[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps
[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]
[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]
[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
Ah, sorry. When I last posted, the field seemed to be empty, that's why I asked. Thought my turn had been calculated. Forget my last post. I'll five-foot step up to it and attack.
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
"Thanks Vy, that scratch barely even hurts anymore. Impressive how you can absorb all that pain constantly. Must be a huge strain on you."
"So, er, let's go on? Dayo takes point, I'm after him?"
Eoghan focuses again and his Shadow Double pops up again.
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
I'm fine, 4 damage I can handle. He's taken my other 5, so he needs more healing than I do.
Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6
[b]"I do it, so I can actually feel of any use. Being told I wouldn't amount to anything does that to you when you are a kid. But I can take it. I can take it."
Vy proceeds then heals himself using a wand.
scratch 3 charges
"Eoghan regularly complains he is of little 'use', and you were told the same as a child? Are humans in this land spending any time raising their children? The amount of negativity I've encountered since landing here is truly worthy of its own crusade."
Dayo makes eye contact with everyone.
"I don't know your whole stories. I only know what I've witnessed. And every one of you have proven your worth as a combatant, a scholar and a friend. Whatever sins you've committed in your other lives, take them up with your Creator. Whoever's wronged you in the past, either forgive them now or plan your vengeance. But as long as I walk with you, know that I trust in you and believe in your abilities."
Ok, check. Snowflake has no damage after 3 taps of the wand, and both Dayo and Eoghan have 4 damage left. Also Dayo gets a sticker on his worksheet for being such a good boy.
You continue on and pass a cave opening to your left. The western half of the foul-smelling cavern is heaped with bones, each scarred by the scraping of teeth. Most of the bones have been cracked open for the marrow within. Most likely the Ghasts you encountered earlier came from this cave.
Ahead of you the cramped tunnel opens into a vertiginous gulf, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge winds down to these surging depths, its slope glistening with moisture and mold. A stone door stands in the northwestern wall about halfway down the slope.
Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8
"Seawater eh? What do you think the odds are that there's something unpleasant in there? Anyone want to bet that as soon as we walk past there, some tentacle comes out of the water and tries to frag off poor Eoghan?"
Vitro tries to make it sound like a joke but you can hear an undertone of worry in his voice. All this heaving water and slippery ground ahead doesn't seem to agree with him.
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
Eoghan sighs, already knowing (and dreading) what's going to happen. He takes a good look around (Low-light vision), and starts walking around on the upper part of the slope.
Perception check, +1 in case of traps:1d20 + 12 ⇒ (11) + 12 = 23
"I guess Dayo is harder to hit, but at least I have my shadow double that might absorb a blow for me. I'm also strong enough to escape in case a tentacle comes out of the water and grabs me."
You carefully check around you. THen again just to be sure. But nothing jumps, grabs, bites, slimes, or otherwise accosts you while carefully making your way around the big hole.
As you make your way it becomes apperant why nothing lurks here. The ground is slippery with sea water and algea. Luckily the walls provide good handholds.
Dayo and Eoghan find the handholds easily. But for the others it might not be that easy.
Its a climb or acrobatics to cross. Climb is easier, and Dayo and Eoghan make that without needing to roll. You can come up with ways for Dayo and Eoghan to assist the others.
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
I'm confused as to whether people need to get up or down. >_>
Being encumbered means either a -3 or a -6 to checks, depending on whether you're medium encumbered, or heavy encumbered. If Justin is too heavy for you, I don't mind carrying him. I'm not encumbered yet, but the armour check penalty from it will only increase by 1.
Seeing the others struggle against the cliff face, Eoghan gets out a rope from his backpack and starts knotting it.
"Would this be of any help? Not sure if there's anything around here to to tie it to, but it's better than nothing, I guess..."
50 feet of rope, how much is that knotted? Say, 30 feet? Not sure how far down that door is, but this should help at least somewhat.
Eoghan can carry Justin across. If Dayo would be encumbered, he'd need to roll. The door is down from where you endered the room. Look at it as if its some sort of corkscrew going down. Securing the rope might be an issue. Does anyone have a climbers kit? With a piton or two, you could fasten it. You feel that you shouldnt worry about the noise. The way the bat shrieked, if there is anything here, it has heard it.
The air in this damp cavern reeks of a horrific stench—a foul combination of decay, brine, and mold. The cave contains a rickety table, its damp surface cluttered with all manner of what appears to be garbage: empty bottles, bits of clothing, crumpled bits of paper, and more, lying in neatly organized rows. A painting leans against the far side of the table, facing a large leather chair that sits nearby. This chair’s high back and cushion are horribly stained by smears of rotten meat and its arms are sticky with blood. A smaller table sits against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat.
The horrific stench of the room seems strongest to the west, where the cave’s wall has been overtaken by a horrific growth of dark green mold and dripping fungi.
At the center, a patch of black tumescent fungus grows, its horny ridges and tumorlike bulbs forming what could almost be taken to be a humanoid outline. What appears to have once been an exquisite puzzle box the size of a man’s fist lies smashed on the ground at the fungoid shape’s feet.
The sobbing is louder, and you can see a pair of feet sticking out from behind the chair, as if someone is hiding behind it.
Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
"Eoghan..get ready. Dayo... you're. Not going to want to look at this " Justin is so. so glad his species doesn't have a vomit reflex, for what he's saying at least as much as the stench
"Laurie? Is that you? Come on out. Come look at the flowers... "
"It's alright, Justin," Dayo says as he steps into the room, sword in front of him, "The evil here has already been committed. There can only be grace and mercy going forward."
A face peeks out from behind the chair. Its Aldern Foxglove, the man who took you hunting just a few weeks ago. His hair is a tangled, filthy mat. He has streaks of dirt and dried blood on his face, and his clothes are a filthy torn mess.
As he sees you, his eyes widen with fear and delight. He staggers to his feet from behind the chair.
"No! You were supposed to die! You still live"
He takes a few steps forward, hands extended as if he is ready to throttle someone.
Then he violently shakes his head. "NO! NO NO NONONOOOO Leave me alone! I dont want to hurt my friends!"
Aldern falls to his knees, sobbing. "Please, please save me. They will come back and hurt me again. Make me hurt others."
Dayo closes his eyes, holds up two fingers, and slowly moves them left-to-right.
Detect Evil. Regardless of the result...
When Dayo's eyes open, he sheaths his sword and steps up to the man. He kneels beside him and places a hand reassuringly on his shoulder.
"I have heard of you, and the good deeds you have done. My name is Dayo. I am a pilgrim of Apsu, and wish to end the torment that has befallen this land. What can you tell us of your ordeal?"
There an evil aura around Aldern. He himself however is not.
Aldern grasps Dayo's hand as if was the only thing to keep him from drowning. He remains on his kees, his face twisted in anguish and grief.
"Oh sweet Desna. Its all gone so wrong. I dont know what has been happening. There... there are gaps in my memories. And blood. A lot of blood."
He takes a few deep breaths, getting his sobbing under controll.
"I... I wanted to return to the manor. I had so many bad memories. Of my f... fa... father. Murdering my mother. And.. And he then taking his own life. I was scared. For so long. Scared. I figured. That, that if I made the mansion livable again. I could make it a good place. And those memories wouldnt hurt me anymore."
He wipes his eyes as tears start streaming again.
"And it felt weird at first. Being back. Seeing things from my childhood. But it felt as if the house backed me. That it was supporting my efforts. But money was tight. And then the wedding. My Iesha, my beautifull, pasionet Iesha... She came to me in a storm. It felt like I was finally complete."
Aldern clutches his hand to his chest over his heart. "She filled my days with joy. But the more work stalled, the more I felt torn. I wanted to spend time with her. But the house demanded the work to continue. I left with workers for a few days, leaving the house in her hands. But when I returned with supplies, I found her with another. It... it broke something in me. And... and in anger, something pushed me. In my mind. And then it was all black and then there was so much blood. All her blood. From her and that man... I threw him down the well, and put her in the attic. I didnt know what to do. What happened. My Iesha. My Iesha.
Oomph. So that's who the revenant upstairs is. This guy's not going to get out of this easy.
Dayo looks Aldern directly in the eyes, "You have a curse about you, Aldern. A curse that taints this house, this land, its people and the dead. It's not something I understand, but we know people who may be able to help you. To do that, we have to get you out of here. Will you come with us?"
If another Diplomacy is needed...:1d20 + 11 ⇒ (18) + 11 = 29
Going to spare him the "you'll still have to pay for your crimes" until after Step 1 has been achieved.
Ok everyone time to start! I hope we will all have fun together.
First things first: What AP to play? I've deliberately not picked anything yet, as there are too many good APs to play.
PFS sanctioned AP's are:
Rise of the Runelords (I have a preference for this, but do not let that decide for you)
Carrion Crown
Jade Regent (not actually an option as one of you is already playing this, but I'm listing it for completion's sake)
Skull & Shackles
Shattered Star
Reign of Winter
Mummy's Mask
Iron Gods (I am already playing this myself, so not very handy)
Giant Slayer.
For short descriptions of the stories, you can check the AP's page here
Once we decide on the AP, you can all start building a character. Pretty much everything goes, but I have a few character building rules:
- 20 point buy, or you can roll for your stats. But if you roll, you're stuck with it. No going backsies because you rolled bad ;)
- I have no banned content, but if you want to play evil, you have to post your character concept, and the others get to vote on it. Evil in a neutral/good party can work, but the team has to be on board for it.
- If everyone decides to be Evil, that is fine by me.
- As a GM I do get to veto your character concept it its too insane ;)
- Campaign traits for the AP we are playing are allowed.
- All races are good, but if you want to play something really weird or overpowered, you got to have a good story for it, and I might impose a few drawbacks on you.
While everyone's PbP may vary, I find Painlords guide to PbP a good read. It has advice for both players and GM's and its a good read. Check it out here.
Lets all have a great adventure!
Good morning, one and all! (It's morning here, at least.)
I am quite the greenhorn to AP play, and the only AP I'd vote against (Hell's Rebels, I'm currently in a game of that) isn't on the list, so I'm pretty amenable to anything that is there. I can likely be talked into anything. :)
I might have a dislike for Skull and Shackles, because I played plunder and peril, and I'm not a fan of very specific type of terrain theme (in this case water).
If everyone else has no preference and the GM and Hawkshaw want Rise of the Runelords, go for Rise. It's a great introductory AP. I hope you don't mind me invading your thread. I've been curious about it ever since you messaged me.
*meep meep meep* alarm goes off Intruder alert. Intruder alert.
Nah, just kidding :P
I just talked to our last player. He's in the last stages of selling his house, so a bit pre-occupied at the moment.
He has no preference as to what we will be playing.
So if everyone doesnt have a real preference, I'd like us to play Rise of the Runelords.
I'll gather my resources and gather background information for you all.
In the mean time you can think about your class/alignment and if you want to roll your stats or point buy.
If you want to roll, you can roll 4d6, substract the lowest die. You can roll 7 times, and discard the lowest stat. You dont need to assign your rolls in order, but you can pick what roll belongs to which stat.
So, everyone can download the Rise of the Runelords player guide here
It will give you some general info on Varisia, where this AP takes place. The adventure starts in sandpoint, but with the general info about the other places and cities, you dont have to be from Sandpoint yourself.
The campaign traits can be picked for your character if you want.
It also has a nice map of Varisia and Sandpoint.
For a bit more, spoiler free, background on Sandpoint, you can check here
The six big religions in sandpoint are: Desna, Abadar, Sarenrae, Shelyn, Gozreh, and Erastil.
Well, my usual inclination is towards what I call the "apply-axe-to-face" classes, your usual suspects from the full-BAB crowd, and also an irrational attraction to the UnRogue. :) A few other things have also caught my eye, but I'm not really sure where I'd take them (hunter, inquisitor, warpriest, mesmerist, and even wild thoughts of an archaeologist bard*). I don't think most 9/9 casters appeal to me, possible exception of sorcs. Bottom line, I think I've got enough possible different interests that I'm sure I could make a character that puts something helpful on the table.
*Get some smelling salts, I may have surprised Hmm into unconsciousness.
We've gotta get that big syringe of adrenaline like in Pulp Fiction...!
Yeah, I can be fairly elastic in my choices, but I do have my limits. A couple years ago when my local tabletop group started its 4e group, I was the first to the table with my char, a tiefling warlock. The other four dummies proceeded to just bring a grab-bag of other Strikers, to the point where I couldn't in good conscience play the warlock. So I switched to a bard, and was miserable with it. (/shrug)
I tend to play classes I haven't played before.
I currently have:
A fighter barbarian
A sorcerer
A musket master inquisitor
A ninja monk inquisitor (don't ask)
A brawler
A earthbender
A warpriest
A cleric
Dead:
Oracle.
In the wings
Kitsune spiritualist
Nagaji mesmerist
Wayang samurai.
For this AP I was thinking ranger or paladin, or something completely off the track
Reports of my death have been highly exaggerated...
Okay, if I were going to accept your invitation and join, what would you need in this party? My favorite classes are bards and oracles, but I could be talked into playing something else, like that new fey speaker druid archetype...
Yes, I'm weakening. I've rolled a 1 on my will save.
Hmm
EDIT: Would you be open to me coming in a little late?
EDIT: what level does ROTRL tend to go to, anyway? That might help me make a decision. Like, I have a strong urge to play a Bloodrager/Dragon Disciple, but what's the point if you can't get to the point of turning all the way into a freakin' dragon. :)
I have spoken with Woran, and she opted for me to play a magic user, since I already have a lot of martial characters. Since BigNorseWolf wants to play an arcane caster, I'll go Divine. Since I already have played a cleric and an oracle, I'm reading into the Shaman class, and I like it.
so, something like this:
Unnamed Hero
Aasimar shaman 1 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +1, Will +6; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 vs. death
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 4/day (DC 14, 1d6)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 15)
Shaman Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds; detect undead[S]
. . 0 (at will)—detect magic, guidance, light
. . S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Fey Foundling[ISWG]
Traits sacred touch, student of faith
Skills Diplomacy +5, Heal +8, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ deathless spirit, spirit animal
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fey Foundling Magical healing works better on you
Shaman Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
EDIT: what level does ROTRL tend to go to, anyway? That might help me make a decision. Like, I have a strong urge to play a Bloodrager/Dragon Disciple, but what's the point if you can't get to the point of turning all the way into a freakin' dragon. :)
I may be able to help you with that...
Share Transmutation (Su)
At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures.
I still toy with the idea to lobby for the inclusion if this particular archetype into PFS (maybe with some limits), but I really would like to try the eldritch archer magus archetype in a campaign to see how it performs.
I still toy with the idea to lobby for the inclusion if this particular archetype into PFS (maybe with some limits), but I really would like to try the eldritch archer magus archetype in a campaign to see how it performs.
WOW. If I do this, there go all my good rolls for the rest of the campaign...
Right now it's looking like one of my campaigns has died, or is about to do so, but I'm still GMing a PFS module. When that ends, or the campaign dies for real, there will be more space in my schedule. What pace are you looking to run this at, Woran?
Right now, here's my top contenders for if I make a full-BAB hittin' type guy (not in any order):
1) A Draconic Bloodrager
2) An Unchained Monk
3) A Mutagenic Mauler
Those are the three things I'm most likely to
If I'm needed in a skilled position, I could give the Archaeologist Bard a try, or try another straight-up UnRogue.
Also, I've been meaning to see what happens if I roll...
stat roll:4d6 ⇒ (3, 2, 2, 2) = 9 7
stat roll:4d6 ⇒ (3, 6, 6, 1) = 16 15
stat roll:4d6 ⇒ (1, 6, 1, 4) = 12 11
stat roll:4d6 ⇒ (4, 6, 6, 5) = 21 17
stat roll:4d6 ⇒ (1, 2, 5, 3) = 11 10
stat roll:4d6 ⇒ (3, 5, 4, 6) = 18 15
stat roll:4d6 ⇒ (1, 6, 6, 6) = 19 18
EDIT: Gorum's spiked jockstrap! I wouldn't feel right using that roll if it "blows the curve" for everyone else; it's ridiculous. I'm gonna set that aside for now, just pretend it isn't there.
Wow you two! Awesome rolls!
Those are real sweet if you want to try out a MAD class.
Rise of the Runelords ends somewhere in the 16/17 range.
@Hmm: There is no set pace I want to run. Altough I do expect one post a day minimum to keep things going, it doesnt have to be related to furthering the plot. If you all want some deep intense roleplay moments around the campfire, go for it!
We are not bound to any schedule, and depending on where we are in the story when you have time to join us, I'll find a way go put in you in :)
Mmmh. I opted to make a healer but I can't replace my spells with cures like a cleric. But my Channels do heal. I'm thinking about switching my wis and cha scores. That gives me an extra channel.
And switch fey foundling for selective channeling.
Mmmh. I opted to make a healer but I can't replace my spells with cures like a cleric. But my Channels do heal. I'm thinking about switching my wis and cha scores. That gives me an extra channel.
And switch fey foundling for selective channeling.
Fey foundling is amazing on a healer, especially if you pump con and use shield other
That's why the oradin as a healer since the shaman can do it, but the dedication cripples it a bit.
I'll start out as a life Oracle with the channel revelation and the fey foundling feat. Story wise it's amazingly handy.
Level two paladin. With a healing archtype.
Level three paladin : healing hands with the extra revelation feat: life link.
Level 4: Oracle to boost life link
Level 5: Oracle or pally depending how many squishies need life link. Feat: selective channeling
This is sure sounding like you could use a bard or an investigator. Or, possibly, an unchained rogue. @ Hawkshaw: Oradins rock. Lyric the Singing Paladin is an Oradin, and she's awesome.
A skill monkey would help, altough with a party of six there is a lot of room for skill distribution among characters.
Bard is nice for buffing the party. Rogue brings a lot of skills and melee support. And investigators can help with alchemy and some nice support. All three are good skill monkeys.
I recently took a look at the unchained rogue and I must say Im quite impressed by the class.
Male Half-orc Fighter/Rogue 4 | HP 40/40 (0 NL) |Init +4 | AC 19 (T 15, FF 15) CMD 20+ | F +10 R +10 W +4 | Darkvision, Per +4 | Combat Stamina: 7/7 | Active Conditions: None
"Taj" | Female Peri-Blooded Aasimar Swashbuckler | HP 12/12 | AC 15 T 13 FF 12 | CMD | F +2 R +5 W +0 | Init + 3 | Per +4, SM +2 | Speed 30 Ft | Spells: None | Active Conditions: Magic Weapon
I left that one hanging out over the plate for ya, Taj. :-)
DM, if the last member of our little party is doing a fighter more in the heavy-armor Brute model, I still might flex out to an archaeologist so that we've got coverage on that (locks, traps, knowledge) angle from the outset. Keep me posted as his plans develop, k?
@Red: he said he'd drop in during the weekend. He finally sold his house. Now that the burdennof it is lifted he crashed a bit. No wonder, after all that stress.
@Hmm: you'll have to fill me in if you want to use something differently. I tend to stick to official rulings, but that is mostly because I mostly play PFS.
I'll read up on background skills and will get back to you on that.