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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
You (one of you) are the celebrated hero of Wispil, a town deep in the heart of the Verduran Forest in Taldor. They had been plagued by a wiley pair of leprechauns, who's pranks had escalated to outright theft: stealing gold from nearly anyone who found themselves on the road to Wispil.
You killed one and scared the other off, and the town--especially the leader of the entertainer's guild--were eternally grateful to you. In fact, two of the entertainers vowed to follow you on your endeavors, as their lives were directly threatened in the skirmish, and you saved them.
#: Looking for a group of five, however, the first bit of the game will only be played by the hero and the two minstrels mentioned above. The two other characters will join later on, but rather than re-opening recruitment, I'd like to have them lined up.
Gameplay: 1-2 posts a day
Races: Of the five members of the team, 3 must be core, the other two can be featured, or one can be featured and one can be uncommon. I want it to be semi-realistic in that respect. Also, you can all be core if you want. And it doesn't matter who's what.
Classes:
Hero: Fighter, Monk, Paladin, Ranger, Cavalier, Magus, and Summoner (with the right backstory).
Minstrels: Bard. You're minstrels.
Level: this is where you cease to hate me:
Hero: is level 3, and can multiclass out from his primary (above) however he/she sees fit.
Minstrels: two are level 1, two are level 2; the game will start with one each; the level 2 can also multiclass however he/she sees fit
Alignment: Any good
Point-Buy: 18 (just to be random)
HP: Max the first, then roll on here for the rest
Feats: Any paizo
Traits: 2 of any paizo, except Rich Parents. None of you have rich parents.
Spells: …you guessed it: any paizo
Money: Show your roll. If you rank your profession, I’ll let you make one DC 15 Profession check per rank for 50gp and an additional 10gp per score above the DC, if you roll a natural 20, you get a bonus 100gp.
Equipment: I will be looking at carrying capacity, so be smart with your purchases.
I'll also be tracking food (one day's ration/day; .25 lb water/day) and water. Not to worry, I'm not above god-moding some manna for you guys.
Recruitment will be open for the next 168 hours (closed @ 1430 next Friday). Obviously if we don’t have what we need by then there will be an extension.
I only need race, class, level, name, and the short version of the rest of the character's backstory until then. You’ll then have another 3 days to fully hash out your character once picked.
I know I can ramble/be confusing, so if you have questions, don’t hesitate!
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fnord72 |
The setting is interesting.
Just to see if I get this straight, you want 4 bards and one melee-ish?
If only a pair of entertainers vowed to follow the hero, where are the other two coming from?
And you want to have varied levels.
And the rest of the team comes in later, at lower levels.
You do realize that this will either be a cake walk or death trap?
On a side note, if a gallon of water weighs (roughly) 8 pounds, then a quart weighs 2 pounds, and a cup weighs 1/2 a pound. A cup is also 8 ounces. So your rations are 4 ounces of water per day.
Which is taking a can of coke and sipping it over three days, just to give some perspective. Emergency rations are generally considered one gallon per person per day, while most medical recommendations are to drink 1/2 a gallon per day. On the prd a waterskin is 4 lbs, or about a half gallon, and thus a day's worth of water.
Fortunately, clerics can create water with a cantrip, at 2/gallons/level per casting. Unfortunately, one of the characters would have to gimp themselves to multiclass for this benefit as bard doesn't get that cantrip.
Assuming the group lived past the first few encounters, the level difference would get less important later on.
I'm not sure how much experience you have with pbp, but having some of the group engage in encounters could easily leave the rest of the group waiting several weeks or months. I would suggest that instead of doing much in the way of rounds of action, that the beginning be just a few posts to get the game setup, you will be more likely to keep the rest of the group committed.
Why must a minstrel be a bard?
A wizard with prestidigitation, illusions, and profession:minstrel should do a passable job in a troupe.
A monk would also work pretty well for entertaining.
Maybe require (or give for free) a skill rank in profession:minstrel.
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
Yes 4 bards (minstrels) and one melee-ish hero. But like I said before, multiclassing is very allowed.
The other two bards are coming from later events in the story (the hero is getting a little fame, and will therefore be recruited for his/her skills elsewhere, and as he/she gains fame, his/her band of minstrels will grow).
It will be challenging, but not impossible. This is a homebrew, and I'm not the devil.
My bad on the water thing: 1 skin/day
I have some experience GMing PbPs, and I'm not worried about people committing. If no one wants to do it, I'll change it, no big. I'm also assuming the people who sign up to be the later minstrels will understand that and won't be pining for gameplay at the start. I'll PM them to get ready when the time comes if necessary.
This is why a minstrel must be a bard: Read the first 7 words. Also, personally, I feel like you have to be artistically inclined as a part of your being (like, your class) to be a minstrel, and Bard is the only one who has that going for her at the start. Now, if there's an artistic (paizo) archetype of some other class of which I'm unaware, that will be allowed for the minstrel.
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
Bumping this up.
I may be willing to budge on the minstrels must be bards bit. But the character has to be a part of the entertainer's guild.
Also, I think perhaps I was too quick to dismiss the possible weakness of having two of the characters come in later.
To recap: the minstrels can be whatever classes they like so long as it's inescapably clear they're part of the entertainer's guild, also, the hero starts with four of these minstrels, and the minstrel's can be level 1 or 2 (it's up to them and their story).
That being said: preference will still be given to bards, and other entertainers who are not directly involved in combat. The idea is that the hero does most if not all the work, while being empowered to the nth degree by his band of minstrels. I wanted to see how this would work in pathfinder, as it seems to work quite well in fantasy novels.
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Lina Passgard |
![Anevia Tirablade](http://cdn.paizo.com/image/avatar/PZO9073-Anevia_500.jpeg)
Well yes, but bard bonuses doesn't stack.
Edit: Actually, the game would probably make more sense as a solo game with NPC minstrels.
I think I'll submit a hero. Will you take sheets that are hosted off-site? The alias is quite annoying to store characters in, for me at least, and I'd prefer an online sheet like this.
Also, no barbarian hero? Conan disapproves.
;-)
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fnord72 |
Well then, I would not mind playing a "minstrel" as a wizard with a focus on illusion and charms. Ideal for an entertainment group.
Who needs expensive, bulky backdrops when a silent illusion can be set up in just a few seconds, and changed just as quickly.
This also reinforces a support role if the wizard just occasionally does some minor 'tricks' to support the hero like charming the rogue that was sneaking around for a flanking shot, or casting some grease under the feet of an antagonist for comic value.
Profession (Scribe) and the wizard is also recording the adventures of the hero.
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
For this homebrew, bard effects will stack. We'll call it the "Minstrel" class trait free for bards. Sound good?
And forgive me, I left it out because I'm a retard, of course the hero can be a barbarian.
Online sheets are fine!
Interest so far:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Ruy: druid animal-tamer
Remember, for a complete submission, I only need race, class, level, name, and the short version of a backstory.
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Ashe |
![Thief](http://cdn.paizo.com/image/avatar/thiefpic.jpg)
Hero Submission:
Tyrnvald Olafson, Tiefling Paladin 3 (Hospitaler). WIll be dipping 1 level of Oracle of Lore. Hospitaler will help keep my minstrals alive, but doesn't kick in to 4th level.
Tyr grew and served the church well. The priest started to train the boy in service to Sarenrae. Tyr lost himself in the religion and became a devout Paladin. Through teaching and practice he became quite good at combating the walking dead. He learned all he could of the abominations and dedicated himself to their destruction. It was here that his fiendish heritage started to emerge as well. The Church was concerned at first but Tyr's resolve was strong and unbending. He embraced his blood and used his abilities to further his purpose.
He now wonders the land. He has been joined by two minstrals that wish to chronicle his journey. He welocoms the companionship. His focus is now on finding the merchant that saved him. Tyr never new the man, but owed much to him. He vowed he would find and repay the kindness shown to him.
•Courage of the Heart
To attempt to never lay down arms even when the foe is merciless.
To know when to surrender.
•Faith
A Knight must see into the heart and know that the edge of the cliff may hold wings.
To know they are never really alone.
•Mercy
To feel the touch of tears.
To show kindly forbearance toward any person or creature, that are in one’s power, for a Knight has had to live at the mercy of pain.
Using discretionary power, to show compassion with attitudes and words even to one’s offender, especially those who do not understand.
•Nobility
To uphold nobleness of mind, character or spirit at all times.
To remember even when alone that one has the virtues and duties of a Knight.
•Humility
To make meek one’s heart and be courteously respectful to all.
•Generosity
To give in any manner without the thought of return.
To have the wisdom to see that to give to another is to give to one’s self for all are connected.
•Hope
When one cannot see in the forest, the heart feels the cadence of the voice in the dark, and with bravery the Knight follows in silence.
In times of great distress, to see the droplet of light in a bucket of sorrow, and weave that into one’s armour with cheerfulness.
•Justice
To be fair and not judge others. A Knight knows that to falter is human and to hold out a hand sometimes will strengthen the weak.
•Loyalty
To be faithful to one’s self.
To do no harm to one’s fellow Knights.
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![]() |
![Monk](http://cdn.paizo.com/image/avatar/PZO9268-Monk1.jpg)
I've become rather partial to the oddities of the Skald (from ACG), would that be allowed?
Looking towards half-elf skald (or bard, if disallowed), happy to be the level 1, will probably retain her original class throughout her development, but may dip a little rogue if it feels right.
Cedany Meadows:
Cedany is a young hopeful of the entertainers guild, barely through her training and still wide-eyed and at least a little innocent.
She was personally saved by the Hero and now has a massive crush on him (or her).
Cedany is young with short fiery red-hair and skin that combines the pale elven complexion with an improbable amount of freckles. She otherwise favours her elven side, slender girlish, with prominently pointed ears.
Cedany is normally shy and quiet, with two exceptions - she has a fiery temper when something she loves or treasures is threatened, and she has a somewhat aggressive performance style.
Background is intentionally brief, as it necessitates linking with the Hero.
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
I wasn't going to make anyone read the whole thing if it didn't come up, but since we have a Tiefling application, you should know my house rules...
IF you choose one of these races, you MUST choose a heritage. Because I'm requiring it, you have FREE ACCESS to the Fiendish Heritage feat. This means you CAN take the feat as a bonus IF you want to, but even if you don't take the FEAT, the heritage MUST affect your backstory and/or your character's appearance. Also, you must be specific, if you're demon-spawn, say which demon.
WHETHER OR NOT you take the FEAT you may pick ONE variant ability and ONE alternative physical feature, but they MUST fit your heritage. I can help with that if you need it.
Finally, your variant ability, should you choose one, replaces an ability of the same type. I.E. if your standard aasimar gains a +2 to Handle Animal and Ride checks (89); it loses the racial ability: +2 to diplomacy and perception checks OR if your tiefling can communicate telepathically with any evil creature within 50' (72), that ability replaces it's non-Common language, etc.
Ashe: The reason I have this is because I like to have a clear picture of where you came from, even if it's very simple. Also I like to know what deities are involved in the lives of my PCs (that way I can have them make a cameo if necessary without it being random).
Also, all four minstrels are going to start with the hero.
SD: I forgot to mention it before, so I'll say it here: I love (Paizo) archetypes. Especially when most of the group was originally going to be the same class. So yes, feel free to Skald it up!
Abro: looks fun, I wonder though, what is his art? Is he an illusionist?
Interest so far:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Ruy: druid animal-tamer
Tyr: (unspecified) Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
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Kor - Orc Scrollkeeper |
![Marsh Giant](http://cdn.paizo.com/image/avatar/B4-Marsh-Giant.jpg)
I would like to apply with a Fey-touched, Sorcerer Gnome.
Jindril
Gnome Sorcerer 1
NG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger -1 (1d3-2/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks bloodline arcana: fey, +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 1st; concentration +7)
. . 7/day—laughing touch
. . 1/day—bleed (DC 12), chill touch (DC 13), detect poison, touch of fatigue (DC 12)
Sorcerer Spells Known (CL 1st; concentration +7):
. . 1st (4/day)—chill touch (DC 16), sleep (DC 17)
. . 0 (at will)—acid splash, daze (DC 16), light, touch of fatigue (DC 15)
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Statistics
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Str 7, Dex 14, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Eschew Materials, Weapon Finesse
Traits desperate focus, reactionary
Skills Knowledge (arcana) +7, Knowledge (nature) +5, Perception +3, Perform (wind instruments) +5, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ bloodlines (fey)
Other Gear dagger, light crossbow, 78 gp
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Special Abilities
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Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Jindril's was raised by her wizard mother who frequently traveled into the Fey realms. Jindril never knew her father, and her mother would not speak of him. When Jindril was 12 years old, her mother never returned from one her trips to the Fey realms. No one has seen or heard from her since. Jindril was raised by her grandmother after that.
Jindril was always a hyperactive child, yet music seemed to calm her. Her grandmother was a notable musician and taught Jindril how to play a few different instruments. The one that caught her attention was the pan flute. She quickly became very proficient with it. By the time she became an adult, her grandmother passed on. Needing to support herself now, she signed on with a local entertainer's guild and began traveling the lands with a troupe from the guild.
Jindril is fun loving, and takes few things as seriously as she should. She has a natural talent for casting magic, however she does not openly tell people this -- only her close friends.
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Ashe |
![Thief](http://cdn.paizo.com/image/avatar/thiefpic.jpg)
cool, Tyr is 100% Demon Born, Here he is.
Horns, hooves, and tail. I need to find a good demon for his father or mother, He will pick up DR 2/Cold Iron to reflect this heritage. He will also have fiery glowing eyes. Even though he is shunned and not trusted for his looks, he still has been raised to do good and has been touched by the dawnflower. She embraced his fiery birth and has turned him into a becon of good.
It would be awesome to play out the internal struggle of his demon blood trying to corupt him.
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SamuraiRuy |
![Cheiton](http://cdn.paizo.com/image/avatar/PZO9038-Cheiton.jpg)
Human, level 2, Borca Dayrn, Druid (with a monkey familiar).
Borca's show would be more like my companion and summons acting the hero's adventures while Borca is the narrator. The build will be more suppot oriented, maybe dualclassing in the future (Animal Speaker Bard, Cleric or something)
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
NB: By Skald I mean the "advanced class" from the Advanced Class Guide preview, not the Bard Archetype. Obviously once I get my hands on the book it may need adjusting a little.
That's fine, however it's not on d20pfsrd yet, so I'll need a copy of the info. Can't wait!
Tyr: Big fan of that movie...in a kind of "that was a hilariously terrible movie" sort of way. How about The Demon Lord Orcus? And I agree, the conflict would make for great story.
Bilbo: The trick shooter idea is great, with a caveat: in order to keep them from stepping on the hero's toes, it'd have to be a part of the character that they're primarily an entertainer. This won't effect gameplay, I would just want you to work it into the story (maybe a gunslinger who's secretly afraid of conflict, etc).
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Interest so far:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Borca: Human Druid 2
Tyr: (unspecified) Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
Jindril: Gnome Sorcerer 1
Bilbo: nondescript Cavalier or Gunslinger (trick-shooter)
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
Keeping it open until next Thursday, July 3rd.
Interest so far; those in bold have missing bits:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Borca: Human Druid 2
Tyr: Demon-spawn Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
Jindril: Gnome Sorcerer 1
Bilbo: nondescript Cavalier or Gunslinger (trick-shooter)
Bane88: female human bard (2)
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Bane88 |
![Khair Al Din](http://cdn.paizo.com/image/avatar/PF21-09.jpg)
Crunch for my bard
Female Human Bard 2
CG Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 15 (2d8+4)
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +4):
1st (3/day)—cause fear (DC 13), charm person (DC 13), chord of shards[UM] (DC 13)
0 (at will)—dancing lights, detect charm, detect magic, prestidigitation, read magic
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Statistics
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Str 10, Dex 16, Con 14, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Extra Performance, Skill Focus (Perform [sing])
Skills Bluff +7, Diplomacy +7, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (dance) +7, Perform (sing) +10
Languages Common, Elven, Gnome, Halfling
SQ bardic knowledge +1, versatile performance abilities (oratory)
Other Gear chain shirt, 30 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Versatile Performance (Oratory) +2 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Zayne Iwatani |
![Valeros](http://cdn.paizo.com/image/avatar/Pathfinder1_Fighter.jpg)
I wasn't too interested in this game until I ran across some really nice information.
1. Half-orcs don't get a penalty to charisma.
2. They get proficiency in great ax.
3.Stormcaller
I will have a crunch later but just imagine a heavy metal half-orc that swings a literal axe and calls lightening bolts and storms. Epic. Also I can do level 1 or 2. I am going bard all the way most likely.
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
Looking good you guys!
Interest so far; those in bold have missing bits:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Borca: Human Druid 2
Tyr: Demon-spawn Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
Jindril: Gnome Sorcerer 1
Bilbo: nondescript Cavalier or Gunslinger (trick-shooter or Tom Selleck)
Lacey: female human bard (2)
Zayne: Half-orc bard (1-2) Do you mean thundercaller?
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Angor Yasok |
![Rage Prophet](http://cdn.paizo.com/image/avatar/PZO1115-RageProphet_90.jpeg)
Male Half-Orc Bard(Thundercaller) 1
CN Medium humanoid (human/orc)
Init +2; Senses Darvision 60 Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor +2 Dex)
hp 10 (1d8)
Fort +2, Ref +4, Will +2
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Offense
--------------------
Speed 30 ft.
Greataxe +4 (1d12+4 x3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Weapon Focus (Greataxe)
Skills Intimidate +8, Knowledge (Nature) +3, Perform (Percussion) +6, Perform (Chant) +6, Survival +1
Languages Orc, Common
SQ Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
Other Gear: Studded Leather, Greataxe, Barbarian Kit, 46gp
Encumbrance 58lbs
--------------------
Racial Abilities
--------------------
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Sacred Tattoo: Many 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.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
--------------------
Special Abilities
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Bound to the Land: A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Cantrips: Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
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Spells
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0th Level (4/day): Know Direction, Message, Mending, Spark
1st Level (2/day): Chord of Shards, Ear-Piercing Scream
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
Sounds like fun!
Interest so far; those in bold have missing bits:
Lina: nondescript hero (barbarian?)
fnord: "Illusionist" wizard
Borca: Human Druid 2
Tyr: Demon-spawn Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
Jindril: Gnome Sorcerer 1
Bilbo: nondescript Cavalier or Gunslinger (trick-shooter or Tom Selleck)
Lacey: female human bard (2)
Angor: Half-orc bard 1
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
And the winners are:
Tyr: Demon-spawn Tiefling Hospitaler 3 of Sarenrae
Ceadany: Half-elf Skald 1
Abro: Gnome Bard 1/Sorcerer 1
Lacey: female human bard (2)
Angor: Half-orc bard 1
You all have 3+ days to complete your aliases/crunches as need be.
Muster in gameplay by interacting with the NPC when you're done.
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Ashe |
![Thief](http://cdn.paizo.com/image/avatar/thiefpic.jpg)
Thanks for the pick, working on Tyr now. Busy holiday weekend and now bsuy day at work from catching up. :)
Question: With the multiclassing, did I have to be Paladin 3 now then multiclass? Or can I be Paladin 2, Oracle 1 now? Thanks.
Rolling Money
Money: 5d6 ⇒ (6, 6, 5, 6, 2) = 25
So for money I will have 250gp and then if I rank a proffesion I can get more, but if not I only have the 250gp at 3rd level? I need to cut back on my expenses :)
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The Little Game Master |
![Amin Jalento](http://cdn.paizo.com/image/avatar/A19_amin.jpg)
The classes are yours to do with what you like.
*Facepalm* For money: Level 1: roll for starting and the profession roll; Level 2: Lvl 1 gold x 10; Level 3: lvl 1 gold x 15
my bad, I wanted you guys to start out poor(ish) (seeing as how the leprechauns had been terrorizing the trade-routes and all; and Tyr has been paid in kind for his deeds)