Paracount Julistar

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Organized Play Member. 629 posts. 1 review. No lists. No wishlists. 7 Organized Play characters.



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Grand Lodge 1/5

Are Pathfinders Issued a Company Logo Bag of Holding?

And if not, how do they carry all the loot back?

Grand Lodge 1/5

I've done some day job rolls as have most people playing I'll assume. My fighter has a Hunting Lodge Membership and my cleric has a Temple Membership.

The money is piddly at the best of times, or really hardly worth the effort, unless you have some other use for the skill while adventuring. But what if you could become a master of your art? The finest tracker in the whole of the Inner Sea or the finest surgeon within Absalom? Or the greatest lyrical composer, who's skills are sought after by the Imperial Royalty of Taldor and Cheliax?

My proposed addition to the current Day Job rolls would be that if you roll a 19 or a 20, you get a +1 to your specific skill. You aren't just Bob the lvl. 7 fighter, with 7 slots of Survival, for a total of 10. Maybe you got lucky and rolled 3 of these high rolls in your 18 scenarios and you are the finest tracker in the vicinity, more capable than the next 20 trackers at your level. After all, a 40 year-old lvl. 2 tracker probably should be better than the lvl. 7 20 year-old tracker. He's been doing this a lot longer and its his bread and butter. So it doesn't quite make sense that the young buck who's killed monsters on 20 different missions, should automatically be the better woodsman.

What do you guys think?

Grand Lodge

I know Focused Shot, allows you to add int to dmg with bows and crossbows. Is there a feat for melee weapons? I could have sworn there was one but I can't figure out where.

Grand Lodge

Are Metamagic Items allowed to work together on the same spell? (specifically in PFS)

My example being:
Acrimony Veil (face slot, functions as a Lesser Empower Metamagic Rod)
Lesser Maximize Metamagic Rod

My wizard currently may be able to purchase both. Could he use both to both Maximize and Empower a Fireball?

Grand Lodge

I have the ability to purchase

The Acrimony Veil (face slot functions as a Rod of Metamagic Empower)
Rod of Metamagic Maximize

Could I use both of these items to both Empower and Maximize a Spell?

And if yes. Does anyone know if its allowed in PFS?

Grand Lodge

Does a trait that reduces the level of an Intensified, Maximized and Empowered spell, reduce the spell for each feat or just for one of the 3 feats even if you are using all 3 feats?

Would the Fireball for example be lvl. 3 + 1 + 3 + 2 = a lvl. 9 spell -1 for a trait making it a lvl. 8 spell or would it be a lvl. 9 - 3 for the trait applied to each feat, only making it a lvl. 6 spell?

Grand Lodge

A question for those who might know. As we all know, Trolls regenerate, except fire damage. Having put down a Troll and having decapitated it, what grows back, the head or the body? Or do both grow back, creating two Trolls for the decapitation of one? And does the newly decapitated Troll have a brain if the head grows out of the body? Now if the head is the source of the regeneration, how does it do so, without nutrients? Just wondering if anyone ever thought about it?

Grand Lodge

So, last night I had a player come up to me and tell me he couldn't find the description of a backpack. Both me and two other GMs, said it should be in his CRB. Yeah, it says 2lbs on the list and gives a price.

And NADA, as in no description, no carry weight, no entry. So, just wanted to give you guys an FYI that it isn't there.

Cheers

Grand Lodge

I had a player a few months ago saying that his Paladin was LN because he was a Paladin of Abadar. Is this correct?

Grand Lodge

1 person marked this as FAQ candidate.

BAB +1 TWF - Scimitar & Light Shield -2 PENALTY to hit for both.
BAB +6 Improved TWF - You get a second attack with your off-hand, albeit at a -5 PENALTY
BAB +11 Greater TWF - You get a third attack with your off-hand, albeit at a -10 PENALTY

Now your to hit should look like this for all 3 attacks +9/+4/-1. Sound about right?

Enter Shield MASTER (And MASTER it truly is, if played as written.)

You do not suffer any PENALTIES on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Now the off hand shield attacks look like this +11/+11/+11? And if you take a second light shield as your main weapon they become +11/+6/+1? And this is before we add the +5 bonuses which make it two +5 weapons at the cost of a single +5 weapon?

Grand Lodge 1/5

Ok, I've got an issue. Had a new player join a few months back and he decided to play in a 7-11 scenario. It was a 4 part scenario. He played all 4 of them but I informed him that he could only apply 3 of them to one PC and the 4th one to another PC, since the PreGen was a lvl. 7.

Now, the question is would it be legal for him to apply all 4 scenarios to his single PC? I like the player and I'd like him to get the boon for his PC, who has now reached level 7, 3 months later. However I'd like to know the legality of this and whether this rule can be bent a little.

Grand Lodge 1/5

Is fame all that is needed to buy Dragon Hide Armor in PFS? I informed a player that only players who have a boon sheet can buy those and he has made counterpoints essentially stating that there is no ruling in PFS which limits Dragon Hide to boon sheets and that fame is all that is required.

Anyone know where the ruling for this would be. I'd love to be wrong, so if I am, please let me know.

Grand Lodge

First, I was informed that you can get Ghost Touch on this, without having an initial +1. (I reluctantly accepted this as a GM, since I haven't found anything to counter this.)

Second, I was wondering if a wraith has a DR/Magic and is Incorporeal. Would such an Amulet of Mighty Fists of Ghost Touch, count as both Magic for DR purposes as well as allowing someone to hit incorporeal beasties like Wraiths and Wights for full dmg?

Grand Lodge 1/5

Having an interesting discussion. I believe I read somewhere that once a PC turns Undead, that PC is no longer available to play, even with a raise dead or resurrection spell.

Could someone confirm this and tell me where the ruling can be found if I am correct? And if I'm not, I'd be glad to hear it, as well.

Grand Lodge

Hey guys,

I'm at work. Any of you know of the top of your head, which items give the most Sense Motive bang for your buck?

I'm looking to build a 40+ Sense Motive if I can. I'm at 14 at lvl. 3. And I'm looking for more. I've got 5,000 that I have yet to spend.

This is for a Monk of Many Styles who has Snake Style. Currently at lvl. 3, my Monk has 14 for his Sense Motive, thus he always has a minimum of 15 AC and 15 touch AC. If I could get the sense motive to 40+ his AC and touch AC will always be 40 + d20. Obviously I won't get it all at lvl. 3, but I'm looking for the best sense motive items or traits possible, so that I can have uber AC.

Don't have access to every item right here at work but right after work I'm traveling a long way to the game, so I won't be able to look at a book until I get there and might not have found every item that is possibly out there.

Any help would be absolutely appreciated.

Grand Lodge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Here is the rule for this feat:

You can expend a large portion of your channeling power to reverse death itself.

Prerequisite: Channel energy 6d6 (positive energy).

Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).

Questions for those in the know and who have a better understanding of things than me:

1. Could the cleric now, using a Phylactery of Positive Channeling, cast Breath of life at lvl. 7?

2. While this does become a full on spell, is it still a channeled ability or do you actually have to do a touch?

3. If you have channel force and it is a channeled ability, could you drag your intended corpse however many feet away while casting this, thus allowing the PC to revive, without being in the range of the enemy and to stand up, without provoking an AO, while others engage said enemy?

I realize this may be considered gamey, however it would make a powerful combo to save the guy, who gets dropped in a fight.

Grand Lodge

Have a guy doing dmg 2d6+10. Lvl. 10 fighter. How much extra dmg does a Power attack grant him? This is a 2H weapon. I believe its +9 dmg/-3 Attack. Am I incorrect? He claims that he gets to use his STR bonus and gets a +50% bonus on that, too. I don't see it but maybe I'm wrong. Anyone know why he might think that?

Grand Lodge 1/5

Anyone know where they are? There seem to be some new and reformatted ones available but they are only lvl. 1s. And I also need the lvl. 4s and 7s.

Also, are all of them getting a facelift with S5 having now begun?

Grand Lodge 1/5

Once again I ask because of several disagreements at my gaming group, with people I respect so I'd rather get it right and pass it on.

Are ALL Free RPG day scenarios PFS legal for multiple runs. That's what I've heard from one person.

Example: Can a PC play "We Be Goblins, Too," multiple times to apply to different PCs obviously. Or any of the other Free RPG Day scenarios for that matter?

Grand Lodge 1/5

p. 39 “Full credit” means the GM gets the following: 1 XP for the scenario, 100% of the Max Gold for the subtier most appropriate to the GM’s character.

Question
1. Tier 1-2 played, in a Tier 1-5 scenario. GM has a lvl. 3 PC, can he apply the Tier 4-5 gold and boons, to his lvl. 3, or is he only limited to a lvl. 1-2 reward?
2. Tier 4-5 played, in a Tier 1-5. GM has to apply tier 1-2 for a lvl. 2 PC, right?

Grand Lodge 1/5

Is retraining going to be a part of PFS? Which parts will we be able to retrain? Hp? Traits? Feats? Class?

Grand Lodge 1/5

Are the traits in the Wayfinder #1 Magazine PFS legal?

Grand Lodge 1/5

1 person marked this as FAQ candidate.

Is this Feat available to Aasimar?

Grand Lodge

Where can I find Aasimar 'race' Traits. Not 'racial' traits but 'race' traits.

And if an Aasimar is adopted, does he use up both his Social and Race trait?

Grand Lodge 1/5

Ok, I know there are 3 slot wayfinders, however I'd like a just plain old boring 3 slot one. Is there one, that won't cost $100k? I like the synergy bonuses, not necessarily the side spells cast on them. Is there one available that doesn't make me pay $80k for some spell that I couldn't care less about?

Grand Lodge 1/5

Grand Lodge’s Observant only gives you ONE choice to gain a +1 to either Perception OR Sense Motive and makes one of them a class skill for you. While Osirian’s Tomb Raider gives you +1 Perception AND Dungeoneering and one of them becomes a class skill for you. Quadira’s Gold Finger Trait gives you a +1 to Disable Device AND Sleight of Hand and one of them becomes a class skill for you. While Taldor’s Fashionable Trait gives you a +1 to Bluff AND Diplomacy AND Sense Motive and one of them becomes a class skill for you.

So my question is. Why no love for the Grand Lodge? The main Lodge of the Decemvirate seems to be rather poor at rewarding its faction members, when in fact these are the most loyal of the Pathfinders and should get some extra something, something.

For your comparison, I copied these straight from the Guide to Society Organized Play.

Grand Lodge
Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Osirian
Tomb Raider: You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

Quadira
Gold Finger: Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.

Taldor
Fashionable: You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

Grand Lodge 1/5

Is the information in this Faction Guide, PFS legal? Are the Society boons applicable?

Grand Lodge 1/5

My Aasimar has Ulfen parents, he is a Scion of Humanity. (Doesn't glow in the dark and all that.)

Is he considered to have the Ulfen Ethnicity?

Does giving up the Celestial Language give him Skald as his native tongue?

Can he take Ulfen Race Traits? (Glint Tongued, Honor-Driven)

Grand Lodge

For DR magic resistance. Do you need a +3 weapon to get through it or does a Flame Bow +2 count as the same, since it costs the same as a +3 weapon.

Next question, if you have a Speed Bow or are hasted. Do you get to use Manyshot on the extra attack or is that only for the first attack?

Grand Lodge 1/5

So, there is a human trait called Honor Bound or something like that, in the People of the North book. (+1 to sense motive)

Now, is that considered PFS legal?

Also, since I'm a Human Aasimar (Ulfen heritage) am I allowed to take the trait, if my PC is a Scion of Humanity?

Finally, they called it an ethnic trait, which category of traits does it come from?

FYI, I'm at work and can't verify anything, so I'm going from memory.

Grand Lodge 1/5

Is there a way to have a Wayfinder enchanted with the improved Light Spells? I’m annoyed with Darkness and Greater Darkness spells and all that other nonsense. So I wanted to know if there’s a way to have an existing Wayfinder with the most ubber light spell, so that when you pop it open it will negate Dark effects? And would you have to pay for an entire new spell, every time you wanted a better one or would you just have to pay the difference, like going from a +1 weapon to a +2 weapon?

Grand Lodge 1/5

Is it possible to add the buy just the ability to weapons? I came up with a Chronicle Sheet (Shades of Ice III) yesterday that gave me a (fire ability) yesterday but having to buy an axe +2 with the (fire ability worth another +2).

Now since my character is a fighter with archer feats, I won't get access to this ability until much later on maybe lvl. 9, since I want a +3 weapon first. However having the specific (fire ability) would be nice to get at lvl. 7+ when my bow gets the +3 upgrade.

But I have ZERO interest in an axe with the same flame ability. Or perhaps a ranseur user, who would like this ability added to my ranseur but an axe is pointless for him.

Having the ability added as an option to purchase, without the actual weapon that might not be the PC’s choice, makes most of these Chronicle Sheet boons kina useless, IMHO. While making the abilities available, would actually be a boon to weapon using PCs.

Grand Lodge 1/5

The way I understand it now, you can buy a wand as a Pathfinder but only the 50 charge wands. Now I've come across players who ran a scenario or two, where they could by a 10 charge CLW wand for 1/5th of the cost.

So, why aren't these available to all Pathfinders?

The reasoning behind this is that CLW is a great want to hand to your healer or spell caster but at a certain point you want homeboy to use a bigger stick. So, I might need a CLW wand for about 10 charges or 20 charges at best for levels 1-3 and then I'd like a CMW wand for levels 4-6, except I'm stuck with a lvl. 1 want that still needs to be used up.

And really, who will ever need a 50 charge wand of resist elements? Again a 10 charge wand, would really hit the spot.

Can this be changed come August? Is it too much of a hassle? Just wondering if anyone has ever brought it up?

Grand Lodge

Ok, so what can I buy to increase my initiative?

I know the Belt of DEX is good for a +2/+4/+6 for +1/+2/+3 but I'm looking for just plain ol initiative items.

I heard that there is an Ioun Stone for a +1 bonus.

Is there anything better than that?

Including the price would also be very much appreciated.

Grand Lodge

With Improved Snap Shot, the PC has a 15 ft. AoO range.

With Combat Reflexes, he can make as many AoO as he has DEX +s.

Does that mean that the fighter with these feats, can make a full round of attack and when the enemy decides to attack him and takes a run at him he can potentially make as many AoOs before the monster even comes up on him? In my case DEX 20, so 6 AoOs before the enemy comes into range?

Also, if that's true, which feats are allowed for dmg in this scenario?
Point Blank
Deadly Aim
Focused Shot

Grand Lodge

Do they do non-lethal damage or is their damage still lethal? And if you want them to do non-lethal damage, do you take a penalty?

Grand Lodge

Are they considered ranged? For the purposes of ranged feats? Chakrams specifically.

Grand Lodge

Apparently there is a feat or a trait that gives you +8 hp at lvl. 1. Might be in the People of the North book or another book.

Anyone know where it can be found? And is it PFS legal?

Grand Lodge

“Nice bracers dude, what do they do?” says bard to orc.

“Oh, they help me hit things with a bow and arrow.” replies orc.

“Sweet dude, how much they set you back?” inquires the wizard.

“5,000gp.” smiles the orc.

Dwarf jumps from behind and smacks orc upside the head, “Should have had a V8 or stayed at the Holiday Inn.”

Bracers of Archery: +1 to hit with bows and arrows ONLY. Cost: (5,000gp)

Belt of DEX +2: +1 to hit with any missile weapon, +1 to initiative, +1 to AC, +1 to all DEX based skills, and allows access to feats that require higher DEX. Cost: (4,000gp)

Are we expecting this to be changed in PFS or the equipment errata? Or anywhere in 2013?

Grand Lodge

So, I wish to build a tank to take the blows for my party. I once saw a lvl. 6 monk with sick amounts of AC but I don't know how to build a monk. Any advice would be good, please help.

Thinking a human with +2 WIS or an Aasimar with +2 WIS +2 DEX.

Grand Lodge

Ok, so I had me a weird scenario yesterday. BBEG has 66 hp and we need to capture her. Alchemist drops her with 23 lethal dmg. Everyone else drops her with 41 non-lethal dmg.

BBEG is down to 2hp which I don’t know, I hit her with 27 non-lethal dmg and she dies due to taking 25 lethal dmg, because all dmg beyond 0 is lethal, which takes her way beyond her CON.

We checked again and on p. 191 CR it appears that she has only taken 23 lethal from the alchemist and the 25 lethal from me, so would this mean that she has only taken 48 lethal and she’s still alive? Or would she be dead? Mind you, I'm not a rules lawyer but since I don't know this info, I'd like to hear if you guys ever came up against this before?

Is she still alive under current rules?

And was this rule different in the past?

Grand Lodge 1/5

1 person marked this as a favorite.

What are the best PFS legal items for archers and what do they cost vs. what do they do?

Anyone have a list of good items? (non-weapons)

Race

HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

About Harsk Ironback

Male Oread Geokineticist 8
Init +2; Perception +13

--------------------
DEFENSE
--------------------
AC 20 Touch 13, Flat-footed 12 {+4 Armor, +2 ABP, +1 NA, +1 Def, +2 Dex}
HP 83 (8+(7*5)+(CON*Level)+(Level {Toughness})
Fortitude +12 (+6 base,+4 CON, +2 ABP)
Reflex +10 (+6 Base,+2 DEX +2 ABP)
Willpower +6 (+2 base,+2 WIS, +2 ABP)

--------------------
OFFENSE
--------------------

Melee
Attuned Corrosive Mithril Knuckles +9/+3 1d3+1d6+2/x2

Ranged
Attuned Kinetic Blast +9 4d6+9/x2
Attuned Composite Blast +9 6d6+13

Spd 20ft

--------------------
STATISTICS
--------------------
Str 14 Dex 14 Con 18 Int 14 Wis 14 Cha 10
BAB +6/+1; CMB +8; CMD 20
Feats: Dwarf Blooded, Point Blank Shot, Precise Shot, Toughness
Languages: Common, Dwarven, Terran, Vudrani, Gnome
Background Skills: Appraise +2, Artisty +8, Craft {Arms/Armor} +9, Craft {Jewelry} +8, Kno Geography +7, Linguistics +2
Class Skills: Acrobatics +12 {17}, Heal +8, Intimidate +10, Perception +13, Stealth +13 {18}, UMD +11
Non-Class Skills: Climb +3, Kno Ar/Du/Lo/Na/Pl/Re +3, Sense Motive +5, Survival +4, Swim +3

--------------------
CLASS ABILITIES
--------------------
Kinetic Blast: Earth Blast [4d6+4+CON] {0 Burn, B,P, OR S}
Composite Blast: Metal Blast [6d6+8+CON] {Burn 2, B,P, OR S}
Defensive Wild Talent: Flesh of Stone {DR 4/Adamantine...+1 DR per burn up to DR=level. Burn using Wild Talent change DR to /- for 1 round. Immediate to restore/dismiss}
Utility Wild Talent: Basic Geokinesis, Kinetic Cover, Earth Climb, Tremorsense, Enduring Earth
Infusions Talents: Pushing Infusion, Extended Range, Entangling Infusion, Bowling Infusion

Elemental Overflow: +2
Infusion Specialization: +2
Internal Buffer: 1
Burn: 2 per Rnd/7
Metakinesis: Empower
Expanded Element: Earth

--------------------
RACIAL ABILITIES
--------------------
Darkvision: 60'
Energy Resistance: Acid 5
Mostly Human: humanoid (human) AND outsider (native)
Stone in the Blood: Fast Healing 2 for 1 round/2 per level on contact with acid.
Treacherous Earth: 1/day 10 ft radius becomes difficult terrain for minutes per level. {earth, unworked stone or sand}
Spell Like Ability Magic Stone 1/day {CL = Level, DC 11+ CHA 11}
Slow and Steady {Dwarf-Blooded}
Stone Cunning {Dwarf-Blooded}

--------------------
EQUIPMENT
--------------------

Corrosive Mithril Knuckles {Attuned}
Mithril Shirt
Boots of Elvenkind
Cloak of Elvenkind
Magentist's Gloves
Sleeves of Many Garments

Handy Haversack
Traveler's Any-Tool
Rope of Climbing
Ioun Torch
Bedroll
Common Blanket
Winter Blanket
Signal Whistle
Waterskin
Crowbar
Flint and steel
Grappling Hook
Iron Pot
Mess Kit
Mirror
(10) Pitons
50' Silk Rope
(5) Trail Rations
(10) Chalk

Money
24gp

--------------------
Automatic Bonus Progression
--------------------
Armor Attunement: 1/1 or 2 {Mithril Shirt}
Deflection: +1
Mental Prowess: INT [+2]
Physical Prowess: CON [+2]
Resistance: +2 [All Saves]
Toughening: +1 Natural Armor
Weapon Attunement: 1/1 or 2 {Knuckles 1/ Blast 1}

Fluff:

Appearance
Were it not for his dark obsidian skin Harsk would appear almost unremarkable human. Of a thinner build Harsk is tall and would almost seem to most as a more delicate and finesse oriented sort. Harsk often changes his style but always features metallic coloring or some other nuance as a call to his earthly heritage.

For those few who have cause to see it, Hark's body is coverd in a myriad of tattoos and symbols, the remnants of a former life as a supplicant of Torag. An Oread raised among dwarves, Harsk felt great commitment to his adopted parents and societies until it becmae clear to all that the he was meant to walk a different path.

Personality
Harsk is fierce and loyal in action but can be loud and forceful in speech. While suffering from many of the traditional dwarven social tendencies of frank commentary and enjoyment of drink Harsk is still not dwarven, though he has often lived with them. This can just as often make Harsk come across as strange but the advantage for Harsk is he tends not care.

Harsk takes little umbrage with those who think him an odd sort and see his personal history and achievements as a point of pride. Harsk's training is much of his life and why he functions as a being but he understands that sometimes one must accept traditions and beliefs that are not wholly in line with his notions of faith and pursuit of accomplishments, his ability to stay polite about this fact is, however, sometimes questionable.

Having traveled some distances Harsk enjoys his time reading about geography and trying to continue to craft items of metal from his part. As such he has invested some time to the pursuit of metalworking both in traditional balcksmithing as well as finer metals. Harsk sees these as mind sharpening and emotionally balancing acts that supplement the use of his abilities.

In the end, Harsk is steadfast, loyal, and empathetic. His training is as much about keeping others from harm and a commitment to imapre others ability to do harm more than it is about doing harm. His residual faith he sees as a testament to his ability to be steadfast in commitment and as a part of home.

Harsk is piercing, committed and opinionated.

Background
Clang, Clang

As the fire heats the metal

Clang, Clang

As the hammer works the steel

Clang, Clang

As the anvil shapes the weapon

Clang, Clang

Torag shapes us all

Clang

Clang

The Father of Creation does bless
The Father of Creation does forge
We are his hammers
We are his anvil
His world will we protect

Karsk let the last of the invocations words pass his lips, sweat rolling from his brow, his chest and arms slick from the work at the anvil. Around him the High Cleric and Grand Master each stood viewing his work.

"It is a fine hammer Karsk, worthy of Our Father's praise," the cleric said in his deep baritone. "Are you ready to seal your pact with Torag?"

Karsk stepped from the anvil and answered only with a nod. Stripped down to nothing but leather pants, Karsk's skin felt hot from the coals of the pit and charcoal in the braziers surrounding the ritual site. The tattoos of rings, chains and Torag's holy words played about Karsk's chest and arms seeming to dance with the shadow's cast by the various lights. The room glowed orange from the fires. On each arm, amongst the various runes and symbols, were identical blank circles the same width of a heavy coin.

The Grand Master pulled a rod that had been set in the pit to warm; a brand that detailed the hammer of Torag glowing with furious heat. The priest moved to place the brands upon the empty circles and paused.

"Praise Torag and His Creation!" cried the Grand Master.
"By his blows are we made hard!" cried the High Cleric.

Hoarse from effort and tired from the exertion, Harsk found his voice, "In his name shall we protect!"

The two other dwarves nodded in quiet agreement and the brand was pulled away. Without warning the Grand Master doused the heated metal and hot steam filled the room.

"It is not to be" intoned the Grand Master.
"His heat cannot forge you" murmered the High Cleric.

Fighting against the swimming sensation and the weakness from the fasting and hammering of forging his own hammer, Harsk felt fury and rage; he clambered from the coming darkness to find his voice, "But why? My heart is true. My faith complete! I wish to serve..."

The darkness took Harsk and he fell to the floor.

Light. Sound. Harks awoke to find himself clad in his armor, his hammer polished and wrapped at his side. His bags set beside the chair he had been placed in. His body ached and the room was smoke filled from coal and incense but after a moment Hark's eyes found the Grand Cleric and as their eyes met the elder dwarf smiled only slightly and nodded.

"The ritual complete," the dwarf almost growled, "You are ready to go. You meant to leave a servant but the embers told us what we long suspected. You are a child of Highhelm but it not where you are meant to be."

Rising from his own chair the Grand Cleric approached Harsk and aided the young oread to his feet. "We have word from far off Jalmeray. A secret bidden by air and breath brought low to stone to our home. There is a place there for one like you. One whose heart is metal and flesh is stone. Torag has great affection for you but it is in this 'House of Five Elements in which you are meant to be forged."

Guiding Harsk to his gear the cleric clapped his hand on Hark's back, the blow a jarring one. The cleric presented a small runebound book and note. "Nothing is left for you here, though perhaps one day you will return and tell me of your efforts. This book will serve to introduce you as we have been instructed. You will be tested and, if worthy, will find your right path. Good Journey Harsk."

Without another word the cleric stalked off, leaving Harsk alone in the dim coal firelight. He was headed to Jalmeray it would seem, hopefully Torag would give him purpose there...

===================================================

The oread Harsk was found by the caravan moving about the Five Kings Mountains years ago. An apparent orphan the lifes and times of oreads was known to many dwarves and so the obsidian skinned baby was brought to Highhelm and taken in by the clans.

As tough as the dwarven children, though much lankier than them, Harsk was raised as dwarf. Haughty. Boastful. Dedicated. Harsk was tough in spirit and found something of a family in the clergy of Torag whom oversaw the group home in which he was raised.

After a failed attempt at joining the clergy Harsk was sent Jalmeray to present his skills and abilities to the House of Five Secrets. Older than many applicants there was much doubt that one who had matured outside of hte monastery might have a worthy connection to the elements.

It was neither great skill or power that saw Harsk accepted but resolve and immovability. It was clear to those present that Harsk embodied his birthright and was meant to -know- the earth the way the earth knew him.

Under the tutelage of Arak Kal'sem, another "human" who could trace his ancestry to Shaitans of ages past Harsk began the slow road to mastering his kinesis.

In becoming a kineticist Harsk found the commitment of self and principle that he had connected as a faithful of Torag but a much more intimate and complete experience compared to his attempts as an acolyte. This was a connection of matter and mind, history and present, being and element; a reconciliation of self.

Arak emphasized the connection to earth as a philosophical basis for power. To the master and the student the connection to earth was one that was best felt first and applied second. Where others in the school ranged in spirituality versus pragmatism Arak offered instead an emotional appeal. Feel the nature of earth, practice to shift as it does and the rest will flow as a matter of natural connection.

In this way the somewhat dour Harsk can now often seem almost ephemerally connected when speaking OF his power though its application is far more tangible. Unlike others who sometimes gained some skill with other elements, Harsk has found that his skills lie in connecting to earth in its purest forms.

Now a practitioner of greater skill and ability, the oread is summoned for a new task meant to expand and test him in all new ways...