
DJ TPK |

Oh, is that connected to Runelords?
Edit: Hmm. Very interesting. Let's you be a specialist without being a specialist. Yes I think that works very well for a magical scholar. And in the long run I could teach a sin magic specialist. Thhen again, a sin magic wizard bringing his apprentice with him after rumors reached Magnimsr could be interesting. What do you think of the instructor archetype?

DM TreasureFox |

I screwed up hard back at the battle with the ghosts. They're supposed to be 2-dimensional shadows that lurk around the walls and such. Mechanically though, they operated similarly. Their touch attacks sap strength, and when the person's str score hits 0, they die and become a shadow. Maria died that day.
Instead of having her die and immediately rising as a shadow (since everyone was already struggling) I decided to make it a long-term process, not too unlike lycanthropy. I was eventually giving Maria a choice: Gain the powers of a shadow in addition to your regular rogue abilities, but eventually succumb to undeath and terrorize the people you knew, OR seek help from the divine to rid you of this curse and bring you back to life.

Cleo Gingerberry |

Enjoy your impending solar roasting Helgarr!!

Cleo Gingerberry |

Could be like the pathfinder chronicles from the adventure guide. 50gp, choose a knowledge skill it applies to and when using as a reference +2 to the check.

DM TreasureFox |

I think Ancient Thassilon is narrow enough to count as a lore skill. I scanned through the AP and found plenty of uses for history that have nothing to do with Thassilon.
If you're looking for something a little bigger than a single book, how about a little, portable library? Gives you the +2, and allows you to take 10 with 1d4 hours of study, or take 20 with 8 hours of study. Such books would contain traces of information about the history, leaders, religions, monuments, architecture, language, and more.
From a purely narrative view, knowledge of Thassilon is scarce and usually wrong. Having accurate books like these would be completely unique among all scholars, practically priceless. Heck, even recognizing the sehedron rune for the first time is a DC 25 history check. Eventually the checks reach 50 (though the players are given the tools necessary to meet those requirements later in the adventure).
Mechanically speaking, it should be worth a lot less. Considering the bonuses, I don't feel right charging more than 500gp. We could call it 10 books, all by various authors including yourself. Each book would be worth 50gp.

DJ TPK |

Sure. I can grab that. I'll take you up on the library and I'll take the appropriate campaign trait to speak the language. I've also decided i will definitely be a sin magic specialist and rune sage. I'm also going to purchase a cart and horses. Normally I'd just look at the vehicle stats but i want to put in desk and maybe an arcane crafting station so I might use the building rules. Thoughts?
Oh, and I won't be around tomorrow. Family trip.

DM TreasureFox |

While in a realistic viewpoint I don't think writing or crafting in a horse-drawn anything is a good idea, I can't think of any way you could get any crafting done without it. We won't get much in the way of downtime, so crafting while on the road is really the only way.
You might want two carts. One for crafting, and the other for storage.

DJ TPK |

Long term yes. But as a travelling scholar I couldn't run both by myself. Besides I can see how to do it. Drawers with material like a card index along one wall. Closer perusal suggests you just need the right materials and space so I only need a real workshop for large size projects like constructs, A bed roll on a hinged board on the wall and a chair.

DM TreasureFox |

I took a look at these Magic Item Creation rules, and found that you don't really need a workshop in order to make magic items. You could however buy a portable artificer's lab and strap that onto your cart.

DJ TPK |

I took a look at these Magic Item Creation rules, and found that you don't really need a workshop in order to make magic items. You could however buy a portable artificer's lab and strap that onto your cart.
Hmm. I can't find that though I love the idea. I much prefer building around flavor.

Wabbit the Paladin of Chaldira |

BTW I think I may need to do some rethinking of Wabbits build.... He was made to be a force multiplier for Maria and Helgarr. But now that Maria is going the caster route I feel Wabbit needs to be remade from a dodge tank that makes his melee partners more effective into something that can do damage on his own. While Wabbit can greatly increase Helgarrs effectiveness... If he has to fight alone without a partner he can last a long time but he'll have minimal damage output

Cleo Gingerberry |

Reiterating the glad you are doing okay over here as well. The other one is first in my list alphabetically!
Maria, are you done with the next character?

DM TreasureFox |

I'll throw out some ideas in case any of them stick
- He could be Brodert Quink's (the crazy old Thassilonian scholar) apprentice.
- He could come from Riddleport (Orik's home city), which is a funny mix of pirates, bandits, and nerdy Thassilonian scholars.
- He could be a concerned cousin or nephew of Aldern Foxglove
- If he's a Shoanti human, he could be a wizard who uses little carved runestones to prepare his spells instead of a proper spellbook
- If you want to be a noble in Magnimar, two different families that tie into the game are Lord-Mayor Haldemeer Grobaras, and Head Justice Ironbriar (elf). There are plenty of other nobles too, but these two are the ones that appear in the game.
- I'm not sure what kind of magic you want to focus on, but Varisians fit well with enchantment and illusion, Chelaxians with conjuration and abjuration, and Shoanti don't usually end up with wizards, but I think divination and evocation work quite well. Necromancy and transmutation are kind of anyone's game.

DM TreasureFox |

Here's everything for Orik Vancaskerkin. Sorry for the walls of text, but I hope you find it interesting or entertaining.
TN Medium Humanoid (Human)
Init +1; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 23, touch 11, flat-footed 22 (+8 armor, +1 dex, +4 shield)
hp 52 (30+6+12+4) (3 maxed levels + (half+1) + Con + Favoured class bonus)
Fort +7, Ref +2, Will +1; +1 vs Fear
------------------------------
OFFENSE
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Speed 20 ft.
Melee
Masterwork Longsword +7 (1d8+8(19-20x2))
Punch +6 (1d4+8(20x2))
Masterwork Longsword Two-hand +7 (1d8+12(19-20x2))
Ranged
Longbow +5 (1d8(20x3))
Special Attacks Power Attack (already calculated), Cleave (-2AC)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 13, Con 16, Int 12, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 19
Traits N/A
Drawbacks N/A
Feats persuasive, power attack, cleave, intimidating prowess, improved unarmed strike, improved grapple
Skills (16 points; 8 class, 4 INT, 4 human) No background
ACP -15 (10 tower shield, 5 masterwork half-plate)
*ACP applies to these skills
*acrobatics -12
bluff +0
*climb -7
diplomacy +2
handle animal +5
intimidate +12
*stealth -12
survival +5
*swim -7
Languages Common, Varisian
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SPECIAL ABILITIES
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Bravery +1
Armor Training +1
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GEAR/POSSESSIONS
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Masterwork Longsword
Masterwork Half-Plate
Tower Shield
Longbow
Sandpoint Guard Tabard
Fighter's Kit
Tent
Small Painting of Riddleport
Money 50 GP 0 SP 0 CP
Childhood and Adolescence
Orik grew up as an orphan on the rugged streets of Riddleport. A haven of pirates, mercenaries, bandits, and Thassilonian scholars. In order to survive the bullying and outright muggings, Orik fell in with a gang who decided to train the hulking kid as a fighter. Things were going relatively well as a hired muscle until he killed an alchemist in a dispute over a bogus love potion. He was swiftly run out of town by the gang of the alchemist, which is when he took up the mercenary life escorting caravans as a means of getting wealth.
Within the last year
Orik continued his life as a caravan guard until the age of 25. He had just finished a job in Magnimar and was absolutely furious that he had been cheated out of most of his earnings. The government of Magnimar took no interest in his plight, and despite his anger Orik knew well enough that violence would not get him anywhere but the prisons. He had even been saving up for a set of beautiful half-plate in Magnimar (which he really needed since the goblins were getting out of hand). With mirth he started looking for another contract, when he was contacted by a stunningly beautiful woman with pure white hair. She didn't say what the job was beyond being a bodyguard, but she was paying him in platinum, half in advance. Orik couldn't resist. He signed his name as best he could on the bottom line (he can't read or write beyond his name), bought that set of half-plate he wanted, and followed his new employer named Nualia.
Time with Nualia
Orik was hired alongside a powerful male Shoanti barbarian and a scantily clad Varisian woman. They met up with the white haired Nualia (Orik has no idea what an Aasimar is), and her lover (much to his disappointment) a half-elf named Tsuto.
Nualia eventually revealed that her goal was to raise Sandpoint to the ground and sacrifice it to her patron, the Mother of Monsters Lamashtu. They were to hide in a goblin den and excavate the ruins in search of a powerful beast tied to the worship of Lamashtu, then offer it freedom in return for destroying Sandpoint. There were other factors at play too, but Orik liked the plan less and less.
Orik lost interest in the beautiful but crazy cultist fanatic who already had a lover, and set his sights upon Lyrie, the Varisian scholar. Though the pay was good, Orik was bored out of his mind, and thoughts of Lyrie easily crossed his mind to keep him... ahem... occupied. He never had the courage to talk to her, and was shocked when he finally learned that Lyrie was collecting bits of Tsuto's hair, nail trimmings, and other discarded items. She was absolutely obsessed with him. In his anger and frustration, Orik considered killing Tsuto so Lyrie could fall into his bed, but he never really planned anything. Soon word of Tsuto's death fell upon his ears, but he didn't have time to do much about it when the goblin slayers attacked.
Time with the party
After being spared by the goblin slayers, Orik relinquished his feelings for the now-dead Lyrie and the cultist Nualia. He was wounded in the cathedral of Sandpoint after a fight with ghosts. Orik spent those few days in depression. Is there a place that he belongs. Will he find a job where people aren't crazy and won't cheat him. Will he finally lose his virginity, and perhaps even fall in love with someone who actually loves him back. He could probably get back on the road with another caravan, but something was tugging at him. This strange band of misfits, and their leader Helgarr. He had never been interested in muscular women, but in Helgarr he saw the same independence, confidence, and intensity that he had been attracted to in both Nualia and Lyrie. She was still fairly feminine, and soon Orik fell in lust... I mean love. Helgarr even helped him find employment that kept him near her, and they even had a lunch together (which Orik thought of as a date).
Orik's main motivations are money (which grants him the strength to survive in a cruel and brutal world), and women (which satisfies his desire to belong, and his sexuality).
He's certainly strong and resilient, but he suffers in many other departments. He's illiterate, a bit of a brute, dimwitted, and his lust for money (power) and women is both misplaced and usually gets him into trouble.
Orik tries to live by the notion: "You treat me well, I treat you well." He keeps his promises and obeys the law only because he doesn't want to get in trouble or lose the respect of his peers. He never subscribed to the ideals of love or peace, but he finds disgust in those who go out of their way to cheat, hurt, and trample over others (especially him). Orik doesn't care much about deities in his day-to-day life, but acknowledges Desna for safe travel, Gorum for a decisive victory, and Calistria so that he might some day get laid.
Orik is both very tall and sturdy. He suffers from 'resting grump face', which is only enhanced by his 5 o'clock shadow stubble. He likes to wear hats and helmets because it hides his receding hairline. Orik usually has to duck under doorways and ceilings, and he has the unfortunate habit of breaking things with his immense strength. An introvert at heart, Orik normally wants to keep to himself and stay quiet, if only because his ideas sound much better in his head than out of his mouth.

DM TreasureFox |

Starting on the 16th I'm going to be away on a quasi-vacation to the other side of Canada. My grandfather is passing away and my family is travelling out to see him. I'll be back on the 29th. Unfortunately, internet isn't going to be a thing where I'm headed, so its very unlikely that I'll be able to post at all.
Just before I leave, I'm thinking of putting you guys in a flash-back scene in the Rusty Dragon, likely just having breakfast. It'll give you guys an opportunity to talk with one another without waiting on me to further the plot. There you can get to know one another much better.

Helgarr |

Sorry to hear about your grandfather Fox. I can only wish you and your family all the best.
Do not worry about the game for now, just be with your family.
We'll be here when you are back.

Cleo Gingerberry |

Yes sir. Family first, gaming somewhere after that. Good luck.

DJ TPK |

M!++ f++++%. After I rolled thst critical fail, i went to another game and critted one of my players. I maxed both damage rolls and one shotted the little b#&&! and his buddy. Then I coup de graced him for good measure as he was out of the game anyway.
They were goblin whelps who were old enough to be let out of their cages and they tried to eat and nearly killed the Whelp Wrangler