Saronian's page

Goblin Squad Member. Organized Play Member. 166 posts (195 including aliases). 1 review. 2 lists. No wishlists. 3 Organized Play characters. 2 aliases.


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Heather 540 wrote:
There's no game for them at the moment. I just really like making characters.

Campaign traits can help augment the choices. That being said, rogues usually don't need to use magic or faith traits. That can be useful for the Save Traits.

In addition, Initiative traits are pretty good to have to go first in combat. The skill traits can also be of higher use.

The damage traits are a catch 22, as they can be extremely situational.


Are there any campaign traits being used?


Looks like there are some decent ideas. I'll have to check with the GM if this is feasible in the campaign.


The drawbridge can be modeled after the pontoon/mobile bridges used by the various military and rescue organizations. Have it come with a couple of empty barrels/airbladders for buoyancy as well as chains, stakes, and ropes to secure the bridge to the shore(s) and any additional sections.

As for the gatehouse/guard post, a wagon can easily accommodate a one story version, while a "second story" could be set up on top with four beams and either a canvas roof or one made out of panels.

Go figure, being a veteran in the modern military can be applicable to a fantasy campaign.


LordKailas wrote:
Saronian wrote:

The potential is there.

However, I'm asking if anyone has done such a thing in a campaign. Theorycrafting is nice and all, but practical experimentation is the test of it.

I think the problem is that unless the campaign is centered around it, by the time the group has the money/levels to make it effective there are better options.

I had a character that built an animated, invisible, flying, carriage. Which the party used for like 3 levels. Afterward the only use it got was to transport my golem to our destination since we couldn't just teleport him there along with the rest of the group. Once you can create a demi-plane and make it your base, you have access to it 24/7 and so there's no need to have something so vulnerable with the group.

one of the adventure paths I ran had a mobile base that the party would adventure from/in but it was more of a plot device then something the party could "make their own".

That might be for three levels, but how long did the group actually use it for?

The carriage is nice, but I'm thinking more along the lines of a mini RV(s) for the party. I figure one such vehicle for two people, with hirelings be added as we go on.


The potential is there.

However, I'm asking if anyone has done such a thing in a campaign. Theorycrafting is nice and all, but practical experimentation is the test of it.


"Better living through magic."

@Mark: If they are sentient, it gives more reason to use non-lethal damage as well as diplomacy. In an age of everyone digging for gold, sell shovels.

The idea is actually an old one that I was thinking about three years back in a Carrion Crown campaign. In that situation, being mobile was a side effect of the campaign going all over the place.


Coidzor wrote:

Definitely an interesting idea, and I do like mobile bases ever since I discovered the Stronghold Builder's Guide and the ability to proximate a Borg Cube in the heyday of my play of D&D 3.X.

I think you'd need some very big wagons for some of the Rooms from the Rooms and Teams section of the Downtime subsystem. Other small ones, like Lavatories and Shacks would fit into the space just fine.

I figure a the wagon size would be the limiting factor. Right off the bat, a light Wagon would be one small room, a medium wagon would have two small rooms, and a heavy wagon would have either three or four small rooms.

Or, to use the squares, a light wagon has four squares, a medium wagon has six squares, and a large wagon has eight.

What do you all think?


^Damn, that is quite a lot there.

Random thought, but a review of the other schools, classes, and such may not be a bad idea. It would probably take a lot of time, though.


Greetings everyone,

One of the ideas I had saw floating around the net is the use of wagons and turning them into mobile buildings and such. This seems to be a worthwhile idea, especially as RL shows that it can be done for a time.

Has anyone done this before? What rules are followed for it? If this was used in a campaign, how did it get implemented?


Just checking out this old thread. Looks to be useful for those considering the Aldori Swordlord PRC.


UnArcaneElection wrote:

Copying and pasting (and editing a bit) from my post (about a more specific version of this problem) in the Mystic Theurge Improvement Thread:

A semi-aligned class feature(*) would be good for several prestige classes. Hellknight Signifer takes a shot at this (not in name), but is missing options for several classes. One fix for the 6/9 vs 9/9 spellcaster problem would be to let you progress more stuff other than spellcasting on a 6/9 spellcasting class. (More generally, same idea for high class feature vs low class feature classes.)

(*)Like Aligned Class of the Evangelist prestige class, but more limited and strictly regulated.

That can be helpful. Unless I am mistaken, Wizards don't really care about their class features too much, but the rest are semi-reliant on them.


MR. H wrote:
Saronian wrote:
I'm not a hundred percent sure this might be the forum to ask, but I have been reading that the Mystic Theurge is considered to be underpowered. What can be done to bring the prestige class up and an attractive choice for players to build towards?

I'm playing this homebrew in a campaign right now

It's been working very well, but the class can be complicated to play.

Not exactly what I had in mind, plus being prepared limits the focus quite a bit.

Just thinking, would some like the Magus be useful in concept for making a Theurge class?


DM_DM wrote:
Taja the Barbarian wrote:
This has always been a fundamental issue with Prestige Classes: The whole 'give a little to get a little' trade off you are supposed to make gets very problematic when your class features are 'Spellcasting, and a bunch of little stuff no one cares about anyway.' [...] it's still difficult to come up with a fair trade off if you are gaining something significant.

The standard wizard is very low-ROCA. (Reliant on class abilities. As opposed to, say, the Magus or the Mesmerist, who are super high ROCA.) As you correctly note, the wizard gets almost all his power from progressing as a caster. A wizard who enters a PrC at 7th level loses two feats, his favored class points, his 8th level school power, whatever boosts he would have gotten on his 1st level school power, two spells/level added to his spell book, and his capstone power. Of that list, the 8th level powers are mostly junk or situational, increases to the 1st level powers are usually not a big deal at higher levels, losing the spells/level is a nuisance but there are a lot of scrolls and spellbooks out there plus stuff like the Blood Transcription spell, and the capstone power is "something super cool that I might use like twice if I'm still playing this PC two years from now, which probably not." So as a practical matter it's really two feats plus the FC bonuses. So if he enters a PrC that gives him much more than two feats worth of stuff, it could be unbalanced!

Now, this is a real design challenge, and the easy obvious solution is "take away a caster level". But it's also the cheap lame solution. Taking away a caster level is non-fun and creates a dead level. (Yes, you can patch that by frontloading a lot of fun stuff into the first level of the PrC, but if you do that too much then you're creating a dip magnet.) The easy solution is not always the good one.

Are there other ways to deal with this challenge, without cutting that caster level? Yes there are. Alignment restrictions; skill...

There has been quite a few good ideas being brought up. I wonder if anyone on the Developer Team is aware looking at this thread?


You know, WotC had a number of Prestige classes that were three and five levels long. Not extremely overpowering, but more flavorful than anything. They offered some unique and focused leveling on certain class features.

Having that as a prestige class option would be nice, but wouldn't solve the initial problem of the Core Prestige Classes being under used.


pad300 wrote:

I'd be really careful about this. Although the standard wiz 3 / cleric 3 entry is weakish - the 3 levels of casting behind hurts a lot - the problem is that there are shortcuts. Perhaps the nastiest is Wiz7 / Cl1 with arcane discovery Faith Magic, one level and a feat behind is a whole different kettle of fish...

Also, there are mitigations in published paizo rules - esoteric training from Inner Sea Magic.

Combining the two makes for a wizard that has full casting through his entire career, adds 13 levels of cleric casting (at the top end), and has improved saves, hp, and 2 domains + weak channeling:
The level sequence is this:
Wiz 1-7 (take faith magic arcane discovery, and get eclectic training, only requires 5 fame)
cleric 1 (eclectic training keeps your wizard casting up)
Mystic Theurge 1 - 10 (during this get esoteric training, wiz +3, cleric +1, requires 35 fame)
cleric 2&3 (these can be added anytime after Esoteric training, and are more beneficial than Mystic Theurge levels)
Wiz 8&9

The only limitation is you need to keep your wisdom up, so as to access your cleric spell slots - which isn't too difficult, with a 2 stat headband being a thing...

That is extremely dangerous, especially with that arcane discovery. Though it could work.

This biggest issue I can foresee is the Faction training, which is severely GM dependent. Even then, it can also make certain feats semi-questionable. Though I would say that the Cleric should be the focus of the Esoteric Training since Wizard wouldn't benefit from it out side of the first level.

I am more curious how this could be applied to other classes, though. Especially the 4th level spell casters.


Not to necro an old thread, but I am looking at making a Mystic Theurge with some item crafting feats and this is a whole lot more interesting.

Especially with all of the other traits and training out there.


PossibleCabbage wrote:
UnArcaneElection wrote:

(Most glaring example, aside from the obvious problem that nearly all spellcasting prestige classes have with 6/9 casters: Unless you manage to do some shenanigans to get Warrior Priest as an arcane caster, you have to have Arcane Armor Training to get in as an arcane caster, and Arcane Armor Training is a trap feat for most types of Magus and a few types of Bard.)

I don't disagree, but the question I have is how many column inches is it appropriate to devote to fixing this when a GM (or PFS as a whole) could just handwave this by granting an exception to classes that get arcane casting in armor through a class feature, and thus don't need a feat (or would need to take a different feat.)

Prestige classes as "specialists within an organization" would probably do better if they had a range of requirements for entry, rather than implying that if you want to get anywhere as a Crimson templar you're going to need to be adept with the Bastard sword (surely Ragathiel's faithful could use some people with polearms or maybe an archer.)

I guess there's also the option of just making lots of different prestige classes for an organization to highlight different roles, but how many more column inches do the Hellknights really need?

That would actually be pretty cool. I figure that Nex would be a good location for Mystic Theurges since they are mixing Arcane and Divine powers.


Dasrak wrote:
Saronian wrote:
For clerics, that would be boosting the channels by 3d6, allow Wizards access to their meta magic feats, and so on.

Cleric and Wizard aren't the classes that need this. It's the Sorcerer, Arcanist, Witch, Oracle, Druid, and Shaman that need help in this regard. Or, if you want to really do the PRC right, you might also look at what you could do to make it attractive to classes like the Bard or Inquisitor.

I'm kind of perplexes that anyone would think its current prerequisites are acceptable. A Wizard 3 / Cleric 3 is close to unplayable; if you want this to be something fun that you can work into without becoming dead weight that the rest of the party has to carry for several sessions, it needs to have lower prerequisites.

I'm playing a Cleric/Sorcerer (Celestial/Wild Blooded Empyreal), having just hit third (Cleric 2/Sorcerer 1) in a RotRL campaign. That's Seven levels.

The three things making it alright now are two alternate abilities: Empyreal Bloodline, Bifurcated Mind (Racial Trait), and Multidisciplined (alternate racial ability, replaces multitalented).

Details:

Empyreal Bloodline: Sorcerer uses Wisdom instead of Charisma for their casting stat.

Multidisciplined: +1 caster level to two spell based classes. Replaces multitalented.

Bifurcated Mind: +1 Trait caster level to two spell based classes. Does not stack with Magical Knack.

Without even one of them, I wouldn't be able to be an effective supporter. Granted, I don't have access to 2nd level cleric spells, but my 1st spells for both classes is hitting at caster level 3 and are based off of one mental stat (Wisdom).

While Cleric 3/Wizard 3 is bad, imagine the 4/4 guys. Granted, being a spontaneous caster can be useful, but their the ones getting railed for another two levels.

I think one compromise would be the spell level requirement. Having to be able to cast Arcane and Divine, as well as 2nd level spells from one of the two classes. That should, at least for full casters, make it four levels for the prepared casters. Spontaneous should make that in five.

I like the Knowledge Requirements staying the same, since there should be few skimping on Intelligence (at least to me). Either that, or make a better version of the Theurgy Feat that is a requirement.

What do you think?


UnArcaneElection wrote:

^Both types of Hellknight are pretty good examples of how prestige classes should have been designed for what was out at the time. Hellknight (without the Signifer) is still not too shabby, although it needs a bit of an update for newer material. Hellknight Signifer is still good for Wizards and Clerics, but needs an update for newer material, including a way for it to work well with 6/9 casters. Unfortunately, neither Path of the Hellknight nor the Adventurer's Guide did enough in that regard. (Most glaring example, aside from the obvious problem that nearly all spellcasting prestige classes have with 6/9 casters: Unless you manage to do some shenanigans to get Warrior Priest as an arcane caster, you have to have Arcane Armor Training to get in as an arcane caster, and Arcane Armor Training is a trap feat for most types of Magus and a few types of Bard.)

One thought that has occurred to me is the use of the PrC in PFS play and other formats. How often do Prestige Classes get used? Are there any that get used more often than not?

As is, it seems that the additional classes and Archetypes are hurting, if not straight up killing, the Prestige Class.

Besides the Mystic Theurge and the comment about the Eldritch Knight, are there any other Prestige Classes that are not very popular, either because of rules, features, or style?


Any way, back to the main topic. The common consensus seems to be that MT should keep the requirements to get in, but otherwise could use some vastly improved features. Whether that is counting towards the class abilities or making up new ones, that is the bigger debate.

For me:

I like the idea of it counting towards the class progression. The best sounding is that both base classes get a level boost for every two Mystic Theurge levels That would open up most classes to their level eight or level nine ability. For clerics, that would be boosting the channels by 3d6, allow Wizards access to their meta magic feats, and so on.

What do you all think?


Lady-J wrote:
UnArcaneElection wrote:
Lady-J wrote:
they should really just make gestalt an official thing in pathfinder

That's what VMC is for. Except that they never developed it beyond its initial release in Pathfinder Unchained (and won't let it into PFS, last I heard), and the quality is ReaALy uNEvEn.

vmc has loads of problems and offers very little in the way of class features while simultaneously making all the abilities come into play at ridiculously high levels for what the ability is worth so i stand by my statement gestalt should be made official in pathfinder

I had looked at the VMC and I was not too thrilled with it. It offered some things that might be useful, but the spell casting variant was lackluster and only provided class features, not spell levels. That is a major issue there.


UnArcaneElection wrote:

They aren't all bad, but you have to sift through quite a lot to find the good stuff, and you have to build carefully. I should write a review of prestige classes, but not tonight.

That's part of the problem I am having. Some PrCs, like the Mystic Theurge, rely too much on rules lawyering and having the precise set up of classes, feats, skills, and spells to in order to make it work.

I don't mind some loose connections, but anything that requires a PC to hit every marker to be "viable" isn't much fun.

I also like the idea of each PrC being part of an organization that can help it along. I don't know if something like the Hellknights would be the best solution, but something like it wouldn't be far off, I believe.


DeathlessOne wrote:
SheepishEidolon wrote:

I think with the right build you can compensate the weak spots of the theurge somewhat:

1) Use racial CL boosters (hello half-elf).
2) Get as many useful class skills as possible via a smart combination of classes.
3) When you can choose from class features (e.g. bloodlines), take those that benefit you on very low levels.
4) Start with 3 (respective 4) levels in one class first, so you won't lag behind a normal full caster much.
5) Use wands, scrolls etc. - you usually don't even need UMD, just an easy check. The fact your highest spell level is lowish doesn't impact the spell levels of loot...

I'd count the relatively weak mid levels as an unique challenge - don't see a need to kill that with adapting the class...

I'm currently playing a Mystic Theurge in a campaign and he is level 10. Using all the tricks listed above, I was able to make him useful in just about every situation.

1) Multitalented (halfelf alt. racial), & Bifurcated Magic (trait/halfelf)
2) All skill except Disable Device, Escape Artist, Stealth, Linguistics, and Sleight of Hand, were class skills.
3) Hexes, Bloodline powers, Revelations, and Spirits were all chosen to benefit having 4 class levels or less.
4) Shaman, Sorcerer, Stargazer, Mystic Theurge. Sprinkled in Kintargo Opera house guild master.
5) I made use of rods, scrolls, wands, animal companion, and familiar to get the best out of everything.

Fun tip: Half-elf can take the +5 ft for a Hex range with Shaman. I used it for Chant so that I could be 50ft away and still keep things up.

** spoiler omitted **...

I think you went for Multidisciplined, which gives a +1 caster level to two classes.

Otherwise, nice build. I'm using Cleric/Sorcerer with mine, so that might help.


RDM42 wrote:
Serious question - no snark. What niche do prestige classes fill for you that you can't get from base classes, archetypes et al?

The biggest issue I have is that certain classes, such as cleric, haven't been able to mix archetypes like others do. All too often, it seems like the archetypes are designed to replace entire areas. I would like to see more narrower archetypes that change one or two areas and can be stacked instead of having to wait for a new class to come out.


DeathlessOne wrote:
Alchemist 23 wrote:
Replace the 3rd level spell requirement wit 2nd. You'll lose less spell levels that way and will be able to take it at a lower level.

Huh?

Mystic Theurge wrote:
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
Anyway, I'd allow the feat Prestigious Spellcaster to boost the missing casting levels from your main classes, up to your character level. Normally it wouldn't apply since Mystic Theurge boots caster level each level anyway, but i'd let it anyway.

While the Spellcaster Version doesn't really work, the Favored Prestige Class feat is nice. Maybe if that was added to all of the Prestige classes that would make them more likeable.


Maybe few others mentioned this, but a look back and fix of the old prestige classes might be in order, especially as newer classes, archetypes, and feats come out. In addition, a look a at organizations and characters that took the prestige classes pathfinder/Starfinder would be nice.


I'm not a hundred percent sure this might be the forum to ask, but I have been reading that the Mystic Theurge is considered to be underpowered. What can be done to bring the prestige class up and an attractive choice for players to build towards?


Gisher wrote:
However, if you were a Wizard 3/Cleric 3/Mystic Theurge 5, for example, you could use Magical Knack to boost your Wizard Caster Level (or Cleric Caster Level) from 8 to 10.

Eh, I just wanted to make sure what the trait can do for the prestige class. Thank you for the reply, though.


Dave Justus wrote:
Prestige Classes are still classes (the favored class is a special limitation), so it isn't forbidden. It won't do you any good though, as +2 'Mystic Theurge caster level' doesn't do anything, Mystic theurge adds to other class caster levels, but it doesn't have one of its own and doesn't do anything more than Magical Knack (barbarian) does.

Thank you. I just want to make sure I wasn't misreading it.


chadius wrote:

I've seen some guides that use 1 to 4 stars, and then color code the name.

For example, Power Attack is considered a great feat by many melee characters. So color Power Attack blue (or green) and show four stars.

Power Attack (****)

It's hard to tell the difference between 6 and 7 stars, for example.

True. Though, IMO,it provides a bit more clarification, especially for the lower designated options, especially when they are circumstantial but useful. Especially if they are even more useful in said situations.


jadraki wrote:

These guides are amazing. thanks to all those who did hard work.

I know this is extremely unlikely and a big ask. But is there any chance of not using Red and Green as color codes?

I was thinking either a 0-10 scale would be a good idea. 10 being the best, 0 being the worst out there. What do you think?


I'm having trouble finding the answer, so I am asking here first. Can the Magical Knack Trait be applied to Mystic Theurge to increase the caster level for the character?

I'm just asking to see if this was covered before.


Any word on the fix?

EDIT: Never mind, should have refreshed the page first.


They had set up a new website design that has some bugs. They are aware of some issues and are currently working on it.


This is Justin.

My bad. I'm still waiting on what everyone had.

So there is a Half-Orc Barbarian, a Tengu Rogue, and a Kenku Swashbuckler.

Looks like the Melee front is good to go. How are we on the social/magic front?


Brimleydower wrote:


Saronian:

How does Saronian feel about Molthune's slavery laws? While they are generally regarded as the some of the most fairly treated slaves to be found, slavery is slavery.

I'd prefer if people and places were given more due in the backstory. Perfunctory descriptions ("the guide", "abolitionist", etc.) make it harder to invest into the story for me, personally.

Who was behind the assassination specifically? Is there an organization or nation that took particular offense?

What fortune is Ezekial seeking in Braganza? It's typically a boon to merchants and laborers.

I can qualify you for Superior Training on what's submitted; for Higher Grade Gear and the Traits, I'm going to need to see personality descriptors (as described in ooc-text in the original post) and some notes throughout the backstory or at the end explaining how you qualify for the specific traits therein.

I'm fine with tacking on the healer's kit.
[/spoiler

Ok. Let see.

[spoiler=Test]


Slavery:

From what he has seen of it, the slavery isn't the as dark as Nidal or Cheliax. If anything, and as it was noted, Molthune's slavery laws mare designed to encourage a population growth.

To use some fiction as an example, Freehold comes to mind. An immigrant without skills that are profitable can have themselves be hired out to an agency in exchange for help and "education" in the society. In addition, Andoran might see it as a way to get slaves from other nations, especially Cheliax, to freedom.

In addition, Ezekial can act as an "informant" or a liaison for Andoran interests in Molthune and Nirmathas, if it can be fitted into the campaign.

Background:

Mostly for the sake of simplicity, to be honest. I enjoy playing Ezekial, since he is a healer first, alchemist second, and diplomat last. He expects fighting, though he doesn't relish it. At the same time, he knows that in order to help the most people, ending a fight quickly can be beneficial.

To be honest, I am going for a mix of Simon Tam from Firefly/Serenity and Mordin Solus from Mass Effect.

The Abolitionist: Don't have an exact name just yet. Never really thought about it. Figured it wasn't going to be a major part. As for enemies, name a country with ties to the slave trade and you'll have a dozen groups that would have a bounty on the person or people of his "profession". Though from the description and resources given, I am thinking he was a high level agitator, though maybe a bit arrogant or naive in how other countries operate. it could evenbe a rival seeking to use an "International Incident" as a means to to elimnate the abolitionist.

The Guide: Another one, though one that Ezekial would have little interaction with since he wasn't the one to hire him. Doesn't mean he isn't familiar with who hired him, but it wasn't a major plot point for me. I have felt he was some mook who knew enough about was going on and greedy enough to try and get a few coins in his pocket.

The Assassin: The idea for a three part poison is a modification of the two part poison: one part is put into the drink, while the other is put into the food. This also have a tendency to imitate food poisoning, heart attacks, and the equivelant. For a three part poison, the first was in the Assissin's weapon, the second was in the Guide's tainted water, and the third is from the healer's kit. It was designed to make it look like a lethal allergic reaction to a common treatment for the "expected" poison in the assissin's weapon. I'm thinking Daggermark (River Kingdoms) connection, since they have a tendency to hire themselves out.

Braganza:

As you pointed out, it is a site and season for builders, merchants, and those who are tied to both. Having a skilled doctor and alchemist on site can help mitigate costs for sick and injured workers. In addition, someone with medical experience that isn't reliant on divine magic is a welcome boon to those who distrust or cannot afford the Abadar's followers. As bonus, when he isn't being called upon to deal with the sick and injured, Ezekial does his best to cook and or gather ingredients for potions and alchemical items.

As for qualifications as a doctor, Ezekial has been on several expeditions for the last few years, Mwangi Expanse and Varisia being two of "common" spots for him. The Molthune expedition was his first to be abroad in a "civilized" location.

Personality Expansion:

In addition to the previous, Ezekial is an educated man and does his best to reflect that part. He tries to dress appropriately for the occassion, seeking to make sure himself and his patients are clean and healthy.

As a side effect, Ezekial also has a tendency to entertain guests at various social functions, using his experience and testimonies to both entertain and educate various nobles and guests.

Of course, Ezkeial also does his best to ensure that the facts are true and that there is little to no exageration of the circumstances. While it might make the story less interesting at times, it does provide enough realism.

Will work on the background more, but I would like your input. Any questions, comments, or concerns?


Background:

Back Story:

To Do No Harm. Four simple words, whose meaning when taken individually are insignificant. When taken together, they are a phrase used by the healers to submit themselves to an oath to help their fellow beings, be they commoner or noble, child hood friend or enemy. Often times, the line between healing and harming blurs, especially by those who seek to abuse those of this oath.

A middle child of a moderately well to do family, Ezekial Somrivatram was a brilliant student at the Andoren Alchemical Society as well as occasional visitor to the Almas University. An accomplished alchemist and budding doctor, Ezekial was part of a fraternity the two universities shared, one that sponsored safaris, hunts, and expeditions to various parts of the world. Seeking to expand his knowledge as well as his skills as a field doctor.

It was during these trips that he came to a simple solution; as an alchemist and a doctor, his job was the most boring at times and the most intense. As such, he took to cooking while on these expeditions, reasoning that if he wasn't being used for his medical skills, he might as well be useful for his culinary. In addition, Ezekial is studying the use of the crossbow. While not a great shot, he has worked on extractions that will help his skills nonetheless. As time went on, he also became an invited guest to several academic parties, trading stories on the expeditions he was part of, and the stories of his medical experiences in the field.

After two years and several expeditions, Ezekial felt that he saw it all. Despite his young age, he has mended bones, healed scraps, cleaned infections, removed barbs, arrows, and spears from fellow adventurers, and seen the after affects of several diseases. With such field experience, he was on the verge of becoming a rising star in the alchemical and medical science world. But nothing prepared him for betrayal and political intrigue.

One of the staunch abolitionists of Andoran wanted an experienced field doctor. The abolitionist's travels were around the world, from Mwangi to Lastwall, and an experienced doctor would be a welcome addition.

Unfortunately, the expedition faced numerous hardships along the way, and it didn't help that several would be rulers just paid lip service to the abolitionist. Between Cheliax, Nidal, and the various factions wishing to keep Andoran out of their business, the expedition suffered several hardships.

It was on their way through the Shrikewood befell the expedition. While well guarded, the expedition was attacked by a large group of bandits in the area. During this attack, the abolitionist was injured when a stray bolt hit the man. No sooner was the abolitionist was hit than a squad of Molthune rangers arrived, helping drive off the bandits.

Unfortunately, the troubles didn't end for the expedition. Once Ezekial treated the abolitionist, the man died from an apparent allergic reaction to the medicine. An investigation revealed that the abolitionist was poisoned using three different substance; a common medical herb, an unactivated substance on the projectile, and a third ingested ingredient. This last ingredient was benign unless imbibed by a person, and was lethal when mixed with the two other substances in the man's blood stream.

Suspicious, Ezekial went to the expedition leader. Unfortunately, with little evidence to go, the expedition leader didn't investigate it much further. The order was for sent out for the expedition to go to Canorate to deliver correspondence between the Andoran government and the Imperial Governor. Fortunately, the evidence soon appeared...

A day after the attack, the expedition and the ranger squad were attacked again. This time, Ezekial and the guards spotted a hooded assassin, who fired upon the expedition leader. Though the leader was hit, the arrow failed to pierce the armor. Realizing the ruse was discovered, the assassin fired another arrow at one of the guides and fled, leaving the bandits to their fates.

As the guide lay dying, a search revealed the third substance one that acted as a catalyst that killed the abolitionist. Realizing that the expedition was still in danger, the expedition leader, the Molthune commander, a few trusted guards, and Ezekial quickly rode to Canorate.

Once the rest of expedition was in Canorate, Ezekial was released from his post and given his pay. Hearing of the construction in Braganza, Ezekial is heading there to seek out his fortune.

Personality:

Personality: A young, kind hearted, and soft spoken man, Ezekial seeks to heal the world, but wishes to find out who caused the downfall of his life. Driven to this end, he knows that a quick smile and an open ear can help him, and enjoys trading stories while cooking. He worships both Pharasma and Sarenrae, for both Goddesses have a keen interest in healing, and offers prayers to both in good and bad times. Like most Andorans, Ezekial has taken a dim view to slavery and on more than one occasion refused to go on an expedition that uses slaves.

Trying to get the Superior Training, Higher Grade Gear, and a second/Campaign trait

Second Trait:

If I qualify for the second trait, I would like to combine the traits Precise Treatment (+1 Trait Bonus to Heal and Heal uses Intelligence instead of Wisdom) and either get a free Healer's kit or something else. Up to you on how you want to set it up.


Clarification: Can a player get both a second trait and a campaign trait from back story or just one?


Another few questions:

Sides? (Alliance, Horde, Cooperative, etc.)
Other races? (Like Centaur and Pandaren)
Play style? (hack and slash, puzzles, role play)

If it is allowed, I would like to play am Orc Battlemaster or a Centaur Shaman/Dul wielding fighter.


I'm interested in playing, pending setting and view. I was not a big fan after the whole Wrathgate patch and interest in the MMO went down hill since Cataclysm.

I am interested in either playing an orc blademaster or a centaur shaman/two handed warrior (Gelkis Centaur).

What do you all think?


Sooo...


Mallory Lewis wrote:

I forgot that "Grunt" is Shoelace or I would have told everyone that he was out of town for a week camping (As I saw from one of his Recruitment threads).

I'm already awful with names and sometimes aliases just confuse me.

Yeah, that would have been important to post on the discussion thread.


I don't know. I hope not. But this one update a week is getting old.


Ramhead2003@yahoo.com

Hope that helps. Though to be honest, if it's only a small "skirmish" then we shouldn't need a map.


I know. What do you all want to do?


Mallory Lewis wrote:

No yeah I'm sure that given time we could come up with some kind of rapport and at least "train" him. But I don't even know how to get there, really. I was half-intending to come to his defense if this came to violence, but the Half-Orcs seem to content to make fun of him.

What do you have in mind for this, Grunt?

Ps Ezekial: Loooooved the Star Trek reference in your latest post.

You're welcome. I'll try and not say it every other post.

I'm just a little concerned about how this is going to go.


Let's See:

#1
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (3, 5, 3, 2) = 13 = 11
4d6 ⇒ (6, 1, 4, 3) = 14 = 13

4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (2, 2, 6, 5) = 15 = 13
4d6 ⇒ (1, 5, 4, 4) = 14 = 13

Equals 14 PB. Too many 13s for my tastes.

#2
4d6 ⇒ (3, 5, 2, 1) = 11 = 10
4d6 ⇒ (6, 1, 2, 3) = 12 = 11
4d6 ⇒ (3, 5, 6, 3) = 17 = 14

4d6 ⇒ (3, 2, 4, 4) = 13 = 11
4d6 ⇒ (1, 4, 4, 1) = 10 = 9
4d6 ⇒ (5, 5, 1, 3) = 14 = 13

Equals 9 Point Buy. Blah!

#3
4d6 ⇒ (4, 4, 1, 5) = 14 = 13
4d6 ⇒ (3, 2, 2, 2) = 9 = 7
4d6 ⇒ (5, 2, 1, 2) = 10 = 9

4d6 ⇒ (2, 5, 3, 2) = 12 = 10
4d6 ⇒ (3, 1, 2, 5) = 11 = 10
4d6 ⇒ (1, 5, 2, 6) = 14 = 13

I think the dice roller hates me.

#4
4d6 ⇒ (6, 1, 4, 1) = 12 = 11
4d6 ⇒ (6, 4, 1, 2) = 13 = 12
4d6 ⇒ (2, 2, 5, 2) = 11 = 9

4d6 ⇒ (3, 1, 2, 1) = 7 = 6 4d6 ⇒ (4, 3, 4, 1) = 12
4d6 ⇒ (5, 3, 4, 3) = 15 = 11
4d6 ⇒ (3, 2, 4, 3) = 12 = 12

5 Point Buy with a reroll for the 6. No thank you.

#5 (Last One)
4d6 ⇒ (1, 6, 6, 5) = 18 = 17
4d6 ⇒ (4, 2, 2, 4) = 12 = 10
4d6 ⇒ (2, 2, 6, 6) = 16 = 14

4d6 ⇒ (5, 2, 2, 6) = 15 = 13
4d6 ⇒ (5, 1, 2, 1) = 9 = 8
4d6 ⇒ (1, 6, 1, 4) = 12 = 11

20 Point buy, but with a wide disparity. I'm going to have to think on this for a second.


How long of a hiatus are you going for?


I understand, time isn't on our side. But unless they want to flee with no weapons, armor, or gear, they'll want to wait. And fleeing to the Stag Lord isn't necessarily a good choice, especially if he is one of those villains who enjoys killing failing subordinates.

Again: They escape, they better run for it. We catch them as bandits again in our territory and they will be executed as oathbreakers. We see them as hunter/gathers/guards for a legitimate enterprise and we'll treat them a neutral.

I'm partial to banking on that set of circumstances.

Also, we're the good guys. We shouldn't be hanging prisoners for being bandits unless they'll be an even greater threat (Kressle partially falls in this category).

Also, aren't there suppose to be guards on the way to the outpost? If they can' handle keeping an eye on three prisoners tied to posts, they aren't much of a guard.

Look, OOC, I read what you all did to the one "bandit". I can't say I blame you all, but at the same you are acting just as bad as the Stag Lord and one of a dozen different "noble" families. They take because they have a "birthright" and "the law" allows them to do as they please. Bandits and those over them take what they want because "no one is going to be stopping them".

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