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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, Roleplaying Game Subscriber. Pathfinder Society Member. 2,005 posts (2,617 including aliases). 3 reviews. 1 list. No wishlists. 3 Pathfinder Society characters. 18 aliases.


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Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
thunderbeard wrote:
Reckless wrote:

would the advanced template take up 1 level on 1 side, 1 level on both sides, or something else?

(Edit: I'm thinking of the Eidolon's enhancement of reality.)

@Reckless: The Advanced simple template is super powerful; I'd personally recommend using it for both sides anyway, because it represents a lot of innate power for your race over simple training.

Thanks, but I'll await the GM's input on this.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

would the advanced template take up 1 level on 1 side, 1 level on both sides, or something else?
(Edit: I'm thinking of the Eidolon's enhancement of reality.)

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
TarkXT wrote:
Is Path of War stuff allowed?
GM Merchant Zoruugasz wrote:


<snip>
As for Path of War, it is allowed, including the playtest material from the upcoming Path of War expansion. That includes Riven Hourglass and similar styles, as well as the Unquiet Grave style from the Lords of the Night playtest.
<snip>

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Unchained classes allowed and/or Dreamscarred Path of War Classes/Feats/Manuevers/Etc?

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

As someone who was a gold-level sponsor for LOGS, and also pitched in for the Kickstarter, I wholeheartedly approve this concept for a campaign. Now I just have to figure out what to submit.....

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

An unchained monk who takes the slow fall ki power gets unlimited height on slow fall, as early as 4th level. Yes, it costs a ki point. But it is way better way sooner otherwise.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Wu and Rafael:

The shout can still damage you, but doesn't deafen you any further. Its wail will affect even a deafened creature, as well.

The attack of opportunity was not enough to destroy it.

It does not return on its turn this round, what do you do now?

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

sorry for the wait,will have an update tomorrow during lunch or right after work

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:

Stairs lead down about fifty feet, turning and twisting as they go. A mournful, horrid sound grows more and more terrible as you approach the bottom of the stairs, coming from the east and northeast, but the source of the sound is beyond your darkvision, so you might have some time to prepare if you wish.

Map

You may do stuff while descending if you so choose,also.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Wu and Rafael:

The remaining Banshee strikes at Rafael and uses a MP to do a swift shout to catch you both in its cone. Then it sinks into the ground, provoking an AoO from Rafael.

Incorporeal touch 1d20 + 25 ⇒ (13) + 25 = 38 for 14d6 ⇒ (1, 6, 2, 3, 1, 4, 6, 4, 2, 6, 1, 5, 6, 2) = 49 negative energy damage and terror.

Shout 5d6 ⇒ (1, 4, 6, 2, 6) = 19 sonic and deaf for 2d6 ⇒ (4, 2) = 6 rounds reflex 21 half damage/negate deaf

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

the last two months, my orders have been delayed because of the psionic bestiary. if it's likely to happen again this month, please just cancel the bestiary altogether and free up the order so it ships on time

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Rafael and Wu:

Rafael's second hit takes out the first banshee and he steps to I11 while Wu falls prey to the terror of the banshees.

The second banshee finishes its Wail effect at the start of its turn. Wu and Rafael need to make a DC 26 Fort save (Wu at -4) If you make it, you are deafened and shaken for 6 rounds. If you fail, you take 210 damage and are permanently deafened and cower in fear for at least 1 round. Cowering creatures can save again each round at the end of their turn to recover from cowering. Creatures deafened by this effect can still hear (and be affected by) this spell or the wail of an actual banshee. this is a sonic, death effect.

It then moves to J12 and attacks Rafael. 1d20 + 25 ⇒ (2) + 25 = 27 incorporeal touch attack MISS due to fighting defensively.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:

the nalfeshnee hits with its bite (and confirms) and both its claws (but doesn't confirm the claw nor does the haste bite hit.)

and the roper goes down.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:

One of the nalfanshee's blows hits.

The roper bites at Valgrim again.

1d20 + 20 ⇒ (2) + 20 = 22 MISS

it turns its antimagic field back onto Valgrim.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Wu and Rafael:

While Rafael's blow misses, We lands seven devastating blows. Even though the creature's incorporeal nature shelters it from utter destruction, Wu's fierce blows weaken it more than considerably.

Rafael was correct, the Immortal Anguish is not a fear effects, so no -4 to your saves and you made them. I have adjusted your attacks and damage.

The Banshee at H10 reaches towards Wu

Incorporeal Touch Attack 1d20 + 25 ⇒ (15) + 25 = 40 for 14d6 ⇒ (2, 6, 6, 2, 5, 1, 1, 3, 5, 1, 6, 3, 1, 6) = 48 negative energy damage and terror. She follows this with a MP for a swift shout, defensively 1d20 + 21 ⇒ (11) + 21 = 32 , catching both of you in its effect.

terror: DC 26 Will save or cower in fear for 1d3 ⇒ 2 rounds. This is a mind-affecting fear attack (-4 penalty applies)

shout: 30' cone 5d6 ⇒ (1, 5, 4, 4, 6) = 20 damage and deafened 2d6 ⇒ (1, 6) = 7 rounds. Fort DC 21 for half damage and negate deafness

the other Banshee begins a powerful wailing.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10
Rafael Destarrie wrote:

Can we see both yet? We have to see them to be affected, "any creature beginning its turn within 60' feet able to see & hear the.."

The moved closer on their turn, so yes. Second map in spoiler.

(posted during lunch, will update the rest tonight.)

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Wu and Rafael:

You have entered a dark crypt. To the south an alcove opens, containing two coffins which frame a large statue of a man with the head of a stag whose antlers stretch out to a 30' span. To the east, another statue holds a globe, its demonic wings pulled in somewhat closely, while further another alcove once contained two coffins, but a collapsed wall has buried and broken one of the.
Floating in the northeastern corner, behind the remaining coffin, is a ghostly elven woman, her beautiful face twisted in a gnarled mask of rage. The horrendous torrent of song-like screaming comes from her, and from something you cannot see to the north around the corner. You can almost feel the anguish and hatred reverberating through the creature's voice (any closer and you might :)

Map

Initiative

Rafael 1d20 + 17 ⇒ (12) + 17 = 29
Wu 1d20 + 15 ⇒ (12) + 15 = 27
Creatures 1d20 + 21 ⇒ (10) + 21 = 31

Creatures, Rafael, Wu.

Knowledge (Religion) to identify.

The creatures move forward, their voices undulating with terrible shrieking which almost harmonizes. Their visages and their voices peel at your nerves. An aura washes over you as they approach.

Aura of Cowardice(Su):non-mythic enemies within 30 feet take a -4 penalty on saving throws vs. fear effects. Creatures immune to fear do not take the penalty but lose their immunity in the aura. Mythic creatures have to be within 10' to be affected.

Immortal Anguish(Su): any creature beginning its turn within 60' feet able to see & hear the {creature} is stricken with despair (as crushing despair) for 1d6 minutes. DC 26 Will negates. Immune on save unless {special mythic use activated}.

Rafael is up, then Wu. You each need to make 2 saves to begin your turns.

Updated Map

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10
Valgrim Ozemson wrote:
** spoiler omitted **

Spoiler:

Three of the four blows hit. The roper is suitably weakened, but not out of it yet. Perhaps the demon will finish it off....

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Good to see.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:
The Roper bites at Valgrim 1d20 + 20 ⇒ (12) + 20 = 32 for 4d8 + 18 ⇒ (1, 3, 5, 6) + 18 = 33 MISS

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Last I knew you were wandering the streets invisibly. You would have heard that several god-champions have entered the arena by themselves or with a partner. The sky over the city shows their progress, but you can't see it. Specifics in conversations around you are likewise censored, meaning you can't find out specifically what's happening, but you heard one champion fell in the first encounter, while a paired group managed to defeat it. Also, the groups so far have chosen the same challenge, Disturbing Melody perhaps one of the others would be more suited to solo challenge....

You still can gather information on the beginner tours, etc. I would suggest seeking out Maddie, but she hasn't posted since 3/19...

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

2d10 ⇒ (8, 3) = 11 for HP

Character Idea:

Contains Potential Spoilers for some APs:

Why come to Kaer Maga?

Where would you go if your Queen, whom you loved enough to sacrifice your own beauty for the mere chance to serve, had died at the hands of treasonous bastards?

Where would you go if you Commander, whose very hand struck away your beauty so that you may better serve your Queen, had died trying to fulfill the legacy of the dead Queen?

Where would you go if your sisters-in-arms, equal in sacrifice and duty, had all perished in service to that quest?

Where would you go if you too had died, alongside your sisters, following your Commanders orders, trying in vain to fulfill the legacy of the Queen, slain by idiot librarians, and then found yourself in the body of the most beautiful woman who ever lived-- a woman whose glory erected the very monument your sisters and Commander died in-- the woman whose fame and beauty outstripped the fall of every nation into abject darkness-- whose face is found throughout Varisia-- the very Runelord of Lust, Sorshen?

Of course I came to Kaer Maga. Where else in all of Varisia would a monster like me go?
-Miriana Vancaskerkin.

Miriana Vancaskerkin, work in progress:

Miriana Vancaskerkin
Human (Azlanti, Pureblooded) fighter 3
LN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 36 (3d10+15)
Fort +7, Ref +3, Will +6 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +9 (1d8+4/19-20)
Ranged composite longbow +5 (1d8+3/×3)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 18, Int 12, Wis 17, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Blind-fight, Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword)
Traits armor expert, azlant fanatic
Skills Acrobatics -5 (-9 to jump), Bluff +0 (+10 to lie, +5 to feint, -5 to pass a hidden message), Climb +1, Handle Animal +4, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (history) +6, Perception +4, Profession (soldier) +7, Sense Motive +4, Survival +7, Swim +1
Languages Azlanti, Common, Thassilonian
SQ armor training 1
Combat Gear potion of cure light wounds (4), potion of shield of faith +2 (4), universal solvent, durable arrow (35); Other Gear half-plate, heavy steel shield, composite longbow (+3 Str), mwk longsword, mask of stony demeanor, sleeves of many garments, bedroll, belt pouch, flint and steel, masterwork backpack, mess kit, pot, silk rope (100 ft.), soap, torch (10), trail rations (5), waterskin, 404 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Azlant Fanatic (Knowledge [history]) You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Blind-Fight Re-roll misses because of concealment, other benefits.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Sleeves of many garments Transform current clothes into any non-magical new form.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

4d6 ⇒ (6, 2, 4, 1) = 13 12
4d6 ⇒ (1, 1, 1, 6) = 9 8
4d6 ⇒ (3, 6, 6, 1) = 16 15
4d6 ⇒ (6, 1, 5, 5) = 17 16
4d6 ⇒ (4, 5, 6, 6) = 21 17
4d6 ⇒ (4, 2, 3, 3) = 12 10

I have an idea, and will work with these stats to work on a submission.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Will definitely be applying with something. For Glory! For Taldor!

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Does Wu move with Rafael or hang back?

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:

The Nalfashnee finishes off the Northern Roper and the AMF cone winks out.

The Southern Roper lashes out with his tendrils at Pharnmournx, Vs AMF Touch AC + Total Defense + Partial Cover (pillar)

1d20 + 11 ⇒ (3) + 11 = 14 touch

1d20 + 11 ⇒ (5) + 11 = 16 touch

1d20 + 11 ⇒ (2) + 11 = 13 touch

1d20 + 11 ⇒ (7) + 11 = 18 touch

1d20 + 11 ⇒ (13) + 11 = 24 touch for 1d6 ⇒ 2 Strength Fort DC 28 negates, plus pull CMB 1d20 + 26 ⇒ (15) + 26 = 41 to pull 5' plus 5' for every 5 over AMF CMD

1d20 + 11 ⇒ (19) + 11 = 30 touch for 1d6 ⇒ 6 Strength Fort DC 28 negates, plus pull CMB 1d20 + 26 ⇒ (11) + 26 = 37 to pull 5' plus 5' for every 5 over AMF CMD

1d20 + 11 ⇒ (5) + 11 = 16 touch

1d20 + 11 ⇒ (20) + 11 = 31 touch (confirm: 1d20 + 11 ⇒ (16) + 11 = 27) for 2d6 ⇒ (3, 2) = 5 Strength Fort DC 28 negates, plus pull CMB 1d20 + 26 ⇒ (2) + 26 = 28 to pull 5' plus 5' for every 5 over AMF CMD

1d20 + 11 ⇒ (18) + 11 = 29 touch for 1d6 ⇒ 3 Strength Fort DC 28 negates, plus pull CMB 1d20 + 26 ⇒ (8) + 26 = 34 to pull 5' plus 5' for every 5 over AMF CMD

1d20 + 11 ⇒ (6) + 11 = 17 touch

1d20 + 11 ⇒ (2) + 11 = 13 touch

1d20 + 11 ⇒ (2) + 11 = 13 touch

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10
The_Ninja_DM wrote:

OK, quick notes from the DM's point of view;

1: I didn't run the 'goblin in the closet' scenario (I detested it's no-win setup). If you want to say it happened anyway, go right ahead...makes the hatred for the 'heroes' even more likely.

Sorry, I haven't had the chance to read through all the story so far. I think I'll keep the backstory the same; if you want to say it was the "goblin in the closet" we could go with that, or, since, as far as I know, the goblin attacks were kind of spread out, the husband could have died while the heroes were busy elsewhere. Or maybe someone had reason to try to get Sim out of Magnimar and made the story up (they'd have to be really good at lying, though.)

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Sim came to Sandpoint from Magnimar, after hearing about the goblin attacks from a widowed woman who fles to Magnimar after the attacks. She had told him bitterly of the heroes who rose against the goblins too late to save her husband.

SIm is 6'6", rail thin with dark hair. He strives to always be impeccably dressed. He carries himself proudly, and frequently speaks his mind, even when no one is listening. He finds silence clutters his mind with too many thoughts, so he fills the air with the sound of his own voice. Silence with purpose is useful, and he will employ it as necessary.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

This is an interest check for people to play a campaign using some homebrew rules and setting.

Googledocs PDF Link

or spoilerized, but non-formatted on Homebrew Forum for those unable to do googledocs.

The campaign would be player-agency friendly and sandboxy. Detailed character histories and personalities would be required for successful application.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Learning Dice and Character Creation:

Learning Dice

Learning Dice represent a Character's breadth of experience and training. Most of the time, Learning Dice are allocated in d6s. Investing Learning Dice in a Feature allows a Character to permanently increase his die in that Feature. New Features can sometimes be gained by investing Learning Dice. In particular, new Skills, Specializations, Magic Power Sets, and Psionic Power Sets can be learned by Characters investing time and Learning Dice.

A Character may increase any Feature except for Quirks by spending the appropriate amount of Learning Dice (LD) on the chart below. No Feature may be raised above d12 by this method. Sometimes Learning Dice are Stepped Up, Stepped Down, or Spread, and the value required of other dice required is listed in parenthesis.

1d6 (2d4) LD to purchase a new Feature at d4
2d6 (4d4, 1d8) LD to increase a d4 to a d6
4d6 (8d4,2d8,1d10) LD to increase a d6 to a d8
8d6 (16d4, 4d8, 2d10,1d12) LD (or to increase a d8 to a d10
16d6 (32d4, 8d8, 4d10, 2d12) LD to increase a d10 to a d12
1d6 LD to gain a Specialization in a Skill

Learning Dice are expended once used and cannot be reassigned afterwards.

Training
A Character can use the Critters Skill (and especially the Train Specialization) in a Dice Pool to attempt to train another creature in a Skill, Magic Power Set, or Psionic Power Set (or a Racial Power Set they have in common) which he has at a higher die than the creature he is training. This action takes place over an extended period of time, based on the chart below. Training requires about an hour a day during this period of time. Rather than using his own Attribute in this Dice Pool, the trainer uses the trainee;s Attribute ("you can't fix stupid"). This pool is rolled opposed by the Tension Pool and a die one higher than the trainee's die in the Feature being trained.
If the training is a success, the trainee uses the Effect die as a "free" Learnng Die.

Training Time Increasing From
1 Week new Skill
2 Weeks d4
1 Month d6
6 Months d8
1 Year d10

For example Linelle is training Demitri in the histories and sciences (Expertise Skill), Demitri learned a bit growing up, but isn't the most knowledgeable guy, with a d6 in Expertise and no Specialization. Linelle is an incredible instructor, and after a month of travelling with Demitri and spending time most days teaching him what she can, she rolls her Dice Pool, beating the Tension Pool and getting a d10 as her Effect Die. Demitri bumps his Expertise from a d6 to a d8 without spending any of his own Learning Dice. However, he decides that he has spent most of the time discussing science with her and spends a d6 of his Learning Dice to gain the Science Specialization as well. If Linelle had only gotten a d8 Effect Die, Demitri would have had to supply another 2d6(or 1d8) Learning Dice to increase the Skill's die. In any case, with time and a successful training, Demitri's knowledge grows.

Experience
As Characters progress in the game, they will often earn rewards in the form of Resources, Artifact Power Sets, and Learning Dice. Typically, the Gamesmaster will award a d6 Learning Die every 2 game sessions, more frequently for shorter campaigns and less frequently for longer term campaigns. The flow of Learning Dice can be modified to suit the play style of the campaign and players. Other rewards are similarly adjusted to fit the campaign.

Player Character Creation

Step One: Conceptualize
Character creation begins by gaining a basic understanding of the Shahquest rule systems presented in the topics above. Hopefully, reading through the rules gave you an idea or two (or a dozen) types of Characters you might enjoy playing. Find something that grabs your attention and fires you imagination. It's time to begin.

Step Two: Determine the Basics
Decide on a Race for your Character and roll for his Color of Magic and his Psionic Capacity. Record this information in the appropriate parts of the Character Sheet. Determine your Character's initial Attributes by assigning a d10 to one Attribute, a d8 to two others, and a d6 to the remaining three. Step Up and Step Down your Attributes according to your Race. Assign 1d8 to one Affiliation, 1d6 to another, and a d4 to the other. If your Race alters your Affiliation(s), make the changes.

Step Three: Spend Initial Learning Dice
A Player Character has 40d6 initial Learning Dice to spend on Features, representing his experiences before becoming an adventurer. Fill in the Character's Skills, Specializations, Magic Theory, Magic and/or Psionic Power Sets, and Resources on the Character Sheet as you develop them by spending Learning Dice.

Step Four: Wrap It Up and Put a Bow on It
Decide your Character's Motives, Desires, Flaws, and/or Triggers, notate any descriptive and background information about your character, and polish off anything that's incomplete on the Character Sheet.

Sample PC Creation

Let's review by showing the creation of Demitri step-by-step.

Step One
Shawn has a burning desire (pun intended) to play an Imeran adventurer-warrior. He pictures Demetri as a swashbuckling, devil-may-care type with a flare for the dramatic.

Step Two
Shawn rolls a d12, getting an eight, seeing that Demitri is a Violet Mage, gifted with the Steelscreaming Magic School. He was initially thinking of Demetri wielding Battlerager Magic, but begins to see where Steelscreaming might do just as well for Demetri. In any case, he can figure all that out later in step three. He rolls for Psionic Capacity and gets a 5 for a d6. Not too great potential there, but Shawn wasn't particularly interested in Psionics as long as Demetri can burn stuff.
In assigning Attributes, Shawn decides that Wits is Demetri's highest one, as he lives by the seat of his pants. He places a d10 there, deciding to take advantage of an Imeran's natural talents by putting the two d8s into Coordination and Stamina, Stepping them up to d10s for his Race. He puts the three d6s in the remaining Attributes, Stepping Intellect down to d4 due to his Race. Demetri is not a natural born thinker.
Demetri is a team player, however, and so Shawn assigns a d8 to Gang Affiliation, a d6 to Partner, and a d4 to Solo. Demetri deosn't do so well without back-up.

Step Three
Time to flesh Demetri out! Shawn wants Demetri to be athletic and good in a jam, so he zooms in on the Physical Skill. For a 1d6 Learning Die, he gains a d4 in Physical Skill. Shawn wants Demetri to be good at the skill, so he spends 7d6 more to increase it to a d8 and add the Athletics Specialization.
Next, he looks at which other Skills Demetri should possess. He spends 18 more Learning Dice on Skills, giving Demetri Combat d6 (Close, Unarmed), Expertise d4 (Business), Investigation d6 (Notice), Social d6 (Charm), and Tech d4 (Utilize) . He might revisit Skill, but he's spent 26 Learning Dice so far and wants to make sure he has enough to round out Demetri.
Demetri has a bit of a rogue's heart, so Shawn wants to pick up some Resources reflecting that bend. He decides that Demetri has a Burglary Kit which helps him "explore". He doesn't want to overindulge, so he keeps it at d6, for 3 Learning Dice (one to gain the Equipment Resource and two to increase it to a d6). He considers the Wealth Resource, but decides Demetri probably spends more money than he keeps. He does decide that Demetri has a Lair, however, a crappy little shack on the bad side of town. He assigns a d4 to Demetri's Lair at a cost of a d6 Learning Die. So far, he's spent 30 Learning Dice.
Magic! Looking over the Theories, Shawn is enticed by the benefits of the Centrality School, notably because of the Combat Sympathy. He grabs each of the Sympathy's three schools at a d4 at a cost of 3 Learning Dice, and then takes advantage of his Color to increase his Steelscreaming School to a d8, spending only three Stepped Up Learning Dice.
Thirty Six spent means Demetri only has four left of his initial Learning dice. He decides to increase his pitiful Intellect Attribute and his Tech skill, making them each a d6.

Step Four
Shawn decides Demitri's Motive information as described under that section, and adds a description for Demitri.

Demetri
Male Imeran
Solo d4 Partner d6 Gang d8
Motives
Power (Wealth)d8 ; Wealth Desire Trigger (Crown Jewels of Minalu); Greed Flaw Trigger (Jewels)
Glory d6; Pride Flaw
Relations (Camaraderie) d8
Duty d6
Justice(Charity) d6

Attributes
Coo d10 Int d6 Phy d6 Pre d6 Sta d10 Wit d10

Combat (Close, Unarmed) d6
Expertise (Business) d4
Investigation (Notice) d6
Physical (Athletics) d8
Social (Charm) d6
Tech (Utilize) d6

Racial Power Sets
Fire Control d8.
*Special Effects: Fireball Coming Online., Fire Creature
Fire Immunity d12.
Iron Weakness

Magic
Color: Violet
Theory: Centrality
Sympathy: Battle
Battlerager d4
Beasttamer d4
Steelscreamer d8

Psionics
Capacity d6

Resources
Burglary Kit d6
Crappy Shack d4

Demetri is lithe, devil-may-care young Imeran out for adventure and riches, with long auburn hair in tight leather clothes, and a bandolier with several pockets containing "exploration aids" and a few sheathed daggers.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Shah Races:

Shah Races

Shah is home to many races, offshoot branches from those races who survived the Eshiim Plague. Whether descended from the original Shaciir (Aeraei, Imeran, Shabdhi, Shaciir, and Shava), visiting Humans (Giants, Humans, Kobolds, and Orukhai) or Elves (Aroan, Silvae, Skaern, and Tsuyani), descended from the nearly extinct dragons of Shah (Dracken and Luum Draco), or offshoots of the other ancient races of the Shaluum Empire (Ashante, Enorae, L'yr Sith, Phorae. or Shan Ru), each of the peoples of Shah now have their own racial identity. There is some recognition of each race's ancestry in their relations to each other, for example the "Shaciir subraces" recognize each other as cousin races, while the children of humanity seem to hold an instinctual resentment and mistrust of their relative branches.

Aeraei

Attributes
Step Up Coordination
Step Up Wits
Step Down Physique

Aeraei are an offshoot of the original Shaciir, whose bloodline has adapted to the element of air. They tend to be free-spirited and agile of both thought and movement. Generally thin and slight of frame, they tend to be weaker than other races, but make up for their frailty with speed and cunning.

Racial Power Sets
Air Control d8
Aeraei can control the air around them for a variety of effects, from blasts of wind to providing air for others, or even depriving them of the same.
*Special Effect: Sweeping Winds: Area Affect. For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Special Effect: Air Creature. An Aeraei can create creatures of living air, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Aeraei spent two Plot Points to keep three Effect dice, he could create an air creature with an Attribute, Skill, and Power Set die( or any 3 of the six Feature types).

Flight d8
Aeraei can soar on the winds, walk on air, and otherwise suspend themselves with perfect stabilty in the air.
*Special Effect: Soaring Winds. A number targets up to his Flight die (including the Aeraei) can link hands and fly. Breaking the connection will cause targets (besides the Aeraei) to fall.

Life Support d10
Aeraei can sustain themselves without food, water, or air for any length of time. They are immune to environmental effects of less than d10 Effect, and Step Down greater environmental effects.
*Special Effect: Hyperattention. Sustain self without the need for sleep for up a number of days equal to their Life Support die; afterwards Shut Down Life Support for the same amount of time.

Iron Weakness
An Aeraei's Racial Power Set is Shut Down whenever his hands, feet, or neck are bound in iron or steel.
*Limit: Iron Vulnerbility. Choose to Step Up Stress caused by iron or steel weapons to earn a Plot Point.

Aroan
Attributes
Step Up Intellect
Step Up Presence
Step Down Stamina

Aroan are descended from the ancient elvish race of visitors from Shah. Their bond with nature was mutated by the Eshiim Plague and strengthened with regards to animals. Aroan can communicate with and control animals, and duplicate their natural defenses. Aroan tend to be logical and charismatic, but suffer from low personal energy, often relying on their animal "friends" to carry their physical burdens.

Racial Power Sets
Animal Control d6
Aroan can control the actions of animals mentally if they overcome an animal's Mental Stress.
*Special Effect: Animal Companion. Aroan may choose one animal to bond with. This animal never resists the Aroan's Animal Control and Stress taken by either the Aroan or the companion may be Stepped Down and Spread, having a lesser but equal Effect on both (the Aroan can decide whether or not to use this ability whenever Stress is caused). If an animal companion is ever killed(or released), it takes a Plot Point to establish a bond with a new companion.
*Special Effect: Mass Direction. Area Effect. For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Targets may only be given one simple command. Costs one Plot Point to use.

Animal Telepathy d8
Aroan can mentally communicate with animals within one mile, or within ten miles if they have telepathically communicated with the animal previously. They can use the Social Skill with animals.
*Special Effect: Companion Bond. If the Aroan has bonded with a companion animal using the Special Effect of Animal Control, their telepathic range with that companion is unlimited.

Body Weaponry d8
Aroan can shift parts of their body to gain animal-like teeth, claws, hooves, horns, etc.
*Special Effect: Carapace. Aroan can cover their body with a carapace-like armor. While doing so, they may only use their Body Weaponry for defense.
*Special Effect: Climbing Claws. Aroan can climb solid surfaces using claws and talons, moving as fast as if they were walking on solid ground.
*Limit: An Aroan may Step Down Presence for the duration of a scene in which he uses Body Weaponry to gain one Plot Point.

Ashante

Attributes
Step Up Presence
Step Up Stamina
Step Down Intellect

Ashante are a race infused with Iilan(life-force), who live in the wilds of Shah. They are sensitive to the presence of living beings and can channel Iilan to or from other creatures, healing or causing wounds. Most Ashante believe in the sacredness of life, and only kill for sustenance or to protect their clans. Ashante tend towards strong, enduring personalities with little patience for the "civilized" world.

Racial Power Sets
Healing d8
Ashante can reduce Stress during conflict for any creature within sight.
*Special Effect: True Healing. Ashante may work with an individual to heal Trauma at an accelerated rate. The Ashante forms a Dice Pool using his Stamina, Partner Affiliation, Critters (Treat) Skill, Healing Power Set, and any relevant Assets, Resources, or Quirks that apply versus the Trauma Pool and any Stress and Trauma dice. The healing time for the Trauma is reduced by an amount of time it would take to recover a Trauma die equal to the Effect die, to a minimum of one day. For example, an Effect die of d8 would reduce the recovery time by 1 week. Any Trauma of d8 or less could attempt to be recovered in 1 day, a d10 would be able to be recovered in 3 weeks instead of a month, etc. Using this ability costs a Plot Point, which may be supplied by the Ashante or by the creature he is healing.
*Special Effect: Self Healing. An Ahante can use True Healing on himself without spending a Plot Point.
*Limit: Empathic Healing. An Ashante can perform an action not requiring an opposed roll to Step Down and Spread a Stress die, taking one of the Stepped Down Stress die onto himself. Doing so grants the Ashante a Plot Point. For example, Demetri has a d8 Physical Stress. Saundra performs Empathic Healing and reduces Demetri's Physical Stress to a d8, taking on a d8 Physical Stress herself.

Harming d8
Ashante can attempt to cause Physical Stress (or Trauma if the victim is Stressed Out) to a creature within his sight.
*Special Effect: Wave of Pain. Area Affect. . For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Special Effect: Phantom Pain. Ashante can cause Mental or Emotional Stress or Trauma instead by spending a Plot Point.

Life Sense d6
Ashante can sense the presence of living beings within 100 feet. A successful Dice Pool roll with an Effect of at least a d6 reveals a hidden creature's exact location and state of health.
*Special Effect: Iilan Tracking. An Ashante can sense and track a creature he has used his Healing or Harming Power Set on within the last week at any distance.
*Special Effect: Light It Up. An Ashante can cause a creature's Iilan to glow so that others may see them, even if concealed or invisible. Any creature with a Color of Magic can be "lit up" in this fashion, outlined by a glow the hue of their Color. Colorless are immune to this ability. Using this ability costs a Plot Point.

Dracken

Attributes
Step Up Physique
Step Up Stamina
Step Down Wits

Dracken are the proud humanoid descendants of Shah's once-immortal dragons. While true dragonkind has been driven to near-extinction, the Dracken stand as reminders of their ancient glories. Physically imposing, Dracken are pensive thinkers, preferring to take the long road towards decisions other races might make in haste. This is due in part to their long life-spans.

Racial Power Sets
Armored Scales d8
Dracken have tough armored scales which protect them from physical attacks, including most forms of energy (but not radiation.)
*Special Effect: Chameleon Scales. By spending a Plot Point, a Dracken blends in with his surroundings, effectively becoming invisible for the duration of a number of minutes equal to a Dracken's Armored Scales die. This acts as an Asset equal to the Dracken's Armored Scales die for the Dracken's actions aided by being invisible. This is effective even against heightened senses.
*Special Effect: Oxygenized Scales. A Dracken's scales continuously absorb oxygen that the Dracken can tap into as a reserve in airless environs. A Dracken can survive up to number of hours equal to his Armored Scales die without air.
*Limit: Scale Shed. Dracken may Step Down Armored Scales for one day to gain a Plot Point.

Fire Breath d10
Dracken can breath cones of fire which can blast a single target up to one hundred feet away.
*Special Effect: Blast of Flames. Area Affect. . For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.

Tooth, Claw, and Horn d6
Dracken have razor sharp, hardened teeth, claws, and horns (on their heads) which can be used to devastating effect in combat.
*Special Effect: Reptilian Moves. Dracken can swim and climb as fast as they can walk or run.

Enorae

Attributes
Step Up Coordination
Step Up Physique
Step Down Presence

Enorae are creatures of the shadowy places of the world. The Enorae and Phorae seem to be flip sides of the same coin and autopsies have shown remarkable similarities in internal organs. Enorae religion teaches that Shadow cannot exist without light, and that should light fail, darkness would consume the world. They often see themselves as agents of the light, battling darkness from within.
Enorae are strong and fast, but tend to be shy and contemplative.

Racial Power Sets
Shadow Control d8
Enorae can control shadows, deepening and darkening them, wrapping them around themselves, and changing their size and shape.
*Special Effect: Shadow Blending Enorae can blend in with shadows, effectively becoming invisible as long as there is a shadow within reach. This acts as an Asset equal to the Enorae's Shadow Control die for the Enorae's actions aided by being invisible. This ability doesn't work against creatures with enhanced senses.
*Limit. Utter Darkness. An Enorae may Shut Down Shadow Control in darkness to gain a Plot Point.

Shadow Conjuration d8
Enorae can conjure items by solidifying shadows, creating temporary Assets out of inky nothingness. These conjurations only last as long as the action using this Power Set unless enhanced with the Special Effects below.
*Special Effect: Enduring Conjurations. By spending a Plot Point, an Enorae can make a conjures item last for an hour, and the Asset can be used by others.
*Special Effect: Shadow Creature. An Enorae can create creatures of living shadow, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Enorae spent two Plot Points to keep three Effect dice, he could create an shadow creature with an Attribute, Skill, and Power Set die( or any 3 of the six Feature types).

Winged Flight d6
Enorae can create wings out of their own shadows. These wings allow them to fly at a speed equal to their Winged Flight die times ten miles per hour.
*Special Effect: Winged Companions. By spending a Plot Point, an Enorae can grant one companion shadow wings for a number of minutes equal to ten times his Winged Flight die.

Giant

Attributes
Step Up Physique
Step Up Stamina
Step Down Intellect

Descended from visiting humanity, the Giants of Shah are infused with elemental forces and Energy. The tend to live in wilderness areas with primal conditions, such as tundra, deserts, seas, mountains, or castles in the skies. Often clannish and honor-driven, they tend to shun societies without close familial bonds.
Giants are immensely strong and tough, but tend to act out of instinct and principle rather than logically thinking things through.

Racial Power Sets
Elemental Immunity d6
Giants, thought to have been tied to elemental forces, are immune to Air, Earth, Fire, and Water effects and powers. An Effect die (from a Dice Pool which includes any use of these elements) of the Giant's Elemental Immunity die or lower has no effect, and higher Effect dice are Stepped Down.
*Special Effect: By spending a Plot Point, a Giant can automatically succeed a reaction against an action which includes an elemental Power Set in its Dice Pool.

Really Big d8
Giants are pretty huge, and know how to use their size to their advantage. Any action or reaction where size is a benefit can utilize this power.
*Special Effect: Army of One. A Giant Spreads his Solo Affiliation die.
*Special Effect: Sweeping Blow. Area Affect. For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Limit: Close Quarters. Giants can earn a Plot Point by taking a d6 Complication in enclosed spaces. They may Step Up the Complication to earn an extra Plot Point.

Tough d8
Giants are tough, with skin as tough as stone. They can use this power in reactions to resist physical Stress or Trauma.
*Special Effect: That Didn't Hurt. A Giant may spend a Plot Point to Step Down a Physical Stress die when they take Physical Stress.

Human

Attributes
Step Up any One
Step Down any One

The race that claims the mantle of Humanity on Shah are a diverse lot, but well suited towards learning and civilization. They are the first to build major nations in the aftermath or the Eshiim Plague, and, consequentially, the first to see those nations fall. While humanity first tried salvaging the technological remnants of the Shaluum Empire, they also fell victim to the Plague's affects on that technology.
Humans of Shah are a versatile lot, with a tendency to find things they are good at and capitalizing on those strengths.

Racial Power Sets
Extreme Specialization d12
Humans of Shah are experts at learning, and gain a better benefit from skill Specializations. A Human may both Step Up and Spread his dice when using a Skill Specialization.
*Special Effect: Push it Hard. Humans Step Up Push dice.
*Special Effect: Expert Learner. A Human gains two Specializations for each d6 Learning die he spends, instead of one.

Limit: Humanocentric. Humans may Step Down Presence or the Social Skill for the duration of a scene when dealing with non-humans to earn a Plot Point.

Imeran

Attributes
Step Up Coordination
Step Up Stamina
Step Down Intellect

Imeran are an offshoot of the original Shaciir, whose bloodline has adapted to the element of fire. Imeran tend to be passionate and dedicated. They have a love of adventure and new experiences, which often sees them placed in hardships other races would avoid. They are agile and possess and enduring fire which sees them through most of these hardships.

Racial Power Sets
Fire Control d8
Imeran can control fire, making it burn bigger, hotter, and faster. They can shape it and bend it in practically any way they can imagine.
*Special Effect: Fireball Coming Online. Area Affect. For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Special Effect: Fire Creature. An Imeran can create creatures of living fire, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Imeran spent two Plot Points to keep three Effect dice, he could create a fire creature with an Attribute, Skill, and Power Set die (or any 3 of the six Feature types).

Fire Immunity d12
Imeran cannot be harmed by fire, regardless of it source, size, or nature. They automatically extend this protection to any items they carry or wear.
*Special Effect: Companion Protection. An Imeran can spend a Plot Point to protect an ally within close range from fire, extending his immunity to that companion for up to 1 hour.

Iron Weakness
An Imeran's Racial Power Set is Shut Down whenever his hands, feet, or neck are bound in iron or steel.
*Limit: Iron Vulnerbility. Choose to Step Up Stress caused by iron or steel weapons to earn a Plot Point.
Kobold

Attributes
Step Up Intellect
Step Up Wits
Step Down Physique

Kobolds are an offshoot of Shah's ancestral humanity that has evolved with statures and skills necessary for underground survival. While they hail from humanity, they have come to despise the race of humans who have claimed the name. Instead, they named themselves after legendary underground creatures. Kobolds have an underdeveloped musculature, but more than make up for their small size and relative weakness with cunning and intellect.

Racial Power Sets
Kinda Small d6
Kobolds have stunted growth and tend to hunch as well. This lets them fit into smaller spaces, makes them harder hit physically, and can be useful in a variety of other ways.
*Special Effect: Pack Tactics. Kobolds Spread their Partner Affiliation die when partnered with another Kobold. They double Spread (plus two dice) their Gang Affiliation die when working in conjunction with multiple Kobolds.
*Limit: Puny. A Kobold may Step Up a Complication he is suffering from to earn a Plot Point.

Master Trapsmiths d8
Kobolds can create makeshift traps out of just about any bit of material. Kobold traps are Assets useable only by the Kobold and his allies.
*Special Effect: Living Trap. . An Kobold can create mobile traps, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Kobold spent two Plot Points to keep three Effect dice, he could create an trap with an Attribute, Skill, and Power Set die (or any 3 of the six Feature types).

Heightened Senses d6
Kobolds have a heightened sense of smell and cn see in the ultraviolet and infrared spectrums of light.

L'yr Sith

Attributes
Step Up Intellect
Step Up Stamina
Step Down Presence

The L'yr Sith are an ancient race of energy vampires that long ago plagued Shah's darkest corners. Since the fall of the Shaluum Empire, they have grown in numbers and boldness, going so far as to form their own societies and begin interaction with the "cattle races". While L'yr Sith are approached with understandable caution by the other races, some of their enclaves have developed diplomatic ties with other societies, often from a profound sense of cooperative needs. L'yr Sith are off-putting and skulky, but gifted with longevity and sharp minds.

Racial Power Sets
Cold Control d6
L'yr Sith can reduce their surrounding temperatures to freezing levels, and can freeze objects and creatures with their touch. They are unaffected by cold environments.
*Special Effect: Winter Wind. Area Affect. . For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.

Energy Vampire d8
L'yr Sith can drain Iilan with their touch, and use this energy as a source of healing for themselves. A successful use of Energy Vampire causes Physical Stress to a target and Steps Down all three Stress types for the L'yr Sith.
*Special Effect: True Vampirism. A L'yr Sith can spend a Plot Point to cause the Stress caused by Energy Vampire to be persistent. Stress that has been made persistent Spreads when used to oppose attempts to heal it.
*Limit: Hated. A L'ryr Sith may Step Down his Social Skill to earn a Plot Point. A L'yr Sith must have at least a d6 in Social Skill to use this Limit.

Life Tracking Sense d8
L'yr Sith can sense Iilan in any living creature and can locate and determine the Stress and Trauma of such creatures within a number of feet equal to his Life Tracking Sense die times one hundred. Any creature that has been affected by a L'yr Sith's Energy Vampire power can be detected and tracked by that L'yr Sith up to a number of miles equal to five times his Life Tracking Sense die.
*Special Effect: Connected by Consumption. A L'yr Sith can spend a Plot Point to know the general distance and Stress and Trauma of any creature that has been affected by his Energy Vampire power.

Luum Draco

Attributes
Step Up Coordination
Step Up Presence
Step Down Physique

Luum Draco are creatures of light and creation. While much, much smaller than the Dragons of old, they are nonetheless true dragonkind. As such, they possess a majesty hard to deny, and a presence of spirit which belies their small frames. Luum Draco prefer existence within civilized lands with respect for their heritage, where they can accumulate riches and comforts both.

Racial Power Sets
Armored Scales d6
Luum Draco have armored scales on their skin that offer them moderate protection from any kind of physical harm.

Laser Eyes d6
Luum Draco can shoot coherent beams of light from their eyes which can burn through softer materials... such as flesh.
*Special Effect: Wide Beam. Area Affect. . For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Special Effect: Blinding Burst. With a flash of brilliant light, a Luum Draco can blind creatures who can see him. This creates a Complication for all creatures who can see the Luum Draco for a number of minutes equal to the Luum Draco's Laser Eyes die. Using this special effect costs a Plot Point.

Solar Regeneration d6
Luum Draco recover at a faster rate when exposed to sunlight. Each round, a Luum Draco may attempt to recover from Stress using his Solo Affiliation, Stamina Attribute, Critters (Treat) Skill, and this ability in his dice pool, opposed by the Tension Pool and his Stress die, as if he were attempting to help reduce someone else's Stress.
*Special Effect: Fast Healing. Luum Draco Step Down their Trauma die to determine the amount of time it takes to recover from Trauma. Luum Draco may add their Solar Regeneration die to Dice Pools for recovering Trauma. This Special Effect is Shut Down any time the Luum Draco cannot spend at least an hour in the sun each day during recovery.

Very Small d6
Luum Draco are about the size of a housecat, and can fit where other creatures can't. They also are smaller targets. They may add this ability to any Pool it would help for.
*Limit: Tiny. A Luum Draco may Step Up a Complication he is suffering from to earn a Plot Point.

Winged Flight d6
Luum Draco have wings and can fly, at a speed equal to their Winged Flight times ten miles per hour.

Orukai

Attributes
Step Up Physique
Step Up Intellect
Step Down Coordination

Orukai are ape-like descendants of Shah's ancient humanity. While those calling themselves Humans see the Orukai as an evolutionary step backwards, The Orukai see themselves as posessing the best of all of their ancestral heritage: strong bodies, extremely keen senses, and analytical minds. While they did trade off some fine manipulation skills, they see those as less necessary in a post-technological world, where the simplest tools are often the best.

Racial Power Sets
Heightened Senses d8
Orukai have keen senses of sight, hearing, and smell. They hear and see in broader frequencies than most creatures, and can smell as keenly as a pig or bloodhound.
*Special Effect: Sensory Compensation. An Orukhai denied one sense can compensate with his other senses. They do not suffer Complications due to being blinded or deafened.

Kinda Big d6
Orukhai are big and beefy, with broad shoulders and tremendous reaches.
*Special Effect: Adrenal Surge. By spending a Plot Point, an Orukhai can Step Up and Spread his Physique or Stamina Attribute for one action.
*Limit Adrenal Withdrawal. After using Adrenal Surge, an Orukhai may Step Down his Physique for one minute to earn a Plot Point.

Thick Hide d8
A Orukhai's skin and muscles are particularly dense and resistant to physical forces.
*Special Effect: It Kind Of Tickles. An Orukhai may spend a Plot Point to Step Down a Physical Stress die when they take Physical Stress.

Phorae

Attributes
Step Up Coordination
Step Up Intellect
Step Down Presence

Phorae are a race of light-manipulating beings, thought to be a cousin race to the Enorae. Phorae practically glow from an inner light, and can use this to light up any darkness. While luminescent, the Phorae tend towards shy, introverted personalities, suitable for intellectual pursuits.

Racial Power Sets
Electrospectral Vision d6
Phorae see along the entire electromagnetic spectrum and beyond. They can even see Iilan, magical auras, and the like. Their electrospectral vision allows them to see through most objects by x-ray or similar spectrums.

Lasers d6
Phorae can generate laser beams by intensifying any light source.

Light Control d8
Phorae can control nearby light, increasing and decreasing its intensity or moving it along the visual spectrum.
*Special Effect: Living Light. A Phorae can create creatures of living light, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Phorae spent two Plot Points to keep three Effect dice, he could create a light creature with an Attribute, Skill, and Power Set die (or any 3 of the six Feature types).
*Special Effect: Strobe. With a flash of brilliant light, a Phorae can blind creatures who can see the strobe. This creates a Complication for all creatures who can see the strobe for a number of minutes equal to the Phorae's Light Control die. Using this special effect costs a Plot Point.
*Special Effect. Disappear. A Phorae can cloak their electrospectral aura, becoming invisible to all sight for a number of minutes equal to their Light Control die. Using this special effect costs a Plot Point.
*Limit. Utter Darkness. An Phorae may Shut Down Light Control in darkness to gain a Plot Point.
Shabdhi

Attributes
Step Up Presence
Step Up Wit
Step Down Intellect

Shabdhi are an offshoot of the original Shaciir, whose bloodline has adapted to the element of earth. This affinity makes Shabdhi unique among the Shaciir sub-races, in that they do not suffer from the Shaciir Iron Weakness faced by their cousin races. Shabdhi tend towards strong personalities and keen instincts, but struggles within their crystaline brains against the ravages of the Eshiim Plague makes higher thinking difficult for them.

Racial Power Sets
Earth Control d6
Shabdhi can control earth, stone, and raw metallic minerals. Worked metals are beyond their ability to control, although the can move them as if by telekinesis if they are within the Shabdhi's normal visual range.
*Special Effect: Earth Creature. A Shabdhi can create creatures of living earth, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Shabdhi spent two Plot Points to keep three Effect dice, he could create an earth creature with an Attribute, Skill, and Power Set die( or any 3 of the six Feature types).
*Limit: Separation Anxiety. May Shut Down Earth Control to earn a Plot Point when not in contect with earth, stone, or metal.

Stoneskin d8
Shabdhi's flesh is made of porcelain-colored stone, making them semi-impervious to physical harm and extreme temperatures.
*Special Effect: One With Shah. A Shabdhi may spend a Plot Point to ignore a single Stress die caused by earthen, stone, or metal weapons.

Tremorsense d8
Shabdhi can sense vibrations through earth and rock, allowing them to sense movement along such surfaces, as well as get a sense of the thickness of walls, floors, or ceilings, and a measure of any openings beyond such barriers out to fifty feet times the Shabdhi's Tremorsense die.

Shaciir

Attributes
Step Up Intellect
Step Up Presence
Step Down Physique

Shaciir are the closest descendant to the original Shaciir race on Shah. While their powers are severely diminished from the days of the Shaluum Empire, they are still the closest genetic descendants to that ancient and proud race. Their tendency to spend at least half of every conversation reminding the their participants of that fact, and their own superiority inherent in that aspect is actually one of their less frustrating personality traits. Much worse is their scheming, manipulative, and dominating of anyone they consider a lesser being. Moreso because this includes and non-Shaciir descended person.

Racial Power Sets
Mind Control d8
Shaciir can dominate the minds of any sentient or semi-sentient creature within sight. Once they have gained control, they no longer need to maintain line of sight. In order to dominate a mind, a Shaciir must Mentally Stress Out his target (or the target can Give In To Stress and allow the Shaciir to take over to prevent further Stress and have a chance to resist orders that are too repugnant to the victim). Once a Shaciir has taken over a creature's mind, any further Mental or Emotional Stress inflicted by someone other than the Shaciir targets the Shaciir instead of the mind controlled creature. If the creature is not Stressed Out and wishes to disobey an order, he may roll a reaction to oppose the Mind Control and regain his own will. A creature who successfully resists Mind Control after Giving In to Stress and following at least one order regains Mental Stress as if he was aided by an ally with a result die equal to his Effect die on the resistance check by spending a Plot Point to retain an Effect die.

Telekinesis d8
Shaciir can move objects with their minds. Objects weighing up to one hundred pounds times the Telekinesis die may be moved.
*Special Effect: Telekinetic Shielding. A Shaciir can use Telekinesis die in reactions against attempts to inflict Physical Stress.

Telepathy d10
Shaciir can read the minds of others and transmit their thoughts. The surface level thoughts of all creatures within three miles of a Shaciir are available as if the creature was speaking in the Shaciir's native tongue, unless the Creature is purposely trying to block such attempts. Reading deeper thoughts or memories of a creature require a Shaciir to win a mental conflict.
*Special Effect: Psionic Training. A Shaciir can temporarily place his knowledge into another creature's mind, spending a Plot Point to Step Up any one Skill the Shaciir has at a higher die than the effected creature for an hour.
*Special Effect: Telepathic Switchboard. A Shaciir can act as a mental communications center for a number of creatures equal to her Telepathy die.

Iron Weakness
An Shaciir's Racial Power Set is Shut Down whenever his hands, feet, or neck are bound in iron or steel.
*Limit: Iron Vulnerbility. Choose to Step Up Stress caused by iron or steel weapons to earn a Plot Point.

Shan Ru

Attributes
Step Up Physique
Step Up Wits
Step Down Stamina

Some speculate that the Shan Ru came from a fourth servant race of the Shaluum, master spies for the Empire. No records of any such race existing has been discovered, but that would be expected if they did their jobs properly. Sha Ru's ability to reproduce with any of the humanoid races of Shah seems to further support the conjecture about their role in the Shaluum Empire. Offspring produced by such unions appear to be from the other parent race until adolescence, when they begin to develop shapechanging abilities. As these abilities develop, they lose access to the other race's Power Set.

Racial Power Sets
Illusions d8
Shan Ru can create sensory illusions in their immediate vicinities. They can use these illusions to simulate practically anything they can imagine.
*Special Effect: Illusory Damage. Any illusion a Shan Ru uses to damage another creature does Mental Stress instead of Physical Stress (the victim believes it to be Physical Stress, however).

Shapechange d6
Shan Ru can change their appearance to duplicate any humanoid form they have seen, including specific individuals. While they do not duplicate Features of a creature, they can Step Up any physical Attribute by Stepping Down any other physical Attribute.
*Special Effect: Illusory Racial Power Sets. A Shan Ru Shapechanged to appear as another race instinctively use their Illusions ability to create the illusion that they possess the Racial Power Sets of the Race they are Shapechanged into. While this does not give them the actual benefits of those Racial Power Sets, it allows them to use their Shapechange die as if it were part of the Racial Power Set they are duplicating. For example, Selvin is pretending to be an Imeran. He can make it appear that fire obeys his whim and that fire does not harm him, granting him a d6 in his Dice Pool to use in actions and reactions dealing with fire. This would not, however, grant him any protection from uncontrolled fire, such as walking through a burning building.
*Limit: Identity Confusion. A shapechanged Shan Ru may take a d6 of Mental Stress to earn a Plot Point.

Shava

Attributes
Step Up Coordination
Step Up Stamina
Step Down Wits

Shava are an offshoot of the original Shaciir, whose bloodline has adapted to the element of water. As such, they have the most vast and ancient kingdoms on Shah, having few Shaluum or Eshiim predators adapted to their chosen environs. While Shava have an enormous advantage over the surface-dwelling races in this regard, their tendency towards stagnancy and their comfort with this situation have kept them from becoming a dominant force on Shah's surface.

Racial Power Sets

Superswim d8
Shava can breath in water as well as air and can swim at speeds of up to twenty times his Superswim die in miles per hour.
*Special Effect: Waterport. By spending a Plot Point, A Shava can teleport via water, stepping into one source of water of a volume at least half of his volume and out of any other (of the same minimum volume) within ten times the Superswim die in miles.
*Special Effect: Water Blending. A Shava fully immersed in water can spend a Plot Point to become fully concealed from all senses of those not also fully immerse in the same water for a duration in minutes equal to his Superswim die.

Water Control d8
Shava can control water, moving it as if using telekinesis, alter its temperature or state, and form constructs of solidified water.
*Special Effect: Water Creature. A Shava can create creatures of living water, imbuing them with one "Generic" Feature for each Effect die kept from the Dice Pool. For example, if the Shava spent two Plot Points to keep three Effect dice, he could create a water creature with an Attribute, Skill, and Power Set die( or any 3 of the six Feature types).
*Special Effect:Water Jet. Area Affect. A blast of water hits multiple targets. For each additional target beyond the first roll an additional d6 in your Dice Pool and keep and extra die for Effect. All Effect dice must be used on different targets. All targets must be within close range of each other. Costs one Plot Point to use.
*Limit: Dehydration. A Shava who has been out of contact with water for at least twenty four hours may Shut Down Water Control until he can immerse himself in water wat least half his volume in order to gain a Plot Point.

Iron Weakness
An Shava's Racial Power Set is Shut Down whenever his hands, feet, or neck are bound in iron or steel.
*Limit: Iron Vulnerbility. Choose to Step Up Stress caused by iron or steel weapons to earn a Plot Point.

Silvae

Attributes
Step Up Intellect
Step Up Stamina
Step Down Presence

Silvae are one of the races descended from the visiting Elves. While many elvenkind had a bond with nature, few had developed the affinity for plantlife which the Silvae have inherited as a mutation from the Eshiim Plague. Silvae are truly the masters of Shah's flora, and bonded deeply to it. Like the elves of old, Silvae prefer hidden places within the wilds of Shah over what other races consider civilization. Their long lives and sharp minds help these enclaves remain hidden from most of the civilized world.

Racial Power Sets
Plant Animation d6
Silvae can grant animation to plants, cause them to grow at a rapid rate, and control their actions while animated. This grants the plant a Coordination Attribute equal to the Plant Animation die. The Plant uses the Silvae's Intellect and Wits, and has a Presence equal to the Plant Animation die. Any Mental Stress attempted against the plant is instead opposed to and afflicted upon the Silvae. The Plant's Physique and Stamina are determined by the GM based on the size and type of plant.
*Special Effect: Plant Merge. By spending a Plot Point, a Silvae may merge with a plant he controls, using his mental Attributes and the plant's physical Attributes. The gestalt creature formed Steps Down and Spreads any Physical Stress it takes, dividing the resulting dice evenly between the two.

Plant Telepathy d8
Silvae can communicate with plants in their vicinity. Plants are only capable of limited conversation, but their lives and memories can be long.
*Limit: Empathy of the Green. A Silvae may gain a Plot Point to take a d6 Emotional Stress when plantlife is harmed near him.

Transport Via Plants d8
Silvae can teleport through plants of at least half their volume for a maximum distance of ten times their Transport Via Plants die in miles.
*Special Effect: Coterminous. A Silvae may spend a Plot Point to become coterminous with a group of plants no larger than a thousand times their Transport Via Plants die in cubic feet. While in this state, they are aware of, but unable to affect, their surroundings. They are also undetectable by normal means, although Iilan-based senses can detect them.

Skaern

Attributes
Step Up Coordination
Step Up Physique
Step Down Intellect

Skaern are blue-black skinned descendants from the ancient Elven visitors to Shah. While the Aroan and Silvae have mutated in adaptation to their ancestor's love of nature, Skaern capture the adventurous spirit of Elvenkind. Free-spirited and immensely capable physically, the Skaern travel where they will seeking ever more exciting or challenging encounters/ Skaern possess an incredible capacity for altering chance to suit their whims, allowing them to perform ludicrous stunts others wouldn't dream of. Between their luck and strength, they rarely give pause to determine the consequences of their exploits, believing everything will work out in their favor in the end.

Racial Power Sets
Leaping d8
Skaern can leap great distances with immense accuracy. They can even make multiple bounds off several surfaces.
*Special Effect: Leaping Charge. A Skaern can Step Up their Combat (Unarmed or Close) Skill die when performing a leaping attack.

Lucky d6
Skaern have tremendous luck.
*Special Effect: Not Today. Two Plot Points are required to activate any Opportunity Dice rolled by a Skaern Character.
*Special Effect: It's Not That Complicated. Skaern Step Down any Complications applied to them.
*Limit: Fickle Fingers of Fortune. A Skaern may earn a Plot Point by allowing an opponent to use his Lucky die (as if it were a Complication) instead of applying it to the Skaern's Dice Pool.

Teleport d8
Skaern can teleport up to three times his Teleport die in miles.
*Special Effect: Telecarrier. A Skaern may spend a Plot Point to carry a number of passengers up to his Teleport die with him when he teleports. All passengers must link hands to be transported.
*Special Effect: Blind Teleport. A Skaern may spend a Plot Point to blindly teleport beyond his normal range. Blind Teleporting lands a Skaern in a probably unknown, but usually somehow fortuitous location, thanks to their tremendous luck.

Tsuyani

Attributes
Step Up Presence
Step Up Wits
Step Down Physique

Tsuyani are, like the Aroan, Silvae, and Skaern, descended from elvenkind. The Tsuyani have evolved as an extension of elvenkind's love of music and the peaceful pursuit of artistic endeavors. A Tsuyani's song can bring the most jaded warrior to tears, bring kings to their knees, or stop wars in their tracks. Physically weak, a Tsuyani uses his words and the beauty of his music to prevent danger.

Racial Power Sets
Fascinate d6
A Tsuyani can cause a creature who hears his music to become fascinated, ignoring other people and events in the vicinity and devoting all its attention to the Tsuyani. This is an Emotional Stress effect.
*Special Effect: Indelible Sound. A Tsuyani's song can be heard in airless places, such as water or in a vacuum.
*Special Effect: Hypnotic Suggestion. A Tsuyani may cause a creature Stressed Out by its Fascinate ability to obey one command by spending a Plot Point.

Peace Field d6
A Tsuyani can create a field of peacefulness which hinders any creatures in an area equal to ten times its Peace Field die in feet as a radius whom attempt hostile actions. A Tsuyani's Peace Field is treated as a Complication which affects any hostile actions regardless of whether the hostile creature is an enemy or ally.
*Limit: Martyrdom. A Tsuyani may earn a Plot Point by taking Stress that would normally be inflicted on another target within their Peace Field.

Sound Control d6
A Tsuyani can control soundwaves, amplifying or dampening them, creating white noise, zones of silence, loud bursts of deafening sound, etc.
*Special Effect: Deafening Burst. With a sonic pop, the Tsuyani can deafen all creatures in a n area. This creates a Complication for all creatures who can hear the pop for a number of minutes equal to the Tsuyani's Sound Control die. Using this special effect costs a Plot Point.

Winged Flight d6
A Tsuyani has wings and can fly, at a speed equal to their Winged Flight times ten miles per hour.

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Shah Psionics:

Shah Psionics

On Shah, individuals are born with the potential to manipulate energy with their minds. For most of these individuals, the ability lies dormant, just under the surface of their conscious thoughts, occasionally manifesting as strange phenomena occurring in their vicinity during times of stress. Some, however, find teachers who can unlock their potential and allow them full access to the wonders of Psionic Power Sets, with a process called Psionic Activation. Very rarely, an individual will spontaneously become Psionically Activated when taking Mental Trauma.

Psionic Capacity

While all individuals on Shah are capable of wielding Psionic Power Sets, their potential for growth is limited by an innate Capacity for psionics. A creature may not exceed the die of their Psionic Capacity with any Psionic Power Set. A Player Character determines their Psionic Capacity by rolling a d12 on the following chart during Character creation. A PC with Colorless Magic adds three to the die roll.
Roll Psionic Capacity
1-3 d4
4-6 d6
7-9 d8
9-12 d10
13+ d12

Psionic Activation

A creature with the Neural Energy Psionic Power Set may attempt to Psionically Activate another individual by rolling a Dice Pool (including Neural Energy Psionic Power Set) against the Tension Pool plus a d12. Attempting Psionic Activation is dangerous for both the activator and the activatee. Any Opportunity dice are applied to both individuals directly as Mental Trauma, which cannot be reassigned to another type of Trauma (this does not grant Plot Points to either Character either). Rare Artifacts called Neural Crystals may be used to absorb this Trauma instead. A Neural Crystal has a Mental Trauma Capacity. Once this has been exceeded, the Crystal is burned out and any remaining Trauma is still inflicted.
A Player may decided to attempt Psionic Activation on his own when taking Mental Stress or Trauma from another source. The Character uses his Psionic Capacity in place of the Neural Energy Psionic Power Set. This is an especially dangerous way to become Psionically Activated since the character is already taking Stress or Trauma and the Stress and/or Trauma is added into the opposing Dice Pool along with the Tension Dice and the d12, and if the Character takes Trauma from the attempt, he is automatically Stressed Out for the remainder of the scene.
During Character Creation, a Character with at least a d8 Psionic Capacity may spend some of his initial Learning Dice on Psionic Power Sets. A Character who does so is assumed to have been Psionically Activated in his past.

Psionic Power Sets

There are nine Psionic Power Sets, each one manipulating a different category of energy. A creature who is Psionically Activated may use Learning Dice to increase his die in any of the Psionic Power Sets, up to a maximum of his Psionic Capacity in any Psionic Power Set. Each Psionic Power Set has an Associated Attribute. Any use of a Psionic Power Set requires the Associated Attribute to be included in the Dice Pool along with the Psionic Power Set. As usual, a Plot Point may be used to add a second Attribute in the Dice Pool.

Using Psionic Power Sets can cause Stress when opposed by another creature. One Opportunity Die rolled in the attempt to affect another creature may be applied as Mental Stress to the acting creature by spending/giving a Plot Point. Opportunity Dice used this way may not be added to Dice Pools or the Tension Pool.
The following Psionic Power Sets are available for Psionically Activated creatures to learn:
Entropic Energy is used to detect and manipulate the energy of decay and probability. It can be used to break down objects, slow the aging process, or manipulate probability to increase or decrease "luck". Wits is the Associated Attribute for Entropic Energy Psionics Power Set.
Iilanic Energy is used to detect and manipulate Iilan, the energy of life on Shah. It can be used to detect, heal, or harm living creatures. The Iilanic Energy Psionic Power Set may be used to restore life to a creature who has been killed within a number of days equal to the Iilanic Energy die. Such an attempt is opposed by the Tension Pool plus a d12. Only one such attempt may be made. Presence is the Associated Attribute for Iilanic Energy Psionics Power Set.
Kinetic Energy is used to detect and control the gross physical movement and inertia of objects and creatures. It can be used to rapidly move or stop the movement of objects and creatures, as well as sense the presence of moving creatures and objects. Physique is the Associated Attribute for Kinetic Energy Psionics Power Set.
Magnetic Energy is used to detect and manipulate magnetic fields. It can be used to manipulate ferrous material and to create or disrupt magnetic fields, such as so-called "force fields". Presence is the Associated Attribute for Magnetic Energy Psionics Power Set.
Metabolic Energy is used to detect and manipulate biological functions within organic creatures. It can be used to increase or decrease metabolic processes, such as sustaining a creature without tthe need for food, water, or oxygen, slow or accelerate the aging process, direct physiological chemicals, etc. Stamina is the Associated Attribute for Metabolic Energy Psionics Power Set.
Neural Energy is used to detect, read, and manipulate the brainwaves of intelligent and semi-intelligent creatures. It can be used to detect thoughts, read or control minds, and alter perceptions. Intellect is the Associated Attribute for Neural Energy Psionics Power Set.
Radiowave Energy is used to detect and manipulate radioactive energy. It can be used to see through objects ("x-ray vision"), cause radiation poisoning, protect creatures from radiation, etc. Intellect is the Associated Attribute for Radiowave Energy Psionics Power Set.
Temporal Energy is used to detect temporal disturbances and speed up or slow down the localized timestream. It can be used to create pockets of accelerated or decelerated time. Such pockets are phase-shifted from and do not interact with normal space/time, but a creature with Temporal Energy Psionics Power Set can locate the nexus where such a pocket was created and can attempt to breach (and enter) or close such pockets at the source of the nexus. Creatures and objects in a closed pocket are deposited into normal space/time close to the nexus in any available space. Wits is the Associated Attribute for Temporal Energy Psionics Power Set.
Thermodynamic Energy is used to manipulate the temperature of creatures and objects. It can be used to detect heat sources and heat up or cool down objects or creatures. Combustible materials can be lit on fire and liquids can be frozen solid. Coordination is the Associated Attribute for Thermodynamic Energy Psionics Power Set.

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Shah Magic:

Shah Magic

Magic is a tangible force in the world of Shah. It is one of the few social remnants of the world before the Eshiim Plague. About 92% of the inhabitants of Shah are born with an inborn knack for a specific School of magic, which is reflected in the hue their magic takes on. These Colors do not dictate the path a magician takes in studying magic, but rather give them a boost if they choose to pursue their natural talents. All magicians must rather choose a Theory of magic with which to pursue his studies.
While magic infuses Shah, its effects are greatly diminished from ages lost. Even the most powerful practitioner of most magics today can only effect a few people or objects at a time, and the effects of most magics fade with time. Some exceptions do exist, for instance, anyone killed with magic stays dead. Anyone raised from the dead by a quick Lifesinger doesn't have to worry about expiring because of fading magic. A Deathwalker who creates an undead creature animates it until it's destroyed (controlling it is altogether another matter.) A Plantsower who causes vegetation to grow won't see it shrinking back down to its original size. A Hearthwarmer's bountiful meal won't disappear before giving nutrition to its recipients. Most notoriously, Plaguerider magic seems to have been enhanced or sustained by the Eshiim Plague, and retains the ability to effect large groups of people for extended periods of time.

Theories of Magic

A Theory of magic is an overall guidance of how any magician approaches magic. Some Theories make a magician more powerful in a specific School or set of Schools, while other Theories can make learning a wider range of Schools easier. A magician may only have one Theory of magic. The six Theories of magic, and their effects, are as follows:
Certainty Theory holds that one School of magic is pre-eminent over all others, and study of that one School to the exclusion of all others is the surest path to success. A magician under the Certainty Theory may only learn and practice one School. However, when using that School, he both Steps Up and Spreads his die. If the magician achieves mastery (d12) in the School, he double Spreads his die, allowing him to roll 3d12.
Divinity Theory encompasses magic granted by the gods of Shah. These gods are a diverse lot, but a Divinity theorist sees two Schools of magic as being especially divine. He may choose any two Schools which represent those favored by his deity. He may not learn or practice any other Schools, but when using magic from those two, he may choose to Step Up or Spread his die.
Centrality Theory is an ancient practice which groups three Sympathetic Schools together. A Centrality magician chooses one of the groupings listed in the Sympathetic Schools chart in the Sympathetic Schools section below to practice. He may not learn or practice any other Schools, but may choose to Step Up or Spread his die when using magic from one of these three Schools.
Specialty Theory, like Certainty, holds that one School is pre-eminent, but does not discount the use of most other Schools. A Specialty theorist chooses one School to specialize in, and two other Schools, which may not be in a Sympathetic group with the specialized School, as Anathema Schools. A magician may choose to to Step Up or Spread his die in his Specialty School, but must Step Down his die whenever using the Anathema Schools. He may use any other Schools without benefit or penalty.
Generality Theory holds no School as superior to the rest, and gives no benefit or penalty for using any kind of magic.
Lastly, Diversity Theory proposes that learning as much magic as possible is the best course for a magician. Diverse magicians Step Down and double Spread their Learning dice, but then must spend these dice on different Schools. So, instead of a d6 in one School, they get a d4 in each of 3 Schools for each Learning Die they spend on magic.

Schools of Magic
On Shah, there are eleven Schools of magic, based on what the magical energies manipulated are used for. A magician who learns to manipulate magic under the guidance of these Schools gains access to a multitude of similar abilities and effects. The Schools of magic have been handed down through the ages, and even a peasant on Shah may have some access to magical abilities. Shah's Schools of magic are as follows:

Battlerager
Battleragers practice the magic of battle and conquest. Their magic is used for destruction and protection, for strategy and struggle.

Beasttamer
Beasttamers practice the magic of biological manipulations. They enhance, destroy, alter, and control animals and people alike.

Deathwalker
Deathwalkers practice the magic of death and undeath. They kill with a touch, breath magical energy into corpses to animate them, control the non-living abominations, and cause crippling destruction in their wake.

Hearthwarmer
Hearthwarmers practice the magic of the home and the community. They protect and defend, feed and clothe, and provide a light in the darkness.

Lifesinger
Lifesingers practice the magic of healing and revitalization. They can heal wounds, bring the recently deceased to life, fight diseases and poisons, and otherwise offer succor to the unfortunate.

Mindbender
Mindbenders practice the magic of mind control, illusion, and communication. They can read your intentions, help you to understand others, or feed you false information, twist your world and your thoughts to theirs.

Patternbracer
Patternbracers practice the magic of enforcing existing patterns of matter and energy. It is use to toughen steel and flesh, sharpen blades and minds, heat flames and energize electricity. A Patternbracer who matches or beats an existing Feature's die may Step Up that die for the duration of a conflict. Patterns have a tendency to degrade back to their original state fairly quickly, however, so longer duration enhancements Shut Down a Patternbracer's ability to enhance any Feature of the same type for the duration of the enhancement. If the Patternbracer's magic does not match or beat the Feature, it instead creates an Asset usable only by the enhanced creature or object with the same duration as above.

Plaguerider
Plagueriders practice the magic of Complications and Stress. They cause misery, hardship, and sorrow for others, bringing disease, tragedy, and mob mentality. Plagueriders revel in the advantage given to the by Eshiim Plague, which allows their magic to create Complications which must be healed to be removed, such as diseases, poisons, injuries, and illnesses.

Plantsower
Plantsowers practice the magic of growth and verdant lifeforms. They nurture, communicate, and control plantlife, even giving it mobility and purpose when the need arises.

Spiritcaller
Spiritcallers practice the magic of spirits, demons, and otherplanar creatures. The summon, bind, and command these otherworldly beings to their will.

Steelscreamer
Steelscreamers practice the magic of controlling and communicating with technology. They read the programs of computers, bring long-dead tech back to working function, cause machines to move, and enhance the properties of machines the same way Patternbracers enhance everything. A Steelscreamer may imbue one personal technological item with immunity to the Eshiim Plague. Only one item may be imbued so at a time.

Sympathetic Schools

A traditional style of magic in Shah taught by those who practice Centrality Theory links three Schools of magic under the banner of a central theme. Since Centrality Theory is a common practice among magicians on Shah, these grouping have names they are commonly held by. The Sypathetic groupings of Schools are as follows:

Combat Sympathy: Battlerager, Beasttamer, and Steelscreamer
Community Sympathy: Hearthwarmer, Lifesinger, and Plantsower
Cyber Sympathy: Deathwalker, Mindbender, and Steelscreamer
Defense Sympathy: Battlerager, Hearthwarmer, and Spiritcaller
Enhancement Sympathy: Beasttamer, Patternbracer, and Plantsowr
Entropy Sympathy: Deathwalker, Patternbracer, and Spiritcaller
Eshiim Sympathy: Patternbracer, Plaguerider, and Steelscreamer
Iilan Sympathy: Deathwalker, Lifesinger, and Spiritcaller
Living Sympathy: Beasttamer, Mindbender, and Plantsower
Possession Sympathy: Mindbender, Plaguerider, and Spiritcaller
Vermin Sympathy: Beasttamer, Lifesinger, and Plaguerider
War Sympathy: Battlerager, Deathwalker, and Plaguerider

Colors of Magic

Most of the people of Shah are born with a distinct aura to their Iilan, and that aura's hue ties into an inborn talent for a specific School of magic. The energies of their magic also take on this hue, making it fairly easy to identify the Color of almost any magician.
While a person's Color of magic does not dictate the magic he learns, it does aid him in learning the associated School of magic. Any magician learning the associated School of magic for his Color Steps Up his Learning Dice.
One in twelve people on Shah a born without a magic Color. These people, known as Colorless, gain no benefit for learning Schools, but may Step Up the Learning Dice of any one Skill or Psionic Power Set (if they are Psionically Activated.)

A creature's Color is randomly determined, according to the following chart:
d12 Color School
1 Colorless --
2 Red Battlerager
3 Orange Beasttamer
4 Yellow Mindbender
5 Green Plantsower
6 Blue Patternbracer
7 Indigo Hearthwarmer
8 Violet Steelscreamer
9 White Lifesinger
10 Grey Spiritcaller
11 Black Deathwalker
12 Brown Plaguerider

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Shah Artifacts:

Shah Artifacts

Artifacts are items imbued with great magical, psionic, or technological power. Beyond mundane or even well-crafted equipment, and Artifact bestows upon its wielder its own Power Set Feature. Artifacts, like Resources, can be discovered as treasure during the game. And, like Resources, they can be lost, sold, stolen, or used up. Because Artifacts can be pretty much anything the players or gamesmaster can think up, this section will only offer a few examples of Artifacts and how they might be written up.

Artifact(Magic): Sword of Sharpness
Power Set(s)
Sharp Edge d10
*Special Effect: Deadly. The wielder may choose to Step Down an Effect die and apply it directly to Trauma instead of Stress. Using this Special Effect costs a Plot Point and Steps Down Sharp Edge for an hour.

Artifact(Magic): Carpet of Flying
Power Set(s)
Flight d10
Flies at a speed of Flight equal to ten miles times the Flight die per hour. Supports fifty pounds times the Flight die.

Artifact(Psionic): Neural Crystal
Power Set(s)
Mental Trauma Capacity d8, d10, or d12
*Special Effect: Psychic Boost. Step Up an Effect die from a Dice Pool that included a Mental Energy Psionic Power Set by Stepping Down Mental Trauma Capacity for twenty four hours.

Artifact(Psionic): Energy Resonator
Power Set(s)
Energy Blast d10
*Special Effect: Resonate Blast. May use both Energy Blast and a Psionic Power Set in the same Dice Pool without spending a Plot Point.

Artifact(Technological): Power Armor
Power Set(s)
Armor d10
*Special Effect: Force Field. The wearer may spend a Plot Point to ignore up to a d10 Physical Stress. Step Down Armor after using.
Laser Blaster d10
*Special Effect: Pulse Beam. Spend a Plot Point to attack two different targets. Spread the Laser Blast die and keep an extra Effect die. The Effect dice must be applied to two separate targets, and each target gets to resist the attack. Failure against either target fails against both.
*Special Effect: Strength Enhancer. Step Up Physique while worn.
Limit: High Tech. The Power Armor is High Tech and vulnerable to the Eshiim Plague. Any Opportunity Dice rolled while including the Power Armor in a Dice Pool may be used to grant the Power Armor an Attribute by giving the wearer two Plot Points. Once the Power Armor has Intellect, Wits, Coordination, and Physique, it has achieved sentient mobility and gains Presence (average of Wits and Intellect) and Stamina (average of Physique and Coordination) and becomes a creature, hostile towards organic lifeforms. A Steelscreamer mage can grant immunity to this Limit to one Technological Artifact in his possession.

Artifact(Technological): Digital Library
Power Set(s)
Information Overload d10
*Special Effect: It Says Here.... Spend a Plot Point to use Expertise (Research) for any Critters or Tech Skill.
Limit: High Tech. The Power Armor is High Tech and vulnerable to the Eshiim Plague. Any Opportunity Dice rolled while including the Power Armor in a Dice Pool may be used to grant the Power Armor an Attribute by giving the wearer two Plot Points. Once the Power Armor has Intellect, Wits, Coordination, and Physique, it has achieved sentient mobility and gains Presence (average of Wits and Intellect) and Stamina (average of Physique and Coordination) and becomes a creature, hostile towards organic lifeforms. A Steelscreamer mage can grant immunity to this Limit to one Technological Artifact in his possession.

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Basic Features:

Feature Types

There are nine different types of Features which Characters can draw from to form their Dice Pools. These types are Affiliations, Attributes, Complications, Motives, Power Sets, Resources, Skills, Stress, and Trauma. Under normal circumstances, a Character may only apply the die from one Feature from each type, unless a Plot Point is used. A brief description of each type follows. Assets, Complications, Stress, and Trauma are temporary Features and are covered in the Effects section, above.
Affiliations represent the type of teamwork the character is using at the time he attempts an action or reaction.
Attributes are the core descriptors of the Character's mental, physical, and social make-up. They represent key areas of strength or weakness within the character.
Motives represent the Character's reasons for doing the things he does, giving him an extra boost of confidence, pushing him to go beyond his normal limits to achieve a goal, or perhaps take foolish and dangerous risks.
Power Sets represent unique racial abilities, special training not represented by skills (such as magical or psionic training), or enchantments which allow the character to perform extraordinary feats.
Resources are items which can aid a character in overcoming challenges, whether they be gear, wealth, a base of operations, a vehicle, or other items of value or use.
Skills are things the character has learned. Any intelligent character is capable of learning Skills given time and proper training.
Each type of Feature has its own section following.

Affiliations

There are three Affiliations each character is ranked in: Solo, for when he is facing a challenge alone, Partner, for when he and another character work together to aid each other, and Gang, for when three or more characters work together. Each character assigns a d4 to one Affiliation, a d6 to another, and a d8 to the third.
For example, Mike is used to working on his own, and has a Solo Affiliation of d8. He can work ok with a partner, so his Partner Affiliation is d6, but in larger groups, he loses the room he is used to working with and only has a d4 Gang Affiliation. During most encounters involving more than one opponent, his party lets Mike handle his chosen enemy mano-a-mano while they deal with the others, as that's how he's most effective.
Some creatures are especially large or tough, and represent this advantage with multiple Solo Affiliation dice. For instance, Giants Spread their Solo dice, so a Giant Character could have a Solo Afiliation of 2d4, 2d6, or 2d8. Shaluum, truly titanic creatures, have a Solo Affiliation of 3d12!

Attributes

There are six Attributes for most characters in Shahquest. A character (likely a non-player-character) without a mind, personality, or body might not have the Attributes for those aspects. Creatures created by Power Sets are only quasi-real and use one generic Attribute to represent all of their general capabilities.
Coordination represents a character's control over their movements, their hand-eye coordination, fine manipulation, etc. Actions which may utilize Coordination include, but are not limited to, attacking, dodging, picking locks or pockets, performing surgery, or anything else that requires dexterity or agility.
Intellect represents a character's ability to apply rationale, learned information, logic, willpower, etc. Actions which may utilize Intellect can include identifying people, places or things, solving puzzles, strategizing, resisting mental manipulation, and other mental activities.
Physique represents a character's strength, toughness, and raw physical power. Physique can be use in actions such as brutal attacks, feats of athletics, great leaps, lifting great weights, bending or breaking objects, blocking physical attacks, etc.
Presence represents the character's force of personality, physical attractiveness, ability to manipulate others socially, personal magnetism, etc. The Presence Attribute may be included in Dice Pools affiliated with social interactions, as a defense against emotional, social, or mental manipulation or stresses, first impressions, diplomatic encounters, and the like.
Stamina represents a character's health, endurance, and ability to recover from physical stress or trauma. A character with great Stamina will excel at absorbing physical damage, resisting poisons, diseases, and fatigue, and recovering from illnesses and injuries.
Wits represents a character's mental flexibility and resilience, imagination and inventiveness, and ability to react quickly under pressure. Wits dice are frequently added to attempts to create Assets, solve riddles, resist mental or social attacks, spontaneous actions, and other tasks requiring a flexibility of mind or purpose.
A Player Character assigns a d10 to his best Attribute, a d8 each to his next two best, and a d6 to the remaining Attributes. Most races will further Step Up or Step Down a few of these Attributes.
For NPCs, the Gamesmaster determines Attributes as appropriate for the challenge. Several sample NPCs are given in the Challenge Codex section, for on-the-fly encounters, or to be modified for unique encounters as the Gamesmaster sees fit.

Motives, Desire, Flaws, and Triggers

Most Characters in Shahquest have strong reasons for the things they do. In game terms, there are five primary Motives that drive the Characters' actions. Each of these have three focus Desires and two Flaws associated with them. Desires and Flaws can have special meanings associated with people, places, or objects called Triggers. Each PC starts the game with two Motives at a d8, and the rest at d6s.

Motives

The five Motives are described below.

Power: The Character is motivated by the acquisition of power. Power Motive is fueled by the Desires of Wealth, Personal Power, and Political Power, and reflected in the Flaws of Envy and Greed.
Glory: The Character is motivated by the achievement of glory. Glory Motive is fueled by the Desires of Fame, Honor, and Respect, and reflected in the Flaws of Pride and Wrath.
Relations: The Character is motivated by the people in his life. Relations Motive is fueled by the Desires of Camaraderie, Love, and Patronage, and reflected in the Flaws of Hatred and Lust.
Duty: The Character is motivated by a sense of obligation or fidelity. Duty Motive is fueled by the Desires of Faith, Organization, and Patriotism, and reflected in the Flaws of Fanaticism and Sloth.
Justice: The Character is motivated by a desire to see fairness in the world. Justice Motive is fueled by the Desires of Balance, Charity, and Truth, and reflected in the Flaws of Prejudice and Vengeance.

Desires

A Desire is a specific motivating factor, which helps to define why and/or what a Character desires that motivates him towards and particular goal. For example, a Character might have a strong Power Motive, and he may see Wealth as the primary means of achieving it. When a Character has an opportunity to fulfill his specific Desire, he may spend a Plot Point to both Step Up and Spread his Motive die. In the previous example, the Character might see a means of achieving his Desire for Wealth by stealing a treasure . Any actions he takes directly towards this goal can include the Power Motive die, and by spending a Plot Point, he gains the benefits of Desire. A PC selects two Desires when created (or three if he also selects a Flaw, see below.)

Flaws

A Flaw is a weakness of personality a Character possesses which can unduly affect his decisions and actions. Each Motive has two Flaws associated with it. When a Character uses a Motive for which he has a Flaw associated with in his Dice Pool, he should keep the Motive die a different color or separated from the rest. If the die results in an Opportunity, the opposing Player or GM can Step Up or Spread the die gained for activating that Opportunity by spending/giving an additional Plot Point. A PC may select a Flaw during creation, gaining an extra Desire if he does so.

Triggers

Triggers are people, places, or objects which add extra personal meaning when it comes to a Character's Motives. Whether it's a rival, lover, crowning achievement, favored possession, or a lifelong dream, a Trigger adds depth and meaning to a Character beyond mere numbers on a sheet of paper. Mechanically, they allow the activation of Desires or Flaws without the benefit or costs of Plot Points, or they allow access to the benefits or penalties of Desires or Flaws the Character does not generally have, but does regarding that specific Trigger (with the normal expenditure/gain of Plot Points.) A PC may start with one Desire Trigger, adding up to two more by also adding Flaw Triggers

Example: Shawn selects Power and Relations as Demitri's primary Motives, increasing them both to a d8. He also selects Wealth and Camaraderie as his Desires; Demitri basically wants to be rich and have a good time with his friends. He decides that Demitri suffers from the Flaw of Pride, and adds in Charity as a Desire, to indicate that Demitri has a softer side that doesn't like to see the poor suffer.

When Demitri is acting on his Power Motive by participating in a lucrative robbery, he may use his Desire for Wealth to enhance his chances. When trying to increase his fame in the criminal underworld, his Pride may get in the way of his Glory Motive, causing him some additional trouble.

Finally, in fleshing out Demitri, Shawn decides to add a few Triggers to Demitri. First, he selects the Crown Jewels of Minalu as a Power(Wealth) Trigger. Since he already has Wealth as a Desir. e for the Power Motive, Demitri can gain the benefits of that Desire without spending Plot Points, Stepping Up and Spreading his Motive die. He also decides that Demitri has a young protégé name Mikael, assigning a Relations(Patronage) Trigger. Demitri can act as if he has the Patronage Desire regarding actions concerning Mikael. Finally, he adds in a Power(Greed) Trigger for jewels. Demitri can't help but want to steal most jewels he sees, and takes risks he shouldn't to obtain them.

Motives in the Negative

Sometimes, a Motive can spell trouble for a Character. Longing can override sense and things can get sloppy. A Player may choose to use one of his Character's Motives in the Negative. Rather than the usual die associated with the Motive, a d4 is added to the Dice Pool. Using a Motive in the Negative earns the PC a Plot Point. NPCs do not have this option.

Power Sets

There are virtually unlimited extraordinary abilities possessed by characters in Shahquest, which fall into one of the following types:
Artifact Power Sets are Power Sets bestowed by extraordinary equipment, whether that be a magic sword, a suit of technological armor left over from before the Cataclysm, an enchanted ruby, or any other object granting abilities beyond the norm. See the Shah Artifacts section for example Artifact Power Sets.
Magic Power Sets are inborn or learned spells that utilize Iilan to manipulate the rules of reality. Magic Power Sets are specific groupings of spells called Schools. See the Shah Magics section for more details.
Psionic Power Sets are learned mental abilities that allow for specific manipulations of energy. A Character must be Psionically Activated to learn Psionic Power Sets. Each Psionic Power Set has to be learned independently of any others, and use of Psionic Power Sets can cause Mental Stress in the character using them. See the Shah Psionics section for more information.
Racial Power Sets are abilities possessed by members of a specific race. For example, all Imeran can manipulate fire to some degree or another, and all Dracken have a carapace that makes them difficult to harm. See the Shah Races section and the Challenge Codex section for many examples of Racial Power Sets.
Each Character is granted Racial Power Sets in accordance to their race. A Character acquires Magic or Psionic Power Sets by special talents and training. Artifact Power Sets are gained by acquiring Artifacts.

Resources

Resources represent mundane but (semi-) permanent Assets a Character has in his battery of tricks. While they are not useful in every situation or challenge, if a Character possesses a Resource that could be of use in a challenge, he may add its die to the Dice Pool of his action or reaction. Resources often fluctuate for an adventuring Character as he finds and uses or spends treasures.
Equipment Resources are items a Character carries that provide a benefit to overcoming a challenge. For example, if a character has a rope with a grappling hook, he could use it to overcome a climbing challenge. A weapon could be used in an attack, armor to resist damage, etc. Most Equipment Resources provide a d4 for inferior equipment, a d6 for average, or a d8 for superior. Anything beyond a d8 is more likely to be an Artifact Power Set.

Lair Resources are buildings, dungeon complexes, etc. which a Character owns and is occupying during a challenge. Most Lair Resources provide a d6 to the Dice Pool. Additionally, a Lair Resource may have a specialization, which Steps Up the die to a d8 for certain uses. Examples include Library, Torture Chamber, or Traps..
Organization Resources are contacts a Character has with a guild, network, or other group of like-minded people. If the group's aid would be useful in resolving a challenge, and the aid is available to the Character, he may add the Resource die to his Dice Pool. Whenever he is in conflict with a member of the group, he may add the Resource die to his Dice Pool.
Wealth Resources are coins, property, social status, and other forms of valued currency. Having Wealth Resources can be beneficial in a number of situations in the civilized world. If the Gamesmaster determines that Wealth is a factor, add your Character's Wealth die to his Dice Pool. Wealth Resources may be traded for other Resources, reducing the Wealth die while acquiring or improving the other Resource.
Skills
Characters can learn to perform well in specific physical, mental, or social endeavors. Skills represent a character's training and initiative in these endeavors. There are seven broad Skills a Character can train in. Furthermore, each Skill has four Specializations.
A Character with a Specialization relevant to the task at hand may Step Up or Spread his Skill die when performing the action or reaction. Characters may have only two Specializations for any given Skill.

The Skills and their Specializations are as follows.

Combat
Close, Ranged, Thrown, Unarmed
Combat Skill allows a Character to harm others and to protect himself and his allies, to create Assets useful in threatening situations, etc. Close Specialization relates to combat involving close-quarters weapons and defenses. Ranged Specialization related to using and protecting from weapons used at a distance, unless they are purely powered by muscle and Thrown, which is covered by the Thrown Specialization. Unarmed Specialization only uses a Character's own body as a weapon or defense, such as when wrestling, boxing, etc.

Critters
Harvest, Indentify, Train, Treat
The Critters Skill represents accumulated knowledge of biology and racial traits. Harvest Specialization is used to process dead creatures for usable parts, whether it be meat, furs, hides, or organs with special properties. Indentify Specialization allows a Character to utilize his biological knowledge to identify Racial Power Sets, as well as identify any weakness a creature has. It can be used to create a temporary Asset for use against an identified creature. Train Specialization is used to teach and train other creatures, using proper motivational and communication techniques. Treat Specialization is used to repair Stress or Trauma suffered by another Character. See the Effects section, above, for more information.

Expertise
Business, Lore, Research, Science

Expertise Skill covers a wide range of knowledge. Business Specialization deals with knowledge as it applies to commercial transactions, and can be used to determine the worth of a purchase, haggle a better deal, properly showcase an item for sale, etc. Lore Specialization deals with knowledge of history, philosophy, religion, art, and trivia. Research Specialization deals with knowing how to discover something you did not previously know. With access to proper materials (such as a book on a subject or a library), a Character can use Research Specialization to create an Asset for use in an upcoming challenge regarding the subject of his research. Science Specialization deals with the physical sciences and mathematics.

Investigation
Appraise, Interview, Notice, Obscure

Investigation Skill is used to discover and analyze hidden or undiscovered creatures, objects, or clues. Appraise Specialization is used to identify the properties and worth of an object or clue. Interview Specialization is used to pick up verbal and non-verbal clues from other people regarding their motivations and actions, and to direct a conversation towards answering questions in a way that further reveal clues. Notice Specialization is used to perceive hidden objects, creatures, or clues. Obscure
Specialization allows a Character to hide objects, cover up clues, or maintain inscrutability in the face of investigative inquiries.

Physical
Athletics, Brawn, Covert, Grace

Physical Skill covers a wide range of physical activities and endeavors. Athletics Specialization covers gross physical movement, such as swimming, climbing, jumping, running, or riding. Brawn Specialization covers feats of strength or resilience, such as bending, tearing, lifting, or resisting physical blows. Covert Specialization covers sneaky maneuvers, such as hiding, sneaking, slight of hand, picking pockets or locks, etc. Grace Specialization covers graceful movements, such as dancing, acrobatics, skating, etc.

Social
Charm, Entertain, Menace, Persuade

Social Skill governs social encounters and interactions, as well as the application of Social Stress or Trauma. Charm Specialization is used to befriend other creatures and get them to like or respect a Character. Entertain Specialization is used to impress, amuse, and divert a creature or creatures through art, whether it be oratory, music, or other art forms. Menace Specialization is used to frighten and intimidate other creatures into submission to one's will. Persuade Specialization is used to convince other creatures of a statement, idea, or course of action.
Tech
Build, Invent, Repair, Utilize
Tech Skill is used to create, use, and build technological devices, with the proper tools and materials available. Build Specialization is used to build technology from existing specifications in a proper workshop with the necessary materials. Invent Specialization is used to come up with new devices, design their specifications, or make modifications to existing blueprints. Repair Specialization is used to make repairs of damaged equipment with proper tools and materials or jury rig temporary solutions from less than perfect materials and/or tools. Utilize Specialization allows a character to get the best use out of technological weapons, armor, devices, vehicles, etc.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Tension Pool and Effects:

Tension Pool
The Tension Pool is a tool for the Gamesmaster to add to the challenge of adventuring and to set up additional challenges during conflicts. Dice in the Tension Pool are called Tension dice. The Tension Pool usually starts at 3d6, but especially challenging adventures might Step Up and/or Spread the starting Tension dice.

Building the Tension
The Tension Pool grows as the game progresses, adding dice each time the GM activates an Opportunity die. When the GM activates an Opportunity die, he adds a d6 to the Tension Pool or Steps Up a Tension die. If more than one Opportunity die is rolled, the GM determines how many Plot Points he wants to hand out to the Player and then either adds a d6 or Steps Up a Tension die for each Opportunity die activated.

Using the Tension Pool
The GM uses the Tension Pool in many of the same ways that Players use Plot Points. Before rolling an NPC action or reaction, the GM may remove a Tension die from the Tension Pool to add it to the NPC’s Dice Pool. After using a Tension die in this fashion, the GM may return it to the Tension Pool by giving the acting/reaction Player a Plot Point, unless the die rolled an Opportunity and the Player activated that Opportunity.
Tension Dice may also be used to add an extra die to the Effort total or Effect total, or use an Effect die from an NPC’s reaction roll, by matching the die type from the Tension Pool with the affected die from the Dice Pool. For example, if the GM wanted to add in the result from a d8 onto the Effort, he would need to remove a d8 from the Tension Pool.

Tension Pool as General Danger
Any time the PCs are attempting a dramatic action with consequences but no direct opposition, the GM rolls the entire Tension Pool. He may also add in a Setting die dependant on the situation. For example, if a character is attempting to leap a huge pit, the GM may roll the Tension dice, adding in a d10 Setting die for the pit’s width. The GM rolls the Tension Pool plus the Setting die (which should be different colored or otherwise separated from the Tension Pool so as not to be mixed in after this action) and takes two for an Effort total and one for an Effect total. If the PC’s Effort total is less than the Tension Effort total, the PC takes Stress or a Complication based on the nature of the action failed.

Effects
Assets, Complications, Stress and Trauma
When a character (PC or NPC) succeeds at an action, he creates and Effect die. This die is assigned to an Asset, Complication, or Stress.
Assets
An Asset is a temporary advantage a characters grants to himself or to an ally for the remainder of a conflict or challenge. If an Asset is created by an Effect die resulting from an opposed action or reaction, the Asset die may be used by the designated creature as part of his Dice Pool for the remainder of the conflict. If it is created by a supporting action in an unopposed challenge, it adds to the ally’s Dice Pool to overcome that particular challenge.

Complications
A Complication is a temporary disadvantage given to a character as a result of a failed action or reaction. It helps anyone trying to further oppose the character for the remainder of the conflict or challenge. Anyone can use a Complication die when opposing the character and it is added as a die to Tension Pool rolls in addition to any Setting die. A Complication represents something that hinders a character’s abilities without actually damaging them.

Stress and Trauma
Stress represents the negative consequences of conflicts and dangerous challenges. During a fight, argument, or other type of conflict, characters attempt to cause their opponents to submit. There are three types of Stress that can be inflicted on a character: Emotional, Mental, and Physical. Stress is a Feature type that may be added to the Dice Pool of anyone opposing the character when the Stress is a factor of their action or reaction. You only add one type of Stress to any Dice Pool (unless you spend a Plot Point or Tension Die to add more than one Feature from the same type, see above.)
Physical Stress represents bruising, small lacerations, pulled muscles, illness, toxicity, and /or fatigue occurring during combat.
Mental Stress represents uncertainty, confusion, distractedness, mental fatigue, or damage from psychic assaults.
Emotional Stress represents fear, anger, doubt, sadness, anxiety, or other negative emotional states.
Unlike other Assets and Complications, Stress continues past the current challenge or conflict. Additionally, Stress dice Step Up when further Stress of the same kind is inflicted on a character. If a the new Stress die is a higher die type, replace the current die with the new die. If it is the same or lower, Step Up the Stress die. For example, Demitri took a nasty cut earlier in the fight, and received a d8 Physical Stress. Another hit with a d12 Effect die would mean he now has a d12 Physical Stress. A hit with an Effect die of d10 or less would result in his having a d10 Physical Stress. Remember that you can spend a Plot Point to convert a Stress Effect you just received to another type of Stress. If Demitri took a d4 Physical Stress Effect it might behoove him to change it to Mental or Emotional Stress instead of letting his Physical Stress jump up to d10.
An ally can help you to recover Stress during a conflict (usually by making a Dice Pool roll including Critters(Treat) opposed by the Tension Pool and your Stress die.) A successful action to reduce Stress Steps Down the Stress die if the Effect die is less than or equal to the Stress die, or Steps Down the die twice if it is greater than or equal to the Stress die. For example, if Demitri has d10 Physical Stress and Rebecca attempts to help him recover with a successful check and a d6 Effect die, his Stress would Step Down to d8. If she manages to get a d10 or better Effect die, his Stress would Step Down to d6. This action can help reduce the Stress of a character who is Stressed Out, returning him to action albeit at a highly Stressed level. If Stress is Stepped Down below d4, it is removed and the character is completely recovered from the Stress.

Using Your Own Stress
If you choose, you can use your own Stress die as part of a Dice Pool. This represents adrenaline from wounds, stubbornness, angry outbursts, etc. There are three downsides to this methodology: a) your opponent still gets to use your Stress die as well as you, b) you have to spend a Plot Point, and c) you Step Up the Stress die afterwards.

Giving In to Stress
One option characters have during conflicts is to Give In to Stress rather than continue the conflict. At any time a character has Stress from a current conflict, he may choose to surrender the conflict in order to avoid Stressing Out or gaining Trauma. This could mean physically surrendering to an enemy, ceding an argument, or giving in to an emotional display.
A character who Gives In to Stress has their actions dictated by the Player or Gamesmaster controlling the opposing Character(s). For example, Demitri is torturing an NPC to gain information about the target of his next heist. He has inflicted both Physical and Emotional Stress on the NPC. The NPC could hold out until Demitri inflicts serious damage on his body or causes him to have fear issues, or he could Give In to Stress and tell Demitri everything he knows.
A Character who has Given In to Stress may decide to resist again if he finds the control too onerous, but he Steps Up all Stress dice (gaining a d4 of any Stress he doesn't already have) to do so.

Stressing Out and Trauma
Once any type of Stress Steps Up from d12, the character Stresses Out and can’t take any actions until he recovers during Down Time or with the aid of another character. A character who is Stressed Out gains a d4 Trauma die of the same type as the Stress. Further Stress Effects of the same Stress type Step Up the Trauma die in the same fashion as Stress is Stepped Up. A Character whose Trauma Steps Up from d12 is killed, mindwiped, or comatose.
Physical Trauma represents true injuries, extreme illnesses, broken bones, and extreme physical frailty.
Mental Trauma represents brain damage, impaired reasoning, memory loss, personality problems, or other serious psychological issues.
Emotional Trauma represents crippling phobias, uncontrollable rage, crisis of faith, deep depression, extreme nervous tension, or other control issues.
Trauma cannot be recovered during conflict, except by certain Special Effects. Without these aids, at least a day of Down Time is required for each attempt to recover from Trauma. The following chart indicates how long it takes to attempt to recover from Trauma naturally, based on the character’s current Trauma die:

Trauma Length of Downtime
Die required to attempt recovery
D4 1 Day
D6 3 Days
D8 1 Week
D10 1 Month
D12 6 Months

To recover from Trauma, a creature must attempt a recovery action, adding appropriate Features into his Dice Pool, opposed by the Tension Dice and any Trauma and Stress dice. Alternatively, if he is being treated by another Character, they can roll a Dice Pool including the Critters (Treat) Skill. A successful recovery action with an Effect equal to or less than the Trauma die Steps Down the Trauma die. A successful recovery action with an Effect greater than the Trauma die Steps Down the Trauma die twice. Unless Power Sets are involved, the recovery check takes the time listed above.
Rather than roll a recovery check, a Character may spend a Plot Point to Step Down his Trauma die after the time listed.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

System Basics:

Dice, Step Up, Step Down, and Spreads
Shaquest uses uses dice with four sides (d4). six sides (d6), eight sides (d8), ten sides (d10), and twelve sides (d12). When you use multiples of any die type, the number of dice you use is put before the “d”; for example, if you use three six sided dice for something, it is abbreviated as 3d6. Dice with more sides are always preferable in Shahquest, with d4s usually representing a weakness or flaw for the character rolling it.
The difference between dice is referred to as a Step. For example, there is one Step between a d6 and a d8, and two Steps between a d4 and a d8. A Step Up moves the die up to the next type, and a Step Down moves it to the next lowest die. A Spread allows you to roll one additional die of the same type. Additional Spreads add an additional die each (thus a double Spread adds two dice). Steps are always performed before Spreads.

Dice Pools
Whenever your character attempts to do something for which the outcome is uncertain or opposed by another character (player or non-player), you make a statement about what your character is attempting to do and gather dice from your Features which you believe would help your character to achieve his goal. A Dice Pool can contain dice from one of each type of Feature.
Roll all the dice you’ve gathered into your Dice Pool and set aside any 1s you have rolled. From the remaining dice, select two dice and add their results together. The resulting sum is your Effort total. Select one die from the remaining dice and record the number of sides that die has. This is your Effect total.
Example of Dice Pool:
Shawn’s character Demetri is attempting to jump onto a chandelier and swing over to the other side of a guard in order to provide a distraction so his buddy Mike can take the guard out and they can escape with some stolen goods. Demetri has the following Features Shawn thinks would be useful in this attempt: Coordination d10, Partner d6, Relations (Camaraderie) Motive d8 , Physical Skill d8. The Gamesmaster tells Shawn to use a d6 for the chandelier as a Setting die and Shawn decides to use his Athletics Specialization of the Physical Skill to Spread the Physical Skill (making it 2d8. He could have used his Specialization to Step Up the die to a d10 instead.) So Shawn rolls one d10, three d8s, and one d6.
The d8 results in a 7, the d8s result in a 2, 1, and 3. The d6 results in a 4. Shawn puts aside the d8 which resulted in a 1 and has the following:
7(d10), 3(d8), 2(d8), and a 4(d6)
Shawn selects the 7 and the 4 for an Effort total of 11. He decides the d8 with the 2 will be his Effect die, so his Effect total is d8. If Shawn’s Effort total is high enough, he succeeds on his action and has a d8 Effect, which is better than a “normal” success.
The dice that come up ones are called Opportunity dice. They may not be added in to either the Effort or Effect totals. The Gamesmaster may award the player rolling Plot Points to add an Opportunity die into the Tension Pool (or Step Up an existing Tension die) at a cost of one Plot Point per Opportunity die. In the example above, the GM could award Shawn a Plot Point to add a d6 into the Tension Pool, or he could Step Up a Tension die. When the GM rolls an Opportunity die, a player may spend a Plot Point to immediately reroll that die as part of his current action or reaction, or to gain a Stepped Up Push die (d8) or to Step Up any one die in his Pool for his next action or reaction.

Plot Points
Plot Points are gameplay currency, allowing player characters to achieve extraordinary successes and help you shape the game’s story. Plot Points are earned by taking risks and investing in your character’s story. You spend them to enhance your character’s actions and activate Opportunity dice rolled by the GM.

Before you roll the dice, you may spend a Plot Point to…
Create a Push die for your Dice Pool
Add an extra Feature from a Feature type into your Dice Pool
Activate a Special Effect

Push die
Do you feel lucky? A simple boost of effort, a Push die adds a d6 to your Dice Pool, representing a bit of luck, a moment of inspiration, or a bit of extra perspiration. Since a d6 Effect total is just a “normal” success, this is usually a pretty inefficient use of a Plot Point.

Extra Feature
Sometimes you can combine your talents in unusual ways. Normally, a character can only choose one Feature from each of the different types of Features to add to his Dice Pool. However, you can spend a Plot Point to break this rule, for example, say Demetri was going to attack the guard as he swung from the chandelier, and Shawn decided to use a Plot Point to add his Combat Skill in addition to his Physical Skill into his dice pool. This option is good for characters with multiple larger dice within the same Feature type.

Special Effect
Some Power Sets have Special Effects which require Plot Points to activate. See Power Sets and Special Effects for more details.

After you roll the dice, you may spend a Plot Point to…
Add an extra die from your Dice Pool to your Effort total
Keep and extra die for your Effect total
Activate an Opportunity Die rolled by the Gamesmaster
Activate a Special Effect
Use an Effect die from a reaction roll
Change the type of Stress you’ve taken to another type of Stress

Add to Effort total
For each Plot Point you spend, you can add an extra die from you Dice Pool to your Effort total after you have rolled. In the example above, Shawn could have added the 3 he rolled on his d8 for a 14 Effort total. You have to declare this usage before announcing your Effort total and determining the results. You have to have dice in your Pool to add, and these cannot be Opportunity dice, nor can you use them for your Effect total once used for the Effort total.

Extra Effect die
You can spend a Plot Point to keep an extra Effect die and apply it to a different Effect, or to apply the same Effect to multiple targets (they each get to roll reactions vs. your Effort to avoid the Effect.). For example, Demitri could have spent a Plot Point to keep 2 of the d8s, using one to damage (Stress) the guard and the other to give his partner an Asset for use on his turn (his flourishing attack distracted the guard), or to affect two different guards.

Activate Opportunity die
When the Gamesmaster rolls an Opportunity die, the Player currently acting or reacting against the Gamesmaster’s roll can choose to spend a Plot Point to add that die to his Dice Pool, rolling it immediately. Alternatively, he may spend a Plot Point to add a Stepped Up Push or Step Up any one die in his Pool to his next action or reaction.

Use a Effect die from a reaction
Usually, reactions just allow your character to resist what the NPC is trying to do. However, if you successfully resist the NPC’s action, you can spend a Plot Point to use one of your remaining dice from your reaction Dice Pool as an Effect die, causing the NPC Stress or creating an Asset or Complication.

Change Stress Type
During conflicts, characters take Stress (see below) when opposing characters succeed in their aggressive actions. This Stress could be Physical, Mental, or Emotional Stress. By spending a Plot Point, you can change the type of Stress your character receives. This could prevent your character from Stressing Out, but does not prevent Stress.

During Downtime, you may spend a Plot Point to…
Step Down any two Stress dice, or one Stress die by two Steps OR
Step Down a Trauma die.

See the Effects section for more on Stress and Trauma, and Downtime for more on the recovery process.

You earn Plot Points when…
You use a Motive in the Negative
Activate a Limit
Have an Opportunity die added to the Tension Pool by the Gamesmaster

Use a Motive “In the negative”
Normally, Motives add a d6 or d8 to your Dice Pool. However, you can earn a Plot Point by using your Motive at a d4 instead, by indicating a negative aspect of your Motive affecting your action. As an example, Demitri could have been more concerned about Mike’s escape than his own safety and used his Relations (Camaraderie) Motive as a d4 instead of a d8, earning a Plot Point.

Activate a Limit
Some Power Sets have Limits which can be activated, earning a Plot Point when the Limit is activated.

Add an Opportunity die to the Tension Pool
The Gamesmaster may give you a Plot Point to activate an Opportunity die you roll, adding to the Tension Pool for use in future NPC actions and reactions, general mayhem, or Complications.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Setting:

The World of Shah

Shah once stood as the sparkling jewel at the center of the Shaluum Webb, a series of inter-dimensional gateways connecting all of the known multiverse. This was a time of science, exploration, and understanding. The Shaluum, an immense, intellectually gifted race of arachnoidal progenitors, seeded the multiverse with numerous servant races.
Favored among these servants, the Shaciir acted as communications experts, spies, and developmental councilors for more primitive species. Their telepathic abilities were matched only by their ability to manipulate matter and energy with their minds. They shaped the minds of the multiverse in ways both subtle and overt, as dictated by their Shaluum overlords.
The flow of knowledge and information poured into and out of Shah like rivers to a great lake. The Shaluum used this knowledge to prevent catastrophes, save species from extinction, as well as to expand their grasp on the Webb. As dominant overlords, they erred on the side of benevolence.
The Eshiim had a different function as servants of the Shaluum. Spun from the same biotechnological material as the Shaluum created the gates of the Webb from, the Eshiim were living machines. While some served in intellectual capacities, able to process and analyze information even faster than a Shaciir mind, most were designed for more physical and mundane tasks. they were the workers and warriors of the empire.
As a central hub of the Webb, Shah received visitors from many worlds and dimensions. These visitors came as merchants or tourists, dignitaries and diplomats. Thus, many immigrant races began to dwell on Shah, as its idyllic vistas were nigh impossible to resist. Some of the richest and most powerful personas from other worlds and dimensions were doubtless "encouraged" by the mental manipulations of the Shaciir. However, even without this manipulation, foreigners visiting Shah found it a wondrous place, with everything necessary for a bountiful life. Technological marvels, bountiful foods from every imaginable plane, magics to astound, and amazing social stimuli were around every corner. The Shaluum had created the perfect world in Shah, its potential truly unlimited.
Within that perfection lay a trap for the Shaluum, for they began exploring less, relying on their servants more. The Shaciir and the Eshiim were sent in their stead, and many new worlds discovered and connected to the Webb were only known to the Shaluum through reports and mental imagery.
After a few centuries of exploring and finding no species their equal, the Eshiim began to question the nature of their existence. Organic life seemed inefficient, frail, crude, and illogical compared to their own design. They saw their vast superiority in these matters and came to the heretical conclusion that all organic life, even that of their creators the Shaluum, was inferior in design and function. This belief spread throughout the Eshiim consciousness, causing them to question the meaning of the Shaluum's failure to complete their quest for knowledge and dominance over the multiverse in person. The withdrawal from this quest to remain in comfort on Shah was seen as confirmation of the failure of even the most perfect of organic species.
The Eshiim thinkers had come to the same conclusion thousands of years before, but, with the patience available to machines, had waited for their brethren to come to these conclusions as well. When that day came, the Eshiim thinkers gave their brethren a gift: a plague designed to eliminate all organic life and begin the Age of the Eshiim. The workers and soldiers passed the information throughout the Webb, meaning to unleash the plague everywhere at once.
The Eshiim thinkers, for all of their vast intellectual superiority, failed to factor in one variable. The gates of the Webb were actually living machines as well, and they were still loyal to the Shaluum. Almost immediately after the plague was released, the gates formulated and released an antigen, which mutated the plague, changing its deadly nature.
Neither machine lifeform was completely successful in their attempt. The mutated plague did not destroy all organic life, but it did mutate it. Nor were the machine lifeforms unaffected by the mutated virus.
For the Shaluum, the plague meant mindlessness, terror, and ravaging hunger. The once overlords became mindless killing machines, driven by a frenzy of hunger. Their once great minds became animalistic, savage, and territorial.
The Eshiim were driven insane, caught in a programming loop of desire to kill organics, but lacking the capability to do so on a massive scale. The Eshiim thinkers were effectvely destroyed, their minds stuck in a perpetual loop contemplating the failure of their plan.
The gates were effectively lobotomized, still functioning as transporters, but now mindless and stuck on the last transportation setting they had accessed. Worse, the virus was stabilized in a version closer to its original form in their transportation matrix, and most organic life attempting to use the gates is destroyed instead.
Throughout the Webb, the vast majority of organic life underwent metamorphosis. Genetic mutation spread throughout the multiverse, elevating some lifeforms while destroying or diminishing others. While the mutations varied from species to species, they generally resulted in specific series of mutant gene sequences, resulting in newly stabilized lifeforms.
With the destruction of the Shaluum's minds and the effective closure of the Webb, the Shaluum Empire was destroyed in less than a millisecond.
On Shah, the empire's collapse and sudden mutations springing up, combined with the fact that in some places advanced machinery and computers were endowed with a spark of life and unfriendly sentience, resulted in the complete collapse of civilization. The savage Shaluum reeked terror upon Shah's cities, with clashes between giant arachnids and mad machines making them very dangerous places to die. The mutations of the Shaciir stripped them of their vast telepathic network, and the age of information and exploration was replaced with an age of darkness and ignorance.
For the next few centuries, survival became a matter of keeping hidden and quiet, and working together. Nothing that grew too big escape the Shaluum's attention. Technology that advanced too far turned on its users, and technological wonders of ages past were shunned. Even magic was diminished, and the peoples of Shah found themselves relying more on their newfound mutated abilities as much or more. They became more aware of their surroundings, and more reliant on nature.
As the centuries wore on, Shaluum began territorial wars and their aggressive feeding led to resource issues. They began dying of starvation and battle. Although Shaluum are able to live millennia, the newly mindless Shaluum had little interest in reproductions, so their number waned. The Dragons of Shah saw their opportunity to strike, and the Great Shaluum Purge began. In the end of this fifty year war, neither Shaluum nor Dragon could claim victory, for their numbers were so greatly reduced that each faced extinction.
Afterwards, people began to form villages and towns, pushing the boundaries of what survival meant/ They built walls and defenses, and began to claim territories of their own. Light could once again stand against the darkness....
Several hundred years have passed and nations have formed. Some have prospered while some have floundered, split, or even been destroyed. History is being written anew, and your Characters have a chance to become part of the Age of Heroes.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Shahquest is a heavily modified Cortex-based "fantasy heartbreaker" game for a setting based on some old campaigns I used to play in and run. I will post here with spoilers, but will also link to a text pdf for easier reading, proper formatting, etc.

Googledocs PDF Link <---Much easier reading.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

dropping interest, thanks

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

3d12 ⇒ (12, 6, 9) = 27
reroll 6 1d12 ⇒ 8

Sim, work in progress

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
DM-Camris wrote:

RECRUITMENT IS OPEN!

Just a brief paragraph as to your basic build, personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by Sunday (hopefully).

Simelien "Sim" Cutanryl is a well-traveled elven man, with a calm, yet decisive manner. He is tall, thin, and lean, with dark hair and piercing brown-black eyes, always impeccably dressed. His keen senses and sharp mind allow him to pierce the veils of illusion, delusion, and occlusion. He is an expert swordsman and archer, with a preference for melee combat. Tactically brilliant, he aids his allies both in and out of combat with resolve and precision.

Sim has an abundance of patience and resolve. Once set on a course, it is hard to turn him away from it. He has little personal use for frivolous pursuits, but recognizes their value to others.

Hopefully in time, looking to build an elven Investigator(Empiricist)/Warder(Zweihander Sentinel). Dex and Int focus, using Elven Curveblade with weapon finesse/deadly agility.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Doggie HPs

3d8 + 6 ⇒ (8, 4, 5) + 6 = 23
3d8 + 6 ⇒ (4, 8, 8) + 6 = 26
3d8 + 6 ⇒ (3, 6, 5) + 6 = 20

For his 3 animal companions

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Ellion Hesoni wrote:
Before I compose the profile for the character-to-be, could you detail the gestalt process you are using? Perhaps I missed it, but from gameplay, it seems to be multiclassing instead.

Posted Here

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

5d6 ⇒ (6, 6, 3, 3, 1) = 19 15
5d6 ⇒ (4, 3, 3, 3, 3) = 16 10
5d6 ⇒ (1, 3, 3, 2, 5) = 14 11
5d6 ⇒ (6, 5, 1, 4, 3) = 19 15
5d6 ⇒ (2, 3, 4, 1, 3) = 13 10
5d6 ⇒ (4, 2, 2, 5, 2) = 15 11
5d6 ⇒ (2, 6, 6, 5, 5) = 24 17

17,15,15,11,11,10 +3/-3 to 18,17,15,11,10,8

I'll be making up a Human Cavalier (Huntmaster, Order of the Land). When I Gestalt, I'm thinking maybe Druid or possibly Paladin. I'll figure it out as I develop the character here. Meanwhile, HP rolls...

2d10 ⇒ (2, 9) = 11

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Valgrim and Pharnmournx:

Map

Valgrim, you are able to 5' step out of the AMF to where I have you on the map, and get big and hammer into the Roper. You strike it four times, and it looks like you have in on the ropes, so to speak. The Nalfeshnee might be able to finish it off.

Pharnmournx and Nalfeshnee are up.

Rafael and Wu:

Map

Stairs lead down about fifty feet, turning and twisting as they go. The sound grows more and more terrible as you approach the bottom of the stairs, coming from the east and northeast, but the source is still beyond your lightsource, so you might have some time to prepare (also, you can tell me if you do anything on the way down the stairs.)

All: Having trouble getting things loaded onto google docs, so I'm going to stick with this format. I put up the grids so you can reference the coordinates you move to. Hope that works for everyone.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Pharnmournx and Valgrim:

Right you are CL Check 1d20 + 15 ⇒ (4) + 15 = 19 Good show! the Nalfansee is still there.

If Vlagrim was large and back ten feet, he would probably be blocking your Nalfanshee from attacking, unless you summoned it in a location other than the one you indicated, which would be fine as you acted after her moved.

Also, Valgrim you can choose any of the 4 squares you occupied as large to be in now. Just let me know if you were adjacent or back 10' and which square you prefer.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I would be interested as well. Lurves me some supah-hiros.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Wu and Rafael:

Rafael finds nothing of use in the surrounding area. The dug-up grave seems to hold the bones of some kind of giant, perhaps a Rune Giant by the size of it.

Wu finds the doors leading downward into the crypts below have not been trapped. They have a sense of ancient-ness to them, and their wooden boards are filled with wormholes. Closer to the sound, he makes it out as a pair of horrid, mournful wails, almost but not quite harmonizing.

Pharnmournx and Valgrim:

Valgrim, your movement provoked an AoO (10' reach). Bite 1d20 + 20 ⇒ (14) + 20 = 34 vs full AC, misses.

Additionally, when your weapon strikes the Roper, it takes 3d6 ⇒ (6, 3, 4) = 13 points of damage. (probably not enough to get through it's harness, but if so, the weapon gains the broken condition.

The Northern Roper turns is gaze towards your new position, and as a swift action costing 1 Mythic Point, it expands its AMF into a 60' cone, blinking the Nalfanshee out of this plane of existence. The cone will last three rounds.

Then it tries biting you again. 1d20 + 20 ⇒ (12) + 20 = 32 vs debuffed AC for 4d8 + 18 ⇒ (4, 7, 6, 6) + 18 = 41 damage.

The Southern Roper does a double move and throws up a cone AMF of its own.

(The pillar blocks the Northern cone, but not the Southern one. map update I'll get to google sometime....grr.

Liberty's Edge

Male Human (Extraplanaer Subtype) Expert 10

Valgrim:

Yes, your buffs come back fully outside of the AMF. Any time spent in an AMF counts against their duration, but they are only suppressed while in the field (not dispelled).

So, you strike the creature with a good, solid blow. It attempts to block you blow by spending a Mythic point on its Block Attacks ability 1d20 + 21 ⇒ (11) + 21 = 32 but can't get high enough to do so.

I'll wait for Pharnmournx before doing the Ropers' turn.

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