Peet |
Personally, I don't find 5'10" to be intimidating, but getting over 6', I can see the effect. So I am inclined to require that you meet the height for this one. If you wanted to make it a different "bred for war" factor, such as scars or square jaw, or something like that, I would allow the swap. But is should be something physical that is "intimidating".
Worth mentioning that the Intimidate rules grant a +4 to intimidate if you are "bigger" than the one you are intimidating. As a GM I normally read this as a difference in size categories, but you could also read it as a general difference in size and height within the same category.
DBH |
GM Fuzzfoot wrote:Personally, I don't find 5'10" to be intimidating, but getting over 6', I can see the effect. So I am inclined to require that you meet the height for this one. If you wanted to make it a different "bred for war" factor, such as scars or square jaw, or something like that, I would allow the swap. But is should be something physical that is "intimidating".Worth mentioning that the Intimidate rules grant a +4 to intimidate if you are "bigger" than the one you are intimidating. As a GM I normally read this as a difference in size categories, but you could also read it as a general difference in size and height within the same category.
Sudden increase in PC's listing their height as six foot plus.
Peet |
...if you are in a situation where you think a bonus based on this is appropriate for a given roll, you can ask and if it sounds good, I will often accept it.
I can work with that.
There are other ways (traits) to get intimidate as a class skill, so I suggest trying to find something there that works.
The campaign trait I have grants a +1 to intimidate but does not make it a class skill. HOWEVER, it grants +1 to Infamy and Disrepute scores. If you are not using those abilities, could we swap that with making it a class skill?
I get where you are coming from, but I am not a big fan of changing rules to fit flavor. I will occasionally allow it, but really prefer not to. If you can find a trait or an archetype to get closer to your goal, I think you should use those approaches.
Sadly I already have an archetype that changes my class skills (by removing a bunch). I just wish it removed different ones! Generally most classes don't have a way to account for a non-civilized background, and I don't see any for Oracle.
Also: How do you feel about considering the greatclub a simple weapon? Compare it to an Earth Breaker, for example. I never thought it should have been a martial weapon, and there ought to be a two-handed simple bludgeoning weapon (aside from quarterstaff).
Harm's Way |
So I've noticed a couple of people have made submissions in which their characters are legitimate slaves, and I was kinda hoping to do the same. What exactly are you looking for in terms of character motivation? I imagine that survival and strength in numbers will be key motivators for the party, but is there anything else you are looking for to link the PC's together?
Isin Ghar |
Hi GM Fuzzfoot: I am very interested but debating what type of character to play. I know we all need to band together at some point, but was wondering if it would be ok to try be a slave that works for the slave masters.
Idea is a hobgoblin druid, who was captured as a slave, but through guile, servile attitude, and competence has become the "hound" for the slave masters and tracks down escaped captives, etc.
So he is a slave, but a slightly "higher" ranking one, and probably seen as a "traitor" to his fellow slaves. It may cause some initial distrust, but over time must earn and gain the party's confidence.
Think of him a bit as Darrell in season 1 of Walking Dead.
EDIT: If you approve conceptually (and do not think idea would be disruptive) will get started on background and submit for your consideration. Character would be Lawful Neutral, as his normal LE tendencies have been softened over many years of slavery, mistreatment, and now has more empathy for others in same position.
Barebates |
Also: How do you feel about considering the greatclub a simple weapon? Compare it to an Earth Breaker, for example. I never thought it should have been a martial weapon, and there ought to be a two-handed simple bludgeoning weapon (aside from quarterstaff).
Simple weapons don't exceed a d8 damage by design. Using the weapon design feature, making a 2 handed simple bludgeoning weapon, results in a d8 club, x2 crit, which sounds pretty reasonable.
Peet |
Simple weapons don't exceed a d8 damage by design...
Source?
A spear is a two-handed simple weapon, and does 1d8 damage. But it also crits at x3.
Normally the improved crit multiplier is worth a die type. So a version of the spear that crits at x2 would have damage of 1d10.
I'd probably be happy with a simple two-handed club that did 1d8x3 instead of 1d10x2.
Barebates |
Barebates wrote:Simple weapons don't exceed a d8 damage by design...Source?
A spear is a two-handed simple weapon, and does 1d8 damage. But it also crits at x3.
Normally the improved crit multiplier is worth a die type. So a version of the spear that crits at x2 would have damage of 1d10.
I'd probably be happy with a simple two-handed club that did 1d8x3 instead of 1d10x2.
Source is that since pathfinder has started, with all the splat books, there's no d10 melee simple weapon.
Though if the gm allows the custom weapons, my math was wrong, you can get a 2d6 x2 simple melee weapon, which is why most gms don't allow the custom weapon rules, they are usually stronger than their counterparts.
Barebates |
Barebates wrote:Source is that since pathfinder has started, with all the splat books, there's no d10 melee simple weapon.Do you have a quote from one of the developers? Or are you just inferring this from the range of existing weapons?
No I don't have a quote, but I do have simple reasoning. With 350+ weapons out there and not a single one being a simple melee weapon with higher than a d8, seems obvious they decided that d8 was the max for simple melee weapons
GM Fuzzfoot |
So I've noticed a couple of people have made submissions in which their characters are legitimate slaves, and I was kinda hoping to do the same. What exactly are you looking for in terms of character motivation? I imagine that survival and strength in numbers will be key motivators for the party, but is there anything else you are looking for to link the PC's together?
No, not necessarily. You might know each other, or maybe simply recognize the others from the ship, but no other real immediate connection is needed.
GM Fuzzfoot |
Also: How do you feel about considering the greatclub a simple weapon?
No, I don't want to be adjusting rules on something like that. I believe there is more to effectively wielding a greatclub that makes it not fit into the simple weapon category.
You can always take a weapon proficiency, or multi-class to something that gives it, if it is central to your concept.
Barebates |
Update the List:
Melee:
* Sven Olaffson (Grumbaki) CG Male Human (1/2 giant) Savage Technologist Barbarian (1) Mutagenic Mauler Brawler (2)
* Felos (Nazard) CG Male catfolk Ranger (Freebooter/Skirmisher) 2, Bard (Buccaneer) 1
* Ignis Ferrum (Taylor Coleman) CG Male Ifrit Inspired Blade 3
* Sabrianne (Chizzard40)NG Female Human Fighter with combat maneuver focus (3)
Ranged:
* Nathan Bensson (drbuzzard) CG Male Human hydrokineticist 3
* Iulus (PixlesAreGod) LG Male Human Warpriest 3
Divine:
* Shakaro Jun (Peet) CN Male Nagaji Oracle (Pei Zin Practitioner) of the Wood Mystery
* Atisuto Kurafuro (pauljathome) NG Male human (Tian-Min) cleric of Shelyn 3
Rogue:
* Alun Greenstone (DBH) CG Male Halfling (Nomadic) Rogue 3
* Celebeth Quinciel(jesse heinig) CG Female elf unchained rogue (eldritch scoundrel) 3
Arcane:
* Zveris Pilvo(Magic) NG Male Half-elf Wild Caller Summoner 3 & Aster (lizard beast eidolon)
* Ramsey Trit (Barebates) N Male Human Spirit Binder Wizard 3 & Tabetha (Crawling Hand Familiar)
Psychic:
* Echo (meloriel) NG Female Human Psychic 3
Group Submission:
* Zokama (Zanbabe) CG Female Human Detective Bard 3
* Nathaniel Whitecloak (C B 380) N Male human (Chelaxian) Psychic 3 (Rapport)
GM Fuzzfoot |
Recruitment is still open. There are already planty of great characters to choose from, but I originally said 2-3 weeks, so I will take submissions until Nov 1.
You do NOT need to create an alias for this now. Unfortunately, I can't take everyone, so I don't expect you to create an alias until you are accepted into the game. You can if you want, but it won't affect your chances of being selected.
GM Fuzzfoot |
Think of him a bit as Darrell in season 1 of Walking Dead.EDIT: If you approve conceptually (and do not think idea would be disruptive) will get started on background and submit for your consideration. Character would be Lawful Neutral, as his normal LE tendencies have been softened over many years of slavery, mistreatment, and now has more empathy for others in same position.
This sounds like a reasonable submission. Go for it!
Jessica Catalan Organized Play Line Developer |
I was immediately inspired by the campaign premise, and after a whirlwind of brainstorming I'm thrilled to submit Echo, a young psychic who experiences the memories of her past lives. Haunted by the life of her previous incarnation, Benjamin, she sets out to find his murderer and the girlfriend who was sold into slavery alongside him. Lying her way onto his murderer's slave ship, Echo hunts for clues about Benjamin's beloved, only to be caught in the act by his murderer. Outmatched, and sure to meet the same fate as Benjamin, Echo's life is saved by a storm wave, which knocks both of them out cold as the ship is tossed about. Now washed up on an unknown shore, Echo's got more than her past lives to worry about. She's got to worry about her own...
** spoiler omitted **...
Just posting to add Echo's lost equipment and gear.
Combat Gear
- dagger, Potion of cure light wounds x4, holy water
Possessions
- bedroll, belt pouch, flint and steel, grooming kit, tent, waterskin, whetstone
Magical Gear
- aegis of recovery, centering jewel, traveller's any-tool
Daleyn Levanthus |
I submit Caudex Licius , a Human Ranger (Battle Scout - 3).
Caudex is a former sergeant for the Chelaxian military. He was trained and tasked to operate in either small groups or as an individual, scouting out ahead of battalions and the regulars. His last assignment didn't go as planned, and the battle group he was scouting for suffered heavy losses, including the loss of several Hellknights and several officers of minor nobility. As always in failure there is always the need for Cheliax to find someone to blame, and this time is was Caudex. The Chelaxian military, not known for their compassion, dismissed and sent him off to the slave colonies in the next available transport ship.
I'm building him as an Archer Ranger to fill a ranged non magic spot. If I get the green light I'll build him in completeness.
djdust |
this sounds neat. i always seem to come across these things late. I'm I to understand that we are either an undercover slaver or an undercover slave, not an actual slaver nor an actual slave?
Are we all working undercover for the same faction? Andoran perhaps? Are we aware of each other and our undercoveredness?
I don't know why but I'm feeling a monk.
or I do have a gnome sorcerer that I can rewrite and build out to lvl3. that might be easier for me actually.
djdust |
ok, reworked Pharithstilis Euduethistle to fit this campaign. He's my first PF character for PbP, but he's yet to be selected for a game.
I haven't read through any other submissions, so I'm willing to make slight changes to backstory to help fit in better.
I took craft jewelry as I will like to eventually take Craft Wondrous Item as my next feat, but I'm willing to change this to something more immediately useful to wilderness survival depending on party selection.
Thank you for the consideration.
Almonihah |
Hmmm... I have an abolitionist kitsune magus that didn't get picked for a different recruitment. I think she'd work well for the set-up for this game, though her build would need to be tweaked to be more prepared for a wilderness-based game. The main change to her background would be removing the threat of assassins chasing her and changing that to being an infiltrator on the ship, probably one of the deckhands.
natloz |
I'm always late to the cool kids party... This sounds like a great campaign idea GM Fuzzfoot.
I have a monk I was trying to get into a skulls and shackles campaign that I think would fit in well with the slave ship origin with a few tweaks. Essentially he was pressed into service after a ship he was working on was attacked. He ended up on a slave ship as a skilled deckhand but he was still treated like a slave. He was given a little more leeway than the average slave though due to his skills in the rigging. Despite the freedoms he was allowed he still chaffed under the yolk of the slavers and longed to be free. Until he finds the right timing to make his move he patiently serves so he doesn't come under suspicion.
I'm not all that familiar with the campaign setting outside of a few APs so I don't have a lot of the surrounding background info (where he was born and grew up and all that). Hopefully this is a concept that is workable.
I need to go over the crunch of the character to make sure it fits with your guidelines but it can be up by tomorrow.
Aki Mori |
Okay, I think I've mostly finished tweaking Aki here to fit this campaign. The only thing I might still change is her equipment, but given she'll be missing most of it I don't think I'll work too hard on that. Oh, and her traits.
A side note--while I've built her as a Magus, she could easily be an Arcanist, Cleric, or Ninja. Her class choice isn't that important to her general concept. So I might change her build depending on the final party if she gets picked.
natloz |
Here are the stats for Marco, the deckhand
Tracked Resources:
HP: 24/24
Ki Points: 3/3
Stunning Fist: 3/3
Init +5; Senses Perception +8
==DEFENSE==
AC 16, touch 16, flat-footed 12 (+3 dex, +1 Dodge, +2 Wis)
hp 12 (11 + 2d10+2, +1) {favored Class Bonus +1 hp; +1/4 ki point x2}
Fort +4, Ref +6, Will +3
Special Defense Evasion, Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB)
==OFFENSE==
Spd 40 ft (10 ft fast movement)
Melee Unarmed Strike +7 (1d6+4) 20/x2
Flurry +7/+7 (1d6+4, 1d6+3) 20/x2
Ranged Sling +6 (1d4+3) 20/x2
Special Attacks Stunning Fist 3x per day, Flurry of Blows [extra attack on full attack at highest attack bonus], Ki Strike (Magic)
==STATISTICS==
Str 16 (14+2), Dex 16, Con 12, Int 10, Wis 14, Cha 8
BAB +3, CMB +6, CMD 22
Feats Dodge, Weapon Focus (Unarmed Strike), Stunning Fist, Improved Unarmed Strike, Deflect Arrows, Combat Reflexes (3), Dragon Style (+2 vs sleep, paralysis, and stunning effects; Ignore
difficult terrain when charge, run or withdraw; Charge through allies; +1/2 str on first unarmed strike per round)
Special Abilities Fast Movement (+10ft), Ki Pool (3): By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when
making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that
consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Skills
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim
Acrobatics +10 (3 dex +3 rank +3 cs + 1 trait)
Climb +9 (3 Str +3 rank +3 cs)
Perception +8 (2 Wis +3 rank +3 cs)
Stealth +9 (3 dex +3 rank +3 cs)
Swim +8 (3 str +2 rank +3 cs)
Sense Motive +6 (2 Wis + 1 Rank +3 cs)
Profession (Sailor) +7 (2 Wis + 2 rank + 3 cs) (background)
Linguistics +5 (2 rank + 3 cs) (background)
Craft (Nets) +6 (2 wis +1 rank +3 cs) (background)
Know (history) +4 (1 rank + 1 cs) (background)
Traits
Acrobat: +1 Acrobatics, -2 on accelerated climb vs -5
Reactionary: +2 initiative
Languages Common, Elven, Goblin
Carrying capacity: Light Load: 76lbs, Med load: 159, Heavy Load: 230
Lift overhead: 230lbs; Lift Off ground: 460lbs; Push/Drag:1,150lbs
{Desired} Equipment: Sling & Bullets (20) 2sp 10 lbs
Grappling Hook 1gp 4lbs
Monk's Kit: Backpack, belt pouch, blanket, rope (50 ft), soap, torches (10), trail rations (5 days), Waterskin 22lbs, 8gp
Survival Kit: Flint and Steel, Mess Kit, two waterskins, basic maps, small utility knife 4lbs 5gp
Small Tent 20lbs 10gp
Shaving Kit .5lbs 1.5gp
Ioun Torch 75gp
Travelers Any-Tool 2lbs 250 gp
Bracers of Armor +1 1000 gp
Alchemical items??
Potions??
Aki Mori |
Thinking things over... I'm really not happy with how Aki's build turned out. If picked I'd much more likely build her as a Ninja (if skills are needed) or Arcanist (if magic is needed). But her backstory and the general idea of her being good at diplomacy/scouting/infiltration would remain the same.
GM Fuzzfoot |
Ok, @Aki Mori - I will note that. I think you are fine waiting for a rebuild if selected. This gives me a good enough idea what the character is about.
I will compile a final list of submissions tonight, just to make sure I didn't miss anyone, and then select tomorrow or next day. It won't be easy, I know that! Lots of great options!
Harakani |
Ah! I need to stop polishing and submit!
I'm trying to make an alias, but the board keeps crashing.
In the meantime.
Kurt Kurrenen. Half orc Sarkorian Wizard.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1. Covered in tattoos and grisly ornaments rather than armour.
2. Wizardry - but not normal wizardry.
3. Tougher than iron.
4. Serves his tribal Patron, who serves Magdh. No “airy fairy” goddess, he’s met Knurri and she’s met Magdh.
5. Magic is more powerful than technology.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Inscribe his first magical tattoo - a rite of passage that shows he has become a master of magic.
2. Find a new home for his people, away from the horrors of the Worldwound.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. Kurt was weakening the ship - he intended to take it down with him. He was trying to curse it, and doing what he could to anger the spirits of storm and sea. More pragmaticaly at night he was quietly freezing water in cracks in the ship’s hull next to his rowing bench.
2. The Fey are alien, but not spirits. The Huldra Kurt worships is not actually a divine spirit.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Kurreni: Kurt is one of his patron’s favourites. They’ve slept together (rare but not unheard of). Kurt doesn’t know Kurreni is pregnant.
2. Jorn. Kurt’s brother was aboard the ship when it went down. Less cosmopolitan than Kurt, Jorn was locked in the brig for biting. Jorn has been fighting an abyssal taint since he was born.
3. [officer] Ivan. Ivan was responsible for overseeing the rowers. He saw Kurt trying to break free as the ship started to founder. Ivan is Ustalavian.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Seeing his father dying to a soul-poison from a wasp-like demon no bigger than his thumb.
2. Seeing his younger sister die to the Ustlavian ambush that saw Kurt caught.
3. Religious bribery; always trying to make deals with things.
4. Doesn't like the word "Worldwound"
The world is divided into “us” and “them”. Once people become “us” they are tribe. Tribe is all.
Ustalav is without redeeming qualities. Ustals are a garbage people.
Home is “Fantasy Australia”. Everything is a high CR danger. By comparison anywhere else is a picinic in the park. “Psh. Oh, I mean they say this snake is poisonous, but if it bit you you’d take hours to die. Plenty of time to make a will, say goodbye…”
Kurt is BIG. 6’5”, but rawhide lean at 180lbs - 50 lbs less then when he was captured. His eyes are huge, and deep set. His jaw is enormous, with teeth that only fit due to the ones that have been knocked out. His skin has patterns of intricate tattoos over much of it. Tribal tattoos carefully and painfully applied, with ink made from demons.
Kurt grew up in the Eastern Shudderwood. Inside the Worldwound, between the border with the Hold of Belkzen, the Sarkorian Steppes, and Ustalav.
Kurt’s tribe was comprised of Sarkorian survivors of the Demonskin War. Their Patron Spirit was Kurreni, a Huldra Priestess of Magdh who had taken in some of those Sarkorian refugees who survived the Ustalavian purges. She had sufficient power to keep a Grove free of both demons, werewolves and the mad Fey of the northern Shudderwood.
Over time most of the tribe died, and new survivors - including half-orc refugees from across the Tusk Mountains - joined.
Kurt was trained in a mishmash of forbidden Sarkorian wizardry masquerading as druidism, orcish shamanism and the fey knowledge of Magdh - the threefold goddess of Fate. The resultant magical tradition is best described as “Wizardry”, though most of the wizards of the inner sea would have conniptions at the terminology. Kurt’s “spellbook” is a Kellid Runestone larger than he is, and he has been known to cast spells more divine than arcane. Spell Sage
Kurt’s tribe hunt demons. They know the Shudderwood, where the haunts are, and have truces with the relatively sane Fey and Werewolves. This lets them cross into the Worldwound proper in raiding parties. They kill demons and scavenge bones, blood, flesh and poison. There is a market in the soft southern lands for such things, and in a land where normal animals have been driven extinct the only real thing to trade is the very demons that corrupt the land.
A year ago Kurt’s party took a trading run through the Shudderwood into Ustalav. The Ust’s they dealt with knew the authorities were on their trail so rather than deal fairly they stole the goods and enslaved the party.
They don’t realise Kurt is a spellcaster - his spells were expended in the chaotic melee of the capture - and have kept him while they shop for a buyer willing to pay the premium a slave like Kurt commands.
15 Manacles (manacled to an oar at start)
00 Loincloth
00 “Spellbook” (currently stored using Secluded Grimoire)
340 Masterwork Cold Iron Greataxe
20 Camouflage netting
12 Campsite kit
21 Wizard’s Kit
4 Cold Iron Dagger
10 Small tent
50 Masterwork survival kit
55 Masterwork Tools (component)
55 Masterwork Tools (tattoo)
55 Masterwork Tools (weapon)
55 Masterwork Tools (leather)
55 Masterwork Tools (stone)
55 Masterwork Tools (component)
50 Masterwork backpack
30 +2 1st level spells
60 +1 2nd level spell
2K Muleback Cords Tattoo (as Muleback cords, but as a magical tattoo)
Discussion; I’d like him to have at least one magical tattoo, and muleback cords seems reasonable (extra carrying) and not broken. If this is abusive I’m happy to look at toning it down.
In terms of what he’ll actually start off with, I’m envisioning him washing up still chained to his rowing bench.
N Medium Humanoid (human, orc)
Half-Orc (Mystic, Kellid) Wizard (Spell Sage) 3
Init +2; Senses Darkvision 60ft; Perception +4
----- Defense -----
AC 12, touch 12, flat-footed 10 (+2dex)
hp 23 (3d6+6 con + 3 favored)
Fort +5(1 base 2 con 2 luck), Ref +5(1 base 2 dex 2 luck), Will +6 (3 base 1 wis 2 luck)
----- Offense -----
Speed 30 ft.,
Melee Club +3 1d6+2
Ranged ray of cold +3(touch) 1d3
Space 5 ft.; Reach 5 ft.
Memorised Spells (CL ##zz; concentration +##)
0th—Ray of Cold, Resistance,Grasp, Ghost Sound
[ooc]all spells below this were lost over time and need to be rememorised
1st—zz, zz, zz
1st—zz, zz
----- Statistics -----
Str 14, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD +5
Feats Scribe Scroll, Harvest Parts, Grisly Ornament, Endurance
Skills
Skills = 21
Knowledge: Planes +9 (3 ranks 3 trained 3 int)
Knowledge: Nature +9 (3 ranks 3 trained 3 int)
Craft: Components +7 (1 background 3 trained 3 int)
Spellcraft +7 (1 rank 3 trained 3 int)
Linguistics +7 (1 rank 3 trained 3 int)
Knowledge: Arcana +7 (1 rank 3 trained 3 int)
Craft: Tattoo +7 (1 background 3 trained 3 int)
Craft: Weapon +7 (1 background 3 trained 3 int)
Craft: Leather +7 (1 background 3 trained 3 int)
Craft: Stone +7 (1 background 3 trained 3 int)
Perception +4 (3 ranks 1 wis)
Survival +3 (2 ranks 1 wis)
Stealth +3 (1 rank 2 dex)
Traits Fate’s Favored (Faith), [url=http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Huldra%E2%80%99s%20Luck]Huldra ‘s Luck[/url (Region)
Languages Orc, Hallit, Abyssal, Giant, Draconic, Sylvan
SQ
----- Special Abilities -----
Shaman’s Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Enduranceas a bonus feat. This racial trait replaces the intimidating trait.
Sacred TattooMany half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
DarkvisionHalf-orcs can see in the dark up to 60 feet.
Orc BloodHalf-orcs count as both humans and orcs for any effect related to race.
Cantrips Can cast 0th level spells at will
Focused Spells (Su)At 1st level, once per day the spell sage’s understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond.
Spell Study (Su)At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher. At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). This ability replaces arcane school.
Spellbook
0: all common
1: (3+3+2=8)
* Secluded Grimoire [VS]
* Crafter’s Fortune [VSF(Tool)]
* Mage Armour [VSM(Cured Leather)]
* Keep Watch [VS]
* True Strike [V]
* Blood Money[VS]
* Monkey Fish [VS]
* Blend [S]
? Enlarge Person [VSM(iron)]
? Magic Missile [VS]
2: (2)
* Stone Discus [VSM (dirt)]
* Bestow Insight [VS]
? Human Potential [VSM (human hair)]
? = waiting on equipment approval
GM Fuzzfoot |
OK, this is the final list of submissions that I see. If I have missed you, please shout out asap (by PM or posting here). I hope to decide in the next 24 hours or so, assuming the boards cooperate.
Sven Olaffson (Grumbaki) Male Human (1/2 giant) Savage Technologist Barbarian (1) Mutagenic Mauler Brawler (2)
Felos (Nazard) CG Male catfolk Ranger (Freebooter/Skirmisher) 2, Bard (Buccaneer) 1
Shakaro Jun (Peet) CN Male Nagaji Oracle (Pei Zin Practitioner) of the Wood Mystery
Alun Greenstone (DBH) CG Male Halfling (Nomadic) Rogue 3
Nathan Bensson (drbuzzard) CG Male Human hydrokineticist 3
Celebeth Quinciel(jesse heinig) CG Female elf unchained rogue (eldritch scoundrel) 3
*Nathaniel Whitecloak (C B 380) N Male human (Chelaxian) Psychic 3 (Rapport)
Atisuto Kurafuro (pauljathome) NG Male human (Tian-Min) cleric of Shelyn 3
Zveris Pilvo(Magic) NG Male Half-elf Wild Caller Summoner 3 & Aster (lizard beast eidolon)
Ignis Ferrum (Taylor Coleman) CG Male Ifrit Inspired Blade 3
*Zokama (Zanbabe) CG Female Human Detective Bard 3
Sabrianne (Chizzard40)NG Female Human Fighter with combat maneuver focus (3)
Echo (meloriel) NG Female Human Psychic 3
Iulus (PixlesAreGod) LG Male Human Warpriest 3
Ramsey Trit (Barebates) N Male Human Spirit Binder Wizard 3 & Tabetha (Crawling Hand Familiar)
Priscilla Springheel Female halfling thief 3
Caudex Licius (Daleyn Levanthus) Human Ranger(Battle Scout) 3.
Pharithstilis Euduethistle (djdust) Gnome Sorcerer 3
Aki Mori (Almonihah) Kitsune Magus (Kensai) 3
Marco (natloz) Human unchained monk 3
Kurt Knurren (Harakani) Half-Orc Wizard (Spell Sage) 3
I will inform those selected by PM, and I will post a note here to let everyone know when final decisions are finished.
I will tell you, there were no submissions here that I would reject from a game outright. So if you aren't selected, it won't be because I didn't like something - it will simply be because I chose someone else as a better fit. If I could run more than one group I would, but I am afraid I can't at this time.
Sabrianne |
OK, this is the final list of submissions that I see. If I have missed you, please shout out asap (by PM or posting here). I hope to decide in the next 24 hours or so, assuming the boards cooperate.
Sabrianne (Chizzard40)NG Female Human Fighter with combat maneuver focus (3)
My user ID is Chizzad40. There is no "R".
Good luck to all.
Kurt Knurren |
I will tell you, there were no submissions here that I would reject from a game outright. So if you aren't selected, it won't be because I didn't like something - it will simply be because I chose someone else as a better fit. If I could run more than one group I would, but I am afraid...
A good problem to have, really.