| James Keegan |
Hi! As I've discussed in my interest check thread, I'm going to be GMing a pbp set in Midgard's Wasted West region. I'm looking for five or six good players. I'm not the quickest poster, but my goal is one update per week day, catching up on the weekend when necessary.
Character Generation:
20 pt. point-buy
Core races plus Midgard races, pending approval.
Classes the same- Core classes, APG/PRD/Midgard classes pending approval (I'm likely to say yes, so go for it).
2 traits
Roll for equipment or take the average.
Each PC will start with 2 hero points and we will be using the Status optional rules from the Midgard setting.
While prior knowledge of the setting (particularly from the Wasted West Player's Guide) is a plus, it isn't a prerequisite to join.
For selection, I want a mostly balanced group with a lot of flavor and good roleplaying potential. A brief backstory will also be helpful.
| YoricksRequiem |
I was curious about that, too.
There are a lot of races from the Advanced Player's Guide that seem like they'd fit or are straight up mentioned by name: Kobolds, Tengu, Tieflings, Goblins. Even Ratfolk. If it's a matter of you not having the books, I would remind you that they are on the SRD.
Either way, I'll have my character posted hopefully this evening, or possibly tomorrow morning.
[EDIT] Oh you posted while I was posting and now I look like an ass.
| Movin |
Bit of a lurker on these boards, but the Midgard setting caught my eye and would not let me leave things alone. Regardless of my chances I will take my best stab at this.
From reading a bit into the setting I would like to try a Druid, likely with the wasteland Archetype from the WW players guide. I shall have a full write up soon, but a question.
For backstory and such my first choice has always been something similar to the minimus system, writing up a bunch of bullet points with the important parts. It doesn't look very pretty but it gives all the important information quickly and precisely.
Would you be ok with something like that?
| YoricksRequiem |
James: I'm not sure how you feel about other third party material, but I'd love to use This Gunslinger Archetype if you might allow it. It looks pretty balanced and the fluff feels like it will fit perfectly. Totally understand if it's a no, but I wanted to ask all the same.
I have two more questions
1) how do you roll in an online game?
2) can we do our character sheet with paper and pencil or do you want us to use an online creator?
Through your profile you can make Aliases for your other characters, all of their stats and information is entered there. And then you post as that alias through the game. For instance, here is one of mine.
Rolling is also done here. By typing something like [di.ce]1d6 + 2[/di.ce] (without the periods) you can roll an appropriately sized dice with whatever modifiers are necessary. You can even give it a description, which is useful for attacks or damage, by doing something like this: [di.ce=Perception]1d20+5[/dice]
Which come out as such:
1d6 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
| Olivia Forgeborn |
Assuming all is good with the pitborn paladin, I'll be working on Olivia Stormborn, Spear maiden of Mavros today. Would it be okay if I use the random table in Blood of Fiends to sub out the spell like abilities?
I <3 random tables.
Another question, Mavros is a neutral god, but Midgard seems to DE-emphasize the deity's alignments. Is it cool if Olivia follows him while remaining LG? If not, I may want to switch to a cleric.
| James Keegan |
James: I'm not sure how you feel about other third party material, but I'd love to use This Gunslinger Archetype if you might allow it. It looks pretty balanced and the fluff feels like it will fit perfectly. Totally understand if it's a no, but I wanted to ask all the same.
Void Dragon wrote:I have two more questions
1) how do you roll in an online game?
2) can we do our character sheet with paper and pencil or do you want us to use an online creator?Through your profile you can make Aliases for your other characters, all of their stats and information is entered there. And then you post as that alias through the game. For instance, here is one of mine.
Rolling is also done here. By typing something like [di.ce]1d6 + 2[/di.ce] (without the periods) you can roll an appropriately sized dice with whatever modifiers are necessary. You can even give it a description, which is useful for attacks or damage, by doing something like this: [di.ce=Perception]1d20+5
Which come out as such:
1d6+2
[dice=Perception]1d20 + 5
I like the flavor of it, but I feel like the mechanics are a little too good. If you can add +1 to your damage rolls with just a swift action and a rank in Engineering, why wouldn't you do it every round? I'm a little leery of the Gunslinger to begin with, but I'm willing to see how it works out. I'm going to say no to the archetype, though.
And this is a caveat for anyone that wants to use firearms that I'll reiterate: They're a secret of the dwarves and very rare. You won't always have access to the required materials for more ammunition and you'll need to give me an explanation in your background as to how you came to wield one. Major cities may have a merchant with some black powder for sale, doing a service for the Cantonal dwarves may reward you with a few horns or a powder keg if they're particularly generous- but ultimately it will take more effort to stay stocked up than just going to the market and putting down some gold. I want to put that out there now before the campaign even starts.
| James Keegan |
I'm going to work on a tiefling paladin today. Is it cool if I use the pitborn variant?
I'd prefer you stick with the baseline tiefling.
Mavros can be your patron, though- over time we'll need to come up with an order and an ethos for her, since a paladin would need a different philosophy than the main faith. The Order Militant from the Wasted West book seems like a close alternative as well.| James Keegan |
Bit of a lurker on these boards, but the Midgard setting caught my eye and would not let me leave things alone. Regardless of my chances I will take my best stab at this.
From reading a bit into the setting I would like to try a Druid, likely with the wasteland Archetype from the WW players guide. I shall have a full write up soon, but a question.
For backstory and such my first choice has always been something similar to the minimus system, writing up a bunch of bullet points with the important parts. It doesn't look very pretty but it gives all the important information quickly and precisely.
Would you be ok with something like that?
Background presentation is fine- I just need enough to get a sense of the character.
| YoricksRequiem |
I like the flavor of it, but I feel like the mechanics are a little too good. If you can add +1 to your damage rolls with just a swift action and a rank in Engineering, why wouldn't you do it every round?
Well, you would, in circumstances that you could use it. It's a class feature modeled after the arcane strike feat, which does the exact same thing. But given the gunslinger need to move/reload/shoot, I can't imagine that you actually have free swift actions all that often.
But, totally understand. It seems like a gunslinger might not be good for this given your clarification about firearms anyway.
| Jam412 |
Jam412 wrote:I'm going to work on a tiefling paladin today. Is it cool if I use the pitborn variant?I'd prefer you stick with the baseline tiefling.
Mavros can be your patron, though- over time we'll need to come up with an order and an ethos for her, since a paladin would need a different philosophy than the main faith. The Order Militant from the Wasted West book seems like a close alternative as well.
Okie dokie. The vanilla tiefling's stats go the complete opposite way that I wanted for the character. May have to rethink some things.
| YoricksRequiem |
I feel like a character with Exotic Weapon proficiency with firearms and the Amateur Gunslinger feat may be a better compromise- I wouldn't want you to rely on something that can end up hosing your character and their ability to contribute if you're not able to restock regularly.
Understandable, cheers. I have a backup in mind that I'll have posted within a few hours.
| Jabbik StinkBreath |
Ready for your perusal Jabbik StinkBreath, Cavalier of the Order of the Sacred Boar, any suggestions or comments be welcome
Will say I have never played in Midgard, mostly whta i know is from Kickstarter for "Journeys to the west". But I got the guide and have read it over some.
Jabbik Gained Empathy with Wolves at an early age. His father was keeper of the wolves for the BloodyTusk Clan. He started out learning to clean the pens, but his father noticed unlike the other lads the wolves didn't seem to tray to take little pieces out of him, or big ones either as he was cleaning the pens. When old enough he was presented to elders as a potential rider. Not only was he a capable rider he seemed one of the better riders of the clan. When the Scarlet Rovers called to send candidates to be prospective Cavaliers of the order, there was trial by combat. Jabbik has been training with the Order now for 18 months and they have deemed him ready for duty if it calls. As a gift for completing training he was given his own boar and some alchemical flasks that were plunder from previous missions.
One of Jabbik's oldest habits is the flavor of garlic, he cant get enough, he has some at breakfast, lunch, and dinner, and snacks on cloves sometimes in between. He carries spare cloves in a tin and never goes any place without some.
HP:13
AC:18/13T/16F
Attack Melee +4
Attack Range +4
Init+2
Speed 20
CMB +3
CMD 15/13F
Horsechopper 1d8+3 x3
Longbow 1d6
Saves
Fort +4
Ref +2
Will 0
Horsechopper
LongBow
20 blunt arrows
20 Flight arrows
Handle Animal +4
Perception +1
Ride +6 (+10 on boar)
Survival +5
UMD +4
Feats
Armor Prof (Heavy)
Armor Prof (Med)
Armor Prof (Light)
Martial Weapon Prof
Shield Prof
Simple Weapon Prof
Swap Places
Weapon Focus (HorseChopper)
Traits
Boar Rider - +2 to ride/Handle Animal checks with Swine
Wastelands Brawler - +1 to CMB/CMD
Edicts: Cavalier sworn to this order are fierce goblin
warriors and fanatical followers of the Mavros. They
believe might makes right, and they believe that
possession is ten-tenths of the law. To them, the strong
thrive and the weak are swine food.
Challenge: Whenever a Scarlet Boar cavalier issues
a challenge, she receives a +1 morale bonus
to her critical confirmation rolls against the
target of his challenge and +1 to damage if the
critical is confirmed. Both bonuses increase by one for
every five levels gained by the cavalier.
Skills: The Scarlet Boar cavalier can add Knowledge
(local—Goblin Wastes) and Use Magic
Device to her class skills. In addition,
when the cavalier makes a Survival
check, she adds a +4 bonus to the roll.
Order Abilities
Boar’s Rush (Ex): At 2nd level, the Scarlet Boar
cavalier gains the ability to make an impressive
display of swinemanship. The boar gains a
+4 circumstance bonus to all bull’s rush,
trample, and overrun combat maneuvers.
The cavalier gains Mounted Combat and
Trample as bonus feats.
Boar’s Fury (Ex): At 8th level, the Scarlet Boar
cavalier ignores any armor penalty when using
the Ride skill. Whenever she makes a charge attack
while mounted on a boar, she receives a +4
circumstance bonus to her damage roll. This
bonus increases to +8 at 12th level and +12
at 16th level. The cavalier also gains Ride-
By Attack as a bonus feat.
Boar’s Fierceness (Ex): At 15th level, the Scarlet Boar cavalier
can continue fighting even at negative hit points. The
cavalier can take one standard action per round and takes
a –4 penalty to all attack rolls, saving throws, skill checks,
and ability checks until she reaches negative hit points that
equal her Constitution score. Below that point, she takes
a –6 penalty to all the same attack rolls and checks. When
the cavalier reaches negative hit points that are equal to
or greater than twice her Constitution score, she dies as
normal. The cavalier also gains Unseat as a bonus feat.
Mount (Ex): Scarlet cavaliers may choose a Medium creature
such as a boar or wolf as their mount at 1st level. At 4th level
or higher, they may choose a Large creature (such as a dire
boar) as a mount.
Goblin
Common
Order of the Scarlet Boar abilities (Above)
+4 Ride while Riding bounded mount
Animal Companion Link
Challenge 1/day
Darkvision 60ft
Tactician (Swap places) - 3rds 1/day - Grant use of swap places to all allies within 30'
Horsechopper
Longbow
2 alchemist fire
backpack Canteen
10 Cloves garlic
Saddle
Silk Rope
Soldiers Uniform
Tar bomb
str 13
dex 12
Con 15
int 2
wis 13
Cha 4
Melee +3
Range +3
AC 19/12T/18F
Speed 40
CMB +1
CMD 12/11F
Fort +5
Ref +4
Will +1
skills
Perception +5
Survival +2
Feats
Armor Prof (Light)
Improved Natural Armor
Tricks
Attack
Combat Riding
Come
Defend
Down
Guard
Heel
Track
Special Abilities
Combat Riding Trick
low light vision
Scent
Track
| YoricksRequiem |
Annnnnd here's mine:
Ecko
Male Tengu Alchemist (MindChemist) 1
Background / Personality
Ecko was born in Nuria Natal, a civilization where gods were not only worshipped, but walked among their people, sometimes aiding in their efforts to stop the Dragon expansion to the East. Before Ecko was an adult, he had already seen gods, and he had also seen their decadent ways, and how selfish they could be, turning their backs on others on a whim.
Believing that gods and magic were inconsistent and untrustworthy, Ecko embraced technology. From the first time he saw a Gearforged, he knew what he wanted to do. While his people had succeeded in raising the dead, those who made the Gearforged created life, something that he had not even seen the gods do.
With money and a lot of luck, he made his way north, across the sea. He traveled through the Seven Cities and the Crossroads, through the treacherous Western Wastes, and to a city in Bemmea known as Maillon, believing it to be a place of intelligence and discovery.
Instead, Ecko found a place of misery and deceit. Much of the city had sank into the swamp, forcing the construction of bridges and gondolas as a means to get around. Proximity to the Western Wastes lead to the existence of aberrations and warped beasts, which people pitted against each other and bet on. It was a town filled with smugglers, outcasts, black market dealers.
It wasn’t long before Ecko learned what had happened to the place. That the mages, who were responsible for the Western Wastes, who caused the fracturing of the Seven Cities, had teleported the entire town of Maillon into the swamp when they had no need of it. It seemed to Ecko that this was exactly the kind of thing that the gods would have done, and he found it infurating.
Not having the money to leave, Ecko wound up as an apprentice to an alchemist. Though the man certainly participated in shady dealings, he did have some actual knowledge, and he was able to teach Ecko how to create different concoctions.
As soon as Ecko had the means, he traveled back through the wastes to the Crossroads, to Zobeck, determined to find the means to make the Mageocracy of Allain pay for their hubris and neglect.
Attributes
STR 10
DEX 14
CON 12
INT 18
WIS 10
CHA 8
Stats
HD: 10 (1D8 + 1 Con + 1 Favored Class)
AC: 15 (10 Base + 2 Dex + 3 Armour)
Languages Known: Tengu (Huginn’s Speech), Common (Trade Tongue), Dwarvish, Elvish, Kariv, Khandirian, Draconic (Mharoti), Enochian (Ishadian)
Alignment: Lawful Neutral
Initiative: +2 Dex
Perception +6
Saves
Fort +3 (+2 Base +1 Con)
Ref +4 (+2 Base +2 Dex)
Will +0 (+0 Base +0 Wis)
Offense
Melee (Bo Staff)
Attack: 1d20 +0 BAB +0 Str
Damage: 1d6 + 0 Str
Ranged (Pistol) - Pending GM approval
Attack: 1d20 + 0 BAB + 2 Dex
Damage: 1d8. x4 Crit. 20 Ft Range.
Ranged (Bombs)
Attack: 1d20 + 0 BAB + 2 Dex + 1 Throw Anything
Damage: 1d6 + 4. (Splash is 5)
Skills (4 Base + 4 Int = 8)
Craft Alchemy +8 (+1 Rank +3 Class Skill +4 Int)
Disable Device +6 (+1 Rank +3 Class Skill +2 Dex)
Knowledge Arcana +8 (+1 Rank +3 Class Skill +4 Int)
Knowledge Engineering +5 (+1 Rank +4 Int)
Knowledge Nature +8 (+1 Rank +3 Class Skill +4 Int)
Linguistics +9 (+1 Rank +4 Racial +4 Int)
Perception +6 (+1 Rank +3 Class Skill +2 Racial +0 Wis)
Spellcraft +8 (+1 Rank +3 Class Skill +4 Int)
Stealth +4 (+2 Racial +2 Dex)
Traits
- Thrall’s Tenacity. Accustomed to rough treatment, relatively little food, and long exertions. +2 Strength for the purposes of carrying capacity, +1 Constitution checks to avoid starvation, fatigue, and exhaustion.
- Arcane Vendetta. Mages are responsible for the filth of the Wastes and all must die for their crimes. Gain a +2 Trait Bonus to confirm Critical Hits against any creature capable of casting arcane spells or using arcane spell-like abilities.
Feats
- Bonus Feat: Brew Potion
- Bonus Feat: Throw Anything
- Level 1: Extra Discovery (Infusion)
Special Abilties
Proficiencies: Simple weapons, bombs, light armour. Racial proficiency with 7 Exotic Weapons (Firearms, Kama, Falcata, Whip, Elven Curved Blade, Flask Thrower, Bo Staff)
Discoveries
- Infusion: The Alchemist’s extracts can be used by non-alchemists. However, as long as the extract exists, it continues to occupy one of the Alchemist’s daily extract slots.
Bombs
Bombs: 5/Day (+1 Class Level +4 Int). Range of 20 feet. 1d6 + 4 Int damage. Splash Damage is lowest possible (5), Reflex half. DC is 10 + ½ Alchemist Level + Alchemist Intelligence Modifier.
Cognatogen: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If it enhances Intelligence, the penalty is to Strength. If it enhances Wisdom, the penalty is to Dexterity. If it enhances Charisma, the penalty is to Constitution. It gives +2 Natural Armour and +4 to the selected ability mental score for 10 minutes per Alchemist level. During the time the Alchemist suffers -2 to the corresponding physical ability score. When the effect ends, the Alchemist takes 2 points of Ability Damage to the ability score penalized by the cognatogen. The usual rules apply as if it were a mutagen (Only one can be created, only one can be active, non-alchemists can’t drink them).
Formulae
Formulae Known: 6 (2 Base + 4 Int) - Bomber’s Eye, Cure Light Wounds, Enlarge Person, Shield, Illusion of Calm, Targeted Bmb Admixture.
Extracts: 2/Day (1 Base +1 Bonus from Int)
Equipment
Starting gold: 105gp. (24gp spent. 81gp remaining.)
Light Load is 43lbs. (29lbs right now. 14lbs remaining.)
- Bo Staff. 1gp 3lbs. 1d6 damage. Two handed. Can be used defensively to grant a +1 shield bonus to AC.
- Pistol (Pending GM Approval). 1d8 damage. x4 crit. 20 ft range. Misfires on a 1. 4 lbs.
Hide Shirt. 20gp / 18lbs. +3 Armor, +4 Max Dex, -1 Check Penalty
Pouch Belt (1gp, 0.125lbs)
Waterskin (1gp, 1lbs)
Bandolier (5sp)
Spell Component’s Pouch (5gp, 2lbs)
Tengu Racial Abilities
Racial Modifiers: Fast and observant, but delicate. +2 Dex, +2 Wis, -2 Con
Type: Medium Size, Speed 30, Humanoid (Tengu)
Languages: Common and Tengu, can learn any languages except for secret ones.
Sneaky: +2 Perception, +2 Stealth
Gifted Linguist: +4 Linguistics. Gain 2 languages for every rank in Linguistics instead of 1.
Natural Weapon: Bite for 1d3 damage.
Senses: Low Light Vision
Exotic Weapon Training: Proficiency with a number of Exotic weapons equal to 3 + Int Bonus.
Midgard Description of the Tengu
The tengu are scoundrels and not entirely welcome everywhere. Their homeland is in Beldestan to the East, or on a branch of Wotan’s tree in the North, or on a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Nuria Natal, and the Dragon Empire, but none of these are large.
Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers in Midgard, but when the tengu swear an oath they abide by it. They avoid the West and the Seven Cities most of the time, and are most honored in Nuria Natal, where they serve temples of Horus as sworn guardians, assassins, and defenders.
GM: Pistol Consideration
Going as an Alchemist who has the ability to use guns was the plan. But then I noticed that the cost of a gun is about 1,000gp which is absurd. What I’d like to do is justify it by both fluff and mechanics, saying that it was a broken gun that I had found / bought / stolen and repaired, which makes it pretty lousy. Instead of misfiring on just a natural 1, we could give it a larger chance to misfire (maybe a 2 or 3?) in exchange for a greatly reduced cost that I could actually hope to afford. Repairing it would obviously still take time / money / materials.
| Jabbik StinkBreath |
I assumed we were using PFS rules(play a lot of PFS) for HPS, Max 1st level and 1/2+1 subsequent levels. But if this is not the case let me know and I can adjust/roll for hps.
I read for point buy characters status is a flat 4...plus/minus racial adjustments and plus/minus class adjustment (would make Jabbik's 3)
Reading More its also modified by charisma modifer
| Asopus Seekerstone |
Male Human Wizard 1
N Humanoid
Status 5 (Guild Apprentice, journeyman, militia member, dwarf)
Hero Points 2/3
Deity Mnemosyne
Initiative +4 (+2 DEX +2 Reactionary)
Senses
Concentration +5
Perception +0
XP
==Defense==
AC 12 Touch AC 12 Flat-Footed AC 10
HP 8
Current HP 8/8
Fort +2, Ref +2, Will +2
Status 5
==Offense==
Speed 30ft
Melee Dagger Attack +0 (19-20x2) Damage 1d4 Type P or S
Melee
Melee
Melee
Melee
Ranged Sling Attack +3 x2 Damage 1d4 Type B Range 50ft Ammunition bullets (10)
Spells Known
0: all
1st: 7 (3 starting +4 from INT)
Alarm, Grease, Summon Monster I, Magic Missile, Ventriloquism, Screaming Ray, Floating Disk
Spells Per Day
0:3
Detect Magic, Acid Splash, Prestidigitation
1: 2 (1 +1 from bonus to INT)
Magic Missile
Grease
==Stats==
Str10 Dex14 Con14 Int18 Wis10 Cha10
Str10 Dex14 Con14 Int18 Wis10 Cha10
BAB +0 CMB +0 CMD 12
Feats
Wiz 1: Scribe Scroll
lvl 1: Spell Focus (Conjuration)
HBF: Augment Summoning
Traits
Human Traits
+2 to one ability score
Medium Sized
Normal Speed
Bonus Feat
Skilled
Taken Traits
Corrupted Summoner- Your summoned creatures are devolved and profane. Creatures you summon with spells such as summon monster and planar ally that would normally apply the celestial or fiendish simple template gain the waste-warped simple template (see the "Waste-Warped Simple Template" sidebar in Chapter 7)(p.184 Midgard Campaign Setting) instead.
Reactionary- You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skills
Ranks: ( Class + Favored Class + Skilled)
Appraise* +8
Knowledge (arcana)* +8
Knowledge (dungeoneering)* +
Knowledge (engineering)* +
Knowledge (geography)* +
Knowledge (history)* +
Knowledge (local)* +
Knowledge (nature)* +
Knowledge (nobility)* +8
Knowledge (planes)* +8
Knowledge (religion)* +8
Linguistics* +8
Profession* (Clerk) +4
Spellcraft* +8
*Class Skill
Languages
Trade Tounge, Ankeshelian, Caelmaran, Draconic, Elemental, Morphoi
Arcane Bond Bonded Object: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 7/day
Item Price Weight
Spellbook 0(first one is free correct?) 3 lbs
Scholar's Outfit 0 (get one outfit for free?) 6 lbs
Spell Component Pouch 5gp 2 lbs
Backpack 2gp 2 lbs
Bedroll 1 sp 5 lbs
Flint and Steel 1gp - lbs
Pouch (belt) 1gp 1/2 lbs
Waterskin 1gp 4 lbs
Parchment, Sheets (5) 1 gp (for all) - lbs
Mirror, Small Steel 10 gp 1/2 lbs
Vial of Ink 1gp - lbs
Soap (2 lbs) 1gp (for all) 2 lbs
Inkpen 1 sp - lbs
Dagger 2gp 1 lbs
Sling - gp - lbs
Bullets (10) 1sp 5 lbs
CP SP 7 GP 44
Weight Load
Light Load 33
Medium Load 66
Heavey Load 100
Lift Over Head 100
Lift Off Ground 200
Drag or Push 500
Current Weight
32 lbs
==Description=&=Background==
Description
Age:23
Height: 6'0 Weight: 190 lbs
Eyes: Blue
Hair: Black
-When Asopus was a child he was always running away from everybody until his 7th birthday when he was found and taken in by a kindly old wizard known as Haros.
-The next years of Asopus's life were filled with learning and mastering spells, but he only began to hunger for more knowledge and understanding of how the world worked.
-Asopus's first spell wasn't a cantrip, but a 1st lvl summon monster spell. His delight at using such a spell so early was slightly tempered by the fact that the town he was staying in was partially destroyed by his out of control warped fire beetle. Haros strictly scolded Asopus for this then congratulated him on becoming a wizard and in his own words "Who needs a town that big anyway?"
-Asopus also always found some time to play some jokes on other people. Nobody every knew where that sound was coming from or why that light had suddenly appeared. While Asopus got himself and his master kicked out of many different towns Haros never seemed to mind and actually encouraged some of it always saying that "Great wizards practice the best when they have to practice on the run!"
-Asopus was 20 when a strange storm of red lightning and red rain came, and his master disappeared that same night. The only thing he remembered of that night was that some strange crablike creature came, but he couldn't remember anything after that.
-After that night Asopus didn't have anywhere else to go so he packed up his master's things in case he came back, wrote a note detailing where he went, and took his old masters ring which had apparently been left behind for some reason.
-The next years of Asopus's life weren't very hard or trying he simply learned that the best way to deal with people was to stay quiet, and just try to only offer information if it was truly needed, or to avoid any fights.
-Asopus made most of his livings off of writing letters and books for those who couldn't. His payment was usually only a place to eat,a place to sleep, and a copy of whatever he wrote so he could read some in his travels.
-He continued to travel around the land searching for new knowledge and any clues to his master's disappearance, but the years have already tired out this scholar and he is almost sure that is master is dead and he should simply begin to just look for new knowledge.
-On Asopus's 23rd birthday he received a strange note from his master telling him that he was about to go on an adventure to learn some of the great knowledge's.