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Kenku

Reckless's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 1,696 posts (2,169 including aliases). 3 reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 12 aliases.


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Andoran

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Someone once called her a cow....no one has since,.

Andoran

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Some people have no taste. Is Professor X one of them? You decide!....
School Uniforms For Everyone!

Andoran

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The Mutants & Masterminds 3e X-Men Recruiting Thread

Concept: X-Men reboot; Professor X and Magneto are (primarily) the same, but every other mutant isn't. Rewrite the history of the X-Men. Your PCs are the first X-Men recruited by Professor X in his battle to bring enlightenment to a world that hates and fears your kind. Magneto is convinced that a war will come and is prepared to do whatever it takes to make sure your species lands on top of the evolutionary landscape. To prevent the war, Professor X is training you to take on Magneto and any other threats to harmony between man and mutant.

System: Mutants and Masterminds 3rd Edition

PC Requirements: Power Level 8 with strong encouragement to use trade-offs to represent powerful but inexperienced PCs, PC submissions must be teen mutants, and must have minimum 1 paragraph backstory about development of powers and what brought them to the Xavier Institute of for Gifted Youngsters. You do not have to submit full builds, focus more on personality and basic descriptions of what you want the power set to be and do. Each applicant may submit up to two character concepts(if you submit two, be prepared for me to choose which one I like better.) Once a character is "pre-approved" then a full build will need to be submitted for approval. Players without access to M&M3e may refer to the M&M Powerlink SRD, and/or may request my help building their characters in herolab. Power Level WILL increase as the campaign progresses to represent training and experienced gained.

Selection Guidelines: I will be selecting 4-6 characters based on my interest on the character concepts and/or backstory. We might have a "waiting list" if there are enough applicants, to aid in case of drop outs.

PbP: Expect minimum one post per weekday and weekend, notification when you will not be able to post, preferably with more when you're able. RP will be a mixture of inter-PC interactions at the school, "training exercises", "fighting evil mutants", and "dealing with human prejudice". Slightly Sub-WB Network teenaged angst, superpowers that may be more trouble than they're worth, and giant killer robots that say "Sqaaaarrrk!" when they die. Oh, yeah, and no Wolverine hogging all the limelight. What more could you want?

See Campaign info tab for more details of Earth 673X.

Andoran

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N'wah wrote:
Anyone else notice he killed a Texas Ranger and took their badge as a trophy? :P

I think someone needs to do some photoshop to have Alain's tattered banner hanging off that banner/trophy post.

Andoran

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SKR has that covered, in The Drowned Level.

Edit: I think the blog post has an open italics code or something, it's italicizing our responses.

Andoran

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Ambrosia Slaad wrote:
Ross Byers wrote:
See, I was more imagining the shock on Quinn's face when Enzren hits people with his cane, without first sliding out a sword.
I would think the look of shock usually came when Ezren does his usual "Ho! Ha ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust!" routine with his cane.

Especially when he thwapts! himself in the face and bends his beak upward.

Andoran

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Sartoss vs. Drizzt: Fight!

Andoran

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Domestichauscat wrote:

All the back stories of the characters are filled with tragedy and such. Which is nice. But just for funsies I want to see Paizo's take on a joke character. Would be awesome!

Jirelle is pretty cool though

You should check out the pregens for We Be Goblins then. Being goblins, they're all joke characters.

Andoran

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Funny, when I saw the pic I thought of Ron Glass. I could totally see him as Quinn.

Andoran

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You know what could be cool? Starting a new campaign with iconics and basing the game completely off their backstories. Weave the teases together into a cohesive campaign.... Hmnnn....

Andoran

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Me, I'm just tired of so many times when a female appears in a Paizo product, this issue is what the thread becomes about. If any other topic were derailing the thread about this cool new character this much, someone would have already said something about please move the discussion to a new thread, most likely.

So, this time I'll do it. Can you please move this off-topic discussion about sexualization and iconics to one of the other dozen or so threads on the subject? Thank you.

Andoran

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"Then why are you smiling?"

"Because I know something you don't know."

Andoran

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Amiri: "And! That's! The! Last! One!"

Andoran

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Yeah, as someone who has worked in retail for over twenty years, I was quite put off by that. My wife, who has done the same, was pretty furious with his attitude.

Probably a lot of people who gave the man money to pursue his dream took that money from working on jobs he apparently considers beneath him.

Andoran

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I heard a rumor that the next adventure path was to involve saving the Smurfs from Gargamel and bringing about the end ofthe Age of Lost Omens by returning the Sword of Omens to Thundera, ending with a climactic battle against Mumm-ra. Did I say heard? I meant started....

Andoran

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So, if she gets seduced to play on Hydra's side, do we get to cry "The Sky is falling! The Sky is falling!"??

Andoran

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Davick wrote:
StrangePackage wrote:
It's evil to kill monsters that have attacked you?

Yep.

I can't really think of a situation where Paladin + Coup de Grace = OK.

I can.

Andoran

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How much Pathfinder stuff do I have?

Five shelves and counting.... (But not counting Pathfinder Battles or cards, which are in cases on some other shelves.)

Pretty much, the entire line of rpg content. Possibly excepting a few battlemats and maybe 1 or 2 modules, and definitely excluding several sets of cards.

And multiple copies of some of the important stuff. But then, I was the one who made sure everyone had access when I was running for the neighborhood kids.

Andoran

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She stole it from the Doctor. She still hasn't found out how it really works.

Andoran

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Also, do not underestimate the power of baby/body powder- it absorbs moisture, smells good, and keeps you from chaffing after being in the rooms all day with hundreds of other people.

Andoran

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Cosmo wrote:
Ashley Gillaspie wrote:
Ross Byers wrote:
Sara Marie wrote:
christopher: Not everyone can handle what Cosmo brings to the table.
Is it whisky? I bet its whisky.

Yes, they can't handle the whisky...So they should give it all to me...

>.>

<.<

No, it isn't whiskey .

Is it a wabbit then? Or maybe a wascal? I weally wanna know.

Andoran

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GM: Please roll 100d100.
Player (Scoffs): What's that supposed to be, damage?
GM: Nope, how many atomic particles your body was blown into.

Andoran

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GM: "I slightly modified Deskari. I gave him an extraordinary ability called bulletproof skin. His natural AC counts as part of his touch AC vs bullets, regardless of the range increment. So vs. bullets, his touch ac is 47. You'll have to roll better than a thirteen instead of better than a one. Go for it."

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Huh, I think I killed the thread.

Kicks it just to be sure.

Andoran

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Muad'Dib wrote:

Working Paizo full time and bartender part time with give me a discounts on two of my favorite pastimes.

Maybe too much of a good thing...

-MD

Working as the official Paizo Bartender now THAT's a dream job. I'm sure several Paizo employees who read this will think to themselves Yeah,we should have one of those.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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cmjohnst wrote:

Hey, I'd love to get some feedback on my item if anyone has time!

Astral Thief’s Opera Gloves

I thought this concept was awesome. especially the glove of thin air. I had a bit of trouble understanding what the glove of quicksilver was supposed to do, notably, I'm not sure what an extra dimensional space's shadow is, or what effect cutting a hole in one, or an adjacent one, would do.

In my mind, you had the perfect superstar item (innovative, fresh, played with design space unlike any other I've seen) with the first glove, and lost me completely with the second. So much so I didn't even notice the plant

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Sibilant Sistrum
Aura moderate illusion; CL 7th
Slot none; Price 29,000 gp; Weight 2 lbs.

Description

This ankh-shaped silvery sistrum, with writhing asp-headed crossbars, hisses, rather than clanking, when shaken.

The sibilant sistrum may be activated three times per day by succeeding at a DC 5 Perform (Percussion) skill check. When activated, the sistrum emanates a shadowy swarm of snakes in a 5’ cone. Creatures that begin their turn in the cone must make a DC 16 Will saving throw or take 1d3 points of Constitution damage. Those who successfully save take only 1 point of Constitution damage and gain a +2 bonus to further saving throws against the sistrum’s effects for the duration of the activation.

Each round after its initial activation, the user can maintain and expand the effect, as a standard action, by succeeding at successively harder Perform (Percussion) skill checks. The second round, the DC becomes 10 and the cone expands to a 10’ cone. The third round, the DC becomes 15 and the cone expands to a 15’ cone, and so on, to a maximum of 30’. If any Perform check fails, the effect immediately ends.

A character with bardic performance may spend a round of bardic performance as a free action before rolling the Perform check each round to maintain the previous round’s DC and cone size. Once the effect is maintained at the same size for three rounds, either through application of bardic performance, or at the 30’ maximum, the effect ends.

If the user moves with the sibilant sistrum activated, the effect moves with the character. As a move action, the user may change the direction of the cone, emanating from any corner of her square.

Construction

Requirements Craft Wondrous Item, shadow conjuration; Cost 14,500 gp

***************
I'd appreciate any and all feedback. Thanks.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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This was, without a doubt, my favorite item I saw while voting. Just based on theme and "wondrousness". Congrats.

Andoran

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Man, anyone else having flashbacks to RPG Superstar voting last week when reading the magic item section of this AP Issue?

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Adam Daigle wrote:
...and the silly "no vote" goblin. :)

You mean Comrade Anklebiter?

Andoran Marathon Voter 2013, Dedicated Voter 2014

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ImmortalGlitch wrote:
Jacob Trier wrote:
You're welcome - consider it inspiration for your next item.
cruel cruel man. lol. But thank you for the inspiration never the less ;) I try never to look a gift horse in the mouth.

Dead Horse's Mouth of Gifting

Aura overwhelming evocative; CL 20th, 10 Mythic Tiers
Slot universal;PriceONE MILLION Dollars; Weight 2.5 kg

Description

Don't look! It's eeeeevvviiiiillllll.

This item appears to be a horse's jaw ripped from its broken, severely beaten corpse. Upon further inspection, its true nature is revealed, causing the utter destruction of any whom gaze upon it(no save). Upon this destruction, the gazer rises as a shadow, joining the legions of shadows created by other who dared looked at the Dead Horse's mouth. The shadow legion is drawn to the corpse of the horse, where they futiley attempt to beat upon it somemore. Worse, since their shadows and can only do strength damage, they do nothing to the corpse. The DM should bring this fate to light as he laughs at the helpless players who have been killed by this item.

I', sorry, but all spelling, construction, and other errors in this item were purely intentional, and meant as mockery of nothing specific.

[CONSTRUCTION REQUIREMENTS[/b] CRaft Awesome Item, Mythic Wish, any forum thread involving theorycrafting or edition warz; cost 250.000 electrum pieces

Andoran Marathon Voter 2013, Dedicated Voter 2014

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I can't believe it's taken me until today to think of a formatting/word count error I made which may have DQd my item. How depressing. Any Marathoners out there willing to let me know via PM if they've seen it?

In regards to retail and customers, I find that customers are wonderful compared to utterly clueless upper management. Especially those who send messages like "I hope everyone has a joyous [redacted] with their families." when they damn well should know that they've already required us to spend [redacted] in the store, not with our family. [/rant]

Andoran Marathon Voter 2013, Dedicated Voter 2014

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And now I've seen a new Torc which utterly redeems the surplus of Torcs this year.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Really looking forward to seeing and capturing more items. This is like getting a free magic item compendium.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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We didn't need you to tell us it was a trap, this other item across from it could tell us for you.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Really impressive items out there. Some that transcend the tropes they seem to belong to at first glance.

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Chase Item vs Run Away Item! Fight!

Andoran Marathon Voter 2013, Dedicated Voter 2014

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Jeff Lee wrote:
And back to marbles and thieves...

If you have three marbles in a bowl....

Andoran

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Male Human (Extraplanaer Subtype) Expert 10

The human town of Sefflidge seems like so many others to a dwarf: as if some madman couldn't decide which medium to craft with, couldn't plan, and only thought: UP! We'll go up! A hodge-podge of mis-matched wooden, stone, and even baked mud brick buildings thrown together with no vision of what came before or what is to come next. Normally it would be insulting for a royal dwarf to be asked to come to such a place.

But Sefflidge has two things that make it tolerable: The Bespeckled Crane, the only Inn west of the Aldrin River to have the good sense to import a variety of Dwarven beers and ales, and a proximity to the underdark entryway you have determined will eventually lead you to Dammerhall's underground entrance.

Seven, the number of the Dwarven Brother-Gods. It seems fitting that Bryggya should choose that number to become brothers-in-arms in the quest to restore her people to the lost ways of yesteryear. So it is that seven dwarves, some of royal blood, but all noble in their own way, sit in a quiet corner of the Bespeckled Crane, making their final preparations to enter this pathway to glory.

The first step is to find the Svirfneblin village of Fasturvalt, for while a few in your party are familiar with the plots and perils of the underdark, none have been to this particular section of its recesses, and information is vital to survival when the sun sheds no light.

The following is the flavor text provided by the author, glean what information you may from it.

Spoiler:

Explorer Campaign Introduction
This is the last chance for your people. For two hundred
years, the dwarves have been scattered and leaderless.
The dwarf holds are all but gone – conquered by
invaders or overrun with outsiders. For decades now,
the dwarves have mingled with the kingdoms of men.
The humans have treated you well enough. They respect
dwarven craft and tenacity. But with every passing year,
the dwarves dwindle. Your tongue goes unspoken. Your
ways are forgotten. Will there come a time when to be
dwarven is merely another way of saying a short, bearded
man?
It was not always so. Once the greatest empire in the
all the world was dwarven. Once the majestic kingdom
of Dammerhall was where all roads converged. The
whole world came to pay tribute to the dwarven high
king and his mithral throne.
And then calamity. The great mountain-city burned
with black flame for three days. All the bridges into
Dammerhall collapsed. All the gates were sealed. The
only survivors were those who by chance were outside
the city. For two centuries dwarves have tried to retake
Dammerhall and discovered what really happened that
dark day. And for two hundred years, they have failed.
The remaining dwarven holds, once vassals to Dammerhall,
fell to squabbling about who should rule the
dwarves. Weakened by division, many dwarf holds were
overrun by orc or dragon. Some signed treaties with the
realms of men, all but forfeiting their autonomy. And
most disgraceful, some holds fell because of civil war
where dwarf turned upon dwarf.
But there is yet hope. It is said that there is another
way into the sealed city – a dark road beneath that goes
through the uncharted depths of the earth. This expedition
will be the one who will find that hidden road.
This expedition will reclaim Dammerhall and restore
dwarven glory, dispelling two hundred years of disgrace.
You have found an entrance into the darkness. Rumor
speaks of a deep gnome village known as Fasturvalt
where dwell the elusive svirfneblin, the deep gnomes.
The first step is clear – Find Fasturvalt and secure a
guide. Nothing will stop you in your quest. Nothing will
stay your hand. This is your hour. This is the moment
when the dwarven diaspora ends and where dwarven
glory begins anew. In the realms below, you will make
for yourselves and your people a Throne of Night.

Andoran

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Male Human (Extraplanaer Subtype) Expert 10

In regards to the background, here are some things brewing in my mind regarding the Tarnhammers, et al.

Elmador's research reveals that Mirrin was the oldest known direct heir to the throne of Dammerhall, born a few scant years before his cousin Garnult.

Elmador, Mirrin, and Garnult lost their fathers on the same day, in the battle only Garnult survived. Suggested change to backstory/narration since Bryggya does not have a voice to have spoken to him: As Garnult lay broken but not destroyed on the battlefield surrounded by his fallen kin, and feels the strangely soothing embrace of death, his thoughts of joining his family are shattered by pain, and he regains consciousness. A Dwarven maiden silently sits above him, her hand on his chest, laid bare by some force that has rent his armor open. She sadly shakes her head, pointing to his dead father and uncle, all his kinsmen. She pulls him to his feet, and then she is gone. His wounds have been closed. (Even now, in the dark of night or any other absence of light, the scars, not visible by the sight of men, glow a silver sheen under darkvision.)

While Garnult struggled to make sense of why he was spared, Mirrin became inundated with dwarves seeking a return to Dammerhall and glory. They wanted him to pick up where his father left off. But his father left off bleeding on a cave floor surrounded by the enemies of dwarvenkind. And Mirrin has no patience for fools or sycophants and even less for those who thought themselves wise enough to manipulate him. After the death of his mother at the hands of those who would see him king, Mirrin left the clanholds, seeking solace in brew and darkness.

While Elmador isn't exactly on the top of the list of Heirs of the Dammerhall throne, he was always fascinated by the stories of it's glory, and obsessed by the lack of information about its fall. He has studied the genealogies and knows that their are fewer then two dozen dwarves still alive within the Tarnhammer bloodline. In another decade, there may be fewer than a dozen. The time to seek the restoration of the lost kingdom of the dwarves is now, the iron has been cooling too long and another blow like the one at the battle in which their fathers were lost could shatter the blade of hope forever.

Any discussions Elmador may have ever had with Mirrin regarding the throne were met with contempt, and that was before he wandered off into the underdark, probably getting himself killed in some dank hole. Mirrin has given up on dwarven society, and has proven his own words: he is no king. Elmador has had more luck with his other distant cousin, Garnult. While the battle changed Garnult, it also left him undeniably second in line for the throne of Dammerhall. And if Mirrin would have nothing to do with it, perhaps it was time for Garnult to step up to that plate.

The research and planning has been over a year in the making- the key to Dammerhall lies not in climbing to find it, but rather in delving- there is an underground entry known to so very few. The priesthood of Bryggya know something of this, something Garnult has learned in his struggles to understand why he was spared. To that end, they have contacted the secretive church and asked for aid in their quest to retake Dammerhall. Aid they have received in the form of Dain and Donagh.

Needing an expert on the dangers of the underdark if they are to survive the long journey, they have found one in Wrex, an odd but extremely useful dwarven cave druid with reasons of his own for joining the expedition. Wrex is a friend to the church of Bryggya and has aided many a Bryggyan priest on his deep journey.

Elmador's research and Bryggya's lore told of one further thing needed to complete the journey: a Dammerhall-crafted short sword cloaked in legend. It was somehow the key to reclaiming Dammerhall. Months of inquiries both discreet and overt led nowhere, and the journey was delayed.

One day, it just walked into Dain's brewhouse at the side of a young dwarf seeking a bit of the good stuff. Grunyar thought the brewer was pulling his leg when he recognized the blade, going almost as far as walking out. After all, he'd been the butt of many an elder's jokes before. But he had known from the moment he's laid eyes on it that this blade was special. And now, it was leading him into something that felt like.... destiny. And, if it was destiny, maybe it would help him overcome the guilt and shame he felt for the means he received the blade.

For four days and nights Mirrin lay in a crack in a granite wall and shivered with hallucinations and nightmares. A dwarven woman being tortured by a foul black-skinned elf with seven arms. She neither cried out nor gave in. Mirrin could feel her pain, could feel the needles trying to pierce her skin. He could feel the wrack stretching her limbs. He could feel her control and her strength. He could feel her longing to be by her brother's side, forging all manner of wonders. At the end of it, when his water was nearly gone and tired from the struggle with the venom he made his way back to civilization to gather what remained of his family, and reclaim what was rightfully theirs to forge.

Andoran

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Bryggya
The Steel Sister
Goddess of Dwarven Steel, Elemental Earth, and Secrets Under the Mountains
Alignment LN
Domains Community (subdomains available: Cooperation, Family), Earth (subdomains available: Caves, Metal), Knowledge (subdomain available: Memory), Law (subdomain available: Loyalty), Travel (subdomain available: Exploration)
Favored Weapon heavy pick
Symbol Violet mushroom, with silver tiger stripes which can only be seen with darkvision

In the time before the world was fully formed, Drychos, The Molder, Dwarven God of Craft and Toil, felt a longing for companionship in his daily work. Having six brothers, none of whom particularly got along, Drychos decided he needed a sister. Travelling to the elemental plane of earth to find the purest iron in existence, he began forging a sister for himself.

From this iron, he created the finest dwarven steel ever crafted, and shaped it into Bryggya, the Steel Sister. Bryggya was the purest thing ever crafted by Drychos, and he breathed within her the fires of life, imparting her with some of his divine power. Drychos wished for an obedient sister, unlike his continually bickering brothers, and he forged her without a mouth, reasoning if she couldn’t talk she’d never disagree with him.

Once she was thus brought into being, Drychos grew fearful. What if his brothers saw this perfect being and demanded sisters of their own? That would never do; Bryggya was Drychos’ and Drychos’ alone. He brought her to one of his hidden forges, in the heart of a volcanic mountain chain. Sharing his sister with no one, he taught her all the secrets of his crafts, often depending on her when the Father’s demands were great. Together, they forged the continents and gave shape to the world.

For Bryggya, these times were filled with learning and wonder. She was created to accompany her brother’s works, and it was in this companionship she found satisfaction. Yet, as time wore on, Drychos spent less and less time in the mountain forge, seeking rarer materials on the elemental planes with which to work his crafts. Bryggya began to yearn for the company of others, to feel the mountain passages beneath her feet, and to learn. She began to explore the range, learning its secrets, shaping new pathways, and becoming known to the Dwarves living there.

Drychos’ absences became longer and more frequent, causing Bryggya to wander farther on these expeditions to find new things. During one of her explorations, she delved deeper than she ever had before, entering the underworld and happened upon the lair of Arrydagia, the Drow Goddess of Fleshcrafting. Bryggya was captured, chained with adamantine, and subjected to horrific experiments by the Drow Goddess. Yet, try as she might, Arrydagia could neither bend nor break Bryggya to her desires, for dwarven steel is stronger than any flesh, and Bryggya’s will was also steel. Indeed after time, Bryggya escaped her captivity, taking with her all the knowledge of Arrydagia’s ways. Later, some would say that Bryggya had arranged for her imprisonment all along as a means of securing this knowledge from the Drow Goddess.

Bryggya use this knowledge and what she had learned from her brother to craft wondrous dwarven steel limbs, enabling her to do more work and travel farther and faster than she ever had before. She used Arrydagia’s knowledge of spidersilk to fashion vast webs of iron beneath the mountains of the world, and taught the Dwarves the means to harvest the iron web and craft it into fine steel. It is said that Bryggya still roams under the mountains of the world, learning their secrets and passing this knowledge down to her followers.

Priests, Temples, and the Church

Bryggya’s priesthood consist primarily of clerics and oracles, although it also boasts a fair number of inquisitors, monks, and paladins Rarer are druid or diviner priests. Priests of Bryggya are responsible for exploring hidden knowledge under the mountains of the world and spreading this knowledge among the worthy, as well as guarding it from the unworthy. They are the stewards of dwarven crafting techniques and are charged with keeping the memory of such techniques alive in the dwarven community- and out of the hands of outsiders.

A typical temple of Bryggya is set in a smithy, inside an inactive volcano, or in a cavern deep below the earth. Services are usually structured affairs, practicing a specific craft or creation, and are usually performed in complete silence except for the sounds of tools being worked.

Bryggya’s churches tend to be clan- or familial- based, with a few outsiders who have proven their trustworthiness included. Typically the priest is a learned craftsman and spends much of his time visiting his congregation, teaching the young ones skills and learning from the elders anything she can. At least once every few decades, the mantle of priesthood is handed to another as the old priest begins a deep journey, a spiritual quest for hidden knowledge in the bowels of the world. These deep journeys can last years, and end only when the priest feels she has accumulated worthy knowledge to share with her church. She returns, sharing her findings with her successor, who, in turn, spreads them to the congregation.

Paladins of Bryggya are charged with protecting the priests and the church, safeguarding both the knowledge and the congregation from outside hands. They often accompany the priest during the deep journey, and act as guardians to caravans bringing dwarven goods to outsiders. A Paladin of Bryggya is expected to be an emissary to the world; providing the benefits of knowledge without sharing secrets. They are expected to be loyal, forthright, and brave in the face of opposition. A Paladin of Bryggya will rarely speak of vows, choosing rather to act in the manner they have sworn. A Paladin of Bryggya is careful in her judgments, but unwavering and unyielding once that judgment has been rendered.

Inquisitors of Bryggya are relentless in their pursuit of those who have betrayed the secrets of the church, rooting out traitors and those who have benefited from the treachery as well, doing their best to contain or destroy any leaks of knowledge to outsiders. When not engaged in these activities, they pursue additional craft, skill, and knowledge for the church, bringing their findings to the priests for further adaptation and growth.

Monks of Bryggya seek enlightenment through the repetition and perfection of specific katas and crafts. They serve the church as guardians, instructors, and explorers. Appropriate monk vows are chains (representing Bryggya’s captivity at Arrydagia;s hands), fasting, silence, and truth.

Holy Days and Celebrations

The church of Bryggya does not generally celebrate mass holy days; rather, each individual member of the church has specific days that are holy days of worship. For example, the anniversary of a member’s first masterwork craft, the celebration of a unique discovery, the beginning or end of a deep journey. These holy days are usually celebrated by sharing the craft, discovery, or journey with one’s community or recreating the item or event.

Aphorisms

Share knowledge, keep secrets. Just as Bryggya’s brother taught her his craft and she passed it down to the Dwarves, so should you teach those in your trust. However, she never shared their secrets with her jealous siblings nor any of the other races of the world, even when under the duress and torture.

Show your steel. When a dwarf’s heart and will are steel, she cannot be bent or broken.

Don’t tell, do. Doing something is better than talking about doing something.

Bryggya shows. Without a mouth, Bryggya’s communications are limited to actions, signs, visions, and portents. She doesn’t tell you what to do or how to do it, she shows you the way.

ESLA(Explore, Seek, Learn, Adapt.) Bryggya doesn’t just keep the secrets she knows, she looks for new ones and learns from them, then adapts them to what she already knows.

Bryggya as a Patron

Perhaps Bryggya has seen the dwindling population of dwarvenkind. Perhaps she has seen bits and pieces of knowledge once only held by her followers slowly drip into the hands of other races. Maybe she has seen the loss of too many secrets once held by her followers: true mithral, elder magics and enchantments, and even the fate of Dammerhall are now lost and forgotten.

There is a way into Dammerhall; not a way of the surface world, but rather an underground, hidden route. Bryggya shows. The way is long, and it will take more than luck to find it. It will take courage and persistence; it will take nerves of dwarven steel.

She has chosen seven keys to unlock this mystery. Some she has shown bits and pieces, some she has called in the only voice she has: hammer on steel. Some she has even saved from what fate would have chosen for them. Not all come eagerly, but all know that if Dammerhall is to be found, if the dwarven people are to ascend once more to greatness, if what is lost can be regained, having the Steel Sister reveal the secrets under the mountain will be an important part of that journey.

Andoran

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I'm considering it.

Andoran

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Ambrosia Slaad wrote:
Readerbreeder wrote:
Christopher Anthony wrote:

Crystal: I have failed you, Lissa.

Lissa: I know.
I read this and pictured some Mirror Universe version of Han and Leia in the carbonite freezing scene from The Empire Strikes Back.
Or a very nervous Imperial Admiral apologizing to Darth Vader for some Rebel escaping.

Statement: You have failed me for the next to last time.

Response: But, wait... what?

Spoiler:
How many cherries are in the bowl, Lord Vader?

Andoran

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TOZ wrote:
Nex, China, same thing right?

One of them has less civil rights for undead citizens.

Andoran

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Demon Lord Xoveron (Pathfinder #73, CR 27) is +48 to hit with his natural weapons; he gets 9 of those on a full attack.

Andoran

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MalignantMind wrote:
*Sigh* I had really hoped the "+20 circumstance bonus to an ability check" universal abilities had been dropped. Those were some of my most hated abilities.

Good News!

Spoiler:
Sorry, couldn't help myself. Hope you enjoy the rest of the book.


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Ah, you want to give me a reason to be outraged? How about the lives Mr. Porter potentially put at risk by video blogging while driving? Jeez.

Andoran

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Jim Groves wrote:


If you and Geraint don't understand how this can be interpreted as a wretched thing to write—allow me to so inform you. It was horrible.

Oh no, I get how it was interpreted. Jessica made it clear in her first post how it was interpreted.

I also read his clarification of his concerns after the interpretation.

Then I read Jessica's response to his the clarification, and I was horrified that a Paizo employee posted such a dismissive, unthoughtful, and awful response to a customer's explanation of intent, and ended with the demonstratively uncommunicative internet slang phrase "Full Stop."

I've already weighed in on my feelings on the work done on this product in my review, a few days ago.

Spoiler:
I like it. Quite a bit.

Andoran

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Jessica Price wrote:
I'm taking issue with the fact that you decided whatever problems you had with the product were caused by the involvement of an intern. Not an acceptable thing to say. Full stop.

Except, according to his post directly above yours, as well as the original post, he made no such decision. Nor did he make any such statement.

Now, I don't agree with his actual statement that the Player's Guide is such an important project that it should exclude help from interns, but that was the only actual statement he made regarding interns.

And, Jessica "Full stop."???? Really?

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