideally this comes with advance warning and some direction on how the absent PC will act if it's during combat.

3. Hitting "pause" on the PbP during a window of cons (KublaCon, PaizoCon) if some of the players would like to take their PCs out for in-person antics and mayhem (particularly mayhem).

When you pop in, please let me know what scenarios you can or can't play in (whichever is easier to communicate). If you've played most of seasons 0-3, calling out the handful of scenarios you still haven't seen yet would be great.

Thanks -- and hopefully this is something that can get kicked off in a week or so depending on how voracious you all are.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Here come's a question about Field Plate.

PFSRD .. 1200g

Inner Sea World Guide (no errata) .. 1200g

Adventurer's Armor .. 1200g

Adventurer's Armor errata .. 400g

HeroLab .. 400g

What should it be?

Regardless of the source, is this the right cost for it given other armor options?


Doruk Aralynn and Martigan:

The three of you have just recently arrived in the Free City of Greyhawk and are somewhat disappointed to find that the streets are not paved with gold and the fountains don't run with Nyrondese wine. Nonethess, like most new-comers, you passed through the grand Highway Gate and made your way up the city's main avenue which the locals refer to as The Processional.

You were quickly ushered into The Foreign Quarter and found yourselves at the famed Mercenaries' Guildhall, whose reputation for high pay and trained swords are only overshadowed by the promise of an open bar and free drinks to all it's members. A little research by Doruk revealed that new members must first part with ten gold orbs to be granted their first year of membership. Not only that, but both Doruk and Aralynn would be expected to pass some sort of "combat test" to be granted admission. It seemed they were willing to skip the test for Martigan as they recognized his abilities with The Sun Father.

You have all been somewhat unnerved since passing through the gates this morning, as your weapons were expected to be peace-bonded at all times. At least the parts of the city you have traveled have seemed safe and orderly, if not busier than you have ever before seen a city be.

After departing the guildhall, the first inn to catch you eye was the magnificent Silver Dragon Inn. As you approached the entrance, you noted that the Inn boasted three separate restaurants, specializing in frying, grilling and baking. From the second floor drinking hall, a rowdy assortment of drinking cheers and songs could be heard. Weapons were not allowed within, nor were revelers wearing any sort of metal armor.

Given the crowd gathered there, you made your way to the next inn, the nearly-as-magificent Blue Dragon Inn. In fact, this inn bore more than a striking resemblence to the qualities of it's sister - something that would surely be intentional on the part of it's owner. Seeing as there seemed to be more room for foreigners such as yourselves within, you acquiesced to it's policies of checking arms and armor and made your way inside and spent your first night here.

It is now the morning of your second day in the Free City and you find yourselves stabbing at luke warm eggs and bacon and wondering what your collective futures hold.

The three of you have already made a round looking for additional work, but most of the others within having breakfast admit to be fairly impoverished foreigners as well, who are not yet ready to hire a single guard, yet alone a group of three. Many chuckle a sarcastic "good luck" as if finding someone willing to hire a group of three all at one time is an unlikely bet unless you are full fledged members of the Mercenary's Guild.

I made a lot of presumptions here upon where you'd be willing to go, mostly to get the ball rolling quickly here. Feel free to drink and chat about your plans upon arrival, or reminsce about times past. The usual.

Mukluk:

You awoke this morning in the small bedroom of your third cousin's small home in the Free City. Thinking back to the past year of studies at the University, you can't help but to think how far you have come. Your final examination had let to much appreciation by your masters and fellow students as you overcame some of the prejudices that hung over your head since admission. Namely, "a dwarf could never be a proper wizard." Unfortunately, your prowess had resulted in the price being set at future studies at two-hundred gold orbs per annum, a loftly sum well out of your reach now that you had eaten through most of the money your clan had provided you with upon your journey.

Your cousin, Theldrat, a local locksmith of some renown, had offered you some menial work within his shop. Up until recently you had been avoiding the topic but he finally convinced you that your room and board would not be provided by his family forever. His business had reached new levels of fame in the recent weeks, as his reputation had grown by leaps and bounds that no lock was beyond his ability to open.

He admitted to having received some threats recently inquiring about his secrets. You had noticed a gradual change in his demeanor the past week, and suspect a letter he received yesterday was the final straw that broke the camel's back. He's given you a bag with a hundred gold orbs and asked that you seek out some "hired help" for protection. He specifically told you to avoid the mercenary's guild hall directly, feeling the swords within were too over-priced. Instead, he all but told you to seek out the assistance within The Blue Dragon Inn and find some "fresh blood" new to the city, who might not quite know their market value yet. He has trusted you with the ability to make this gold cover at least hiring three additional guards for as long as you believe you can secure them for.

You know he has also made arrangements to retain a local knife-expert named Petrel. Men who were good with knives were priceless in the city, as the small weapon was exempt from the city's peacebonding laws, often making them the single most valuable weapon a man or dwarf could carry. He has suggested that you two perform this recruitment together, with Petrel sizing up the prospect's combat capabilities, and you handling the payment and the "other skills" one might wish to have.

Petrel:

You received a note this morning, hastily written by your former "companions" - a small crew that was hoping to garner the attention of the Free City's notorious Thieves' Guild.

The note read:

Dear Petrel,

Simon and myself have finally decided it's best to part ways. You may not have noticed, but he and I have both had an on-and-off relationship the past several months. We have finally given up on what we thought was our dream of being full fledged members of The Guild. Instead, by the time you read this, we should be on our way to Diamond Lake, where Simon's uncle promises him honest work in the mines. I trust you will survive, as you have always been particularly hardy and a survivor at heard.

Best in your future,
Lorela & Simon

As luck would have it, a local locksmith that you had some honest work with offered to retain you at a modest weekly retainer of ten gold orbs a week to provide additional protection. You had noticed this locksmith, Theldrat, was getting more business than ever as his reputation that no lock was beyond his ability to open spread through the city like an unchecked fire. Having not many other options, any jobs planned, and with the news your crew was no more, you had agreed to accompany his cousin, Mukluk in the task, and had met the dwarf this morning outside the Blue Dragon Inn to help him hire some additional guards.

Mukluk and Petrel:

The two of you enter the second floor of the drinking hall together. Petrel was exempt from checking any weapons or armor at the door. The crowd hasn't picked up yet. You spot mostly repeat customers within, men you know to be foreign merchants freshly arrived at the city. There is a group of three that neither of you recognize - two men and a woman with some elvish features.

Theldrat's shop is almost across the street from The Blue Dragon. You are supposed to meet him in about an hour at his shop with whatever additional "guards" you can retain with this short notice.

Everyone:

There are nicknames for all the coins within the Free City:

platinum plates
gold orbs
electrum luckies (worth half a gold or five silver)
silver nobles
copper commons
bronze zee (worth 1/10th of a copper common)
brass bit (worth 1/10th of a bronze zee)

Have at it!


Welcome to the prologue...

The campaign should span levels 1 through 10.

I will be adapting a handful of modules to cover the experience from 1-4. The early adventures will be mostly urban adventures set in The Free City of Greyhawk and Safeton along the Wild Coast.

Then I plan to unleash the Scourge of the Slavelords adventure path somewhere around level ~5, which includes all four original adventures. This will be a fairly equal distribution of urban, rural and dungeon adventuring.

I will be adapting all of this to Pathfinder rules.

Slavelords will be decently retrofitted to make it less boring than some of the parts originally penned by Gygax.

Characters will be generated using the following ability array (which is a 12-point buy):

15, 13, 12, 11, 10, 9

Then apply a +2 bonus and a +1 bonus to apply to any two abilities, prior to racial bonuses. These two bonuses must be used on different abilities.

This is intended to calibrate characters somewhere between a 15 and 20 point buy. This will be fine, as PFRPG characters are already more powerful than 3.5 and AD&D equivalents.

You'll get 2 traits to begin play, along with a bonus campaign trait as your 3rd trait (which will likely be worth a full feat).

I'll put additional information for races and rules in my DM profile. Details on elves, dwarves, etc is already there.

Any material published by Paizo is allowed (UC, UM, APG). Obvious regional or racial fare is subject to approval (i.e. a Varisian themed ability can be retrofitted as a Rhenee ability).

Actual play will begin in The Free City of Greyhawk, so you'll want a reason for either going there, or to be a local.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber
9 people marked this as FAQ candidate.

In the Gendarme archetype for the Cavalier, one of the features is:

"He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list:"

There are 7 in total listed, one of which is Spring Attack.

The wording then says; "If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats"

Now presumably a Human Cavalier could be built such that:

1st: Feat A (from the list)
Human: Feat B (from the list)
Cavalier 1: Feat C (from the list)
3rd: Feat D (from the list)
5th: Feat E (from the list)
Cavalier 5th: Feat F (from the list)
7th: ... whatever ...
Cavalier 7th: He's down to he last feat from the list, which is Spring Attack.

Can he pick this up (Feat G aka Spring Attack) so that at 10th level he can pick any combat feat? -- even if he doesn't meet the prerequisites? (i.e. has a Dex 10).

Or, does he just pretend he doesn't need to pick Spring Attack and moves onto any Combat feat he does qualify for?

If it's the first case, he can pick it without the pre-requisites, is it only because it's the last feat on the list, or could he pick it without meeting the prerequisites earlier (say level 1?)

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Question came up on this part of cavaliers ignoring the armor check penalty when making a Ride check to swift mount or swift dismount their personal mount companion.

This is the section in the rules:

PFSRD wrote:


A cavalier does not take an armor check penalty on Ride checks while riding his mount.

Is the act of mounting and dismounting (swiftly) part of "while riding his mount"? Or is it an area where he's not riding (yet or anymore), so his armor check penalty would count when he tries to quickly get onto his horse?

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

One of the things I love in our games is that newer APG classes like the Inquisitor and Witch, in their signature class abilities, present a good option for roleplay - while in the heat of combat.

By this I mean the Inquisitor can appeal to their deity when they use their judgement and switch it around during a climatic battle, beseeching their god for protection from harm in 1 round, while in the next asking for retribution. The witch, while using a ward hex in one round can move to giving someone a dirty look in the next via the evil eye. The players at the table love getting into character.

The magus strikes me as a class that can reward creative characters and provide a combat-oriented roleplay outlet at the same time.

Basically, rework spellstrike so that a magus can spontaneously lose ANY prepared spell to power a spellstike. Depending on the spell they lose, the effect of the spellstrike varies.

Upside: You don't need to go to something dull like an 'arcane pool' which is only a raw number to keep track of. Also, you don't have to allocate half of your already scarce spell slots to touch spells.

Basically, you'd have a section for spellstrike that tells you depending on the spell you lose, what happens. You can activate your spellstrike by giving up a spell as a move action to power your next standard action attack.

N is the level of the spell spontaneously sacrificed.

Evocation [fire]: Your weapon gains the flaming property, doing +Nd4 fire damage for N rounds on successful hits.

Abjuration: Your weapon provides extra defenses, granting +N to AC for N rounds.

Necromancy: Your weapon drains strength when it hits for the next N rounds, draining N strength per hit.

Transmutation: Your weapon gains +N to hit for the next N rounds

Enchantment: A non-lethal attack by your weapon, if it hits, can put the target to sleep for N rounds if they fail a DC10+Int+N Will Save.

Divination: By holding your weapon, you gain a +N insight bonus on one of the following types of checks for N rounds: Survival, Perception, Spellcraft or concentration checks.

The outcome - hopefully - is a chance for a player to really describe how their False Life spell (if it was on their list) becomes a strength-draining effect, or to describe how their True Strike spell suddenly helps them find water in the desert using their rapier as a diving rod.

Plus, it rewards variety in spell preparation - which IMO - is always a good thing.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Summary: Long, but the magus player was fairly bored, and was jealous of most of the rest of the party during level 1 play.

Party summary - all 1st level:

Human Fighter, Scale, L-Sword & Hvy Shield; Dodge, W-Focus, Toughness; S16 D14 C16; Hp17 AC19; Combat: +5 (1d8+3)

Human Barbarian, Greatsword; Power Attack, Cleave; S18 D14 C14; Hp12, AC15; Combat: +5 (2d6+6) or +7 (2d6+9) raging

Human Cleric of Erastil (Growth,Fur); MWP Greataxe, Lighting Reflexes; Spells: Bless, Shield of Faith, Enlarge; Domain: Enlarge (swift), +10ft speed (swift); S14 W16 Ch14; Hp10, AC14;Combat: +2 (1d12+3)

Elf Magus; Rapier, Leather; S12 C12 D16 I16; W Finesse; Hp9, AC15; Spells: Color Spray, Shocking Grasp;Combat: +3 (1d6+1)

Half-Elf Alchemist; Dagger, Leather; S14 C12 D12 I16; Point Blank; Hp9 AC13; Mutagen, Cure Lt, Shield; Combat: +2 (1d4+2)

Fight #1
Traveling with caravan that is attacked by about 8 goblin minions, led by a mounted goblin warchanter/archer and a second goblin warrior type. Was meant to be the lone fight for the day, so a good one for everyone to use all of their abilities.

Most of the PCs had to move to engage. The fighter "tank" went to the mounted goblin, who had 2 other goblins protecting it. He walked past 2 goblins who got their AOOs and both missed his AC19. The barbarian raged, ran up to a pair of goblins starting a fire, and hit with a cleave, doing I believe 11 damage to the pair (his +7 to hit easily made the 13-14AC). The alchemist spotted another pair, lobbed a bomb, hit blowing up one for 6 damage, and injuring the other for 3. The Cleric cast Bless for everyone. The magus, not seeing any large groups left, worked his way around behind the leader to set up a flank (took the full round since he didn't have Acrobatics to avoid the AOO).

In terms of being attacked, the tank was missed, the goblin warrior ran up and missed the cleric barely. Out of the little goblins, the alchemist took a few points and the barbarian was hit once for a few points.

Round 2, the Fighter swung his longsword against the leader and hit (+6 to hit) for 9 damage. The Cleric used his domain power (6 uses a day) to Enlarge himself as a swift action, then moved into to try to grapple the goblin warrior. With his large size, he grappled successfully. The alchemist lobbed another bomb, killing the one he singed earlier, and injuring another. The barbarian sliced through another (even though he rolled a 7) for 15 damage. The magus decided to use "his big move for the day" against the boss - and FAILED the concentration check of DC17 (he rolled a 12 but only had +6).

The goblin warrior wiggled free from the cleric, and a couple ran over to defend their leader. The fighter was missed again (AC19) and the magus took 4 damage from a goblin mook who rolled a 13 (AC15). The magus player was definitely feeling like the "lamest player" - since he was half dead and hadn't done much yet.

Round 3, the Fighter swung again against the boss and missed. The alchemist cleaned up the rest of the stray mooks with splash damage, and the barbarian and the cleric teamed up on the warrior. The cleric did like 13 damage with his greataxe, and the barbarian added another 15. The magus took a 5 foot step and used his last spell to color spray 3 goblins, including the leader. The 2 mooks fell unconscious, although it was only DC14, it was close.

The rest was just clean-up, the barbarian couldn't miss much (he only needed a 7-8 to hit and was 11-21 damage). The alchemist lamented not being able to use his mutagen..

Speedbump Encounters (5-7 of them)

The party was “ready to keep going” and track the goblins to their camp – as most felt they hadn’t used up even half their daily abilities. The cleric suggested “I can still enlarge myself several times a day, still have a 1st level spell, and a bunch of channel energy” (he used 2 to heal up the party, with a 1 and 5 rolled). The fighter was good to go. The alchemist pointed out that he didn’t even use an extract or mutagen yet, and had tons of bombs.

The magus, however, was the one pulling to rest for the night. “I used all my spells… well except Daze I guess”. It was true, he used everything he had for a fairly unspectacular performance. While all the other classes used a fraction of their abilities (I’d guess 1/3rd) for pretty impressive ones all around.

Long story short – the party rested – especially since we were “doing this for the magus playtest” and there wasn’t much good in seeing a 3/4 BAB class without buffs or sneak attack or skills run around with a rapier.

If you fast forward to the next day, there were several low CR speed-bump encounters. There was some interesting RP where the Barbarian tried to predict the weather using Survival or catch a deer for a meal. They ran into some bear traps which the Alchemst disabled using his Perception and Disable skills. The magus, with high Int, ended up with ranks in Intimidate, Acrobatics (without +3 bonus), Arcana, Spellcraft and UMD. Of course, he wasn’t great at most of these – since they were Charisma based, and there was little chance of him having that as a high ability.

In most of the speedbump fights, the magus was really tight on using his two spells. He used Daze once, but the barbarian, alchemist, cleric and fighter really continued to outshine him as he played conservatively. He was really just a guy with +3 (1d6+1) in combat without any skills or sneak attack. There was some joking at the table that he could be playing a High Strength Commoner or High Dex Commoner and be as effective if he wasn’t going to use spells (which forced him to use a Daze and Ray of Frost), although you could argue he was better off firing a longbow for +3 (1d8) as Ray of Frost at +3 (1d3) against some of the low AC fodder.

Final BBEG Fight
Anyway, they finally got to the camp – and the big fight broke out. Sure enough, the magus failed his concentration check again on Shocking Grasp. He then spent some time getting into position for a Color Spray and finished the fight delivering coup-de-gras since (in the player’s words) “I’m so worthless compared to everyone else”.

Unfortunately, it didn’t end well – the player suggested he’d probably re-roll if this was a real campaign as he just didn’t feel competent as everyone else. He had a bunch of fun fluff where he was trying to be an Elven Bladesinger, but his combat ineptitude and lack of use outside of combat really got to him.

Summary
Ultimately, the magus was poor at any of the things that were needed:
+ He wasn't good at fighting a boss (like the barbarian, fighter and cleric were, or a rogue or monk might be to tumble into position)
+ He wasn't good at taking out groups of mooks (like the alchemist was)
+ He was mediocre at crowd control (Daze, Color Spray)
+ He wasn't good at skills outside of combat, his most flavorful skill being Intimidate with a 10 Charisma

In our recap, we discussed how maybe he should have been a big strong half-orc magus, but the player griped that he wanted to play the stereotypical elf bladesinger, which given Elf racial bonuses, would be a Dex fighter, not a Str one.

We had a debate on how the iconic on page 3 was built. Was he high Dex or high Str? What weapon was he using? You wouldn't want an Elven Curve Blade (it's 2H). It's not a rapier (which he thought would be the best 1H weapon for him at 1st level). We then degenerated into discussing how "the class might work at 1st level if it had a Heirloom Weapon Sawtooth Sabre".

Anyway... that's our playtest. I don't think the players have the energy to attempt another one.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

It occurs to me, through a little play-testing and reading the forums, that maybe the Magus is just missing some feats that were inevitably part of the plan - and that how a couple of feats could make a dramatic difference to the class.

For example, based on past classes and fighting styles, these feats could conceivably exist:

Extra Magus Arcana
Prerequisite: magus arcana class feature.
Benefit: You gain one additional magus arcana. You must meet all of the prerequisites for this magus arcana.

Improved Spellstrike
Prerequisite: spellstrike class feature
Benefit: When you miss with a touch spell delivered by the spellstrike class feature, you do not lose the spell.

Sword and Spell Fighting
Prerequisite: spell combat class feature, Dex 15, BAB +1
Benefit: When making a full round attack with a light weapon and a free hand to use spell combat, your main-hand weapon penalty is reduced to -2 from -4. Further, you receive a +2 on your concentration check to cast the spell defensively.

Spontaneous Spellstrike
Prerequisite: ability to cast an arcane touch spell
Benefit: When you take this feat, you gain the ability to lose a prepared spell to instead gain a touch spell you already know of the same or a lower level as the sacrificed spell.

Lingering Touch
Prerequisite: ability to cast an arcane touch spell
Benefit: When you use a touch spell that deals instantaneous damage, you retain some of the spell's charge the next round, and can use the spell again, but it deals half damage (i.e. 1d6 becomes 1d3).

I know a lot of folks will complain about having class-specific feats in order to bolster what they may feel is an inherent failure of the class to provide the feature. However, most melee combat classes require feats to be competent in their combat style (i.e. TWF, Power Attack, etc)

With a couple feats, you have a viable choice outside of always taking Combat Casting. For example at 1st level - getting rid of the utter pit of despair at losing one of your 2 spells on a missed attack or concentration check makes that level a little more bearable - especially since at 50%-65% chance of failure. You might go a whole level without ever feeling your class feature is providing valuable benefit, otherwise - and heavily consider a re-roll.

Spontaneous casting of touch spells could be an important feat. This allows the Magus to pick up spells like Color Spray, Enlarge, Grease - and then as the day unfolds determine if he uses those, or reverts into the melee guy who adds some extra damage to his attacks.

Also of note, we don't know what the racial favored class variants will be... certainly elf and human will get something tasty.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

My first impression of the magus is it feels a little one-dimensional for the new standard of base classes (compared to inquisitor, oracle, cavalier, etc). I realize archetypes could give variations, but the class does feel lacking compared to the new standard of base classes from the APG in it's non-archetype form.

I'd separate the modular mechanic of a magus into styles and suggest that a magus academy could teach it's students one offensive style and one defensive style at 1st level (like selecting a Cavalier Order, or an Oracle Mystery, etc)

For example, you might learn the "Spellstriking" offense and "Master of Force" defense in Nex, while the Chelaxian Academy of Magi might teach the "Fire and Brimstone" offense and the "Classical" defense.

I'd then narrow down the spell list to a more restricted list (say taking Color Spray, Shield, etc off the base list) and give back spells through the styles.

The following is just me vomiting up styles to try to communicate a rough concept of how this might work - it's not intended to be balanced, but only to thematically promote variety.

Offensive Style: Spellstriking (this is the class in beta)
Summary: Use light weapon and free hand to deliver spells
1st - spellstrike: cast touch spells through weapon
2nd - spell combat: attack and cast with full round action (-4, and -2 concentration)
4th - arcane weapon: gain +1 to apply to weapon enhancements
8th - improved spell combat: improve attack and cast with full round action (-2, and 0 concentration)
Skills: Add Intimidate and Escape Artist to class skills
Bonus Spells Gained: 1st - shocking grasp, 3rd - ?, 5th - ?

Offensive Style: Master of Rays
Summary: Mix up rays on alternative rounds with melee attacks
1st - elemental ray: pick an element type for a ray attack (i.e. fire, cold). Your ray does 1d4 damage plus your Intelligence bonus (as ray of frost). You can use this at will.
2nd - ray focus: you use your magus level instead of your BAB for determining if you hit when using a ray attack, you can discharge multiple rays per round for qualifying BAB (2 rays at 6th, etc..)
4th - discharge a ray as part of a melee attack once per round
8th - Your ray now applies fatigued, dazzled or a similar condition on failed save when it hits
Skills: Add Intimidate and Sleight of Hand to class skills
Bonus Spells Gained: 1st - True Strike, 3rd - ?, 5th - ?

Offensive Style: Deceptive Assailant
Summary: Mastery of misdirection
1st - distracting display as a move action; target loses -2AC to attacks, lasts 1rd on made save, lasts Int modifier rounds on failed save. AC penalty only counts for magus
2nd - deceptive movement - magical "fireworks" grant +1/2 magus level to acrobatics checks to avoid AOOs while moving, BAB equal to magus level on first attack after moving at least 10 feet and attacking
4th - you gain a single mirror image that can flank your current target, usable Int modifier times per day; grants flanking and attacks with same weapon damage type and dice as magus, only a single attack. Lasts 1 round per 4 magus levels.
8th - gain the spell blur, usuable Int modifier per day, castable only on self as a move action
Skills: Add Bluff and Stealth to Class Skills
Bonus Spells Gained: 1st - Silent Image, 3rd - ??, 5th - Cats Grace

Offensive Style: Fire and Brimstone
Summary: Something themed with fire
1st - as a full round attack, you can cast your bonus spell as a move action when combined with a full round attack - a number of times per day equal to Int modifier.
2nd - when casting a spell that does fire damage, you can reroll 1s on the damage dice
4th - you can modify a masterwork, +1 or better weapon to gain the flaming enhancement for the day. At every 4 levels after this, the damage dice of the the flaming enhancement increases (+1d6 at 4th, +2d6 at 8th, +3d6 at 12th...)
8th - when casting a spell that does fire damage, you can choose for the saving throw to be a Fortitude save versus Reflex save if you forgo the re-roll 1s ability.
Skills: Add Intimidate and Survival to Class Skills
Bonus Spells Gained: 1st - Burning Hands, 3rd - Flare Burst , 5th - Scorching Ray, 7th - Fireball

Defensive Style: Master of Armor
1st - light armor proficiency, with no casting penalty
7th - medium armor, with no casting penalty and no movement penalty
13th - heavy armor, with no casting penalty and no movement penalty
Bonus Spells Gained: 2nd - shield, 4th - ?, 6th - ?

Defensive Style: Master of Force
Summary: Note you don't gain any armor proficiency with this style, including light armor
1st - when casting spells that improve your armor class, their duration is effected as though Extended
7th - when casting spells that improve your armor class, their duration is 24 hours
13th - when casting spells that improve your armor class, the AC they grant is increased by +1 per 5 magus levels
Bonus Spells Gained: 2nd - mage armor, 4th - ?, 6th - ?

Defensive Style: Evasive Defender
Summary: Something for the magus who doesn't want to wear medium armor
1st - light armor proficiency, with no casting penalty
7th - gain Evasion and +1 AC while in light armor
13th - gain Improved Evasion and +2 AC while in light armor
Bonus Spells Gained: 2nd - ?, 4th - ?, 6th - ?

That's just a dump - I'm sure if I spent more than 20 minutes word vomiting, I'd be more clever.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Say you have the following initiative:

18:Enemy
14:You

On your initiative, in round 1, you cast Summon, your riding dog or whatever appears on round 2 at init 14, Say you're only level 2, so it only lasts 2 rounds.

R1 I14: Begin Casting
R2 I14: Dog appears, attacks
R3 I14: Dog still around, attacks again

Does the dog disappear:

a) after attacking in round 3 at Init 14?

or

b) before attacking in round 4 at Init 4?

Obviously this is material since you have a summon for a little longer in (b) and it can take hits, provide a flank, or make an AOO.

In the case of (a) does it disappear before or after the caster's turn? (if it disappears before, then a flank could be lost).

I've always ruled they stuck around as per (b), measuring the duration from the moment the spell completed, but have seen many PbPs where folks measure it from the start of the casting.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber
1 person marked this as FAQ candidate.

Didn't take long for this to come up with my players!

This is a new level 1 witch/bard spell in the APG that says:

Quote:


You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question.

So as a DM, I'd rule this means if the creature in question is a dual wielding fighter, he would sheath a weapon before taking the item, so it's not making him drop his offhand weapon.

One area of question is, if this is an enemy, will he drink it right then and there, provoking AOOs for drinking a potion? If he uses his move action to move away, its still an AOO. So I think I'd rule that yes, he'll stand in that same square and use the item so this is a way to get AOOs from your whole group if you hand someone a flask of water (placebo potion?)

I suspect this spell will cause a good amount of table talk. Did the low Int bugbear know that flask was an alchemist's fire or did he think it was a cure light wounds? It did have a label on it that said "Curez"...

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

How do you rule the use of the additional attacks granted from the aspect's natural weapons?

i.e. Wolf gets a bite attack, Bear gets 2 claws + 1 bite, etc.

Can the bear aspect attack with all 3 natural attacks without any penalties?

Can the wolf aspect swing his scimitar (or similar) then also perform a bite attack as part of a full round action? Which attack, if any, receive penalties?

The most relevant section comes from the combat section...

Quote:


You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.


Hi all,

I believe we have a casualty in our Second Darkness AP group - their main healer. I'm opening recruitment to either replace the character, or add a 6th if he returns in the next couple of days.

I'd like to see non-bard healing-capable submissions, excluding paladins (a LG alignment will be too challenging at this time).

This includes: Clerics, Druids, Oracles, Witches

Start at level 1, and use 20-point buy.

Most important to me is a strong character concept and personality that will mesh with the group, and compliment them in both roleplay and party balance.

The party already includes: 1/2 Orc Fighter, Human Bard, 1/2 Elf Alchemist, and Dwarf Monk

A bit of background --

While spending an evening at the Cheat The Devil and Take His Gold gambling tournament, the heroes successfully united to avert a heist staged by a number of bandits, and were since offered junior partnerships in running the gambling hall. In the days that have passed, they have dealt with a number of challenges that would befit owners of a gambling hall in the thieving, waterside town of Riddleport.

The game is run on the Myth-Weaver forums, but I know some of the best PFRPG players are recruited from the Paizo site...

Replacement Recruitment Thread

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

In a given initiative count, can you ride your mount for a double-move, then with a Ride check, dismount as a free action, to then make a double move with your actual PC ending in an attack?

I couldn't find anything written that suggested you couldn't have the horse make a double move (covering 100ft) then pop off it and double move your PC ending in a charge attack (covering possibly 60-80ft depending on PC movement). You don't really expect a character to cover 160-180ft in a single round, making multiple direction changes, and ending with an attack at level 1-2...

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Say you are a wizard and you have a wand of shocking grasp.

Say someone comes up to disarm the wand from you (and they do not have Improved Disarm).

Assuming the wand is in your hand and has charges, can you make an opportunity attack with the wand, expending a charge to make a touch attack and use the shocking grasp?

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

A cleric of Desna is able to summon a Lyrakien (Skinsaw Murders, p86) with Summon Monster II. For most clerics, at 3rd level, the summon would last 3 rounds.

Is there anything inherently wrong with a cleric who summons Lyrakien and then has them immediately use all 3 of their cure light wounds spells?

Instead of directly casting Cure Moderate Wounds (for 2d8+3), this is effectively 3d8+12 since the Lyrakien is CL 4th.

The Lyrakien is definitely more versatile, beyond just being used for the healing, it could make use of it's flight, Desna's Glare, Confusion or other abilities to help through a tactical challenge.

As a DM I like the RP value of a Desnan cleric beseeching Joidyrilli the lyrakien pixie for aid - it's more interesting than casting the 50th cure spell directly or from a wand.

Question is - is it balanced? It's a weaker heal in a single round, so it wont take the place of a Cure Moderate if your main line warrior needs to get back 2d8+3 in 6 seconds, but it does have the benefit of at least fire and forget for 3 rounds, creating a tiny flying medic for a fight, which is pretty cool.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Without thinking, I made a middle-aged cleric for a campaign. I didn't adjust the Str/Dex/Con or Int/Wis/Cha - I simply wanted to play someone "older" (makes me shudder to think 37 is old).

For the DMs out there - do you enforce that new PCs are in the acceptable starting age range? Do you let PCs be any age they want? Do you play with the modifiers to abilities if so?


Ok,

I've decided to run the Second Darkness AP as a PbP game, using the Pathfinder rules (it was originally 3.5E).

I'll be open for character submissions through until June 2nd, which I'll pick the best ~5 characters submitted.

I'll be playing the game on the Myth-Weavers website, since I tend to like their mechanisms for dice rolling and character sheets, but I'll submit any characters from Paizo readers either here, or on the MW site.

The micro-site dedicated to the game is here

Elements of Applying
Characters with well-written personalities, backstories and elements tightly woven into Riddleport will be the best candidates.

All submissions should include:
+ Character Name
+ History/Background
+ Appearance (Picture optional)
+ Stats From The High Fantasy (20) Point Buy
+ 1 Pathfinder Trait and 1 Second Darkness Trait
+ Starting Gold: Roll, or take the average of your class if you don't like your roll. Rolls made on this Pre-game forum.
+ Class doesn't have starting gold (it's from APG?) use: 4d6x10gp.

Characters must be bent towards "doing the right thing" yet must also be familiar with Riddleport. Backgrounds should focus on either natives of Riddleport or the surrounding areas. Characters must also have a good reason to attend the Cheat The Devil and Take His Gold event - inspirations can be found in the bonus traits.

Game Scope
The game starts at 1st level, and we will definitely play through and complete "Shadow in the Sky". It's 6 full chapters, so it will take 2-3 years to play out via PbP. That said, I'd like to run it through to completion but do not expect that long of commitments from players for this first chapter.

Thanks, and can't wait to get started.

For this game, I'd like it to be composed of "frequent posters" - meaning you can post at least twice per weekday (weekends are off). I'll do an early and a late update to keep the game moving. Obviously folks will have breaks/vacations where their characters actions can be taken by the DM if they need a week or more away from game.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Howdy all,

So I'm giving a shot at running a campaign in Oerth (Greyhawk) using the Pathfinder rules and looking to crowdsource you all for some clever ideas.

I've had a player come to me wanting to play a character who would be a Wolf Nomad of Wegwiur. Of course his focus is Barbarian as his main class.

Now outside of suggesting 4 levels of ranger or 1 level of druid to pick up an animal companion... What would be fair ways to allow him to meet the "fluff" requirements of said wolf companion?

I've given the option to simply take 25g of starting money to purchase a wolf cub, or possibly burn a starting trait - where the cub would essentially have the stats of 1 HD dog, and he'd be using Handle Animal for all interaction.

But say he wants more than this without the dip... I see a possibility being a variant like the PF Setting ranger variant where he maybe loses Trap Sense at 3rd to get a wolf companion with his druid level at 1/3rd his barbarian level?

Thoughts?

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

This came up in a PbP game's OOC thread - is the Holy Warrior variant of Cleric balanced as it exists in the Pathfinder Campaign Setting (pg.43)?

I searched for prior discussion on the forums - and it was a bit light.

The only thing I found was James talking about actually adding "Heavy Armor proficiency" above and beyond what's printed (which would increase it's power slightly at mid levels when heavy armor was affordable?).

Thoughts? Discuss away...

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Next session should finally see my group getting into the doppelganger lair. I went ahead and coerced a player into playing the part of the Ixiaxian, and he's done an awesome job being "creepier" the past sessions as the group pursued some player-initiated tangents in the Free City.

My general question is that I'm looking at Sodden Hold and trying to rationalize Ixiaxian waiting until the mirror room to reveal that he is in fact a doppelganger, obviously by dropping the bomb when the player announces he is attacking another player (or similar).

A few parts where I'm concerned:
- There's the part where the party will get into the hallway with all the rooms that have pairs of doppelgangers potentially inside. Would Ixiaxian actually fight these doppelgangers to the death just to turn on the part in the mirror room? Or perhaps he suggests non-lethal damage as an approach?

- Would he do anything special with regard to the invisible stalkers or the octopus?

Any insight as to what others have seen done here would be great...

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Seeing the new Marut in the Underdark DDM got me thinking about how it might be fun to run an Inevitable in a game at some point, hunting down someone avoiding death, breaking an oath or denying justice...

Does anyone out there know if any Dungeon adventure features an Inevitable they could direct me to for a little creative inspiration?

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

Haven't seen this topic brought up yet...

When did everyone start the adventure? Or was the day/year even relevant in your campaign?

I started mine (like I do almost every adventure) on the last day of Coldeven, with the next day being Growfeast. The party has spent the first 3 days of the festival poking around the cairn. I'm playing it like any other day in DL, most of the celebration was on the first day, and took place almost all in doors as I have the townsfolk naturally dividing themselves up among the hotspots. Day 4 is Cuthbert's Day which led to some interesting fun.

I have been elusive on the year with the group. I know the module publishes with a date ~CY595 and has set some material events such as Red Death in the 570's. I've been mulling with dropping this back 12-13 years to right after the Greyhawk Wars...

What's everyone else done, if anything?

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

As I finally got down to running Whispering Cairn, I actually ended up 'running Diamond Lake' for most of the night as the players focused on character development and NPC interaction.

One of the players was the 'fourth son of a noble' from outside of town (I suggested his family was from one of the manors south of Greyhawk as shown on the maps from the boxed set). He rolled into town with only 3 orbs to his name, and after having met up with the other players (who all live in various spots throughout town), decided to get himself his own place for the night.

Following up on leads on places to stay, he checked out Jalek's and was promptly disgusted at it's conditions, his 'room' lacking even a door or a bed (and I included a chamber pot, which was full).

His other lead was the Able Carter, where he learned a room for the night was 1gp. He ponied up the cash, and after a meal earlier in the day was down to a handful of commons.

I'm pretty sure I'm reading the town right in that there are really only 2 places to stay - Jalek's and the Able Carter. I know gnomes can probably crash at Tidwoad's (I'd allow a particularily diplomatic character that option perhaps as well).

Has anyone else played such that other options in town in between are available? (i.e. 5sp a night). I've turned the Emporium, Lazare's, The Spinning Giant, The Hungry Gar and The Rusty Bucket into pure nightspots, with no lodging really available for non-locals. I figure there's not a whole lot of visitors, and the two mentioned above essentially corner the market. It has had good results too, since that player is keenly motivated to find a quick way to make some cash.

Shadow Lodge

Pathfinder Roleplaying Game, Adventure Path, Companion, Tales, Comics Subscriber

While waiting for the Overload download, I threw together a NPC list that I could roll for random NPCs on (I just reroll if I don't like what comes up) and also refresh my memory on who is who. It's going to lose formatting here, but I can email the PDF if anyone wants...

I use AEG's Toolbox product for random non-named NPCs, which I'm not including here.

--

Table 1. NPC Encounters
1-30. Native of Diamond Lake (roll on table 4 for details)
31-54. Named NPC, roll on Table 2
55-70. Mine worker
71-75. Thugs who work for one of the mine managers
76-77. Traveler (i.e. merchant - roll on Table 3 for trade)
80-84. One of 24 workers at the smelting house
85-90. One of 4 guards working at Able Carter Coaching Inn
90-95. One of 7 apprentices to Osgood
96-00. One of six grey elves (male and/or female) that work with Moonmeadow

Table 2. Detailed NPCs
1. Allustan Distinguished brother of Lanod, wizard from Free City and so called ‘smarted man in Diamond Lake’, protects brother’s position. Was apprentice to Manzorian in Greyhawk but left due to too many politics amongst wizards. Philosophical, book-smart.
2. Amelliante Old friend of Luzane’s mother who watches her estate, female sorcerer uses wand of magic missles, is paranoid and sees a dagger in every shadow
3. Ariello Klint Halfling sorcerer who wields displays of fire at Emporium
4. Auric Human gladiator wears leather girdle with haunting female face (champion’s belt of Free City Arena) and fancies self as leader of trio of adventurers that includes Khellek and Tirra
5. Balabar Smenk Most ambitious and manipulative mine manager in town, hopes to monopolize mining in town by forcing others into bankruptcy. A coven of hired goons surrounds him at all times, and rumors say he has powerful friends in Greyhawk.
6. Benazel Talkative half-elf alchemist and wizard oversees smelting, makes minor fortune selling potions
7. Bitris Ruthek female dwarf council from Greysmere works with Dulok
8. Chaum Gansworth Youngest and most cautious mine manager in town, sympathizes to Luzane to join her and Gelch vs Balabar. Currently refuses to take sides as he is pragmatic and unsure of any current play.
9. Chezabet Alluring woman who reads fortunes at Emporium
10. Constance Grace Top earner at Midnight Salute, in pay of Lanod Neff and passes information up for blackmail fodder, unlikely to survive the month
11. Curlyfoot Party Band of seven halflings from Elmshire staying at Able Carter
12. Dannath Daughter of Lazare reminds her father of her mother and her loss due to Diamond Lake politics
12. Deputy Jamis Rght hand man of Cubbin, eminently bribable and subtly hostile, likes the way things are in Diamond Lake
13. Dietrik Cicaeda Middle aged chief cartographer, sole legal authority regarding issues of land ownership, his maps and journals are highly valuable, inner circle of Tolliver
14. Dobrun Trent Lieutenant of third of garrison, male half-elf
15. Dulok Blitzhame Dwarf that leads group from Greysmere that purchases iron ore, often dines with Lanod Neff and is a strong friend of Ragnolin (not knowing his relationship with Ebon Triad)
16. Durskin Retired marine who lives on deck of his boat and smells of urine and teams with flees
17. Ellival Moonmeader Regular gambler at Lazare’s known as “The Prince” since he is a minor noble of Celene. Aloof and sees other mine managers as vulgar. Blonde, well-dressed, keenly intelligent yet reclusive. Two cooshees named Kanemar and Tatae.
18. Fester Trollump Permanent guest at Able Carter Coaching Inn, who raps badgers and sells pelts to noble named Henway during monthly trips to Greyhawk, tries to keep a low profile
19. Filge Deranged necromancer holed up in observatory, with pet owl familiar named Merrowahn, wears a bird skull on leather strap around neck, uses syringes on self as potions
20. Galuth Grobadore Male dwarf councilor from Greysmere works with Dulok
21. Garavin Vesst Former mine manager, bankrupted by Balabar and died last year, branded employees (among them Kullen, Rastophan, Todrik and Merovinn)
22. Gaspar Thin, balding man with upcurled moustache works at Emporium as attendant
23. Gelch Tilgast Dominant mine manager ten years ago, but has given up position to Balabar as he got older. Currently puts enormous effort into building alliance against Smenk that includes Luzane.
24. Golot Half orc brute who ensures people pay who lodge at Jalek’s
25. Lanod Neff Governor mayor, lecherous, eager to solidify power and keep mine managers in line, exerts will through Cubbin
26. Guld Tortikan Chef at Hungry Gar thinks he is best cook in town
27. Hameneezer Hard working cleric who manages day-to-day affairs of church of Cuthbert, almost always found within
28. Jalek Halfling who runs cheap, seedy lodging, lives in apartment on roof and is rarely seen
29. Jierian Wierus Bombastic orator, cleric of St Cuthbert, endlessly preaching common sense, honesty and self sacrifice with over-the-top delivery, reinforcing a life of suffering is good
30. Khellek Balding, dark-haired human wizard wears high collared red cape, fastened with skull clasp, member of Seekers, an shady organization of corrupt archaeologists and adventurers, is in town to seek out missed chambers in local cairns. Frequents Lazare’s for relaxation.
31. Kullen Albino half-orc barbarian, leader of Balabar Smenk gang, known for legendary rages, carries a burly magical greataxe. Frequents the Feral Dog for relaxation.
32. Kurlag Imposing half-ogre bouncer of the Emporium
33. Lanch Faraday Half-elf, brutal portly ostler of Lakeside stables prone to moodswings, oftens takes it out on horses, bribes Cubbin to stay off his back
34. Lazare Owner of Diamond Lake’s most cultured nightspot, a cozy gaming parlor, exudes quiet sense of class, former dragonchess champ from Greyhawk, used winnings to purchase a mine with family, but failed in political game, selling mine to Balabar. Wife died during this struggle.
35. Luzane Parrin With recent faltering of mine yield, clings to a hopeful relationship with Chaum. Inherited mine from her mother as one of town’s preeminent mine managers. Husband died two years ago mysteriously, during time when Balabar was courting her (despite her marriage).
36. Manlin Osgood Coarse, unfailingly polite human with bald head and walrus-like moustache, always remembers a customer’s name and greets them with a hearty handshake and slap on the back, forges works with distinctive “O”
37. Melinde Female paladin, charming priestess who hopes to one day run Diamond Lake chapel, with no hurry to assume the responsibility acting as Dun’s closest advistor. Reputation as excellent with her sword, she excels at dragonchess and can frequently be found at Lazare’s. Takes on all challenges and craves excitement. Red-haired, wears white and blue robes over a slim suit of chainmail.
38. Merovinn Bask Bald, ill-tempered wizard can’t believe debts forced him into servitude, views each day as disgrace, very rude, carries mwk crossbow, known to use wand of enfeeblement, color spray, sleep spells and has pet weasel named Rascal
39. Merris Sandovar Scout lately of Bronzewood Lodge, inner circle of Tolliver
40. Mikkela Venderin Lieutenant of third of garrison, female human
41. Montague Marat Proprietor of traveling sideshow that joined Emporium, abandoning Diamond Lake three years ago, but leaving behind a dozen employees
42. Nogwier Cleric of Obad-Hai laeds Bronzewood Lodge
43. Purple Prose Ravishing female elf proprietor of house of Midnight Salute, stresses discretion amongst her workforce, is practical
44. Ragnolin Dourstone Dwarf of formerly impeachable ethics, now under sway of Ebon Triad, left home 50 years ago after intentionally collapsing part of family mine at Greysmere. Greed drove to establish several mines around Diamond Lake and success attracted the Triad who forced him to provide access to one of mines for silence about his part in the intentional mine collapse.
45. Rastophan Wiry goon from southern swamps, long blank hair hands over eyes making him look sullen, rarely speaks, is guided by Kullen, dual wields l.sword/s.sword, wears magic chain shirt
46. Rontabont Mur Copper miner from nearby Blackstone who has come to talk to Gelch Tilgast, boorish self-interest and whining, may come into conflict easily with others, staying at Able Carter
47. Shag Solomon Quaggoth “wild man” from northern pine forests, frequents opium lounge at Emporium, wears gentleman’s clothes that contrast to his claws and teeth, very cultured
48. Sheriff Cubbin Corrupt sheriff of Diamond Lake, town assumed his appointment was a joke, boisterous alcoholic, takes key interest in the extraordinary
49. Skutch Deceased, dying to owlbear at Land farmstead, member of Kullen’s gang
50. Taggin Owner of Diamond Lake’s largest general store, doesn’t want to get involved in business of others. Just shy of middle age, dresses stylishly for his class, handlebar moustache and full receding blonde hair, he treats women especially politely.
51. Tidwoad Gnome and cantankerous jeweler who befriends other gnomes, hails from Grossetgrottel, on retainer for Balabar and Chaum to keep an eye out
52. Tirra Vivacious, copper-haired attractive female elf rogue wears a form fitting red shirt that exposes a well-toned stomach, accented by tight black leather pants and knee-high boots. Frequents the Feral Dog, enjoying the high male hormone levels there.
53. Todrik Corrupt fighter born into servitude to Garavin, views Balabar as savior. Red scar marks left side of sneering face from forehead to chin, wields guisarme and wears banded mail
54. Tolliver Trask Aging garrison commander respects laws and process, trusts his three advisors
55. Tom Shingle Boggle contortionist works at Emporium
56. Trovost Skunt Lieutenant of third of garrison, male human, who regularly exploits his authority
57. Tyrol Ebberl Man who runs Captain’s Blade, likes to gossip, absolutely fanatical about weapons, always showing them with enthusiasm, asks endless questions about affairs
58. Valkus Dun Tolliver’s best friend, chief cleric of Heironeous and spiritual advisor to Tolliver, took assignment in Diamond Lake with zeal and is an activist, instills within garrison a duty to villagers, suggesting they can make a difference. Tall, handsome with dark brown hair and long sideburns, with strong brow that always gives him a serious look. Wears full plate with twin swords, a mighty bastard sword and a long sword rumored to be magical. Shares many opinions with Jieran but they can’t stand each other.
59. Velias Childramun Aging priest who has lived his whole life In town, handles most of healing of garrison temple, effective father figure, expects small donation to chapel in return for healing
60. Venelle Woman who makes bows, arrows and has chaotic, messy shop, claims to have a touch of elven blood and has friends in Bronzewood Lodge
61. Vulgan Durtch Chief smelter, one of the richest men in town, whom few know about, and rumors suggest sinister motives for his seclusion
62. Zalamandra Owner of Emporium keeps a file on customers and wields the knowledge politically
63-00. Reroll



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