Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura
Melia Elman wrote:
Feats are a problem with this build, as with any VMC-based build. Giving up half your feats makes those tight. Prestigious Spellcaster is almost definitely out; this build gets 5 feats, total. Six if you're human. And there are better things to do with them. Quicken Spell at higher levels, for one thing.

I didn't mean to suggest it was a good idea! Just that it might be possible to get +1d6.

Hmm - may I propose a slight variant?
Spellslinger Wizard archetype. VMC rogue.
At 9th level pick up Accomplished Sneak Attacker
10-20 is Arcane Trickster.
The Sneak attack comes in much later (except sense vitals) but gets to the same levels.

sneak attack per level:

1 0
2 0
3 0
4 0
5 0
6 0
7 1
8 1
9 2
10 2
11 4
12 4
13 5 (6 if additional feat on accomplished sneak attacker)
14 5 (6)
15 7 (8)
16 7 (8)
17 8 (9)
18 8 (9)
19 9 (10)
20 10

On the other hand, you're a full progression caster.
Gun School is not great, but you have a touch attack that can be easily augmented, access to a number of schools, and can cast spells with high dc.
Levels 6-10 could easily be a different prestige class.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

The gun route had occurred to me, yes, and it's certainly doable. Giving up three schools still hurts. There are a couple problem with this, which may not necessarily be a deal-killers.

First, you don't start getting your sneak attack dice until really late in the game. An awful lot of campaigns conclude before reaching the mid-to-high teens where this build would really start to shine.

One thing I like about the Brawler approach is that you have some sneak attack right from the beginning, and it gets you into Arcane Trickster fast so those dice begin to mount up. At certain points along that, you actually have more sneak attack dice than a straight rogue of equivalent level:

1 - 1d6 (brawler)
2 - 1d6
3 - 2d6 (Accomplished SA)
4 - 2d6
5 - 2d6
6 - 3d6 (AT)
7 - 3d6 (lose Accomplished, gain VMC)
8 - 4d6 (AT, now at parity with rogue)
9 - 4d6 (one behind rogue)
10 - 5d6 (AT, at parity with rogue again)
11 - 6d6 (VMC, one ahead of rogue)
12 - 7d6 (AT, still one ahead of rogue)
13 - 7d6 (rogue catches up)
14 - 8d6 (AT, one ahead of rogue again)
15 - 9d6 (VMC, still one ahead of rogue)
16 - 9d6
17 - 9d6 (rogue catches up)
18 - 9d6
19 - 10d6 (at parity with rogue)
20 - 10d6

Having sneak attack right from the beginning, and spells starting at level 2, makes it nice for flavor purposes -- you can be a sneaky spellcaster for basically your entire career, instead of a spellcaster for the first half who eventually learns some sneaky stuff. It's also nice to have a slight bump to your fortitude and reflex saves from the Brawler level, and improved unarmed strike means you always threaten, just in case you get the off-chance at an attack of opportunity.

Yes, giving up a caster level always hurts; but in this case, I think it's a reasonable trade-off. Your access to spells is slightly slower -- same as a sorcerer. But you can partially compensate for the lost level with Magical Knack, or an Orange Prism Ioun stone if you prefer to spend money on it rather than a trait, allowing you to keep your caster level (for durations, spell-pen checks, etc) at full.

The other problem with taking Accomplished Sneak Attacker at level 9 is that the feat caps your sneak attack dice. It says:

Quote:
Benefit: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Sense Vitals won't work if you have that feat, because it would increase the number of sneak attack dice beyond the limit. If you're content with standard sneak attack dice, that's fine. And let's be honest, the Sense Vitals is pure cheese and not at all necessary to make the build viable, so that would work.

On the other hand, going Spellslinger was done in order to gain access to an easy touch-attack weapon for Sense Vitals. That's a viable alternative to Coin Shot, and it would work, but you can't have Accomplished Sneak Attacker in the mix and still get the full benefit of Sense Vitals.


Brookside Campaign Journal

These are the kind of things that my cheese-based gaming with Turion on discord is all about. XP

I'm currently enjoying a gestalt wizard 9+alchemist 8/magus 1 for spell combat with bombs while he's built a character focused on being as undetectable as possible.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye. Cheesy Stuff is fun.

@Sneak Attack: The sad thing is that theoretically, you could also go with a RAW Unchained Rogue with UMD for sense Vitals scrolls written by the party wizard, and they would also get the 15d6.
But hey, you wanted arcane trickster specifically.
Purely for the most dice, theoretically you could do

Wizard 1/Magus(Greensting Slayer) 9/Arcane Trickster 10 VMC Rogue

3d6 - Arcane Pool (for one Pool Point and only once per round) :P
5d6 - Arcane Trickster
5d6 - Sense Vitals
4d6 - VMC Rogue

In this case I'd fulfill the casting requirements of Arcane Trickster using Magus(VMC and Feat for Sneak), then add the casting levels to Wizard to actually get Sense Vitals.
So it's an absolute bastard, but theoretically, it can get 2 more d6 :)


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

If a handful of d6s is what is wanted...

Elementalist Shifter: 6d6 elemental damage on all attacks, and by 20 you can pick whether you want fire/acid/electricity/cold

VMC Rogue adds 4d6, bringing you up to 10d6

Accomplished sneak attacker makes it 11d6

Be a human with racial heritage storm giant. Storm soul gives immunity to electricity and storm warrior adds another 1d6 electricity damage for 12d6

Deliquescent gloves pushes it up to 13d6. Then have your weapon be shocking, flaming and frost. Goes up to 16d6

Finally, as a trait have Ancestral Heritage for proficiency in a two handed weapon of choice. Pick up power attack and furious focus. Go for Butchering Axe

Assuming that you start with Str19, then by lvl20 your base strength is 24. Minor form of a belt pushes it up to 30. Assuming that the axe is +2 in addition to the enchantments...

+20 (BaB) + 10 (Str) + 2 (Enchantment) = +32
3d6 (axe) + 16d6 (above) + 15 (Str) + 18 (Power Attack) + 2 (Enchantment) = 19d6+35

That is a boatload of d6s. It’s like having a fireball in your hands!


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I think it was specifically sneak attack damage looked for.
Lots of D6 would be an altogether different thing.
Although for that I may simply refer back to good old Disintegrate.
Use Sorcerer with Orc Bloodline and Blood Havoc for +2 per die.
With Spell Perfection for Maximize and a Rod of Empower, that's a good old maximized 60d6+120 or 480 damage turning stuff to dust.
(Spell Perfection helps with the Fortitude Save, since you need Spell Focus anyway for Blood Havoc. Also, Heighten Spell, so you can disintegrate things all day long. Had quite fun with a Disintegrate-focused build in a oneshot, where the sky-high intimidate against the orc warlord basically came down to "I assure you, you'll run out of leutnants before I run out of arcane power." after having blasted the first set of guys he sent after me.)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

@Turion - very clever, I hadn't considered Magus.

Another one I've had floating around that I've never played is Stumpy the Giant Hunter.

Stumpy is a dwarf. He hates giants, and therefore takes the alternate racial trait Giant Hunter, giving him a +1 on attack rolls against giants.

In addition to hating giants, Stumpy loves nature. He's going to be druid! Specifically, a druid with the Goliath druid archetype. This lets him cast Enlarge Person on himself, in order to show those giants that they can't push short people around.

Stumpy also has anger management issues. He's a VMC Barbarian.

Now, Stumpy needs some wisdom in order to be able to cast spells. But he's not really going to be casting offensive spells much. He's more into buffs and healing, so he's only going to start with, say, 14 Wisdom -- easily done with his racial +2. What he really wants is a high STR score, because he's going to be enlarging himself and beating on things in melee. So his ability score priorities are STR > CON > WIS > DEX > INT > CHA. I'm thinking 17 STR, 12 DEX, 14 CON (+2 racial for 16), INT 10, WIS 12 (+2 racial for 14), CHA 6.

Although Stumpy would love to take Power Attack at level 1, it is sadly not in the cards: he needs +1 BAB to qualify, and lacks it. Sigh. Instead, he takes Heavy Armor Proficiency.

Alas, Stumpy hasn't quite yet found the perfect weapon. He's experimented with all the weapons his druidic masters taught him about -- Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling and Spear. None of them really suit.

So at level 2, Stumpy goes out and finds a Ranger, and says "Listen you, you're all nature-y 'n stuff, and you seem t' have better weapons. Show me yer ways!" And so he takes a level of Ranger, picking up martial weapon proficiencies and some better weapon -- perhaps a nice dwarven longaxe. From here on in, it's back to druid -- the Ranger level was just a dip.

Time passes. At level 3, Stumpy learns to channel his anger into RAAAAAAGE, and smashes things better, a trend which continues at level 4 when he increases his Strength score by +1. He also saves up and buys a set of masterwork Stoneplate. It's extremely heavy, of course, but he's strong, and as a dwarf he is never slowed by armor. Also, when he enlarges himself (or later uses Wild Shape to assume the shape of a giant) he gets to keep his armor because it works on his new form. It just enlarges, like his weapons.

At level 5, Stumpy would love to pick up Power Attack, but he has other priorities: namely, the feat Shapeshifting Hunter, which allows him to stack Ranger and Druid levels for purposes of Favored Enemy. This way, he can increase his Favored Enemy (Giants) to +4 right now, and also pick some other annoying creature at as a favored enemy at +2.

At level 9, he finally picks up that Power Attack feat, and everything from there on in is basically more of the same.

Is this a particularly optimized build? I mean, not really. There are undoubtedly better ways to do this. But the character concept amused me.


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Brookside Campaign Journal

Minor rules change! I'm developing a background feats system to complement the wonderful background skills system. We will implement this in this game as well. This should not do much to alter anyone's build except to enhance flavor and out of combat utility.

Feel free to comment, especially if you want to suggest a list of feats I should add to my examples of background feats.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Okay, so, immediate question: would you classify Stealth Synergy as a background feat? Because if we all took that, we'd be rolling 5d20 and each of us could use the highest roll, which would be (on average) 17 or higher.

I'm guessing not.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

I love the idea, it was one of the things I had high hopes for with 2nd ed.

Here's a difficult question, though: some (combat type) Feats have a feat tax which would qualify as a Background. e.g. Deceitful. Can background feats be used as a pre-req for non-background feats?


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I really like the idea.

One additional idea: Maybe if the traits are subject to approval, anyway, the limit of "1 per trait type" could be lifted?

There is a reason for "power reasons", but why can't one character have both a "cynical ear" and "cutting condescension"? Or be able to do "clever wordplay" with their "Bruising Intellect"?
Or be "Charming" and able to do "calculated bribes".
(Just some random examples from top of Social Traits).

I mean, trait boni don't stack with each other anyway, so it's not like you can supercharge stuff - and those powerful enough to be questionable probably don't qualify for this system anyway.

That said, to better understand, I second Harolds Question with a specific example - I picked up Nature Soul as prerequisite for Animal Ally. Could I have gotten Nature Soul(similar to Animal Affinity) via this system, then still picked up Animal Ally subsequently?


Brookside Campaign Journal

I deem stealth a combat-oriented skill so I wouldn't allow stealth synergy under combat feats. Perhaps I should add some guidance on what skills I consider combat-oriented and what are not? E.g. monster ID skills, stealth, escape artist, and eprception are all pretty combat-oriented. Bluff is a gray area.

Harold: That's a good question. I think the answer has to be yes otherwise it requires more complicated homebrewing and GM oversight to say "Yeah that's a background feat but you took it just to qualify for this other feat so you can't do that." I would advise players not to engage in and GMs to discourage the exploitation of every drop of power from the background feats system. However, plenty of adventuring feats have excessive levels of feat taxes in their pre-reqs that can be alleviated by background feats. Players and GMs willl still have to make judgment calls about whether something is a good flavorful choice of background feat that alleviates unnecessary feat tax or a non-flavorful, power-gaming choice that opens up a now-OP adventuring feat. I would say nature soul is a good example of something that is too strong since getting an animal companion for the price of 1 feat, even with its level delayed, is too much.

Turion: I don't want to make my homebrew rules system change too many of the other rules so it wouldn't allow trait stacking in the same category as written. But if a GM wants to allow that, sure it makes sense.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

There are a new category of traits that allow stacking traits, the exemplar traits. Some of those are awesome, others are too situational. They also cost twice as much as normal traits.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I really like the idea. With 2 background feats...

How about lvl2: Skill Focus Bluff (from his time pretending to not be a disgraced noble)
Lvl 6: Persuasive: Shows him regaining his confidence

It would go along way to making up for fighters only having 2 skill points per level


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I love the idea. If it's ok can I take additional traits as my second level feat for the traveler of a hundred lands? And then take it again again (for a total of 3 times) at 6 using 1 of the trait slots to remove his overprotective drawback and his last one to be determined? I know removing the drawback is a combat impact, so maybe that doesn't fly. The other trait I pick, (whatever that will be) would be a regional trait of some non combat orientation.

Edit: In addition would it be ok if is swapped around some of my skills a bit to train what would end up as new class skills? I wouldn't be completely untraining any skills, just spreading my skill points out more.


Brookside Campaign Journal

Kazador: Sure I'm fine with those choices. I like the IC reasoning for them too.

Fyrtor: I'm fine with you taking additional traits a bunch of times as long as you make sure that your collection of traits is legal and clear each trait with me unless it's on my pre-approved list. Traveler of a hundred lands could be ok depending on what class skills you are picking up. Seems thematically very appropriate.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Thanks :)

Now Kazador has Diplomacy +9 Bluff +6 Intimidate +4

Enough to be mediocre-above average, but that’s it. Which fits him well.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I've sent my background feat choices to the GM privately. They're very situational. They'll come up -- or they won't! Only time will tell.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

As far as gameplay goes I'm good with Mel's proposed plan. Out of curiosity what time of day is it for those at Mel's apartment?

So here's what I'd like to do if it's ok with you for the background feats. If I'd had the background feats when building I'd not have taken Outcast's Intuition, so I want to drop that and move shape wits to being taken at level 1.

At second level take additional traits for Traveler of a Hundred Lands. From that I'd make Linguistics, Sense motive and because I have Ancestral blade Knowledge Religion class skills (it feels really wierd Fyrtor not having that skill trained).

Then at level 6 I'd like to take cunning. The skill points from it would be spread between Knowledge Religion, and Profession Herbalist, with a single point going in to sense motive to maintain his bonus at 14 (makes up for no longer taking Outcast's Intuition).

Edit: At ninth level I'll still be taking additional traits and pick up blade of Mercy, but instead of grabbing sharp wits (which is now taken at level 1) I'll be removing the overprotective drawback.

Edit:Edit: I figure it's reasonable for Fyrotr to take some skill points in know ledge religion because many of his skill points are already spent on non-combat skills.

Are we using the spontaneous alchemy rules at all? I've looked at then, but there is a lot there once you start digging in to recipes and such.


Brookside Campaign Journal

I'd say it's 2 pm.

No spending background feats on feats you've already taken. ;) I'm a little torn about using Background Feats to boost K rel since it is definitely an adventuring skill but given that we don't encounter undead (yet) in this campaign and it fits Fyrtor's background well, I've decided I'm ok with.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Trait stacking: Understandable, but one of the reasons I dislike additional traits. With 2 or 3 categories already "picked" during creation, what remains available is very limiting more often than not.
But I also understand not wanting to open that can of worms.

@Nature Soul: On one hand, I understand, on the other, the chain for Familiars has Iron Will as prerequisite, which has a much more pronounced impact and also includes 3 Feats total(with improved bond. Cheaper at Eldritch Heritage Arcane, but at -2 levels)
Granted, the Animal Companion may have a more significant impact.

I think it may be simpler to say that they cannot be used as prereqs - with the exception of other background Feats. So you can use them as prerequisites for each other, but not for regular picks.

Otherwise you can always run into a situation where some mediocre option usually locked behind taxes suddenly becomes a lot more appealing because it becomes a direct pick.
By limiting it to serving as prereqs for other Background ones, by default, you eliminate powerful choices from the equation.
Then add a clause that you may take a Background Feat you already have as 'regular Feat' during Level up, thereby allowing the Background Feat to be repicked. (so nobody gets locked out of options that may not have existed at an earlier career point)

I'll have to consider my options, here.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

RE Trait stacking; Exemplar Feats aren't amazing, but the ability to get more than one trait of a type... wow. Not necessarily superpowered, but there are traits that open up new options that simply can't be stacked normally.

Quote:
I think it may be simpler to say that they cannot be used as prereqs - with the exception of other background Feats. So you can use them as prerequisites for each other, but not for regular picks.

Yeah, that'd be easier. Otherwise it's going to take analysis of every feat. Could also say 'these feats, and any feat using them as a pre-requisite is not available during combat.'

That way if someone takes a skill Focus in a knowledge skill they can use it for social rolls and investigation, but not to identify monsters. Bit of a hack, but leaves it up to the player to be honest about it.
That doesn't help with things like pre-reqs though.

Here's another thing; are Crafting Feats allowed?

PS feel like I should say this is the programmer in me looking for edge cases that might be problematic, but that I think the core idea is great.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Stupid question; does the house share a wall with the house behind it, or is it the yards that meet?
Question 2: Are the alleys narrow enough to be chimney-climbed?


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Pity that he seems to be married and have a maid. I figured he was a bachelor because he was apparently buying his own meat. That makes things more complicated.

If we want to search the house, we'll need to find a way to get them out of it while we do so. Ideally we'd just wait till the house is naturally empty -- maybe they all go to church or something -- and then pop in and go snooping.

Perhaps for now we should just observe for a bit? Talk to people? We know almost nothing about the man. Do they have kids who aren't here right now? When do they usually go out?

Of course just straight-up asking those questions is likely to raise eyebrows.

...

Turns out the problem with playing at being a spy is that I don't know jack squat about being a spy. I'm sure we could gather quite a bit of information about him without anyone realizing that's what we're doing, but I'm struggling to figure out how.

It doesn't help that I tend to be decidedly risk-averse -- in real life -- and that has a strong tendency to carry through to my PCs.


Brookside Campaign Journal

Definitely no magic item creation feats from background feats!

Walls meet and yes to climbing, as long as you are at least 5' 10".


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I'll need a bit more time ...i tried to take some looks in breaks during work, but it's not as easy.

I mean, Fey Insight would be totally fitting. But it needs Wisdom 13, and I only have 12.

With his Backstory, Dryads Apprentice going for Dryads Attendant would be a total match. But only if he were Gathlain.

Natural Pathseeker, Live off the land and One with the land? All require favored terrain.
And the Elf-only Attuned to the wild only increases natural healing in ONE terrain. With regeneration, divine casters and Mels healing, that is not even desirable as a flavor option - especially since it's effectively a gateway Feat Tax for e.g. Mage of the Wild and co, which are either abusable by being in the terrain, or completely useless by not being in the terrain(no middle ground).

Fey Obedience suffers from a distinct lack of options that are not of questionable alignment, unsustainable without much effort or overpowered for a Background Feat. That, of course, also locks the Court Titles.

Neither Woodland Wraith nor Mystic Stride really seem overpowered for our level, but require other Feats as prereqs(and 3 of the 4 I have are locked into Nelly).

Magic Trick also has some flavorful little tricks, but needs lots of other stuff to reach it's potential.

All in all, I have found nothing valid so far that really spoke to me AND potentially was a legal choice.(of course, approval would be needed anyway - not assuming you would greenlight all mentioned automatically)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mystic Stride is a really awesome feat which I have never, ever taken on a PC because of its prerequisite feat Nimble Moves.

Would it be useful to be able to take a five-foot step into difficult terrain? Sure.

Do I want to burn a feat on it? Absolutely not. Not even if it unlocks Mystic Stride.

I did once make it a central feat for the tactical doctrine for an order of druids. Level 1 feat, Nimble Moves. Level 3 feat, Mystic Stride. Level 5 feat, Shapeshifting hunter (and one level of Ranger) for Favored Enemy (fey).

But they were NPCs with specific purposes for all that, so the feat tax didn't hurt so much.


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Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I am amused that taking a whiz on somebody's house is the equivalent of "stooping to anything to achieve his goals."


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Full disclosure: this is in fact based on a hilarious (and disturbing) story from an inner city living friend of mine. I myself would never stoop to such a thing.
Also, I realise from Khaz's subtle prompting that the stoop would make a much better target.

I think from a flavour point of view that Story feats should be generally included. I recognise some of them are actually reasonably powerful, but they seem the most background-y of all feats, with the possible exception of 'may only be taken at level 1' feats which are obviously not appropriate.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Agreed on Story feats. In an awful lot of cases, they only become notably good after they're completed. Before that they're either lackluster or good but come with some kind of downside.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

So if I can't retrain my traits I'll still take the same background feats, but it'll breakdown like this.

Level 2 Additional Traits (Traveller of a Hundred Lands (Kno. Religion, Profession Herbalist, and Disguise)

Level 6: cunning, Disguise 1, Know. Religion 4, Profession Herbalist 4

I'll still have both Overprotective and Outcast's Intuition.

Is that acceptable? Also spontaneous alchemy, yay or nay?


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Will finally get to post proper today. Apologies for the delay.

@Story Feats: I think it's difficult. I did take a look at the fey one - which would even fit(considering Túrion is fascinated by the ever-changing "evolution" of natural environments over the seasons and years)...but it simply seems too strong - especially after fulfilling it. So did not even mention it above.

That said, I love them. My kingmaker character on the boards has 3 or 4 story feats in her build plan...(Dynasty Founder, Stronghold, Nation Builder - and Leadership as well).
So if they are allowed, it would be awesome.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Just to be clear, this reaction to Hal's spell is entirely in-character, I don't mind the attempt OOC. Mel's going to be pissed at Hal, though.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Fair enough. I think I got Helpless and Surprised mixed up RE saves. I was on the verge of using the spell myself when you had Mel cast and thought this seemed better.
Hal has barely interacted with anyone in 15 years, so it makes sense he'd mix up trying to help.

I'm not sure you can get a DC 25 save with a first level spell at our level!


Brookside Campaign Journal

Ok Fyrtor that will work. I certainly can't approve cunning as a background feat in general but given you're restricting the extra ranks from it, that's fine.

Story feats, like all feats not on my list, will need specific approval as background feats. I haven't ruled them out or in as a whole, yet.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I do have a few Feats I would wonder about, now.

Specifically, as a combo, Skill Focus(Linguistics) and Orator.

I did not make him as a party face, but using argumentation and logic to try and contribute to our cause would be desirable. He does attempt to do that anyway, but it would give him some mechanical oomph to back it up.

As singular entries, I wondered about Amateur Investigator - basically he already has very high skill levels with all covered skills, but it would allow to push a bit farther where needed.

Also about Spirit Ally - having a permanent invisible "Valet" seems nice.
But it's still heavily limited if it works identical to the spell(e.g. 15 feet speed only, or being completely mindless) and the spells duration by now would be able to cover most of an adventuring day with a single casting.
So I was wondering if maybe the Unseen Assistant and Unfettered Servant of Magic Trick could be attached...it would give it some more leeway, and allow some "task automation"(instead of ordering it to do each single step of a recipe, I could tell it to cook dinner.).
Alternatively, to not have it return after 24 hours, but "at will" or after a minute, so it can be called and dismissed as needed and as convenient.

Eldritch Eye has a similar problem. Unlike the similar Third Eye with Psychic Sensitivity Prereq, this one is accessible directly, but it does not scale - at all. No "minute per level, useable in minute-intervalls" - it's one minute per day, over.

Alternatively, would you be willing to slightly relax nonsensical requirements for some of the afore-mentioned feats?

@Harold: I can offer a 23 DC for first-level spells(10+8 Int+2(Compulsion)+2(Potent Magic)+1(Spell Level). So at our level, it totally would go to 25 DC if I had picked up Spell Focus and Greater Spell Focus :D


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Ah, an Arcanist - that makes sense.

That'll save and hit - I think Harold'd be surprised, for the record.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Cool, Fyrtor's profile is all updated :)


Brookside Campaign Journal

Turion: I think skill focus (ling) and orator is the most appropriate you've suggested. Amateur investigator is way too good. For one thing, boosting all knowledge skills is very good in combat. I was only willing to let Fyrtor use background feats to boost K religion because you guys never face undead or other monsters IDed thus.


1 person marked this as a favorite.
HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

*shrugs* Point was, I can already quite reliably use Knowledge against most things, I figured the 1d6 extra could push for an extra Threshold of information bits gained, but not much more.

I am perfectly fine with Skill Focus and Orator - I just wasn't sure if that is acceptable - I can invest some ranks into it and suddenly it opens up entirely new options I did not have before(in terms of bluff and diplomacy) mechanically, even if it DOES make sense flavor-wise.

GM wrote:
emember, each square on the map is 10 ft. But it looks like you did. Just remind me what Nelly's speed is? 50 ft? And she doesn't have anything extra to alter the range of scent from 30 ft in the absence of wind?

Aye, I remembered it's 10 feet.

50 feet speed is correct, I decided it's safer not to give her haste.
I did give her Heightened Awareness, but since Scent does not depend on a check, and there are too many different trails to track, there's nothing to alter her range from the regular 30 feet.
Maybe I missed an option that would have made sense if you're asking like that, but no, right now, there's nothing extra.

____

For the record: I also refrained from using Alter Self on Nelly to make her into a Human Male, then using Beast Shape to enter the competition myself :P


Brookside Campaign Journal

Haha. That'd have been hilarious. I'd love to see Nelly trying to talk and act like Janus.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Level 9 update: + 1 Level of Arcanist.

+1 Fort/Reflex save
+5 HP(4 from d6, +1 Favored Class)
7/12 Arcane Reservoir Points

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Feat: -REDACTED-

2 Background skills:
+1 Handle Animal
+1 Linguistics

Headband skills:
+1 Perception
+1 Escape Artist
+1 Stealth

7 regular level skills(2+5(Int))

+1 Knowledge(Arcana)
+1 Knowledge(Nature)
+1 Spellcraft
+1 Survival
+1 Use Magic Device
+2 Linguistics

Spellcasting:
+ Level 4 Spells - 2 known: Greater Magic Aura, Antithetical Constraint
+1 Level 4 Spell per day
+1 Level 2/3/4 Spell prepared per day

Background Feats:
Level 2: Skill Focus(Linguistics)
Level 6: Orator


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |

+1 HD (9)
+1 BaB
+1 Fort/Reflex

+2 Natural Armor
+1 STR/DEX (25=>26; 15=>16)
+1 Trick(Hunt)
+1 Skill Rank(Perception)

Ability Score Increase: +1 Constitution (19=>20), +8 HP, +1 Fort

Multiattack - Iterative Bite available.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Brilliant planner is brilliant, but I don't think I can justify it with Harold.

I'm torn between a lot of things
Ramping up his hedge-magic with Eldritch Eye and Pyschic Sensitivity or his crafting with Master Alchemist representing Hedge training.
I think It'll be Additional Traits for both though.

I love traits, and I had more trouble picking traits than feats.
If I take Fyrtor's advice and spend 2 traits on an Exemplar ("Charming Smile, Cunning Soul" I think) I can stack traits and buy Additional Traits as often as I like.
This means I can look at getting one of Criminal, Friends in Low Places, Wiscrani Ear or about 12 others I'd like.

Edit: ooh, or potentially use Adopted to pick up Helpful or Scrounger. Never made sense to me those were halfling specific, but Harold's halfling enough (lucky, traveller, overconfident) that I actually considered Racial Heritage.

Edit 2: certain of these traits might need to be bought using a 'normal' feat slot. Thinking Helpful here.


HP 52/52| AC 17(16)/FF14/T13(12) | Saves 7(6):10(9):11 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

@Brookside GM: just realised I never picked Hal's langauges. Should I use the normal pathfinder choices?
https://www.d20pfsrd.com/skills/linguistics/ - specifically are there multiple human languages? Is it okay to have or designate one as 'the old tongue'?
I figured he'd have the standard trading race languages at least. Common, Elven, Dwarven, Gnomish and Orcish. Plus a couple weirder ones.

@Mel: does Mel still have the gremlin bell? Just want to update my carry-list.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"The Old Tongue," eh?

I've sort of mused on and off for several years about running a stone age campaign. Doodled some notes about mechanical changes, and so on. One thing I decided on was that there is no language called "Common" -- but everyone speaks the language that will one day be called "Druidic".


Nice :)

I dreamed of a Stone age campaign since I read a Dragon magazine article about when I was 12. Actually got to play a sort of proto-druid caster in a PbP here on the boards once, but sadly it did not last very long - some of the ideas from that ended up informing Harold.

If the reason you've been musing is due to the amount of extra work required, you're spot on. Every spell & feat seems to need to be checked.

The huge problem is that good armor is RARE. The best you can get without magic works out to be about AC +2. That makes spells & feats calibrated against equipment (like Mage Armor) AMAZING.
Weapons are not quite as bad (spears are surprisingly good), but slashing weapons are so rare DR slashing critters like zombies basically jump a CR.

Have you seen Orkworld, by John Wick? Similar idea (and once again, very difficult to run)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Here are the notes I made years ago about the setting:

Serpent Age Golarion Notes:
== Introduction ==

It is the Dawn of the Serpent Age. Rovagug lies prisoned in the heart of Golarion; his periodic assaults on the grim walls of his cell rattle the world's foundations and bring earthquakes shaking past the newly-abandoned Vaults of Orv, through the Dwarven citadels of the Darklands, and finally to the distant surface. The other gods remain active in the world: Curchanus tends the beasts; his young protege Desna has begun her survey of stars; Shelyn wonders mightily at the long absence of her brother, and Sarenrae has only just shaken the deep weariness that came of her final battle with the ancient enemy. The gods have begun their slow withdrawal from direct interference in mortal affairs, but it will be many eons yet before that intention is fully carried out.

Humanity, with a few exceptions, consists of small bands of hunter-gatherers spread wide across the face of Golarion. They know nothing of writing, metal, or glass. Chickens have been domesticated in the lands that will one day be Qadira; dogs are known throughout the vast forests and plains of Avistan; cats are restricted to northeast Garund, in the future Osirion. No other animals have yet been domesticated. Tribes in the gentle climate of south west Garund have learned to weave on crude looms, and pottery is well known throughout the world. The rest of humanity's implements are the best they can fashion of stone, wood, bone, hide, and sinew.

And it is a dangerous world they face armed with these meager tools. The Cyclopes of Ghol Ghan occupy the far northwest of Garund, dwelling in enormous stone citadels raised with magic for mortar. In the southeast, the might of the Serpentfolk spreads steadily onto the surface from the Darklands below. Both are more than happy to have human slaves -- or, occasionally, meat. The vast wildernesses surrounding these nascent civilizations offer small respite. In the absence of cold iron -- a substance known only in the Darklands -- even the weakest fey are all but invulnerable. Dangerous beasts prowl the forests.

Amidst this lush ferment of dangers, humanity scrapes by as best it can. The average life span is some 30 years, but that average is lowered by the many infants and children who fall to disease, hunger, or mischance. A strong, cautious soul who survives to the age of five stands a good chance of living to see their fiftieth or even sixtieth birthday. Women tend to start bearing children at a young age, and have many. However, the vast profusion of differing tribal customs means that this is not an ironclad rule by any means.

Some tribes bargain for safety with some of the more tolerant fey. Some willingly make themselves slaves of the Cyclopes or Serpentfolk in return for security and food. Others scrape out a fully independent living in the howling wilds. Religions of all sorts flourish, with little or no organization beyond that possible in a given tribe. Those who manifest magical abilities serve their people as shamans, healers, and diviners.

It is a young world of almost endless possibility: a world where the first heroes may shape the future with spear and atlatl, with magic and thought, and above all with inventiveness and determination.

== Races ==

Many of the ethnicities and races given in the Core Rulebook, Bestiary, and Inner Sea World Guide differ in the distant past. Some do not exist, and others have slight modifications to their stats. Here is a summary of the races available for PCs:

Dwarves -- are restricted to the Darklands at this time, but may in extremely rare cases reach the surface, perhaps as slaves or prisoners of the Serpentfolk. Treat Dwarves as identical to those described in the Core Rulebook, except:
Dwarves begin play speaking Dwarven. Dwarves with high Intelligence scores can choose from the following: Cyclops, Goblin, Orc, Terran, and Orvian.

Elves -- have not yet arrived on Golarion, and are not available as a PC race.

Gnomes -- have not arrived in Golarion at this time, and are not available as a PC race.

Half-Elves -- Do not exist.

Half-Orcs -- do not exist at this time; the very few Orcs in existence dwell deep and cautiously in the Darklands, and have never been seen on the surface.

Halflings -- Live in much the same state as Humans do, sometimes side-by-side in the same tribe. Their only real peculiarity at this time is a stubborn insistence on keeping their language secret from other races, even friendly ones. Treat Halflings as identical to core rulebook, except:
Halflings begin play speaking Vulanian and Halfling. Halflings with high Intelligence scores can choose from the following: Elven, Goblin, Sylvan. Halflings consider their own tongue secret, and do not teach it to non-halflings.

Humans: Most humans grow up in mobile bands of hunter-gatherers, as described above, and invest their time in learning to live off the land. They are not currently the dominant species, and have to accomplish a great deal through sheer muscle power. Although they are recognizably the same species as their descendants, they have been strongly shaped by their environment, and have the following stats:

Primitive Human Racial Traits:

+2 to One Ability Score: Primitive Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Primitive Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Primitive Humans have a base speed of 30 feet.

Physical Prowess: Only the strong, the nimble, and the hardy survive this world. Primitive Humans get a +2 bonus to their choice of Strength, Dexterity, or Constitution, resulting from the intense physical demands of the hunter-gatherer life. This cannot be assigned to the same ability score as the other +2 bonus listed above. This trait replaces the Bonus Feat racial trait.

Heart of the Wilderness (APG): Primitive Humans learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Languages: Primitive Humans begin play speaking Vulanian. Those with high Intelligence scores may pick any language they choose, except secret languages (such as Halfling).

Other races:

Pureblood Azlanti: do not exist yet.
Drow: do not exist yet.
Duergar: do not exist yet.
Gillmen: do not exist yet.
Goblins: proto-goblins exist as roaming scavengers, and can be played as-is.
Hobgoblins: do not exist yet.
Kobolds: commonly work for the Serpentfolk in menial capacities, and can be played as-is.
Merfolk: are rarely seen by surface dwellers due to an ongoing war with the Aboleths.
Orcs: exist only in obscure corners of the Darklands.
Strix: inhabit mountain eyries, and have not yet conceived their hatred of humanity. Replace Hatred with a racial +4 bonus on Perception checks made in dim or dark light conditions.
Svirfneblin: do not exist yet.
Tengus: exist only on the far side of the world, and have not yet been introduced to Avistan or Garund.

Aasimar, Tiefling, and elemental races: the borders between planes are somewhat more porous than in later ages, and their denizens less chary of the material world. All of these races exist, and are more common than in later ages. Stats for Aasimars, Tieflings, Sylph, Oread, Undine, and Ifrit races identical to those given in Bestiary and Bestiary 2, except that their language options reflect prevailing languages.

== Languages ==

Writing has not yet been invented, and so none of the languages given here have a written form.

None of the modern languages given in the Inner Sea World Guide exist.

Of the ancient languages in the Inner Sea World Guide, none exist yet except Cyclops which is in common use near Ghol-Gan.

Every tribe of humans has a tongue or dialect of its own, most of which are mutually unintelligible. However, virtually all humans throughout Avistan and Garund speak Vulanian. This language is complex, with a high degree of redundancy built into its grammar and syntax. The grammatical complexity serves as a form of error correction, so that a message may be repeated orally through many different speakers and suffer only minimal alteration in the process. Vulanian eventually forms the basis of the later languages Jistka, Azlanti, and Ancient Osiriani. For purposes of Serpent Age campaigns, treat Vulanian as the Common of its day.

Planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran) all exist.

Aklo exists, and is spoken primarily by Aboleths, Merfolk, and certain creatures of the Darklands.

Draconic exists, and is more widespread than in later ages because it is spoken by Serpentfolk, their slaves, and other reptilian humanoids.

There is no Druidic language. The "Druidic" of later ages is in fact pure Vulanian, unaltered over the millennia. In the Serpent Age, Vulanian is not a secret language. Druids do not suffer penalties for teaching it to non-druids at this time.

Dwarven exists, and is the most common language in the Darklands (closely followed by Orvian).

Elven is unknown, as elves have not yet arrived from Castrovel.

Giant does not exist; the giants of this age speak Cyclops.

Gnomish does not exist; there are no gnomes yet.

Gnoll exists, and is spoken by Gnolls.

Halflings have their own language, but do not share it with others. There are social taboos on speaking it or teaching it to non-halflings. A halfling who defies this prohibition may be shamed, ostracized, or even exiled.

Necril does not exist yet. Undeath exists, but is much rarer than it will be in later ages.

Orcish is restricted to the Darklands.

Orvian exists and is spoken in the Darklands and certain portions of the seas.

Sylvan exists more or less as in modern.

Undercommon does not exist. Dwarven serves this purpose.

== Classes ==

Barbarian: virtually all serious warriors are Barbarians, making it the most common melee class. In such a violent and dangerous world as Stone Age Golarion, a Barbarian's speed, toughness, and raw strength make for a valued and admired member of the tribe.

Bard: Bards commonly serve as tribal historians and lore keepers, using their keen memories to recite epic length poems. Musical instruments are limited to drums and wind instruments made of reed or clay; stringed instruments are unknown, but oral performances such as acting, storytelling, and oratory are highly developed arts with demanding, critical audiences. A bard's magical talents are also valued, and bards who focus on this aspect of their abilities may wind up serving as shamans.

Cleric: Clerics exist, but are fairly rare. Religions are poorly organized at this time, and few humans have the leisure time to devote themselves fully to the worship of the gods. Those few who do exist are sought after as shamans and healers. Note that the following domains and subdomains do not exist at this time: Nobility, Rune, Construct, Language, Leadership, Wards.

Druid: The primitive peoples of Golarion live in intimate proximity to the natural world, making Druid the single most common casting class. Druids usually serve as shamans and leaders of tribes.

Fighter: Only Dwarves, Giants, and Serpentfolk have weapons and armor sufficiently advanced to require full time study. PCs should take this class only if they begin play as one of these races, or multiclass into it later if they can find a teacher.

Monk: Monks do not exist at this time. The philosophies and disciplines of monasteries have not yet been invented.

Paladin: Paladins do not exist yet. In the fairly grim world of the Stone Age, the elaborate moral codes of Paladin orders have yet to be imagined.

Ranger: Rangers are common; they are, without question, the best and canniest hunters a tribe may hope to have. In addition to hunting, older rangers often serve as tribal chiefs and elders. The Trapper archetype does not exist yet. Good choices for Favored Enemy include Animals, Fey, Humanoid (Giant) and Humanoid (Reptilian).

Rogue: There are few permanent settlements, and traps are rare and simple. So although rogues do exist, they are uncommon and tend to focus on social or martial achievements. Non-trap-based archetypes (such as Scout from the APG, or Bandit from Ultimate Combat) are the most common types of rogues. Archetypes or Rogue Tricks which add a wilderness-oriented flavor to the class are especially appropriate.

Sorcerer: Sorcerers are reasonably common, and often serve as shamans or advisors. The following bloodlines do not exist yet: Undead, Sanguine. The dark experiments of the Serpentfolk have made Serpentine the most common bloodline.

Wizard: Wizards do not exist yet; their magic depends on writing, which has not been invented.

Alchemist: Alchemists do not exist yet, as their abilities depend on chemical knowledge which has not been discovered.

Cavalier: Cavaliers do not exist yet. Horses are not tamed yet, and cavalry is for the future.

Inquisitor: Inquisitors do not exist yet. Religion is not sufficiently organized to support such a profession.

Oracle: Oracles exist, and often serve as shamans. Indeed, they may be more common than in later ages, as the gods are still shaping events more actively than they will in future. The following mysteries have not yet manifested themselves: Lore, Metal.

Summoner: Summoners are rare, and almost universally persecuted among human tribes in the mistaken belief that they consort with fiends. Serpentfolk find summoners interesting, and often capture them for study.

Witch: Witches are common and well respected. They often serve their tribes as healers and shamans. Many find the uncanny intelligence of a witch's familiar unsettling, however, and so witches are treated with much less familiarity than druids or oracles.

Magus: Like wizards, Magi do not exist yet, as their magical skill depends on writing.

Gunslinger: No one has even imagined anything like firearms.

Ninjas and Samurai: The cultures that give rise to these classes do not exist yet.

== Skills ==

Craft -- craft variants involving metal do not exist yet.

Disable Device -- This skill does not exist. The few devices that exist are so simple that there has been no need for a specialized skill to deal with them. Use a Dexterity or Intelligence check (typically DC 10 or 12, rarely 15) instead.

Handle Animal -- There are no fully domesticated work animals at this time, so the trick Work does not exist. With the exception of dogs, cats, chickens, and animal companions, using this skill requires the PC to have raised the animal from infancy.

Knowledge -- The Knowledge (Engineering) skill exists, but is generally limited to Serpentfolk and giants.

Ride -- the Ride skill does not exist. No one has invented saddle or stirrups yet; horses are prey animals. Dogs exist but no one has thought of trying to ride one, and they tend to be half-feral. Those with animal companions may ride them bareback, but must dismount for combat.

Survival -- the Survival skill has more uses in this era, which overlap later Craft skills:

Primitive tools -- PCs may use Survival to fashion weapons, armor, and tools out of wood, Bone, Obsidian, or Stone (as detailed in Ultimate Combat). A PC cannot make masterwork weapons or armor using Survival unless they have at least three ranks in an appropriate Craft skill, such as Craft (Flintknapping) for Obsidian or Stone, or Craft (sculptures) for Bone or Wood. Masterwork items produced in this way are still much less sophisticated than later arts, and hence take less time to produce. When calculating the value of a masterwork item made from these materials using Survival, increase the price by just 100 gp (for a weapon), 50 gp (for armor), or 25 gp (for other items).

Leatherworking -- PCs may use Survival to tan the hides of beasts and use them to produce clothing, tents, and other leather goods.

Calculate the DCs for creating primitive tools or leather goods as per the Craft skill for the desired item. When working with Stone or Obsidian, the PCs do not incur a penalty for using improvised crafting tools, because the required tools consist of a hammerstone (any smooth tough rock), and perhaps a billet of antler or wood. Working with Bone or wood requires appropriate tools as normal.

PCs need to have suitable source of material to work with first. A DC 18 Knowledge (Nature) or Knowledge (Geography) check will serve to find suitable material within a reasonable distance; this check may be repeated once per day.

== Currency ==

There are no coins or other currency yet. In some of the more civilized areas (Ghol Gan, serpentfolk realms), small clay tokens are used as currency. Each stands for a particular trade good, and bears a small incised picture or symbol of that item:

Food token: worth one meal. Treat as roughly equivalent to 1 copper piece.

Obsidian token: can be exchanged for 1 chunk of good quality obsidian suitable for shaping into a small tool such as a hide scraper or knife. Treat as roughly equivalent to 1 silver piece.

Chicken token: can be exchanged for one laying hen in good health. Treat as roughly equivalent to 1 gold piece. In areas that do not yet have domesticated chickens, these may be exchanged for one rabbit.

Taiaha token: can be exchanged for 1 taiaha with obsidian teeth (see Primitive Weapons in Ultimate Combat). Treat as roughly equivalent to 1 platinum.

In less civilized areas, barter and trade are the rule of the day.

== Equipment ==

If something is not listed here, it is probably not available.

The primitive weapons described in Ultimate Combat are available.

In addition to those, the following weapons are available:

Simple Weapons: Unarmed Strike, Dagger, Light Mace, Sickle, Club, Heavy Mace, Shortspear, Longspear, Quarterstaff, Spear, Blowgun, Dart, Javelin, Sling.

Martial Weapons: Axe (throwing), Hammer (light), Handaxe, Pick (light), Sap, Shield (light), Pick (heavy), Shield (heavy), Warhammer, Glaive, Greatclub, Longbow, Shortbow.

Exotic Weapons: Whip, Bolas, Net, Sling Staff (Halfling), Shedress, Tel-shaless.

Glaives and sickles use a blade made of wood but edged with obsidian flakes mounted to the shaft.

Composite longbows and shortbows exist; treat these as being made partially from bone to increase the bow's pull.

Dwarven Waraxes and Orc Double Axes exist, but are restricted to the Darklands at this time.

Knowledge of bronze, iron, and steel is similarly restricted to the Darklands. All of the above must be fashioned from primitive materials (Ultimate Combat).

Shedress: a shedress is a shortsword made of glass by the serpentfolk. Treat as identical to a short sword, with the exception that it does slashing damage instead of piercing.

Tel-shaless: a tel-shaless is another serpentfolk weapon made of glass, roughly equivalent to a longsword. Use the following stats: Cost 50 gp, Damage (Small) 1d6, Damage (Medium) 1d8, Critical 19-20/x3, Range --, Weight 4 lbs, Type Slashing.

Weapons made with glass have the fragile quality (described in Ultimate Combat), even when they are masterwork. Magical glass weapons are not fragile.

Serpentfolk have some ability to work with lead, gold, and copper, but use this primarily for decorative work and plebiean items such as cups. Some Serpentfolk may make small items (such as daggers) out of copper hardened with small amounts of arsenic. The arsenic is consumed in the process of smelting and does not add any kind of poison effect to the item.

== Armor ==

The following types of armor are available:

Light: Padded, Leather, Studded Leather.

Medium: Hide, Scale Mail, Breastplate.

Heavy: Splint Mail, Banded Mail.

Shields: Buckler, Wooden Shield (light or heavy).

Heavy armor is exceptionally rare and valuable; treat prices for heavy armor as 5 times the value listed in the Core Rulebook.

Special Materials:

No one has learned to work with Adamantine, or Mithral. The Dwarves in the Darklands can work Cold Iron and Alchemical Silver, but these materials are unknown on the surface. Darkwood is available, and prized for producing bows, but can be difficult to harvest as darkwood groves are often guarded by fey.

Goods and Services:

The following goods and services are available:

Backpack
Basket
Bedroll (hide or reed)
Blanket, winter
Chalk, 1 piece
Firewood
Fishhook (bone)
Fishing net, 25 sq. ft.
Flask (empty, clay)
Hammer (stone)
Jug, clay
Ladder, 10-foot
Mug/Tankard, clay
Pick, miner's
Pitcher, clay
Pole, 10-foot
Pouch, belt (empty)
Rations, trail (per day)
Rope, hemp (50 ft.)
Sewing needle (bone)
Shovel or spade (wood)
Sledge
Tent
Torch
Vial (empty, clay)
Waterskin

Special Substances and Items: Smokesticks are available. Everburning Torches are known, but are rare due to the extreme difficulty of finding sufficient quantities of ruby dust for a Continual Flame spell; treat Everburning Torches at ten times the listed price.

Tools and Skill Kits

The following tools and skill kits are available:

Artisan's tools
Artisan's tools, masterwork
Climber's kit
Disguise kit
Healer's kit
Holly and mistletoe
Holy symbol, wooden
Musical instrument, common
Musical instrument, masterwork
Spell component pouch
Tool, masterwork

There are no inns, and hospitality is a sacred duty. Food and lodging for travelers in human settlements is free. Guests are expected to share news of their travels with their hosts, and may be asked to perform small tasks, such as carrying messages to other settlements when they move on, or assisting with gathering firewood and similar simple chores.

There are no domesticated animals, except for a few dogs and cats, and no one rides them yet. Mounts and gear for them are therefore not available.

The following means of transport are available:

Sled
Coracle
Nehebt
Dugout

Coracle: a small boat made of hides stretched over a wooden framework and sealed with pitch. Treat as a rowboat. A Coracle can be made with a DC 18 Survival check in one week.

Nehebt: a small ship made of plaited reeds. Plural: nehebti. Generally found only in northern Garund, though there may be a few on Lake Encarthan. Treat as a keelboat. Making nehebti is a specialized skill and cannot be duplicated with Survival.

Dugout: A small boat made from the trunk of a single tree, hollowed out with fire, carved in sometimes elaborate designs, and sealed with pitch or lacquer. Seats 2 Medium creatures, plus their gear. A dugout can be made with a DC 15 Survival check in three weeks.

Spellcasting and other services listed in the core rulebook are generally not available. Casters and other people may be willing to barter for their services, but it is rarely a full-time occupation for them.

== Prestige Classes ==

Arcane Archer: does not exist yet. The fusion of magic and archery may well occur soon, but has not yet come to pass.

Arcane Trickster: this is available, but no one has yet become an arcane trickster; rogues are rare to begin with, and combining magic with such a rare discipline has not yet occurred to anyone.

Assassin: Assassins are all too familiar, particularly in the courts of the Serpentfolk.

Dragon Disciple: exists. Those who pursue this path are often either feared or venerated (or both) once they become high-level enough to show significant draconic features.

Duelist: does not exist yet, as it depends on both weaponry and cultural contexts that have yet to develop.

Eldritch Knight: as yet unknown; too few people have the leisure time to devote to the study of both magic and weapons.

Loremaster: Loremasters exist, primarily among the Serpentfolk and Giants. They tend to focus their efforts on inventing or discovering new knowledge.

Mystic Theurge: Theoretically possible, but very rare due to the general rarity of spellcasters to start with.

Pathfinder Chronicler: the Pathfinders will not exist for many thousands of years yet.

Shadowdancer: Shadowdancers exist, and are commonly used as bogeymen to frighten recalcitrant children.

== NPC Classes ==

Adept: Adepts are more common than Druids, but only just.

Aristocrat: Aristocrats exist amongst the Serpentfolk, the Cyclopes, and occasional Dwarf clans in the Darklands. Other societies lack the size and social stratification required to support the class.

Commoners: remain common, but use a d8 hit die, receive Knowledge (Nature) as a class skill, and treat Fortitude as a high save. Weaker commoners do not survive to reproduce. Commoners often fulfill "gatherer" roles; a low Base Attack Bonus is no disadvantage when you quarry consists of nuts, berries, and other wild plants.

Expert: experts exist and typically fulfill roles in the tribe connected with making weapons and other tools out of stone.

Warrior: Warriors serve primarily as hunters. Add Knowledge (Nature) to their list of class skills.

== Magic ==

Magic is very different from the elaborate, formulaic magic that later eras will develop. Use either the Words of Power system from Ultimate Magic, or the Spheres of Power system (not both). Discuss this choice with your group at the outset.

Bonus spells from bloodlines, domains, mysteries, patrons and other class features are gained normally and can be cast as detailed in the system you have chosen.

And a template I came up with.

Venom Thrall Template:
Venom Thrall

Venom thralls are the most favored slaves of the serpentfolk, slowly addicted over a period of months to the venom of their masters. The minute quantities of poison injected in the initial bites cause searing pain in the unfortunate slave -- but in time, the touch of their master's fangs comes to send the venom thrall into an intense euphoria that they would do anything to experience again. Any slave who survives the process develops a few of the serpentfolk's defensive traits, and an unswerving loyalty to their master.

Venom thralls commonly fill sensitive positions in their master's household, such as personal bodyguard or hatchery warden. They may also be found conducting espionage on rival serpentfolk lineages, or overseeing lesser slaves. Venom thralls receive the best food, the most comfortable quarters, and the choicest mates from among the lesser slaves -- sufficient inducement that many volunteer for the agonizing process of envenomation.

Creating a Venom Thrall

"Venom Thrall" is an acquired template that can be added to any humanoid creature (hereafter referred to as the base creature). Most venom thralls are humans, halflings, or dwarves. The longevity of elves leads serpentfolk to prize them for venom thralls, but they often die in the process. More exotic venom thralls are known, but rare.

CR: Same as base creature +1.

AL: A venom thrall's alignment changes to lawful at the conclusion of envenomation. A venom thrall will obey their master's instructions without question.

Type: A venom thrall gains the subtype (augmented).

Armor Class: A venom thrall gains a +2 bonus to natural armor. Some exceptionally old venom thralls actually grow scales, increasing this bonus to +4.

Defensive abilities: A venom thrall gains spell resistance equal to 5 + the base creature's hit dice. A venom thrall also gains immunity to paralysis and poison (except serpentfolk poison).

Special Abilities: A venom thrall may communicate telepathically with their master when within 100 feet.

Weaknesses: A venom thrall must receive a dose of their master's venom at least once every four weeks. Serpentfolk venom is highly individual; the venom thrall cannot switch allegiance to a new master, for only the original is capable of supplying the venomous nectar they crave.

If the venom thrall goes longer than four weeks without a dose, they go into withdrawal. During withdrawal, the venom thrall must make a fortitude save once every 24 hours. The DC for this save starts at 6 and increases by 1 each day. On a failed save, the venom thrall suffers 1 point of Constitution damage. Reaching 0 Constitution kills the venom thrall. Receiving a dose of venom from their master stops this process, and any lost Constitution is restored after 8 hours' rest.

A venom thrall who survives 30 consecutive withdrawal fortitude saves has beaten the addiction. Such a venom thrall loses retains the bonus to natural armor, but loses all other benefits (and drawbacks) of the venom thrall template.

That's as far as I got.

I did once run a Serpent Age one-shot for a solo player as a side-quest from a larger campaign. But I didn't use any of the above, because the PC (a bard, Wren, and her cohort, Ronia) were time travelers who made their way to the Serpent Age courtesy of an overland journey through the Season of Hungering Sun, one of the seasons of the year that the gods discarded when they made existence. It touches on every time in Golarion's history, because it was never used. Ronia's patron Ng keeps it in a bottle and uses it to send her on missions to the past and the future occasionally.

Along the way they fought some skeletal serpent-folk, a young dragon and a blind cyclops oracle, on their way to plant a fossilized seed at the confluence of two streams of godsblood left over from a fight between Sarenrae and Rovagug. That in turn eventually grew into a fossilized tree large enough to be its own demiplane -- all for the benefit of a different player in a different campaign who needed that tree ...


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:
Melia Elman wrote:
... That in turn eventually grew into a fossilized tree large enough to be its own demiplane -- all for the benefit of a different player in a different campaign who needed that tree ...

Now I want a Chrono-Trigger Campaign. With some limited time travel to certain periods, where you can influence things for the future in some limited ways.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

One thing I love about this group is how you all keeping pulling in these feats I’ve never heard of. I learn a lot just by reading along here

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