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Tilnar's page

Pathfinder Society Member. 927 posts (6,706 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 29 aliases.


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Rerolling..:

1d20 ⇒ 15
Not 17+, but much higher than 6


So, just to confirm, we have a brawler, swashbuckler and arcanist, and we're a 5-person party?

So we need a skill character and a divine caster .. Which means not so much with the boltslinger?

Because I'm actually playing an investigator (empiricist) in another campaign, and slayer's a mite too much like the ranger I'm currently playing...

Guess I'll go Warpriest or Shaman.


And Again...:
New Roll: 1d20 ⇒ 5


Wow. Pocket post.

Stranger in a Strange Land:

Birthland: 1d20 ⇒ 4


[Spoiler="Stranger in a Strange Lanugffddhj


Stuff. Junk. Got it.


Further abuse at the hand of the diceroller:
Birthplace: 1d20 ⇒ 12
And d%: 1d100 ⇒ 73


Drawmij's Instant Family:

Siblings: 1d3 ⇒ 2 Middle child syndrome FTW!
Gender (Older sib): 1d2 ⇒ 1 Male
Gender (Younger sib): 1d2 ⇒ 2 Female

They're listed on the Archives of Nethys .. Cosmic Traits.


Siblings and Birth Details:

Siblings: 1d20 ⇒ 9
Birth Order: 1d20 ⇒ 10

Month: 1d12 ⇒ 2 February.. Or Callistril, depending
Day: 1d28 ⇒ 25
Hour: 1d24 - 1 ⇒ (3) - 1 = 2
Minutes: 1d60 - 1 ⇒ (11) - 1 = 10

So: 25 Calistril at 2:10am (assuming Golarion calendar) .. Meaning I was born under the sign of the newlyweds. (Assuming Golarion astrology/comic stuff)


More Rolls:

Nice to see the diceroller's hatred extends to character generation.. Kind of hard to be a bolt ace when you can't arid a crossbow.

Legit: 1d20 ⇒ 11
Family: 1d20 ⇒ 6


Rolls:

Background, roll 1: 1d10 ⇒ 2
Background, roll 2: 1d100 ⇒ 8

Fixed.


With these house rules -- we're counted as having the feats in terms of pre-requisites for other feats?


Sounds spiffy. I'm in.
You're allowing APG classes?


It's amazing how characters evolve as you work on them -- originally, this started as a bard (Court Bard, debuffer), Noble Born of House Surtova -- his biting tongue getting him into trouble and, thus, out on the road -- then shifted toward an Archaeolgist bard (partially because at the time, there were fewer skill-based applicants) -- morphing as I pounded it out into this. In any case, my submission:

Verrat Pekàr Surtova (crunch):

Male Human (Taldan) Swashbuckler 1
CN Medium Humanoid (Human)
Init: +3, Senses: Perception +3
Languages: Common
Deity: Calistria
Age: 19 Birthday: 8 Calistril
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DEFENSE
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AC 16, Touch 13, Flat-footed 13, CMD 16
(+3 armor, +3 dex)

HP 12 (1HD) {12}
Fort: +2, Ref: +5, Will: +0
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
Longsword +5 (1d8+3/19-20) [Slashing]
Rapier +4 (1d6+2/18-20) [Piercing]
Dagger +4 (1d4+2/19-20) [Slashing, Piercing]

Ranged:
Shortbow +4 (1d6/x3) [Piercing], 70' range increment
Dagger +4 (1d4+2/19-20) [Slashing, Piercing], 10' range increment

Base Atk: +1, CMB: +3
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STATISTICS
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Str 14, Dex 17, Con 12, Int 10, Wis 9, Cha 15
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TRAITS
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Bastard (Campaign)
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you've lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family's henchmen or you merely seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Vigilant Battler (Combat)
You are hard to fool and harder to trick with a feint. You gain a +1 trait bonus on all Sense Motive checks. This trait bonus increases to +2 when used to counter a feint in combat.

Chip on Shoulder (Social)
When someone pushes you, you push back. Whenever a creature fails an Intimidate check against you, you gain a +2 trait bonus on your next Intimidate check against that creature. Intimidate becomes a class skill for you.

Vain (Drawback)
You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
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FEATS
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Armour Proficiencies: Light, Buckler.
Weapon Proficiencies: Simple, Martial.

Normal:
Weapon Focus (Longsword), Slashing Grace (Longsword)
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SKILLS (5+int) [skilled]
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+5] = 1.0 + 3 + 3 -2 (AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+2] = 0.0 + 2 + 0
Climb [-1] = 0.0 + 1 + 0 -2 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [+1] = 0.0 + 3 + 0 -2 (AC)
Intimidate* [+6|+8] = 1.0 + 2 + 3 {+2 Chip on Shoulder}
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Knowledge (Local)* [+4] = 1.0 + 0 + 3
Perception* [+3] = 1.0 + -1 + 3
Ride [+1] = 0.0 + 3 + 0 -2 (AC)
Sense Motive* [+4] = 1.0 + -1 + 3 {+1 Vigilant Battler}
--- vs. Feint [+5]
Stealth [+1] = 0.0 + 3 + 0 -2 (AC)
Survival [+0] = 0.0 + 0 + 0
Swim [-1] = 0.0 + 1 + 0 -2 (AC)
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SPECIAL ABILITIES
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Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Panache (Ex) (oo)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains 2 panache points. Her panache goes up or down throughout the day, but usually cannot go higher than 2, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in when confirming a critical hir or landing the killing blow with a light or one-handed piercing melee weapon (or a longsword).

Deeds (Ex)
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
*Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
*Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
*Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

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EQUIPMENT (66L/132M/200H)
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Carried/Equipped
longsword; outfit (traveler's); lamellar (leather); dagger; rapier; signet ring; shortbow; arrow (x20)

Backpack, Masterwork [ Bedroll; Rations (Trail/Per Day) (x4); Waterskin (Filled); Mess Kit];

Pouch, Belt [ Chalk x 5, Flint and Steel ]
Pouch, Belt [ Candle x 10, Candle Lamp ]

Coinpurse: 4gp, 14sp, 15cp

Current Load: 53 lbs (Light)

Appearance:

Verrat stands just under six feet tall, with a lean frame and a predatory grace. His complexion is tan, almost golden, with freckles of deeper bronze scattered across the bridge of his hawkish nose and down his cheeks to his well-trimmed dark goatee. He wears his raven-black hair in a short, clipped style that frames his wolfish face, emphasizing the harsh edge of his hazel eyes.

Backstory:

Verrat was born and raised in Port Ice, in the shadow of the White Manor that should have been his birthright. His father is Nikos Surtova, the second son of Domani Surtova, the Lord of the White Manor and uncle to the King... and his mother, Johanna, was the comely daughter of one of the manor's bakers -- a serving girl who caught the eye of the young man and his fancy. He promised to marry her, that they would run off together, but when she went to the meeting place, instead, she found the Niko's aunt Natala who informed her that their plans to run off were cancelled. Nikos would be returning to New Stetven with Natala to take on a role in his cousin's court, and the honour of House Surtova would not be soiled on some common maid. Natala offered a pouch of gold for her trouble, and her silence... and when Johanna refused, Natala had the House Guard escort her out.

Verrat grew up as a baker's son in Port Ice, his early childhood memories a blend of playing in the alleys with other merchant's children, carrying heavy sacks of flour and piles of firewood for his mother, the smell of baking bread and cinnamon-honey sweetbuns. He grew up thinking that he'd be an apprentice baker, that the heat of an oven would be his destiny. During these years, Johanna never told her son the truth of his origin, saying only that his father loved them both very much, and that bad people had taken him away... Verrat, of course, had dreams of his father's return, escaping his captors and joining them... his mother did her best to discourage them, but she couldn't bring herself to break her son's heart. Still, it was a pleasant childhood, his mother's business -- and the remainder of her coin -- sufficient to keep them both clothed, fed and housed in the rooms above.

Unfortunately, when Verrat was 14, Johanna took sick with a wasting illness that slowly choked the life out of her. She had to close her shop, living only on what coin remained from Natala's original purse... and stretching it as best as she could... moving into a smaller, run-down apartment. Finally, after months of living in squalour, Johanna realized that she wouldn't recover and called her son to her sickbed, finally telling him the truth of his origins. To prove her claim, she gave her son a small sack which contained the few silvers that remained of his family's gold, a note from Natala reminding Johanna to keep away or face ruin, an old love note written by his father, and, most importantly, his father's signet, given to her fifteen years prior as a promise of marriage. She told him that she'd sent word to New Stetven, and that his father would look after them.

The letter from New Stetven arrived four weeks later.... it was in Niko's hand, but the tone matched the letter from Lady Natala. It said, quite clearly, that Niko cared nothing for the boy and wanted nothing to do with him... that there would be no sullying of the family honour, especially now that Niko was starting to win favour with his heirless uncle. To make sure she could continue to care for the boy, he'd arranged for a cleric at the White Manor to remove her disease, and another pouch of coin to last the second decade. Unfortunately, Johanna had died three weeks before it arrived.

Verrat's confusion and loss twisted within him, turning into a hatred... and a hunger. He climbed the hill to the Manor, wearing the signet and carrying his father's letter. He demanded to see his grandfather, though, after feeling powerless for so long, he expected to be turned away with just another pouch of coin. He was almost surprised when he was given an audience, and even more surprised when this man he'd never met calmly accepted the rage-filled rant of a boy of fifteen winters, then nodded, sighing wearily, saying only, "Natala", and then apologizing for how the boy, and his mother, had been treated. He said that he could not override Natala's decision, that he could not recognize his grandson, but had he known, he would have arranged for a better life. He offered to try to make amends, now, to bring the boy into the household and to train him to be a warrior.

Possibly out of shock or confusion at what just happened, Verrat accepted the offer and began to learn to use a blade. While he was years behind some of the other trainees, the years of hefting heavy sacks and piles of wood served him well... but not as well as his quick hands and the fire that burned within him to excel, to show them all, still fuelled by bitterness and hatred. He was quick to learn the blade, but the very things that honed that skill made him a poor soldier. The need to excel grew into a flamboyant, arrogant swagger. He was more concerned about learning tricks than formation, more concerned about winning personal glory than anything else... the childhood dreams of the return of a loving father now all replaced by dreams of defeating his father in combat and demanding his birthright.

By the start of his third year of training, he was sure that he was better with the blade than his fellow students... and starting to think himself better than his instructor as well. Verrat couldn't hide his belief, and the growing dismissive attitude finally pushed things too far a few months later, and the weapon master of the White Manor refused to keep teaching him. Thinking he had nothing left to learn, Verrat returned to his chambers for the last time, thinking he'd head to New Stetven and confront his father and great-aunt... but when he'd finished packing and turned to leave, he was surprised to see the weapon master in the doorway.

"You're not ready," she said, simply, and before Verrat could ask, she told told him that his plan to head to the capital and demand what he felt was stolen from him, to avenge his pain and his mother's death, was written plain on his face... and had been for four years. She explained that it would take more to claim honour than winning a single duel, one that despite his skill, he would lose if it were fought today. She explained that some challenges could not just be defeated by a blade, and that she'd hoped Verrat would have learned this during the training, rather than focussing on it as a means to the end.

Before Verrat could raise his voice in argument, to demand how she knew what she did, the weapon master, Andrea, tapped the leather cord around his neck, upon which his father's signet hung, chiding,"You're not the first Surtova to be born on the wrong side of the sheets, little cousin." She revealed that she'd known something was strange the day that the Lord placed him with her to train, and that she'd recognized his father's features the moment she first saw him. She warned the young man that if he ever wanted to be able to claim his birthright, he would need to be able to defeat Natala at her own manipulative, self-serving game. She recommended that he go out and first make a name for himself, and become someone that even his great-aunt Natala would want to -- or have to -- embrace into the fold, and then make his claim to being a Surtova. She then handed him a small pouch, and said, apologetically but with a wry smile, "It's not much, but it's a start.", and left him to finish packing.

Too frustrated and headstrong to take the advice, Verrat left Port Ice heading south toward New Stetven, using what was left of his own coin, though as he calmed down, his cousin's advice started to resonate more and more within him. He was on the road almost a week before his own coin began to run out and he finally opened the pouch that Andrea had given him. He was surprised to find not only the coins he'd expected, but a missive asking Andrea to join in an expedition chartered by the Swordlords into the Stolen Lands, seeking to deal with brigands, establish trade and support the new, rising kingdoms, and promising her wealth and glory. Folded into the missive was a letter of introduction from Andrea, recommending Verrat Pekàr in her stead, and a small note saying only, It's a start, cousin. Verrat changed course, heading even farther south to Restov, instead.

Personality:

Verrat still being a teenager is deliberate -- he's not fully mature yet, and so will start out as being in it for personal glory and wealth -- with an initial goal to be able to wear his signet openly and not be politically destroyed by the Surtova -- which is also why he's starting at CN. (He'll likely openly declare himself as a Surtova in the Stolen Lands where nobody and stop him, just out of spite).

However, as he's exposed to some of the harsher realities of the rest of the world -- especially seeing the strong dominating the weak (in the form of bandits and bandit kings) -- I imagine this will resonate within him (having felt powerless himself), and trigger a desire to protect others for reasons other than their praise. Basically, I'm thinking he'll mature somewhat and shift to CG, and he may even find larger motivations than his own name.

At least, that's the plan.

If the whole party is selfish, then it may, instead, be that he's setting himself up as a new bandit king. :)


@Khargol - You know, I've never realized that -- I always assumed that luck progressed the same way as the bardic performance it replaces. (So I guess that kills favoured class bonuses to performance rounds or Extra Performance, too.)


Okay, Garavaen now has a description and a backstory also.


Not sure, to be honest.

I always thought it was just because we had a shorter growing season (I mean, dont' get me wrong, most Canadians live close to the border, and parts of Canada reach as far south as Northern California) -- but, still -- other than pumpkins and the like, there's not much left to harvest now.... unlike the Carolinas or Georgia. ;)


@CTK -- I'll send you the backstory PM tomorrow most likely. Thanksgiving weekend here in Canada and about to head to the in-laws for dinner. What time were you planning for the cut-off (eg - tomorrow the 13th?)


I've statted out the Gunslinger to level 5 in my catch-all alias -- I'll build an alias if selected. Sadly, part of my character concept failed -- the drow magic racial trait doesn't let me also take ancestral arms (and thus, no hand crossbow). Still, I'm pretty happy with it, I think. Never actually played a Gunslinger as I'm not fond of firewarms).

Anyhow -- the crunch is done -- I'll have description/backstory up tomorrow (about to head off to Thanksgiving dinner at the inlaws.)

In terms of the investigator -- he still needs to gain 4 levels, but that shouldn't take too long.


DM - Do you want me to bump Zephram up to the right level as part of this -- or is his current level 1 a good indication?


Decided to go with the hateful rager -- playing a skill character in a few other campaigns and figured being a meat-shield would be a good change (taking on the melee or tank role).

I've put the character crunch in my "catch all" alias for now (will build a real alias if selected) -- and I'll be PMing the history this weekend (just need to hammer down the changes -- originanly the idea was to have him from the north, but I'm thinking I'll shift him to having started in Urglin instead of Wyvernsting.


I imagine part of that comes from being told to post concepts for approval before making the characters.


@DM - Are you allowing the subraces for Aasimar and Tieflings?

If so, I have an Aasimar (Musetouched) Archaeologist Bard that I could adapt to this (going for the skill role).

If not, I have a Half-Orc Hateful Rager I was supposed to play in a pen and paper game that fell through that could work as a tank -- or I could build a Hedge Witch to fill the arcane role and to help with some additional healing. (Again, I have a pen and paper one, but not an allowed race -- but would be happy to adapt).


Congratulations! Glad to hear that things are going well for you (though busy)..

And I'll repeat Tirion's "come back when you can", too!


I've got two possibilities that I'd be happy to submit/play.

(Well, really, with all the poor orphan characters I've had from other camapaigns, more than two -- but two ideas for Second Darkness, specifically...)

The first is a Sylph Investigator (Empiricist) that I'd created for another Second Darkness that wasn't selected. He's born of a human sorceress mother and largely wandered Varisia (spending some time with a Sczarni caravan) named Zephram Taranis

The second was the other character I wanted to make for that game -- which would be a half-elven with some drow blood (alternate racial traits) Gunslinger (Bolt Ace) [because I don't love firearms, but like the mentality and deeds of a sharpshooter-type -- and also, figure using hand crossbows would be pretty nifty..] Haven't made the character yet.


To add to the list of potential melee folk: Brynjar Stígandír, Half-Orc (Ulfen) Fighter (Viking).

I'll rewrite the history likely in the morning -- I just typed it up and clicked save changes... and went to the main welcome screen. Then I swore, and wondered why I didn't select-all/copy it. I do still have the pointform outline, just not the mental energy to do that again. However, I'll answer the profile questions and make sure I *do* copy them before clicking save.

Big Three Questions:

1. What position do you see yourself eventually in on a ship?
Eventually, as a matter of honour, Brynjar will have his own ship. However, as a result of the events that led to him leaving the North -- accepting exile rather than apologizing and retaking his place on the longship -- he isn't really rushing to get there.

However, that same exile has left him feeling somewhat rudderless, and, as such, he would far prefer spending some time following a strong captain that he can respect -- and so, his idea position, for the next few years, would be to serve as first mate -- until he can build up enough of a reputation that he could bring together a loyal crew of his own.

2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
Brynjar was raised to be a raider -- and spent years working hard and training in order to get onto the longships.

His view is that he gains glory from facing opponents in battle... and when he defeats them, then he claims their goods as his spoils of victory -- which only adds to the glory and honour of the win. Those too weak in spirit or body to lift a blade to defend their goods, however, are not worthy of respect and do not deserve whatever items they might have -- for they have no honour or glory.

He does, however, looks down on theft of the pickpocket variety, for there is no honour there -- you didn't defeat or outsmart your opponent, and thus, didn't earn the spoils.

In combat, he doesn't go out of his way to kill (forcing an opponent to live with their defeat is a worse punishment than death, most of the time), but he doesn't worry about killing either -- as dying in combat brings Gorum's glory. He has no problems striking from ambush, because outthinking your opponent is simply using another weapon against them. However, there's no glory to be won in butchering those who cannot defend themselves, and as such, Brynjar doesn't like to kill "civilians".... and refusing to kill one was the reason for his exile.

3. Which campaign trait are you selecting and why?
I selected Peg Leg -- because it created a physical reminder of Brynjar's past shame -- because he lost his leg after being cast off the longship he stated on as part of his exile. Basically, no matter what, he'll never forget the day that he held on to his own honour, but lost the rest of his life.

Character Survey:

Where was your character born? -- Ullerskad, Land of the Linnorm Kings.

Who raised him? -- His human father, a smith, after his half-orc mother died during a raid.

Does your character have any relatives? -- His father lives, though Brynjar cannot (at the moment) go home to visit him and hasn't seen him in more than a year.

What are your character’s immediate goals? What would he like to do in the coming year? -- Find a berth on a ship, fight, build a reputation, earn glory and gold.

What are his long-term goals? -- To gain enough skill, reputation and glory to be able to sail into Kalsgard with his crew and end his exile -- which will probably involve killing a Jarl, one of Sveinn Blood-Eagle's sons, who exiled him.... or, better still, to sail into Kalsgard with riches, a crew and the head of a Linnorm and claim his own kingdom.

What type of person would be his ideal mate? -- Brynjar is a stubbornman of passion and action -- and his mate needs to be someone strong enough to stand against him (this would likely be more mental/strength of spirit). A woman that he could easily dominate would offer no challenge, and therefore, be boring, and there would be no glory from the relationship. His ideal woman would also be a warrior of some sort.

Who is his patron deity? Is he a devout worshiper? -- Gorum. Glory in battle. And he worships on the battlefield, instead of something silly like a temple.

Is he a devout member of any nonreligious cause? -- Not anymore. With his exile, he is no longer a subject of Sveinn Blood-Eagle, though he still has the tattoo of one of the King's warriors....

Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced? -- Pacifism. It's an attempt for the weak to claim their weakness is some sort of virtue...

What is his greatest fear? -- Growing old and infirm, unable to lift an axe.... or finding out that his people were right, and that he truly has no honour.

What is the one task he absolutely refuses to do? -- He will not butcher children or non-combattants. It got him thrown off a ship. And cost him a leg. And, as far as his people are concerned, cost him his honor -- though he knows better.

What is your character’s motto or favorite saying? -- To Battle!

What is his favorite color? -- The deep indigo of the still water on a starry night

Describe what he would wear if money were no object? -- A shield of starmetal, a breastplate made of the scales of a linnorm he killed, a battle axe crafted by Torag himself and a cloak of smilodon fur.

What is his favorite food? Drink? -- Roasted honeyed goat. And mead.

What is his favorite animal? -- Boreal Wolf

What habits of his friends annoy him most? -- Interrupting his (boastful) tales

What well-known media figure from sports, movies or politics most closely resembles your character? -- Thor, from the movies -- during his exile.

What would be his theme song? -- Raise a Little Hell

If his friends were to write his epitaph, what would it be? -- He died thinking he was right.

What would be his job in modern society? -- He wouldn't really fit in modern society.... Bouncer or policeman, maybe.

Do you have any nicknames, street names, titles, or aliases? -- Bryn, to his friends.

What is your full birth name? -- Brynjar Stígandír Elinorsson

Where do you live? -- The Shackles

Why do you live there? -- Can't go home -- and this is where you find a berth on a raiding ship.

What is your citizenship status? -- Exiled, former subject of the Thanelands, Lands of the Linnorm Kings

What is your most obvious blessing or strength? -- Physical strength

What is your most obvious flaw or weakness? -- Stubborness (also, a mite boastful).

Was there any event or cause to cause these weaknesses? -- Not really.

Physical Traits -- Description in profile.

Where is your homeland? -- Thanelands, Lands of the Linnorm Kings

Did you have any childhood friends? -- None that I was close to.

What conflicts might arise from your past? -- My exile

Do you have any sort of criminal record? -- No, though, I accepted exile rather than kill an unarmed non-combattant, despite being ordered to do so. As such, I can't go back as I'm considered to have no honour by my people. I disagree, and feel that making that kill is what would have robbed me of honour.

Who were your parents? -- Elinore Orcborn and Kjell Ilmarinen

What did your parents and/or foster parents do for a living? -- Mother was a raider and ship captain -- earned the hardway. Father is a master weaponsmith.... even made a blade for the King.

Are they still alive? -- Father is.

Do you, or did you, have any role models? -- Idealized version of mother, who died in a raid.

Do you have any great rational or irrational fears or phobias? -- Sharks, now.

What, if anything, would it take for you to be able to overcome this? -- Regeneration

How do you react when this fear manifests itself? -- Violence. I've killed a number of harmless species, like nurse sharks.

Are you willing to discuss, or even admit to, the situation? -- No. Sharks just need to die. Discussion is irrelevant.

What are your attitudes regarding material wealth? -- Wealth is a measure of personal glory.

Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed? -- Gets louder as he gets stressed

What is your most treasured possession? -- Battle-axe was made by father. Not his best work, but it's a link home.

Do you have a good luck charm? -- No.

Describe your worst nightmares -- The Jarl (son of the King) returns to taunt me, killing those I refused to kill, and being too weak to raise my axe to fight him to protect them.... and then being dismissed as an honourless soft southlander not even worth raising a blade against... and then I'm left to grow old and die alone.


@GM Krumthi - Viking was in People of the North .. Here's a link to it.


How do you feel about the Fighter (Viking) Archetype (and, possibly, later, the Ulfen Guard PrC)?

The other thoughts would be a Warpriest -- Besmara would likely make the most sense, considering -- or a Summoner.


Went with the investigator

The link should have the complete profile... More than happy to answer any questions.


My original ideas have shifted -- currenltly flip-flopping between a Sylph Investigator (Empiricist) [Into Enemy Territory] or a Half-Orc Skald (Fated Champion) [Hunting for Fiends]


Dotting for interest, had a few concepts I wanted to play around with... maybe a Swashbuckler (Mouser), an Investigator (Empiricist), or Magus (Hexcrafter)


Nah, they're good for each other. However, that should be the last wedding for a few years now.


Side note: Away at a wedding for the weekend, out of contact 'til Monday.


Crap. Run. ;)


Work stuff can be... what's the opposite of fun?

No worries, Rags, we totally get the whole Real Life thing. (And the difficulty in biting the tongue to avoid worse trouble, too..)


Still have a pulse. :)


I think it's the opposite. She's not ill, but sadly, negative zero is still zero. ;)


Best wishes, Rags.


I'm back.

Also, as an aside: Cursed Butcher, making me have to go back and re-read the whole book.


Now that Rags is back, it's my turn.

I just got a call from the nice people who's cottage I'll be renting over the next 2 weeks informing me that the internet connection to the place is currently flaked out.

Originally, I'd not mentionned the upcoming absence because I thought I'd be able to get on once per day (but later, after the country air causes the wife to get all sleepy), but now I'm not so sure what my connectivity will be like.... and it may depend on whether or not there's decent cell service out there.

Anyhow, bottom line: I will not be able to post reliably from Sunday (the 8) until Sunday the 22nd. Again, I apologize for springing this on people, but it's a somewhat unexpected turn of events. Feel free to DMPC Kenneth -- or have him walk out of scene to take Laura somewhere safe and then try to talk to the council (in the form of Laetitia, I'd imagine). [I'd say he could mix more potions, but he's not used the current ones -- though something to protect against the Poppy King's aura might be useful...]


Ravingdork wrote:
Well, that's why I said "most" and not "all". It's not meant to be entirely, universally true.

Sorry, what I meant to say is that in my experience more people who dislike T10 do so because of the concerns about it "killing the tension".

In other words, our experiences differ, and so I was disputing your use of "most" for that reason.

But thanks for defining most for me.... I mean, that's a hard word I've never seen before. :P


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Ravingdork wrote:
Most people who dislike these two rules misunderstand their purposes, or are confused about how they work.

That's not entirely true. A lot of people actually (for some reason) seem to like the randomness that allows a well-trained acrobat to trip over his two feet when hopping over a one-foot puddle while not distracted that take 10 was supposed to eliminate.

From what I can gather, they feel that it generates dramatic tension, and so far, all attempts to show that the tension comes from the narrative and the challenges and not the act of picking up a piece of plastic don't seem to have gotten much purchase. (I will say that many of their examples when they draw from movies and the like to show how awesome-sauce this dramatic tension can be generally fall short because the people in those scenes are generally being chased, in a room filling with water or where the sides or roof are coming in, or otherwise clearly distracted by danger -- and when that's not the case, it's the usually the side-kick/escort-mission person [i.e.- the one without skill ranks] who fails to leap from one stone to the next and the tension comes from rescuing them...)

While those of us who like the rule generally think it's insane that someone who is decent at something wouldn't have a decent idea of their own abilities (especially when we're talking about skills they've trained in and practised at), and further, that it actually breaks the narrative when the highly-skilled person fails at something that is rather easy despite distraction (especially when, thanks to the swingy fickle nature of the d20, the clumsy-oaf mook with no training whatsoever succeeded). [This is a fine place to insert the roll to tie your shoes and fail example, but they got rid of Rope Use as a skill... Unless we're all rolling Profession (Sailor) for our knots now?]


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Aardvark Barbarian wrote:

So none of you have a problem with the fact that a lvl 1 untrained commoner barmaid, with all 10's in ability scores (or a real life child) can:

Feed themselves daily in the wild,

Well, since that assumes that food is plentiful (and thus, no penalties) to the roll, no, I think someone can find water and berries, nuts, what-have-you. I'm also pretty sure that, unless the person was hatched out of an egg as a full-grown untrained commoner barmaid, she's likely heard a few "rules of thumb" that don't constitute a full skill rank. (For instance, if you lived in an area where there's a very common poison berry, you probably know what it is and not to eat it.)

Aardvark Barbarian wrote:
Long jump 10' with a running start,

The 10' longjump thing might be a little off, maybe, but it gets back to Sean K saying he could jump 5', reliably, from a standing start. Now, having said all that, I think the issue isn't the mechanic but the rule -- I mean, personally, I have less of an issue with the level 1 untrained barmaid being able to make a 10' long-jump reliably than the idea that 5% of the time, she can double that (and therefore outperform high school atheletes). However, if I'm willing to accept the jump rules, than she *can* leap 20' at her very best -- and in that environment, I have *0* problem with the idea of her always being able to jump 10'. (The child, however, would not be full grown and as a small sized creature move 20, and take a -4. He's not going to make it.)

Aardvark Barbarian wrote:
Follow tracks of a tiny creature in either fog or moonlight across very soft ground,

Are you telling me that you can't find footprints in mud, even in the moonlight? Bear in mind, taking 10 means you're still using standard actions to do this -- and moving at half speed. So, we're saying that you can move 5-10' a round while following the footprints of a raccon-sized animal in the mud. Doesn't seem that amazing an ability.

Aardvark Barbarian wrote:
Guide a mount with her knees while riding bareback,

I have little trouble with the idea of being able to direct a trained mount with your knees -- this is one of those cases where the ability sounds way niftier than it is, because it's how well-trained the mount is that matters.

Ok, sure, maybe not the very first time you ever do it -- but then, I think a GM could (fairly) say you're too nervous about the horse to be able to Take 10. However, after a few hours? No problem.

Aardvark Barbarian wrote:
Determine if food is spoiled from 50’ away,

Again, the problem here is the rule. I would say that anyone without Scent (ex) would have a hard time determining that food 50' away is spoiled, unless you see the maggots moving it. [And, again, if the idea of this ability freaks you out so much, I'll ask you if you're ok with her being able to do it from 150' about 5% of the time? Or even from 50' but only 55% of the time?]

Aardvark Barbarian wrote:
or earn between 1d10 cp/day or 1d10 gp/week of either performing or crafting?

Considering the description of perform is "basically begging"... again, yeah, I'm good with it.

Aardvark Barbarian wrote:
All with no experience or ability whatsoever.

This, I think, is part of the problem.

People hear stories that stick in their head (about how to find water, or what's safe to eat, or that poison ivy has three leaves, or, or, or...) -- all of that information and context is in the heads of the people of Golarion because they grew up in that world. In many cases, I would say using a skill untrained is literally trying to bring those things to mind.

What I'm saying is that there's a world of difference between "no experience or ability" and "good enough to have a skill point". If that's not the case, then all real-world people I know must be level 12-20 experts who just chose not to specialize. (And, really, if that isn't the point, just how dumb are people who learn a class that only gives 2 skill points?)

Ultimately, though, the problem with the "Are you ok with people being able to do <insert outrageous thing here> with no training as long as they're not distracted" game is that I will always be able to say "Let's not confuse an issue with the mechanic that allows taking 10 and what DC 10 can do for you", and then back that up with an even more ridiculous "Are you ok with people being able to do <even more amazing and outrageous thing here that's roughly twice as hard as your example> 5% of the time?"


Samasboy1 wrote:

How are any of those things an issue?

The few examples where it may seem a bit much (Climb 200', Swim for an hour) is a problem of the specific skill, or that there is no rule for becoming fatigued over time, way more than with Take 10.

That's largely my take on it as well -- to be fair, maybe the -10 for a battle or rotting garbage are a bit powerful, but just that's an issue with the Perception rules (just like the lack of fatigue from exhertion is the issue with the swim and climb examples).


Jaçinto wrote:
That actually sounds neat and I love how AD&D fleshed stuff out to give it some real flavour rather than leave it bland. I like having puzzles in games that you have to actually figure out. You know, like an adventure game rather than just an action game. But again, that's my game not yours, clearly. Neither are wrong. You can't call it wrong to ask for details. It's just not YOUR play style and your way is not exclusively right. You don't have fun thinking things out and solving puzzles? Fine. If you like every solution to every problem to just be a dice roll, then do that. Play that game but it is not right for me and others. Some like to think and play the game, not play the system.

I also love that. Always have.

However, I have to say that my perspective on that changed a little when the player running the party wizard, faced with such a puzzle pointed out that unlike his character, he (the player) doesn't have a 22 intelligence, and that while the puzzle might stump the heck out of the player -- it would likely be almost trivial to someone that smart.

And then I cursed the game for having mental stats at all... because if those numbers do reflect the *character*'s abilities, then they have to do just that. That 22 int cost just as much as the 22 str that is such a boon in combat for the fighter -- and should have as much effect on things.

Ultimately, my compromise was to allowing attribute checks for hints at the solution -- which satisfied everyone -- but being challenged that way really skewed my thinking, I must say.

[This becomes tangentally connected to GMs who refuse to point things out to players and then delight in punishing them -- if you assume those characters are actually people in the world of Golarion (or wherever), then they probably grew up there and know how the world works -- even if the people living in this world who control them don't -- of course, if the GM does warn them and they ignore it, well, then my sympathies instantly evaporate.]


Just noticed Vardan (link) isn't on the list. (Aasimar "Halfling" Cavalier, as described above) -- Unless something misposted, I believe that alias contains a full crunch and backstory .


Kolokotroni wrote:
What I would do in your place (besides making sure they get at least 3-4 encounters each day), is treat their APL as 2 higher then normal (1 for the 20 point buy and 1 for the 5th person). I would then up the encounters accordingly but not buy increasing the strength of enemies, but instead by adding more enemies. So if they are level 3 and I wanted to challenge them, I'd throw something like a CR 7 encounter at them, but one that is made up of 4 CR 3 monsters, not a single CR 7.

First of all, I agree with this, though (persoanlly), I'd probably only give them =+.5 on the CR for the 20 vs. 15 point build -- (another thing that's easier to do when you're building encounters with multiple monsters, because you can just add an extra 500-600XP, for instance, to your budget).

However, to take this concept farther, what I often do when you want to have a "challenging" encounter is this to use half my XP budget on one guy (eg - "the boss") -- so at CR 8, that would be CR 6 -- so, staying with the demon theme, a Babau . That leaves half the budget (another CR 6) -- to make his "minions" -- so, in this case, you could do 4 dretch 4 x CR 2 = CR 6, or mix and match a little (a cleric/antipaladin 5 (CR 4), and 2 dretch (CR 2), for instance). I find having a "boss" guy tends to keep the combat monsters distracted somewhat, letting the lesser folk get out there and mix it up too. (Whereas 4 Shiv, the barbarian and paladin get through theirs right away and then go clean up...)


The action economy is a concept which basically shows the value of actions. A large party has a number of actions available to them, which is extremely useful, whereas a single villain has a more limited number -- so, effectively, the party can "out-spend" the villain in terms of actions, and will eventually win (unless the villain is so powerful he can crush the party in single actions).

Basically, all things being equal, the side with the most actions wins -- because the additional actions are: (a) more versatile [eg - you can do a bunch of different things]; (b) more tactical [eg - you can set up flanking, block escapes, etc.].

Also, some actions effectively take away your opponent's actions (or reduce their effectiveness) -- such as trips [need to stand, can't full-round attack], and, of course, spells. (Even just doing damage, eventually, creates a need for the bad guy to heal, and healing generally takes an action...)

As such, your party is going to have a harder time with a CR 7 encounter that is 4 x CR 3 than one that is 1 x CR 7.

Heck, even "underpowered" opponents benefit from the action economy, because you end up having so many actions available (as a group), that you can afford to "spend" some chasing the 20s it takes to hit (or aiding another to help them hit).... and this is especially true when group-buffs (like bardsong and teamwork feats) are available.

Incidentally, this is one of the reasons that summon spells are considered to be so powerful -- especially when you can bring in things like Archons that you can talk to and make plans with.

Edit: Ninja'ed. I know I got distracted and had to come back, but didn't realize it'd be 20 mintues later..


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Well, first of all, bypassing hardness doesn't kill something. It just means that the damage you inflict isn't reduced.

Stone, for example, has 15hp per inch of thickness. As such, a 1'-thick stone wall, literally, takes 180 points of damage to become ruined (destroyed).

So the guy with the pick will be working at it for a while -- which makes sense -- heck, (historically) miners have been doing the exact same thing for a long time and without the benefit of a tool that bypasses hardness.

Add to that the fact that stone (and hence, aqueducts) only has a hardness of 8 in the first place -- especially in the context of Golarion -- a world populated by a fair number of Giants and monstrous humanoids that are strong enough to reliably do enough damage to overcome that when wielding their greatclubs.

Realistically, adamantine doesn't look like a weapon of mass destruction, it's just something that speeds the process somewhat.

And, then, all of this is also in a world where a number of people that really, really, like trees and animals can just mutter a few words, put a hand on it and have the acqueduct twist itself into a pretzel. (Or those bookish folk that can point a finger and fire a green beam that turns a huge section of it to ash, for that matter..)


Action economy is a huge thing, and so I strongly second people who talked about that. (The other nice thing about larger groups of enemies, is that they can gain from the abilities of their allies -- an evil cavalier can grant them all teamwork feats via tactician or the orcish warchanter can inspire courage on them -- multiplicative effects are good).

Part of it, too, depends on the point-buy and treasure your group has as well. The "default" position seems to be 15 points at WBL. So, really, a party of 5 guys with 25 points (or even 20) with a bit of extra gear *will* be tougher -- probably enough that you can treat a 5-member party as being at +1APL (instead of needing a 6th)

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