Strike the Earth: Histories of Greed and Determination (Inactive)

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

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Calendar Date: 5th of Pharast


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Info | Battle Maps

Welcome!

Thank you for joining what, for me, will be quite an experimental game. I hope we all have !fun!

Oh, this will be my GM alias for the game.

We will start here. First, I think, we should build our characters. I wanted to do this part together, as a group, rather than have you all submit characters for application, in order to build better group cohesion and balance. I think it will also help to tie your PCs together with common backgrounds and the like.

So, let's start with build rules:
-20pt buy
-I am willing to allow one non-dwarf in this party of seven. The racial choices for this one non-dwarf PC are Oread with Dwarf Blooded Feat, Gnome, or Halfling.
-No 3pp material, please.
-All Paizo Classes and Archetypes are on the table. The only exception to this is probably the Oozemorph... I just can't wrap my head around it.
-I'd consider thinking ahead to the kingdom roles when designing your PCs.
-Two traits, or alternatively, three traits and a drawback
-Starting wealth by class. Once the group is consolidated, you will be given the chance to purchase more starting goods for your expedition.
-We will be playing with the Background Skills rules, with the additional rule that one of your Background skills must be a Profession that aligns with one of the Dwarf Fortress skills. You can be specific (ie cheesemaker) or more general (ie farmer). I'm pretty loose with creative uses of skills, so if you want to use your Profession(Wax Worker) to give a bonus to your Craft Wax Golem check, have at it :)
-Along the same vein (get it?) there will be plenty of downtime in this game, so plan accordingly.
-I'd deeply appreciate it if you format your character sheet on your alias as described here.

I think that's a good start. Ask questions if needed :)

As for fluff, as it stands, this expedition to reclaim Droskar's Crag is being chartered by the King of Taggoret, and Taggoret will be your starting point. In Dwarf Fortress tradition, there will be an Expedition Leader, and the Expedition Leader will recruit the other six PCs. If need be, I'll select who gets to be the expedition leader with a roll of the die. You don't have to be from Taggoret, but you should have some connection or enough renown that you'd be recruited. If you aren't a dwarf, it's probably best that you've spent a healthy majority of your life amongst the Five Kings culture.

Again, question away. Let's be as collaborative and cooperative as possible!


I want to play a Constructed Pugilist Brawler. I could see doing that as an Oread, but I’d be perfectly happy be a dwarf too, and I imagine someone else has a more compelling reason to be our one “other” race, lol. Profession skill would probably be something relevant to that; the archetype says the limb can be made of “iron, steel, stone, or wood”, so probably metalworking or stonemasonry, something along those lines.

Dark Archive

Hi all. Checking in. Thanks for the selection. I am quite happy to have been picked. Thanks for your confidence in me. I’ll try to make you glad that I was selected.

First, I have admit I have some to learn about Dwarf Fortress, but am looking forward to it and will get right on it. I have used the kingdom building rules before but it’s been a while. Will review those too.

I am happy playing a dwarf, and can enjoy most any roll. I’d be happy as a cleric or war priest, or even Druid, but want to consider some of the psychic classes as well. I’ll keep my options open until others have expressed a preference. Maybe a hunter/ranger, inquisitor, or slayer too.

Perhaps we should save our one non-Dwarf spot for either a face or int based caster? Not sure if the racial stat bumps are all that critical or not. Thoughts?

Liberty's Edge

As much as I enjoy Dwarven RP, I'm also open to being the combo breaker, as it were. As far as roles and character types go, if you want an example of how diverse Dwarves can be, look no further than The Ruins of Arcadia. The recruitment probably involved 20 Dwarves or more; I never counted. There are Dwarves in here that I NEVER saw coming, so if you need inspiration, it's a gold mine.


Clan Malkavian Blood Pool 19/30

Hazzah, this is looking like a nice and diverse group of kind individuals. (As my at table GM calls us, this bunch of a%@*+%%s. Somehow PCs always seem like kinda a@~*!$$s cause they're sure of themselves and feel they know what's right for the universe ^_^_

Anywho. I am pretty open to playing the non Dwarf but seeing how many who are just as Open...I'll play a Dwarf. I love the cranky, surly, drunkards too much.

Typically my favorite go to Profession skill is Cook. I think that a good meal heals spirit and keeps a party going more than anything (though with a bunch of Dwarves, Brewer is a fair replacement.)

I do have to ask, you mention being generalized. So would a Profession Farmer be able to cook, brew, tan, butcher, etc?

Would you allow Cook to encompass Butcher, breadmaker, cheesemaker, brewer...etc? Things that would be in most cook's perview in that time?

Edit: You say starting wealth by class...Max wealth, average wealth, or roll for wealth?


Clan Malkavian Blood Pool 19/30

Crunch for Fosead GreatBelly:

Fosead GreatBelly
Dwarf fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
N Medium humanoid (dwarf)
Init +1 (+3 while underground); Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven longhammer +4 (2d6+4/×3) or
dwarven waraxe +4 (1d10+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
Special Attacks hatred, relentless[APG]
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 13, Wis 14, Cha 6
Base Atk +1; CMB +4; CMD 15
Feats Diehard, Endurance, Power Attack
Traits brevoy bandit (mivon), tunnel fighter
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +5 (+7 on checks related to metal or stone), Knowledge (dungeoneering) +5, Perception +3 (+5 to notice unusual stonework), Profession (cook) +9 (+11 on checks related to metal or stone), Survival +6; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
Other Gear hide armor, dwarven longhammer[ARG], dwarven waraxe, bedroll, blanket[APG], flask, masterwork backpack[APG], mug/tankard, waterskin (2), weapon cord[APG], weapon cord[APG], weaponsmithing tools, whetstone, 2 gp
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Backstory I kinda wanna use, but understand if I shouldn't:

Fosead GreatBelly, you stand charged with the reckless endangerment of civilians, entering a battlefield without order, entering a battlefield drunk and wearing only your armor and weapons, and for the attempt to use livestock as weaponry and fodder against the Orc platoon that entered our mining facility. While it is commendable that you did turn the tide in the battle (And that there is now a Corporal Moo in our ranks), your choices do not reflect the required mentality of the Military of Kovlar. While your clan has had longstanding members in the Anvilers' Guild, we cannot look away from this unpresidented display of brashness and chaos. Because of your clan's long history and because of the outcome of the battle, we have decided to give you a choice....Exile or Death.
Signed, Captain of the Guard of Kovlar
~Insert Correct Name if exists~


Hej,

Really glad to be selected, thanks!

Haven't played Dwarf Fortress, but I'm familiar with the concept and I am very familiar with the kingdom-building rules (I've DM'd Kingmaker before and played it).

I am happy to play a dwarf, so the non-dwarf slot is open to whoever wants it. I'm thinking a ranger (using the dungeon delver archetype) - someone tasked with keeping the lower passages of the dwarfholds safe. Is there a special name for the guards that do that job? If so, he would definitely be wanting to join them, but you probably need more combat experience than he has at the moment (I'm assuming we start at first level?).

Joining this expedition is his way of gaining that experience. I'm probably going to play him as sunny and optimistic (at least by dwarf standards!) just to be a foil for the more traditional surly/drunk dwarf types I think we'll be seeing.

More later once I have further inspiration.

EDIT: in terms of kingdom role, I'm thinking General or Warden.

Dark Archive

Thank you for the invite! I'm looking forward to this. I'll most likely be dwarfing it up, but I'll need just a smidge to finalize what I want to play. I may slip in something a little castery to help round out the group.

Survivalist hunter? Brewer alchemist? Lycanthrope themed shifter? Air kineticist who looks towards the open sky with the same terror and awe of a human cultist looking upon an eldrich horror in the dark tapestry?

Choices, choices...

Oozemorph digression:
I've had a ton of fun with the archetype. It's the perfect way to scratch my itch for playing monstrous characters.

Being unable to verbally communicate with the group is less of an issue when you can grow a pointed pseudopod and scrawl in the dirt or on a wall. Not being able to use gear isn't so bad when you have a few natural attacks to start with, and the 'no magic items' thing isn't crippling since you can hold a humanoid shape for a combined 8 hours per day by the time you're high enough level to start collecting magical swag anyway.

In my experience the biggest issue in the early levels is managing your AC in ooze form. It's just plain bad unless you're going Dex based, but in that case your early damage suffers. Overall its a slight downgrade from the base class but it isn't as bad as a lot of people say, especially with the errata/FAQs.

If you have any questions, I'm willing to help!


Info | Battle Maps
Vitaliano da Riva wrote:


I do have to ask, you mention being generalized. So would a Profession Farmer be able to cook, brew, tan, butcher, etc?

Would you allow Cook to encompass Butcher, breadmaker, cheesemaker, brewer...etc? Things that would be in most cook's perview in that time?

Edit: You say starting wealth by class...Max wealth, average wealth, or roll for wealth?

Look at generalization vs specialization this way, if you go with Farmer, you can perform all the associated skills, but not as well as a specialist, so a more diverse skillset, just not as strong. I hope that makes sense. Sorry, I don't have a specific mechanic really at this point, but the whole purpose of this houserule is to give special bonuses when the kingdom management rules kick in.

As for Cook, the way I see it, a Cook takes a slice of ham, a baguette, some gouda, and makes the most spectacular sandwich you've ever done had. But the cook is dependent on the butcher, the breadmaker, and the cheesemaker to supply those component parts. A cook simply assembles all the ingredients into a meal.

You CAN have multiple invested profession skills, it's just that you must choose one to invest in at every level.

@Wandering Wastrel, yes, thank you for reminding me, we are starting at lvl1.


Any chance of using feat tax rules?

Liberty's Edge

I feel like I'm thinking about the shaping of the fortr--errr, "settlement" as much if not more than I am about actual adventuring here, but I feel like a druid could make a REALLY good constructor with all the shape spells for wood, stone, etc.

Just think how fast you could raise a settlement with some wands of stone shape...


Oh, absolutely. Transmute Mud to Rock would be tremendously helpful as well: dump a bunch of mud in a mold (or just an empty space between two Walls of Stone), then transmute. Do the reverse to make tunnels into a mountain or the like.

Geokineticist could work well also. That’s actually my backup plan if I decide Brawler isn’t workable for some reason. (But if someone else wants to make one, don’t hold off on my account)


Clan Malkavian Blood Pool 19/30

The rough thing is Stone shape is honestly not that great. Let's say you're level 10. That's only 20 cubic feet of stone.

That's like 1/10 of a wall for a bedroom.

Now, Transmute Mud to Rock obviously is more practical. You'd be look at like 100 cubic feet of wall you can manage there, so that's like 1/2 a wall of a bedroom.

Nah, master craftsmen and overwhelming workforce is still the way to go with things!

I mean don't get me wrong, it'd still speed up the process to weeks potentially instead of months but then you're completely without high level spells for weeks.

Of course this is all meta nonsense ^_^

Personally, i'm going purely trade skills. I may switch up to profession Stonecrafter instead of cook, or taking cook at second level instead. (My plan is to be a Level 1 Fighter, Barbarian everything else. So I'm getting no bonus HP or Skill Point for my first level.)

But my main concept is being a disgraced military member whose family have been craftsmen for ages (I'll only take the one rank in Crafts weapons to show this but with the disgrace I assume he wouldn't be able to sell his weapons easily so falling back to something more menial that still keeps you in shape and close to the potential action.)


A Lyre of Building would also come in super handy, for our local dwarf bard (when he/she isn’t singing bawdy drinking songs at the ale house, I suppose). Useful enough that I’d probably advocate buying one out of party funds when we get there, rather than making one player pay for it.

Dark Archive

I would love the chance to play a Geokineticist in this setting. Still willing to go Inquisitor or Druid if we really need a divine caster. But if totally free to play what I want I think I'll go Geokineticist.

Other ideas for people undecided:

We could pick up trap skills if our alchemist went Crypt Breaker.

An Empyreal bloodline sorcerer would be a good build for a dwarf who wanted to cover Arcane casting.

A Stonelord Palandin would rock.

Heck, I want to play all of these. :)


I’m playing a Stonelord Paladin in an Iron Gods game. It’s a lot of fun.


Clan Malkavian Blood Pool 19/30

Someone brings up Bard...and shows a wondrous item I've never seen that would perfect for this game. I can't help but now offer a potential bard.

Crunch for to be named Gnomish Bard:

Unnamed Hero
Gnome bard (arcane healer, sound striker) 1 (Pathfinder Player Companion: Faiths & Philosophies, Pathfinder RPG Ultimate Magic 27)
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +3; +2 vs. illusions
Defensive Abilities bond to the land[ARG]
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Arcane Healer, Sound Striker) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, ear-piercing scream[UM] (DC 14)
0 (at will)—detect magic, open/close (DC 13), read magic, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Point-Blank Shot
Traits animal friend, poverty-stricken
Skills Acrobatics +2 (-2 to jump), Diplomacy +7, Handle Animal +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Profession (cook) +7, Spellcraft +5, Stealth +10, Survival +6; Racial Modifiers +2 Profession (cook)
Languages Common, Dwarven, Gnome, Sylvan
SQ bardic knowledge +1, gnome magic
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

ALright so I went ahead and tossed this idea up. I kinda want my fellow players to figure out which they might prefer. A Fighter/Barbarian Dwarf in the mix, or a Gnomish Bard.

This particular Bard will be able to take the place of a Cleric type. Arcane Healer provides Channel Pos at 2nd level. (Treated as a Cleric of -1)

Long term, I'd take two feats worth of Extra Channel to give me 5 channels per day to really keep up with the healing potential but early game it can provide healing, buffing. Later game, he'd be able to provide Healing, buffing, and some decent damage.

I feel like letting my other players decide which I should play would be good because we're trying to come up with roles and builds right now and typically few people wanna play the healer.

Dark Archive

I really like the idea of the gnomish bard. And one that can heal is even better! The only issue is that the little guy will likely gravitate towards being the group leader, which I am fine with, except this is a dwarf focused game.

Perhaps if we have a dwarven divine caster we could rally behind their deity?


I like the gnomish bard! A bit of variety.

But Skorn makes a good point: the Ruler should be a dwarf, and the Ruler needs Charisma (unless the GM is prepared to house-rule otherwise?). Given dwarfs have a Cha penalty, that sucks slightly.

Dark Archive

So if we were to all follow a single deity, even our gnome, and we had a religious leader of that deity, that would be a good reason to follow that PC, right?

Unless I hear decent I am gonna go make a Geokineticist and see what he looks like.


Clan Malkavian Blood Pool 19/30

Honestly, I could see it reasonable to be able to make the Ruler's stat based on Wis instead of Cha?

We're Dwarves (mostly) and we don't believe in fancy talks but more on the wisdom of our elders and the law?

That's purely a GM call though but racially I think it'd make sense?


Info | Battle Maps
Ouachitonian wrote:
Any chance of using feat tax rules?

I was invited to a Kingmaker game utilizing those rules, but the GM vanished before I got to join, so i've never really seen them in action. However, I'm all for things that allow more creative use of feats and such, so I'm willing to give it a try.

That being said, I'm also a fan of ABP, as it allows for more creativity with magic items and feats. Do you think it'd be too much to allow both? If I had to pick between the two, I'd go with ABP, because it's not 3pp.

I'm open to input on this.

A side note: it's a busy week at work for me, but I'm going to try and address all questions in turn. If I may weigh in on suggested classes, a trapper of some sort could prove useful, and I don't know why, but the occultist class seems fitting for dwarves, especially the geomancer archetype. Also, considering the association with dwarves and magical artifacts, a cleric with the artificer domain? Just some suggestions.

As far as the gnome bard and following a certain diety, etc.... Plenty of dwarves have been great leaders and kings, and a gnome is unlikely to be appointed ruler of a dwarven barony. I'm willing to houserule Wis as an acceptable Mod for the Ruler to use, but we can readdress this when we come to it. Also, you don't have to be a religious group unless you want to. Could be fun!

Also, before I forget, I'd prefer if you take the Unchained variation of any class that has one.


Clan Malkavian Blood Pool 19/30

If I were to look at the two and choose personally?

I think the Feat tax is more forgiving to the player. You can earn more money, you can't earn more feats.

But I do agree it's nice to be able to ignore needing to spend money on the traditional things.

I'd be happy with either. (Also, if I am playing a Gnome, I'm not at all planning to be leader. Like, I'd be ok with Expedition leader as the Gnome but not actual Ruler.)


I like Feat Tax rules because they free up slots for more thematic feats. Let's face it: any strength-based martial wants Power Attack as quickly as possible. And dex-based martial needs Weapon Finesse to function. Feat Tax rules basically give those to you automatically, which frees up a feat for something less necessary to a build. Dwarves have a lot of great racial feats, like Steel Soul, Breadth of Experience, etc. There's a lot more space in a build for feats like that if you don't have things that are basically mandatory for a build taking up feat slots. I don't see why that would conflict with ABP in any way. I'd be all for doing both.

A Warpriest (Forgepriest) is an archetype that screams Dwarf to me, if anyone's looking.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Reporting in!

Rules wise, I'm running a game with Feat Tax rules, and ABP. I find no problems so far (the game is only at 5th level, so I can't speak to the higher level stuff). I've been fairly stringent with Treasure to compensate for APB and a few extra combat feats that everyone has. So far the balance of my game is right where i want it to be, so I'd be in favor of using both rules for this game if the GM wants to.

As for my character, I'm going with a Grenadier Alchemist. I'll have his character sheet worked out in a few hours.


Clan Malkavian Blood Pool 19/30

Fluff for Toulbe Hilnack, the Gnomish Bard:

Gnomish fivality combined with a long lifetime leads these curious people to seek out many wonders in their lifetime. It is in their DNA to be curious even and the magic that sustains their long lives seem to demand it even. Their desire to deal with things with action and in a reasonable time can cause them to be spontaneous and brash in nature even lest they welcome the Bleaching. Thus it is a neverending quest of curiosity that drives these little sapients to forever find new ways to entertain themselves.

Toulbe Hilnack is a spry young buck of a gnome out on an adventure of grand discovery. His particular curiosity is in cooking, so much so that he has felt he has exhausted the abilities of his gnomish homeland to create new and interesting twists on their cuisine and has set forth to find new ingredients and learn new recipes. This drive has led him deep into the Dwarven lands of the Five Kings Mountains. Though short of stature even compared to dwarves, his barrel chest, lavish mustache, and brilliant blue and green hair make it easy to find him. Were it not for the color of his hair, he might very well easily disappear underfoot of the denizens of the land.

Toulbe with his learnings of the world through his extensive travels has come to find his services welcomed beyond just his cooking though talking with the young man can be tiresome on the Dwarves that listen. Still, he's made coin simply with the garish tales he spins while serving up meals to the fine people that find his odd little cart set up wherever he feels that day. (This has caused countless arguments with some of the dwarves over his right to park his cart wherever he so happened to choose that day.) He is never out of sight of his tools of the trade, wearing a handled pot on his head, a meat cleaver on his belt, and a tabard like apron covering his front and back where he stores his frying pans.

Updated Crunch:

Toulbe Hilnack
Male gnome bard (arcane healer, sound striker) 1 (Pathfinder Player Companion: Faiths & Philosophies, Pathfinder RPG Ultimate Magic 27)
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +3; +2 vs. illusions
Defensive Abilities bond to the land[ARG]
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee short sword +0 (1d4-1/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Arcane Healer, Sound Striker) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, ear-piercing scream[UM] (DC 14)
0 (at will)—detect magic, open/close (DC 13), read magic, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Point-Blank Shot
Traits animal friend, militia veteran (any town or village), rich parents
Skills Acrobatics -1 (-9 to jump), Craft (alchemy) +6, Diplomacy +7, Handle Animal +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Profession (cook) +7, Spellcraft +5, Stealth +7, Survival +6; Racial Modifiers +2 Profession (cook)
Languages Common, Dwarven, Gnome, Sylvan
SQ bardic knowledge +1, gnome magic, nervous
Combat Gear acid (3), alchemist's fire (3), holy water, liquid ice[APG] (2); Other Gear chain shirt, short sword, animal harness[APG], beast-training kit, bedroll, blanket[APG], cold weather outfit, colored ink, explorer's outfit, fishhook, fishing net, flask, flask, flint and steel, hemp rope (100 ft.), hot weather outfit[APG], jug (2), lantern, miner's, masterwork artisan tools, masterwork backpack[APG], medium wagon[UC], mug/tankard (8), parchment (5), pavilion tent[APG], portable alchemist's lab[APG], pot, sack, sack, shovel, small/medium cage[APG], small/medium cage[APG], snuffbox, bone[ACG], soap, speaking trumpet, string or twine[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, bison, exotic pack saddle, 25 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

If Feat Tax or ABP or Both are Approved Crunch:

Toulbe Hilnack
Male gnome bard (arcane healer, sound striker) 1 (Pathfinder Player Companion: Faiths & Philosophies, Pathfinder RPG Ultimate Magic 27)
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +3; +2 vs. illusions
Defensive Abilities bond to the land[ARG]
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee short sword +3 (1d4-1/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Arcane Healer, Sound Striker) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, ear-piercing scream[UM] (DC 14)
0 (at will)—detect magic, open/close (DC 13), read magic, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 10
Feats Agile Maneuvers, Precise Shot
Traits animal friend, militia veteran (any town or village), rich parents
Skills Acrobatics -1 (-9 to jump), Craft (alchemy) +6, Diplomacy +7, Handle Animal +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Profession (cook) +7, Spellcraft +5, Stealth +7, Survival +6; Racial Modifiers +2 Profession (cook)
Languages Common, Dwarven, Gnome, Sylvan
SQ bardic knowledge +1, finesse weapon attack attribute, gnome magic, nervous, rules changes
Combat Gear acid (3), alchemist's fire (3), holy water, liquid ice[APG] (2); Other Gear chain shirt, short sword, animal harness[APG], beast-training kit, bedroll, blanket[APG], cold weather outfit, colored ink, explorer's outfit, fishhook, fishing net, flask, flask, flint and steel, hemp rope (100 ft.), hot weather outfit[APG], jug (2), lantern, miner's, masterwork artisan tools, masterwork backpack[APG], medium wagon[UC], mug/tankard (8), parchment (5), pavilion tent[APG], portable alchemist's lab[APG], pot, sack, sack, shovel, small/medium cage[APG], small/medium cage[APG], snuffbox, bone[ACG], soap, speaking trumpet, string or twine[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, bison, exotic pack saddle, 25 gp, 3 sp, 8 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

I should have 50gp leftover from all that purchasing...jeebus. But with 25 of it, I'll take the gnomish weapon Flask Thrower and then the last 25gp should be for potential provisions. (Apologies, I don't know if you wanted to black list rich parents but I used it as my third trait to give my character the feel of a remotely successful businessman.)


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Doomed Hero here with my Alchemist, Boomer.

He's not quite done yet. I still have to finish his equipment and his formulae list, as well as his background and personality, but the rest is done.

I gave him Disable Device and Stealth, so I can be our trapbreaker/scout if no one else wants to do it. However if other folks can do it better, I'll put those points elsewhere.

Liberty's Edge

2 people marked this as a favorite.

I honestly find the feat tax notions refreshing as hell. Feat taxes are a plague and should be designed out, full stop.

Automatic bonus progression is fun for almost the same reason, but it applies to your gear rather than feats. It allows you to get magic items that actually DO COOL THINGS rather than just keep you from missing every freaking roll and dying instantly. The combination of the two means that everyone is viable and everyone gets to pick feats and go for items they WANT instead of things they HAVE TO HAVE TO FUNCTION.

I haven't had much experience with either thing myself, but when you compare them to the vanilla rules, it's not hard to see how liberating they are.

I say double down and go for it. We'll have enough numbers and optimization to worry about with raising a settlement; getting rid of a few lines of bookkeeping and min-maxing can only serve to improve the flow in my opinion.

Dark Archive

I will be happy with either, or both, or neither. Not a big deal to me. I have actually not used the Feat Tax option but have read it and understand the point. I'd say it benefits some classes much more than others, but that is fine.

In a game where we have a lot of down time I am unsure how ABP will impact things. I used it once for an entire AP and found it about right.

Liberty's Edge

Do you think we'll be climbing mountains more or going underground more? I see a few good ways to lean a "druid of the stone" but they don't overlap much.


Yes to feat tax rules and yes to Automatic Bonus Progression!

Still building my character, but I'm definitely going Ranger (Dungeon Rover archetype).

@GM Armok: any suggestions for favoured enemies, or would that give away too much? I'll probably go for humanoid (goblinoid) but am open to guidance.

Dark Archive

I'll say I'm not a big fan of Automatic Bonus Progression. Less choice in how you grow, and the controlled arrangement of stat bonuses don't work with every class and build style. I'm a bit of a Big 6 fan who likes to tweak the numbers on my own but I'm perfectly happy to go along with the group if everyone else wants to run ABP.

Feat tax rules seem pretty legit.

Ranger, Alchemist, Gnome Bard, Geokineticist, Fighter, Brawler? Interesting party so far. I'm bouncing back and forth between how 'dwarfy' I want to be and how 'strange' I want to be with this one. On one hand I wouldn't mind trying out a Kinetic Healer, but on the other hand Spiritualist or Druid has a lot of fun potential for flavor with some good good support spells.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

My Geokineticist will eventually have Kinetic Healing available. I hope to build him today. If the alchemist can handle traps then I think what we are missing is a divine caster. We have two arcane types but neither are full casters. Would be nice to have a full divine caster, though of course not required. I have never played with a Spiritualist so that sounds fun. And I know dwarves make good druids, warpriests, inquisitors, and clerics.


Wasn’t Daynen leaning Druid?

Liberty's Edge

I was thinking about it, yeah. It's mainly because playing with landscaping spells sounded fun. I'm still mulling it over though; I'm open to trying new things if someone else already has a more solid concept in mind.


I think the use of landscaping spells is quite a solid concept in its own right in this particular setting.


Info | Battle Maps

Ok, everybody's here :)

It looks like a majority in favor of both Feat Tax and ABP, so we'll give it a go. I might get confused with the Feat Tax thing here or there, so be kind.

It looks like folks are starting to settle into some character ideas, which is great. I had an idea, though, in my hypnogogic presleep state last night. It may be moot at this point, but bear with me.

I was thinking about the group as a whole, the expedition, and a common tie. Basically, the idea is to decide upon a group theme based on the reasoning for the expedition. I came up with a few examples:
Missionary- a religious group wanting to tame the lost wilderness and spread the good word of *your favorite dwarven deity here* (a cleric, warpriest, or inquisitor leader with devotees and followers of other classes);
Military- a military or paramilitary unit wanting to rid the lands of savagery and establish a bastion of order and might (more martial classes with some arcane support);
Mercantile- a tradegroup or single merchant wanting to start up an outpost to foster trade between the dwarves and the neighboring nation of Andoran (perhaps a bard or rogue archetype, with mercenary sorts for muscle)

Those are just examples. Looking at the character ideas I see so far, these may be more along the lines of individual motives, rather than group motives. But, a group motive is something to think about.

Now, the current King of Taggoret, let's go ahead and name him now, Urist Dberryl, is the one chartering the expedition, and he has his own agenda, which will be revealed over the course of the campaign. Your agenda does not necessarily have to be the same as his.

re:Favored Enemies/Favored Terrain- Lots of enemy types throughout the campaign. Goblins could be a good choice for early levels. They'll likely be an ever present nuisance throughout the campaign, but not necessarily a plot relevant enemy, unless you make them so. Early gameplay will be Hills, Forests, Mountains, Glaciers, with periodic caves and lairs to clean out. Once you build your first settlement and it reaches a certain size, you'll begin to unlock access to subterranean caverns and ruins.

I'm going to try my bestest to adapt the campaign to the PCs and their abilities. I see it as my duty as a GM to reward players for the choices they make, so rest assured that your choices aren't going to be made in vain. If you feel like you aren't able to contribute, then I'm not doing my job.


Info | Battle Maps
Vitaliano da Riva wrote:

** spoiler omitted **

** spoiler omitted **...

I don't mind the Rich Parent's trait if you work it into the backstory, however I see 3 traits but no drawback.


The military idea, ridding the lands of savagery and establishing a bastion of order, sounds to me like Hellknights. Anyone down for a Hellknight Order? I’m guessing not, but what about a dwarven equivalent, devoted to emulating the order of Torag (and/or other Lawful dwarven deities) rather than Hell? Sort of a combination of the military and missionary ideas.


Clan Malkavian Blood Pool 19/30

Apologies, Apparently Hero lab wasn't kind enough to go ahead and put the drawback in >.< I'm taking Nervous as the Drawback.

Trudd would make a good Dwarven god to make a "Hellknight" order out of or Kols.

Personally, I would lean Military or Mercantile. I think both of those would be good ideas for reasons to establish another kingdom in the Five Kings Mountain territory.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

This is my Geokineticist (from Skorn) in draft form. Comments on the build are welcome. Still working on the background. I figure that will have to evolve as we finalize our setting and mission.

Low level kineticists are not all that versatile. I have currently chosen Extended Range over Kinetic Blade, but am wondering about this as I could use Weapon Finesse for free with the Feat Tax rules and have a 1d6+5 melee weapon.

Also I guess I need to drop Point Blank and pick up Precise Shot for my first level feat under the Feat Tax rules. Nice to have for sure.


I think dwarves would be most motivated by a military/mercantile bias. Although they're religious, it's not a missionary zeal in the sense of conversion/crusade. They're more interested in driving out their enemies from the ancestral lands (which, OK, is sort of religious) and making money.

Just my 2 gp.


Vitaliano da Riva wrote:

Hazzah, this is looking like a nice and diverse group of kind individuals. (As my at table GM calls us, this bunch of a$@@*%$s. Somehow PCs always seem like kinda a~*@~!~s cause they're sure of themselves and feel they know what's right for the universe ^_^_

Anywho. I am pretty open to playing the non Dwarf but seeing how many who are just as Open...I'll play a Dwarf. I love the cranky, surly, drunkards too much.

Typically my favorite go to Profession skill is Cook. I think that a good meal heals spirit and keeps a party going more than anything (though with a bunch of Dwarves, Brewer is a fair replacement.)

I do have to ask, you mention being generalized. So would a Profession Farmer be able to cook, brew, tan, butcher, etc?

Would you allow Cook to encompass Butcher, breadmaker, cheesemaker, brewer...etc? Things that would be in most cook's perview in that time?

Edit: You say starting wealth by class...Max wealth, average wealth, or roll for wealth?

I don't think we ever got an answer on this point.


Info | Battle Maps

average wealth


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Story-wise, I think it would be best for us to start as a military/exploratory expedition sent out to settle a new outpost somewhere.

Trade is great, but doesn't work well as an early game motivator (we need a solid base of operations before we can leave it to go trading, or have enough goods produced to draw other traders to us).

My favorite take on Dwarven religion is semi-borrowed from ancient chinese mythology, where there are hundreds of gods, who in actuality are just mortal people who ascended to divinity for some accomplishment. A sort of combination of ancestor worship and veneration of saints. They don't revere all their ancestors. Only the extra cool ones. (stories of what they were deified for might be wildly exaggerated over the centuries, but the core idea is that they were real people who did important things, and are now continuing to do important thing in the afterlife).

That would allow us to come up with a few core ancestral badass demigod dwarves, and then flesh out the pantheon organically as we play.


Male Human Magus (Jistkan Artificer) 6

This is Ouachitonian's character. Went a little longer than I meant to on the background, but that's ok. At some point, I may dip fighter for the proficiencies, but that's for later. He'll mostly (perhaps entirely) stay Brawler. I threw on the Steel-Breaker and Winding Path Renegade archetypes. Both should help the build; Steel-Breaker by letting me ignore enemies' DR and objects' hardness (Punch through walls? lol) and Winding Path (Path of Untwisting Iron) gives bonuses to crafting and the like. He'll definitely punch things hard, and as we gain levels will become a pretty proficient weapons crafter. I might pick up some Profession(Miner) later. I took the alternate racial trait that allows him to literally smell precious metals, which seems like it'll be fun and thematic here.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor took both mining and engineering. I am willing to move those skills around some to spread proficiency if needed.


I probably wasn't clear enough in my last post - I was thinking more like the quest in LotR for Khazad-Dhum, where they wanted to reclaim the old mithril mines. That was part military, part money motivated. I'd hope we don't meet the same end, though!


Info | Battle Maps

I interpret dwarves as being very industrious and take pride in their craftsmanship and artistry, and of course the image of dwarves sitting on their hoards of wealth is very Tolkien (and Tolkien borrowed heavily from Der Ring des Nibelungen), so a mercantile expedition makes sense to me. As Doomed Hero points out though, that mercantilism may not come into play until after the bastion of order is established.

Wandering Wastrel wrote:
I'd hope we don't meet the same end, though!

Remember: Losing is Fun!


Info | Battle Maps

I'll have the day off tomorrow and will be able to give your builds their due.

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