
Jaegr "Knock Knock" |

Fire shield = 4th level spell x CL 7th x 2,000 x 1/5 (1/day use = 7 rounds per day) = 11,200 mojo.
Endure elements = 1st level spell x CL 1st x 2,000 x 1/5 (1/day but lasts 24 hrs) = 400 mojo.
I'll stick with the endure elements then :)

Jaegr "Knock Knock" |

Well maybe those two can be combined in some way, like we can help with Kaylissa while trying to find out more information on what happened before. I think we are still trying to track someone down. I'd have to review what we did before and our plans for coming here . Downside for the long campaign is forgetting stuff

Jaegr "Knock Knock" |

1. Jaegr set out to find Father Rim, who purportedly made it all the way to the elf-city of Hylore, capital of Aviona (west across the river and across the Cortland Marshes of Balvora)
2.According to the surviving bandit at the beginning of the campaign, they were hired to fetch a box (not the one with the stone head, it turns out) by a half-elven male in Kaisersburg, up-river (north) of your current location
3.The mongrelman, an ally of the goblins, had promised a Lord Fairpoint in Aviona that he would attempt to recover the box as well;
The mongrelman was a correspondent of a goblin named "Morgh," although none you killed seems to have been literate enough to mainatain a chain of letters4.Vanya has a serious grudge now against the Chancellor's Battalion (headquartered in Hylore, although the captives you took were reporting to someone in Kaisersburg -- possibly the same guy who hired the bandits?)
Mark off #1 because Jaegr isn't in any hurry to find Father Rim.
#2 is the reason we came here and it threads in with #4 even if Vanya is no longer with us.
#3 is still out there as a thread.
This time, when you are offered accommodations at the hotel (all of you!), you are in a position to turn them down if you so choose. The Duke hands you all a reasonable purse, gives Kelgan a hastily-scrawled note authorizing leave of absence (with the dates left blank), and offers you all the job of replacing the City Watch. He also asks if you'd be willing to look further into the schemes going on -- it is his belief that Kaylissa was ultimately a flunkie, not a mastermind -- but says he'd understand if you begged off and disappeared "while I'm looking in the other direction."
I can see us working together to find this half-elf in Kaiserburg and the people behind Kaylissa. (and they may be the same) Its a great way to have you join us permanently with in game reasons!
But to warn you we seem to leave a trail of desolation behind us, so its probably better to find a den of bad guys soon! Jaegr isn't too surface savvy yet either, but he is getting there.

Jaegr "Knock Knock" |

The bandit, once his vision clears and sees the remains of the marshal, is thoroughly convinced; with the other theatrics added to it, he can't wait to tell you everything he knows.
"We got us hired by this mean-looking half-elf in Kaisersburg, said a cross-land caravan would have a box in it he was willing to pay top gold for! Said it was, oh, 'bout two feet on all sides, and locked, and that if we opened it he'd eat our souls! Said, s'long as we got the box for him, we could keep whatever other spoils from the wagons, on top of the gold he was gonna give us."
Here is the half-elf we are looking for. No other info was given unfortunately

Kelgan Cragbelly |

But to warn you we seem to leave a trail of desolation behind us, so its probably better to find a den of bad guys soon! Jaegr isn't too surface savvy yet either, but he is getting there.
I set fire to every watch post in the city to create a diversion so I could attack Kaylissa. I'm not at all averse to a 'trail of destruction' to achieve my objective.
I'm pretty sure based on my intel that these Canaries, including K, are remnants of the chancellor's battalion. I'd say let's track down that half elf. I've got some contacts in the city that can probably help.

Kirth Gersen |

UPDATE: New job is overwhelming, with 13+ hour days, out-of-state travel with no notice, random work on weekends and days off, and so on. Even when I'm in the office, they're strict about interwebz usage. Sorry, guys, looks like there's no way I can keep this thing going until work conditions change. If one of you wants to pick up the DM job and run with it, you're welcome to!

Kirth Gersen |

Just wanted to add that I've really, really enjoyed the PBP game up until now, and am very sad to have to let it lapse. I'd game in person with any of you guys in a second -- and, indeed, I'll be happy to buy any of you a beer if we ever meet in person. Drop me a line if you find yourself in Western PA!

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I should probably be in bed but I wound up reading and musing instead. Haha.
4d6 ⇒ (6, 5, 2, 5) = 18 => 16
4d6 ⇒ (2, 5, 4, 2) = 13 => 11
4d6 ⇒ (1, 4, 4, 3) = 12 => 11
4d6 ⇒ (5, 4, 2, 6) = 17 => 15
4d6 ⇒ (1, 1, 4, 1) = 7 => 6
4d6 ⇒ (6, 4, 6, 6) = 22 => 18
Yeesh, high and low! I almost feel like playing a Raistlin type. ;)
Kirth, how are lizardfolk viewed in the setting? I believe they're neutral-aligned and rather shamanistic by the core book, so might not be exterminated on sight...
I have an image of a very wild shaman in mind at the moment. Possibly a sorcerer with an elemental or draconic bloodline. Possibly on a vision quest or walkabout of some sort. Could go with a more normal race if the lizardfolk is a no-go.
Also, PDF for me thanks!

Kirth Gersen |

Alice,
I grew up with "Keep on the Borderlands," in which lizardfolk are cannibals who get butchered on sight. Probably because my friends and I have never been big on coloring inside the lines, there have been two lizardfolk PCs, so there's definitely precedent for pulling it off. Starting in Estren is a big plus for that, because (a) it puts you close to the Altland Moors, their homeland, (b) nonstandard races are more common there, and (c) the place as a whole is rough-and-tumble enough that hobgoblins can be town marshals! In the Kingdom of Aviona proper it might be more of a liability unless you can turn it into an asset -- a high-Cha lizardfolk might pull it off as seeming exotic rather than monstrous.
EDIT: If you wanted to be a mountain-dwelling lizardfolk like in Andre Norton's Trey of Swords, as opposed to the standard swamp-dwelling lizardfolk, we could work that in, too, and just say you're from the Elder Mountains somewhere -- no one's sure what all lives there anyway.

Jaegr "Knock Knock" |

It was more to the reference about the Walkabout then any merits or demerits of the show!
Ugh. If my campaign plots ever sink to the level of kudzu snarl of Lost, please all quit and pull the plug on me!
Luckily you don't have TV executives lording above you and your campaign plots!
As long as you don't pull the old "it was all just a weird afterlife-dream" shenanigan, you've got nothing to worry about.
Not that it matters, but a common misconception is that Lost ended that way, which was not the case.

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RE: The hyperlink, better safe than sorry. ;) After living for a year in Canada I'm never quite sure what of my cultural context is utterly unknown and what has become part of pop culture in one way or another. Lots of blank stares while I was there!
With that 18 going firmly into Charisma s/he may be able to pull off the noble savage type without a hitch. Will write up a background and see if you like it.

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Warning, it's long!
All the tribes of lizardfolk that inhabit the Altland Moors are superstitious in one way or another, but few are as devout to their shamanistic practices as the one Tsarok was born into. Elder Ilizarak, He of the Sacred Flame, acted as a liaison between many families of lizardfolk, his stance as the Speaker granting him high—and, importantly, neutral—authority on a global sense. As his nephew, Tsarok thus spent much of his juvenile years travelling across the wide territory of the marshes that he would call his home.
The Speaker was one who had inherited the Great Spirit and assimilated it fully, a rare event that symbolised a time of great prosperity for the lizardfolk. Most initiates had neither the strength of body nor the strength of will to withstand the Great Spirit, and many perished within a few years of their inheritance, never truly taking up the mantle of Speaker. Those few that were strong enough to take on the power were granted almost limitless power. Elder Ilizarak wielded a fire that could set alight even the muddiest of grounds and melt right through hard stone. But the Great Spirit's powers manifested in myriad and mysterious ways, merging with the innate nature of the inheritor and awakening their latent potential, or so the Elder had explained.
Tsarok was a normal lizardfolk originally. Much stronger physically than he is now, and far more weak-willed, but such is the boon—and the curse—of the Great Spirit. Back then, Elder Ilizarak had spoken of the words of the Great Spirit; he had heard his fate on the wind and knew that his time was coming to an end. The tribes were in disarray at this news; they had made use of the prosperous times of the Speaker to extend their territory, clawing back old lands that had been taken over by bullywugs and other more dangerous swamp denizens. But the Elder was sure that the next inheritor would be just as strong as he, and for none to waver in their paths. What none had expected was the Elder to be gone within the year.
Tsarok was present when Elder Ilizarak was struck by a poison dart, injecting him with a quick-acting agent that sapped the frail old shaman's strength and sent him to the next world before any of the tribe's healers could do anything about it. He was present still when the next inheritor was chosen by the tribe and the ritual consuming of both Ilizarak and the Great Spirit. But before the next Speaker had fully awaken, they, too, were struck with a similar malady—and so too was the inheritor after that.
Whispers abounded of an eclipse of their fates, of the revenge of the Great Spirit for the failings of Elder Ilizarak, of the cowardly bullywug tribes trying to undermine their foothold in the Altland Moors, of a treacherous rebel lizardfolk tribe that wished to undermine the power foothold of the Great Spirit. Whatever the case, the tribe was incredibly concerned, and it was with great trepidation that they chose Tsarok to be the next inheritor.
The normal ceremonies had been gaudy affairs during which there would be song and dance and great feasts in celebration of the cycle of life. Tsarok's inheritance ceremony, however, was done in pitch darkness, hidden amidst the reed-hut that Elder Ilizarak had once lived in. Though the family heads spoke of the great honour of inheritance, Tsarok could not help but feel that his head was on the chopping block. He partook of the former inheritor and meditated upon the Great Spirit, wreathed in shadow, awaiting his fate to come to him.
A shock of electricity lit up the room as the Great Spirit entered Tsarok's body and soul, and the lizardman cried out as it coursed through his veins and electrocuted him from the inside-out. His heart beat loud like thunderclaps and his breath shuddered with the force of a typhoon. After hours of excruciating pain, Tsarok finally collapsed under the weight of the inheritance, and he slept for a full day and a night. When he awoke, he knew it was done; he knew all there was ever to know. The Great Spirit rumbled in him like thunder and whispered to him like a gale. The pain was still there, like a constant chain of electricity wrapped around his heart, but it was bearable, ignorable almost, with the encouraging and tempting whispers of the Great Spirit's power—and how he would achieve it.
The family had other news for him, though. He was to be sent away. Not exile, they assured the confused Tsarok, although by all appearances it was exactly that. He just needed to leave these lands for some time—at least until the storm had calmed. The assassinations (or so they believed—bullywugs, no doubt!) would continue until the entire tribe was wiped out, and the chances of losing the good graces of the Great Spirit were too high to ignore. For his own safety—for the good of the tribe—he would leave until it was safe for him to return.
And thus Tsarok began a journey out of the Moors, still struggling with his new-found powers. The storm that whirled inside of him threatened to overcome him entirely, and he knew that would be the end of his life should he be unable to conquer the path of inheritance. The words on the wind as interpreted by the Great Spirit whispered that his fate was to be with the more 'civilised' races for a time, although for what reason Tsarok could not say. And hence the lizardfolk set out for Estren, ever unsure of what he would find there.
Tell me what you think? I sort of went a bit out-there with lizardfolk tribal drama and structure, so feel free to shut me down on this regard.
FYI - My intention is for my 6 to go into Con (for a total of 8 after lizardfolk modifiers) to represent how the Great Spirit is draining his body to give him power. I'm walking on the wild side with that, I know, but I think it's too interesting a concept to pass up. Also, Raistlin managed it (mostly)... :)
Oh, yes, and he's going for a Stormborn bloodline.

Kirth Gersen |

Alice,
I like it! Incidently, I've been planning for a while to have a particularly nasty tribe of bullywugs migrate from the Cortland Marshes (in Balvora) into the Altland Moors -- based on some earlier events -- which your backstory anticipates beautifully. Therefore, that migration is already complete, having occurred off-screen, as it were. Love it!
Now, if you can just avoid getting killed by all the dumb humans you meet...

Kirth Gersen |

Wow! You even made changes in the halfling!
Will take me a minute to get re-built.
You've got all weekend!
P.S. Note the bard's new spell-like inspiration mechanic, which gives you a lot more flexibility in choosing them than the previous fixed list. Caspian, at 4th level, will pick one of his 1st and one of his 2nd level spells to be able to use as inspirations, saving the spell slot and maintaining them as needed. He also keeps his inspire courage ability (+2), so he comes out ahead overall.

Kirth Gersen |

Just to be clear - there's no funniness with ECL and so forth when taking racial levels, right? I'll be a lizardfolk 2 / sorcerer 2?
Correct. Every racial level is essentially a class level with an associated hit die, skill points, etc., pure and simple. There are no hidden costs.

Jaegr "Knock Knock" |

Thanks for the email with the updated docs, Kirth. I haven't had a chance to look at it too close yet at the changes with Dverge or Fighter but it doesn't seem too bad. The biggest things seems to be the new save

Kirth Gersen |

How about HP? Rolling or average?
Starting hit points are equal to your hit die size + your Constitution modifier, so a 1st level fighter with a 14 Constitution starts with 12 hp (13 hp if he puts his favored class bonus into Fighter as well).
Thereafter, you can either choose to roll hp (but take whatever you roll), or else receive average hp. In the latter case, the fighter mentioned above would gain 7 hp at 2nd level, 8 hp at 3rd level, 7 hp at 4th level, etc. (not including bonuses for favored class and/or Toughness). You may decide each level whether to roll or to go with the average.

Kirth Gersen |

Thanks for the email with the updated docs, Kirth. I haven't had a chance to look at it too close yet at the changes with Dverge or Fighter but it doesn't seem too bad. The biggest things seems to be the new save.
Basically, the fighter changes mean you don't need to spend a talent on Weapon Training anymore (in playtesting, it was coming up as somthing of a "talent tax" and hence something that should simply be a baseline class feature instead). However, your "to hit" will be slightly lower because of not getting the Weapon Training attack bonus anymore (again the result of noting in playtesting that the fighters' attack bonuses were getting out of hand).
Inituition vs. Will saves seemed like it would be a pain in the ass, but it's been working out fairly well so far in practice.

Jaegr "Knock Knock" |

Kirth, going over my character sheet I am not sure if I messed up before or if something changed. I also have some questions:
I had chosen 2 racial negative traits Agoraphobia and Light Sensitivity, I also had Arcane Resistance and Defensive Training (Giant-Slayer Feat).
Reading the rules now it sounds like I would have only one of the above feats plus 1 from the "additional traits" list for each weakness. Is that the case or can I choose from either list?
Also in the case of Giant-Slayer when it says "This benefit does not apply if you lose your Dex bonus to AC, or if you are wearing heavy armor." does that apply if I wear heavy armor but if I have the fighter talent armor training comibed with endurance reducing the ACP to 0 does it still work?