A more Savage Sandpoint. A new look at an old friend.

Game Master PoorWanderingOne


101 to 150 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Scarab Sages

Cool cool. I'll try to assemble everything in one place this evening.

A general question for anyone who may have experience or opinions related to this. Is thrown weapon a viable combat option in SW?

The main thing I'm debating with myself at this point is combat style. I had sort of assumed melee at first, but that seems to be well covered now. Archery is an option of course, but daggers and handaxes? It would fit nicely with the idea that Rhodel learned most of what she knows about handling weapons while traveling with the Varisian caravan after fleeing Korvosa, and that would be trick shot type things for shows.


rdknight wrote:

Cool cool. I'll try to assemble everything in one place this evening.

A general question for anyone who may have experience or opinions related to this. Is thrown weapon a viable combat option in SW?

The main thing I'm debating with myself at this point is combat style. I had sort of assumed melee at first, but that seems to be well covered now. Archery is an option of course, but daggers and handaxes? It would fit nicely with the idea that Rhodel learned most of what she knows about handling weapons while traveling with the Varisian caravan after fleeing Korvosa, and that would be trick shot type things for shows.

Throwing knives/axes are a very viable combat choice. You will always have an ammunition problem but fights rarely last too long. The main issue that prevents thrown weapons being viable in Pathfinder does not come up in SWPF. This game is NOWHERE near as gear dependent as Pathfinder so you do not need to have evermore powerful magic weapons in order to stay functional. Additionally very few opponents are immune or otherwise resistant to normal weapons.

Also important is the fact that you are not as locked in to a combat choice as you are in Pathfinder. 2-3 edges and a good athletic skill is all you need and that is stretched over 20 advances. And none of those edges or skill dice are wasted if you change your mind. Athletic is used for much more that throwing things and the edges likewise are multi use. I’m thinking things like Rapid shot which gives you two knives thrown a round applies equally to bow use should you change your mind.
I have seen a thrown weapon and grapple focused character in a Deadlands game. They were a horror in a fight.


Poor Wandering GM wrote:

Jzero Katzu

Very nice interlude. Thank you.

Do you think you will be sticking with Jzero? Not that I mind you giving me NPC's :7)

I'm quite looking forward to running him, not that I can see he will fit well with the other PCs. I got him a katana just to add to the Dragon Empire vibe. His unarmed combat attacks should be better, but he may need something to cut through stuff or look more intimidating.


1 person marked this as a favorite.

While I'm note going to work the details out, I did a pass through the core rules and I think an interesting character could be developed without any of the class edges, focusing on skill uses. Would probably start with human with Scholar, Thief, and Healer edges, getting the related skills as high as possible. Would give just enough strength to manage reasonable amount of armor and during combat would focus on Support actions or tests to affect enemies.

With higher levels could come increasing skills and attributes as needed or use edges that support the most useful skills. It might be fun to take the Elderly hindrance to represent someone who has been around long enough to know some things (and get the 5 extra smarts-based skill points).


Clbsch73 Support focused characters are quite viable in SW. The retired general with Command and a few Leadership edges. The Con artist/friendly ordinary person with good persuasion and Work the Room.
And that is not counting the good old skill monkey.

I mean you might get captured/beat up every now and then because direct combat is not your cup of tea but once you start tossing thise Supports and Tests the other PC's will move heaven and earth to keep you in the game.


Jzero Katzu wrote:
Poor Wandering GM wrote:

Jzero Katzu

Very nice interlude. Thank you.

Do you think you will be sticking with Jzero? Not that I mind you giving me NPC's :7)

I'm quite looking forward to running him, not that I can see he will fit well with the other PCs. I got him a katana just to add to the Dragon Empire vibe. His unarmed combat attacks should be better, but he may need something to cut through stuff or look more intimidating.

I have confidence the party will gel pretty fast.


ZenFox42

Vow:
So I was looking at your character and I have a question or two about your Vow hindrance. Did you make your vow to anyone? A god an order of Paladins/Hellknights etc. What happens if you break the vow?
Given that thanks to exploding damage dice [i]any[/] lethal attack has the possibility to kill it's target how do you see this hindrance differing from major Pacifism?


Jzero Katzu wrote:
Poor Wandering GM wrote:

Jzero Katzu

Very nice interlude. Thank you.

Do you think you will be sticking with Jzero? Not that I mind you giving me NPC's :7)

I'm quite looking forward to running him, not that I can see he will fit well with the other PCs. I got him a katana just to add to the Dragon Empire vibe. His unarmed combat attacks should be better, but he may need something to cut through stuff or look more intimidating.

We can be katana buddies!

Though Mirri's katana is probably a lot smaller than Jzero's, given she is several feet shorter than he is.

And Mirri will definitely be using her katana (mostly to stab people in the back).


Poor Wandering GM wrote:
Just checking in we only have 2 Interludes. I would love to see some more.

I will have Tempest's brooding 'fear' post up shortly; he is obsessed with abjuration, well anti-abjuration: mostly he just wants to make sure his powers are never taken away ... again.


Irnk, Dead-Eye's Prodigal wrote:
Poor Wandering GM wrote:

Irnk

Sorry only one core class edge per rank with creation counting as Novice. The wording on pg 43 is assuming you took the free class edge at creation.

Looking forward to your Interlude.

Yeah, I anticipated such. That being the case, given that the more I think about this guy, the anger management issues seem more core to the concept, so I'm gonna start him Barbarian & grab Brawler & Brawny. Maybe he'll find some measure of self-control with some Seasoning...

Having 2 characters in play with self-control issues could be incredibly fun ...


Regarding multi-classing, if Clebsch's intent is to get the Healing Power, couldn't he take the Monk Class Edge, *and* the AB/Miracles Edge at Novice level? Since it's not a Class Edge, he should be able to take both in the same Rank. And it's a form of multi-classing. Unless I've missed a subtlety of the rules...


PWGM :

"Bloodline abilities carry over into shapechanged forms just like every other edge."

So does the bloodline still affect the form of the creature? What if I want to sneak into some bad guys' lair as a rat? If I don't look like a regular rat, it'll be a dead giveaway. If it does affect the form, why are Sorcerers penalized for this and not the other classes?

Regarding my Vow : I am intending to use Powers that only disable opponents from acting (more on that later), but I forgot that my Summoned creatures could easily kill opponents. So I'm changing Vow to Code of Honor ("doesn’t abuse or kill prisoners"). Since it specifies prisoners only, killing during combat shouldn't be a problem, yes?


ALL - about Healing :

The Healing Skill can only be used once by a PC on a specific victim. The Healing Power can be used on the same victim for as many times as the caster has Power Points.

A Healing Skill of d4 is pretty much useless, because the number of Wounds subtracts from the roll, so a d4-1 has a 50% chance of Success, and d4-2 has as 32% chance of Success.

We either need someone to bump their Healing skill up to d8-d10, or get a Cleric (which would be better anyway because of the repeat tries)!


My PC:

Name : Ceri

Attributes
-------------
Agility : d6
Smarts : d6
Spirit : d8
Strength : d6
Vigor : d6

Race : Half-Elf
--------------------
Languages: Common and Elven.
Get a free reroll when rolling to resist enemy powers.
Start with a d6 in any one Attribute (Spirit).
Ignore penalties for Dim and Dark Illumination.

Skills
-------
Athletics : d6
Common Knowledge : d4
Fighting : d6
Healing : d4
Notice : d6
Persuasion : d4
Riding : d4
Spellcasting (Spirit) : d10
Stealth : d6
Survival : d4

Derived Stats
-----------------
Pace : 6”
Parry : 5
Toughness : 7(2)
Encumbrance : 40 lbs.

Hindrances
---------------
Code of Honor : keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect.
Heroic : always help those in need

Edges
--------
Free Class : Sorcerer (15 PP)
Extra Spells
Arcane Armor

Class
-------
Sorcerer
Bloodline : Elemental, Air – allows Flight at a pace of 6”

Powers
----------
Deflection
Power Points: 2
Range: Smarts
Duration: 5
Foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Entangle
Power Points: 2
Range: Smarts
Duration: Instant
Hardness : 8
If successful, the target is Entangled. With a raise, he’s Bound.
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template or use the Stream Template.
DAMAGE (+2): Entangled targets take 2d4 damage at the end of their turn.
DEADLY (+4): Entangled targets take 2d6 damage at the end of their turn.
TOUGH (+1): The entangling material is particularly resilient. Increase its Hardness to 10.

ILLUSION
Power Points: 3
Range: Smarts
Duration: 5
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting. The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
AREA OF EFFECT (+1): The illusion’s area of effect is increased to the size of a Large Blast Template.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. The caster may use her actions to make the illusion to “attack” an individual. This is an opposed roll of the caster’s arcane skill versus the target’s Smarts (at −2 if the power was activated with a raise). If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation). The caster may attack
additional foes as Multi-Actions. She may not use other combat maneuvers, such as Called Shots or Wild Attacks (though it may look that way!)
DURATION (+2): The Duration is measured in minutes.
MOBILITY (+1/+2): For +1 Power Point, the illusion can move (and fly) at a Pace of 12, or 24 for +2 Power Points. This is a limited free action.
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.

Shape Change
Power Points: Special
Range: Self
Duration: 5
Allows the caster to take the form of one of the following creature types: Animal, Elemental, Humanoid, Plant.
Novice : 3 PP, Size -4 to -1
Dog/Wolf(-1), Venomous Snake(-3), Bird of Prey(-2), House Cat(-3), Bird(-4), Mouse(-4), Goblin Dog, Goblin Snake, Kobold, Dire Rat, Wolverine
Goblin(-1), Gnome(-1), Halfling(-1), Kobold
Elemental : ignore additional damage from Called Shots, ignore 1 point of Wound penalties, don’t breathe or eat and are immune to disease and poison.
Air : Can maneuver through any non-solid surface, pass through cracks in doors or windows, bubble through water, etc. Can fly at Pace 12″.
Earth : Armor +4: Rocky hide. Burrow (10″): Earth elementals can meld into and out of the ground.
Fire : If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes 1d6 damage. Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills (though he may not be able to use some or all of them depending on the form—GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills. A creature's natural abilities are conferred, but innate powers and Arcane Backgrounds aren't. With a raise, the caster can increase the creature's Strength and Vigor by one die type each. Casting spells is at -2.
DURATION (+1): The power’s Duration is measured in minutes instead of rounds.
TRANSFORM (+2/+3): The power may affect a willing target at a Range of Touch for +2 or Smarts for +3 (the Range Modifier may increase this further).

GENERIC MODIFIERS
RANGE : double the power’s listed Range for +1 Power Point, or triple it for +2.
SELECTIVE (+1) : the caster can choose not to affect any individual targets within a power’s area of effect.

Gear (300 GP, 40 lbs)
---------------------------
Leather jacket : +2 AP, 11 lbs, 20 GP
Leather leggings : +2 Armor, 8 lbs, 20 GP
Dagger, cold iron : d6+d4 damage, 1 lb, 4 GP
Sling : 4/8/16, d6+d4 damage, 1 lb, 0 GP
Sling stones : 40 count, 2 lbs, 0.2 GP
Tindertwig : 0.1 lbs, 1 GP
Potion of Healing : 0 lbs, 150 GP
Bedroll : 5 lbs, 0.1 GP
Blanket : 3 lbs, 0.5 GP

Miscellaneous :
Chalk : 0 lb, 0.01 GP
Whistle : 0 lb, 1 GP
Mirror : 0.5 lb, 10 GP
Oil : 1 lb, 0.1 GP
5 empty sacks : 0 lb, 0.5 GP
2 vials : 0 lb, 2 GP
2 spikes : 1 lb, 0.2 GP

Above totals : 34.6 lbs, 209.6 GP

Could not find in gear list :
Wire, twine, several small bells, marbles
Sack of flour : 1 lb, ? GP

(Horse & Gear : 87 GP) - for the future

Background
----------------
As a young half-elf, known for her agility, keen senses, and affinity for nature, she was drawn from an early age to the ancient teachings of her Elvish clan, learning the secrets of the forest and harnessing her innate magical abilities. As a child, she spent her time communing with the spirits of the forest and seeking guidance from the wise elders. As she grew older, she felt drawn to leave her secluded existence and venture out into the rest of the world. Seeing the darkness and suffering, she became a valiant protector. She ventured into treacherous realms, battling dark creatures that threaten the harmony of the land. Amidst the perils and quests, she discovered her true purpose lies in restoring balance to the realm.


Jzero Katzu wrote:
Poor Wandering GM wrote:
I'm quite looking forward to running him, not that I can see he will fit well with the other PCs. I got him a katana just to add to the Dragon Empire vibe. His unarmed combat attacks should be better, but he may need something to cut through stuff or look more intimidating.

That should have read, "not now that I can see he will fit well with the other PCs."


ZenFox42 wrote:

ALL - about Healing :

The Healing Skill can only be used once by a PC on a specific victim. The Healing Power can be used on the same victim for as many times as the caster has Power Points.

A Healing Skill of d4 is pretty much useless, because the number of Wounds subtracts from the roll, so a d4-1 has a 50% chance of Success, and d4-2 has as 32% chance of Success.

We either need someone to bump their Healing skill up to d8-d10, or get a Cleric (which would be better anyway because of the repeat tries)!

You know the rules better than I, but I just looked at the rules for mending wounds with the healing skill and I don't see anything that subtracts the number of wounds from the roll. If the healer is wounded, then his/her/their wounds would subtract.

I will get a healers kit for Jzero, but he's mostly just a back-up.

I believe one character in development is an inquisitor. I believe they have healing power on their power list.


Rules question: p. 206 of SWPF Core Rules says, "If two sources would increase a Trait, use only the highest modifier (effects don’t stack). Increases to a Trait from a magic item’s effects don’t count for determining Trait Advancements. They do affect secondary statistics like Parry or Toughness, however."

Jzero has a +1 to toughness from a monk ability and also +1 to toughness from the Brawler Edge. Does these stack?


I dropped one of Rhodel's powers and took Healing instead.

Her profile is just about finished. I have a little more to go on background and need to purchase gear.


PWGM

Spoiler:

Guess I didn't read the hinderances as closely as I should have. I thought sending much of my loot to care for my mother, and visiting as often as downtime would allow would suffice, but that wouldn't be 20 hours a week. I'll switch the hinderance to Loner, as Lucien probably doesn't make friends easily so learned much on his own.

I see you point on Vengeful. I'll change it to Vow. Before Niko passed away, Lucien promised to do everything he could to eradicate any Intelligent undead he encounters.

Changed Vitality to Vigor... duh!!!

The Inquisitor mentions Common Language, which I guess in the Inner sea area is Taldane, I'll take that and Varisian as my other INT known language.

I'll remove the Riding skill. Just miscounted somewhere along the way.

I'll change the weight on the Scimitar. It was originally a light mace, but I changed to a scimitar due to the association with Saranrae, and just missed changing the weight.

As far as the Lucern Hammer... Lucien is working out with it, and learning to use it... but it requires a d12 STR to use. I didn't add it to gear since he doesn't use it, and it would never be sold, but he will try to increase his STR till it gets to the point where he can wield it. I figured Halberd, then Glaive, then finally Lucern hammer as he grows into his Strength.


Jzero - sorry, the previous version of SW ("SWD") applied both the victim's AND Healer's Wounds to their roll. I knew SWADE had removed one of them, and just remembered wrongly as to which one.

Rhodel - THANK YOU!!!

PWGM - I just read somewhere that the PF Advanced Player's Guide re-defines the effect that being Entangled has :

PF Core Rules : Entangled : can’t move and is Distracted as long as he remains so.

PF/APG : Entangled: The victim can’t move and is Vulnerable as long as he remains Entangled.

Can you confirm this? If it is true, which version will you use?

Dark Archive

Poor Wandering GM wrote:

Joseph Martin 681

Nicely done. I can't seem to find anything about "L"obarians. I did find stuff on "I"obarians, and they seem to come from Mendev.

Typo or am I missing something?

That's it. I was viewing wikis and it was hard to tell if that was an 'L' or an 'I'. :)

Should have version 1.0 of the character done later toy or tomorrow.

Dark Archive

Jzero Katzu wrote:

Rules question: p. 206 of SWPF Core Rules says, "If two sources would increase a Trait, use only the highest modifier (effects don’t stack). Increases to a Trait from a magic item’s effects don’t count for determining Trait Advancements. They do affect secondary statistics like Parry or Toughness, however."

Jzero has a +1 to toughness from a monk ability and also +1 to toughness from the Brawler Edge. Does these stack?

Those should stack.


Alright, I believe all the essentials are done and in the profile now. I'll probably embellish on her fluff somme more as I find time.

@GM:There are a couple of things I'll send you a PM about, obvious questions arising from the background and hinderances.


Version 1 of Velrek. Will get some background info and more soon. Oh, need more languages as well. :)


Lucien Voduca

Poverty seems perfect for this situation. It's not that you are poor you just send all you money home through a, say early banking network/trading company/mail service.

At least that is where my mind went.

OOOOooooo Loner is nasty. It fits like it was custom made for you, but this Hindrance earns it's major status.

Let me know when you are ready for me to take another look.


ZenFox42

Re bloodline. Nope. All trace of the house rule is expunged. Things work exactly as written. And Sorcerers were not being singled out, you were just the first person to take the Shapechange power and you happened to be a sorcerer.

Code of Honor. Does allow you to kill in combat. Killing by stealth or attacking when you have an overwhelming advantage without offering quarter... is more iffy. This hindrance spawns a good number of edge cases.


Jzero Katzu wrote:

You know the rules better than I, but I just looked at the rules for mending wounds with the healing skill and I don't see anything that subtracts the number of wounds from the roll. If the healer is wounded, then his/her/their wounds would subtract.

I will get a healers kit for Jzero, but he's mostly just a back-up.

I believe one character in development is an inquisitor. I believe they have healing power on their power list.

A d4 in healing is quite functional. It gives you a 50% to cure one wound and a 17% for two. It is also good for diagnosing diseases/poisons and it is the crime scene skill as regards to the body. If nothing else it lets you make support rolls while other folks are on the mend a +1 or +2 on those natural healing rolls can really shorten recovery time.

This edition dropped the penalty for the targets wounds. The healers wound penalty still applies.


Jzero Katzu wrote:

Rules question: p. 206 of SWPF Core Rules says, "If two sources would increase a Trait, use only the highest modifier (effects don’t stack). Increases to a Trait from a magic item’s effects don’t count for determining Trait Advancements. They do affect secondary statistics like Parry or Toughness, however."

Jzero has a +1 to toughness from a monk ability and also +1 to toughness from the Brawler Edge. Does these stack?

Those stack, the bit on Pg206 applies only to magic powers & items.


ZenFox42

Re: Grapple & Entangle. You are correct. It is also now a flat Athletics (or Strength at -2) roll rather than an opposed roll to escape Bound or Entangled. But you only get one shot. You can still cut your way out and they clarified that weapon attacks auto hit when you are attacking the net holding you for example.

We will be using the updated rules in the Advanced guide.

Re:Updated rules this is for Everyone. In the unlikely event it matters overmuch the Advanced guide also clarified Touch range powers, you use your spellcasting/faith roll to beat your target's parry. And they fixed Armor Restriction/ Interference.

Restriction no longer applies the -4 to anything. It simply renders the edge it is attached to, and any edges that have that one as a prerequisite, useless until you remove the offending item.

Interference now only applies the -4 to your power activation skill (spellcasting, faith, performance ect). However it also renders the edge it is attached to, and any edges that have that one as a prerequisite, useless until you remove the offending item.

Apart from some power costs getting re-balanced I think that is everything that changes. I still strongly recommend snagging the book if you can because it also adds a great deal of new shiny stuff to the game.


I just got rid of Vow and used Loner as a major hindrance. Should be ready for further review.


Rhodel Gantier wrote:

Alright, I believe all the essentials are done and in the profile now. I'll probably embellish on her fluff somme more as I find time.

@GM:There are a couple of things I'll send you a PM about, obvious questions arising from the background and hinderances.

Got the PM very clear and helpful. <rubs hands gleefully>


ZenFox42

Character Review:

~Hindrances. All good. They overlap a good bit but that should not be a problem

~Attributes. All good.

~Edges. All good.

~Skills. You appear to be one over. What I see:

Athletics : d6 1 point
Common Knowledge : d4
Fighting : d6 2 points
Healing : d4 1 point
Notice : d6 1 point
Persuasion : d4
Riding : d4 1 point
Spellcasting (Spirit) : d10 5 points
Stealth : d6 1 point
Survival : d4 1 point

This gives a total cost of 13 out of 12 points. Did I make an error or does something need trimming?

~Other stats and abilities. All good.

~Powers
Entangle got an update in the Advanced guide.
Rank, Power Points, Range, Duration, School, Trappings and Modifiers are the same as the SWPF core version.
The text between Trappings and Modifiers is replaced with the following.

"Entangle restrains a target with ice, bands of energy, vines, disembodied hands, etc. If cast successfully, the target is Entangled (or Bound with a raise on the arcane skill roll). Victims may try to break free on their turn as detailed under Bound & Entangled (see Pathfinder for Savage Worlds and the update on page 6 of the advanced guide). The restraints are Hardness 8. Due to the nature of this power, the victim can ignore the restriction of attempting to break free once."

Illusion, Deflection, and Shapechange are unchanged. REmember to choose your Complex Cantrips if you want any. You have 3 to choose. You got an extra for the New Powers Edge.

~Gear. Weight is correct but double check the cost I'm getting 211g 4s 1c.
For the not in the book gear go ahead and use the Pathfinder equipment lists and note anything that is from a non SWPF source so I can give it a gander.

~Background. A little thin but that is cool. Does Ceri have a last name? Do they have family that they care about/are in contact with? Where are they from? Do they think the past and where they are from is important or are they more living in the moment? Does anyone care about them? Do you Zen want the character's history/backstory to be part of the game?

Overall review. A couple of tweaks but nothing major. Let me know what changes you make to balance skills.

Illusion:
Because I have seen this power cause consternation I want to let you know how I see it. My main concern is that folks try to use Illusion as Invisibility or Deflection. Illusion cannot duplicate these powers.
This means that Illusion cannot remove anything. It can cover it up but if something is there before the Illusion activates there has to be something in the same place after the Illusion activates. So creating a illusory smoke cloud to cover a person and block line of sight is fine. Simply erasing a person from the scene is not. "Creating an image of the room just with out us in it." Is no-go. An empty room full of furniture that all of you are hiding behind/in is perfectly fine. "I am here but appear 2 feet to the left" is also a no go because it would be turning the real you invisible and that is a separate power.

Blocking line of sight. Using an illusion to block line of sight in a combat or stressful situation does grant the viewers the normal Smarts roll to see through. There will frequently be bonuses or penalties assessed to viewers Smarts rolls based on how blatant/clever/concealed/entertaining the illusion is. This will be done on a case by case basis and will be subjective.

Those are my currant thoughts on this frankly amazing power. You mentioned earlier that you had some thoughts. I would love to hear them.


Jzero Katzu

Character review, Sorry I thought I did this earlier:

~Hindrances. That is a popular combination. All good.

~Attributes. All good.

~Edges. All good.

~Skills. All good. Note that if you ever do increase your Agility you do NOT get the extra skill point you spent on fighting back. It is just gone. There is no problem with spending to take a trait over it's linked attribute it's just expensive.

~Other stats and abilities. All good. Note you will start with 3 bennies.

~Gear. All good

~Background. Solid

Overall review.
I love the accounting sections. It makes this so much easier.


Rhodel Gantier wrote:

Alright, I believe all the essentials are done and in the profile now. I'll probably embellish on her fluff some more as I find time.

@GM:There are a couple of things I'll send you a PM about, obvious questions arising from the background and hindrances.

Ready for your closeup?

All together for your review?


Velrek Savage PF

How is this coming? Ready for review?


Poor Wandering GM wrote:
Rhodel Gantier wrote:

Alright, I believe all the essentials are done and in the profile now. I'll probably embellish on her fluff some more as I find time.

@GM:There are a couple of things I'll send you a PM about, obvious questions arising from the background and hindrances.

Ready for your closeup?

All together for your review?

Oh, all the character sheet information is in Rhodel's profile. It's a bit long for putting into a post. Either click on the avatar link or this one:

Rhodel Gantier

One thing I forgot to mention in my PM is why Rhodel has Azlanti as a language. High Chelaxian Opera, the old classics, are written and still performed in Azlanti. Of course Rhodel would want to read them, and possibly perform them some day.


Poor Wandering GM wrote:

Joseph Martin 681

Nicely done. I can't seem to find anything about "L"obarians. I did find stuff on "I"obarians, and they seem to come from Mendev.

Typo or am I missing something?

FYI: PF AP Kingmaker Book 3 has a section in the back on Iobaria: Geography, history, people, etc.

There is also some information on a sub-region in the PF AP Reign of Winter Book 3, it takes place in Iobaria and has a section in the back that describes the region.

I can look stuff up for anyone with a question about something specific.

For that matter, I have most of the books that have information on Golarion. If anyone needs information for background, let me know.


PWGM - I use my own spreadsheet to create PC's, and did something wrong in it which said that Spellcasting cost 4 points. I've dropped Riding.

I remember reading your post about Complex Cantrips, but when searching these web pages with my browser's Find function, it doesn't show up. Can you tell me the date and time of the post?

I found Twine and marbles in PF 2.0 Player's Guide, and made up values for the bells and flour :

Twine(0.5 lb, 0.01 GP, 50 ft), several small bells (0 lb, 1 GP), marbles(2 lb, 0.1 GP), sack of flour (1 lb, 0.1 GP)

Bringing my totals to 38.1 lbs, 212.62 GP.

Her family lives in Aiudeen, but I'm not familiar enough with the world to name a specific area or clan name.
Her last name is Featherwing (this is not her clan name, she keeps that a secret, she picked a last name for human convention).
She cares about her immediate family deeply, and has visted them since she left to go adventuring a few times, but it's been a while since she went back.
She lives for the future, where all the darkness that's invaded Golarion is gone (and some of it by her hand).
What does it mean for her history to be "part of the game"?

I have no problems with your list of what Illusion can't do, I wouldn't have tried any of them in the first place. But I will be trying some wacky stuff, so feel free to tell me I can't do it.

Can I see thru my own illusions? I would think so...

So, creating illusory furniture (or rocks, boxes, crates, etc.) to hide behind/inside is ok? Then is creating an illusion of the back wall of the room, 3 feet in front of the real wall, that we are all hiding behind ok?

I am somewhat concerned with your comment "Using an illusion to block line of sight in a combat or stressful situation does grant the viewers the normal Smarts roll to see through." It's my understanding that a viewer only gets a Smarts roll if they "contact an illusion or doubt it’s real". So just seeing me conjure a smoke cloud to block line-of-sight doesn't automatically give every viewer an option to disbelive, because they have no reason to assume it's not a REAL smoke cloud. I mentioned earlier a document I wrote about how to handle illusions, mostly about when viewers get a Smarts roll to resist, it's HERE. I'd appreciate it if you'd give it a look-over (the relevant guidelines are less than a page and a half long), and then let's discuss it.


At this stage in the recruitment, It's nice to have an idea of characters submitted. Here's what I can tell so far.

Mirri Brightstep: Female Gnome Rogue
Ciri: Female Human Sorcerer
Velrek: Male Human Fighter
Lucien Voduca: Male Dhampir Inquisitor
Rhodel Gantier: Female Human Bard
Jzero Katzu: Male Human Monk
[Irnk]: half-orc barbarian

Looks like a good spectrum. Will the game have a limited number of PCs?


ZenFox42 wrote:


Her family lives in Aiudeen, but I'm not familiar enough with the world to name a specific area or clan name.

I know my way around the Golarion setting pretty well so maybe I can help you with this. Ciri is Half-Elven? You'd need to make a couple of decisions about how far away from the starting location of Sandpoint you want to be from originally, but with that done, I'm sure we can find your home. :)

First, "Aiudeen" isn't a place, but a type of elf:

Aiudeen: This is the most common elven ethnicity in the Inner Sea region. When people around the Inner Sea think of "elven culture," they are typically thinking of Aiudeen culture. Aiudeen are the descendants of the elves who returned to Golarion in the 27th century using the Sovyrian Stone. They are sometimes called "returners".

So, just in case you don't know, elves are treated quite differently than the usual for Golarion in terms of their origins. They are actually aliens to the planet. For the term "Aiudeen" to make sense, you can read about elves here to clear up the whole leaving and returning thing.

Pathfinder Elves

We will be in a particular region called Varisia. Since you mentioned belonging to a clan or particular large family, the most logical place Ciri would be from if she's from the region would be the the Mierani Forest, which is the largest territory held by elves anywhere in the area. It's north of Sandpoint, maybe a week or 10 days travel. Mierani is an organized and recognized political entity.

If you're looking for something smaller, maybe more clannish or tribal, it would need to be created. But of course you can do that. Good candidates would be the Sanos Forest in the middle of Varisia if you like the idea of lots of Gnome neighbors. The Churlwood, some distance northeast of Sandpoint could work if you want a more wild and dangerous homeland.

I mentioned those options first because it sounds like you're talking about some kind of established elven settlement. But many elves live in other places, mixed with humans. The major cities of Varisia are Korvosa, Magimar (closest to Sandpoint), Riddleport, and Kaer Maga. Plenty of smaller towns and villages around, so you could make one up if you like. But humans are in the vast majority in Varisia. If you want to go this route, we can find you a place on the map.

One thing you might want to keep in mind, half-elves typically don't get lots of love in Varisia:

The half-elves of Varisia face a lot of prejudices from both parental races, so they often prefer the harsh life in anarchic Riddleport or even a nomadic existence with the native Varisians and even the Shoanti to the life in the towns of southern Varisia. Life is especially depressive in Korvosa where they tend to be the most pitied offspring of lustful Mierani ambassador Perishial Kalissreavil and a lot of bored young noble women from the Korvosan upper class.

Of course you're not bound by any of this, in making your backstory. Also, if you're from farther away, outside Varisia, almost anything is true somewhere out there. If you want a particular kind of home and give me the specifics, I can probably find a match for you.


Poor Wandering GM wrote:

Velrek Savage PF

How is this coming? Ready for review?

Not quite yet. Hopefully later tonight.


While on the topic of elves in Golarion, there is another group that live in the frozen north (still relatively close to Sandpoint).

Snow Elves


ZenFox42
Check. Riding removed to cover the needed skill point.

Complex Cantrips 15 July, 05:30 pm

Re: gear. Check

Re:History in the game. Some folks like personalized subplots that bring elements of their backstory into the forefront and make it part of the game. My impression from your background was that you were not that interested in something that story heavy. Please correct me if I am wrong. Hope I didn't offend.

Illusion II, Electric Boogaloo:

Looking forward to the wacky stuff.

Yes you can both see and see through your own illusions or any you pass the Smarts check against.

Creating the Illusory wall is fine you will all have to be in the hidden space and there might be a Stealth roll involved depending on the exact situation, but it should work.

I could have worded the LOS thing better, sorry about that. What I meant to say is that someone who is in a combat or stressful situation is paying close attention to their surrounding even if only semi-consciously. If a wall suddenly springs up between them and the person they are trying to kill, they will get a Smarts check. And if say they are aiming an arrow at someone and they suddenly erupt in smoke or that pesky wall springs up they will get a smarts check. Now it say they are a guard and an the alarm has gone off and they are searching for intruders and they pass a room with more clutter in it than it should they may or may not get a check depending on the exact case. Example of not Orc in a dwarven mine they took over last month is not likely to notice some extra statues in the statue gallery. The dwarf from a month ago who has lived in this mine for 60 years, they would get the check. Remember this applies to all illusions. So the flying devil with the enchanted longbow and poisoned arrows using illusion to mask themselves in smoke so the party cannot reach them with ranged attacks. You would get a smarts check if you tried to target them. Goose and gander is a design principle in SW after all.
Does that make more sense?


ZenFox: I'm guilty of baroque backstories for example. Feel free to ignore my post as well if you're not into it. :p


OK great GM I think Velrek is finally to the point he can be checked out.

Note I put his actual background in a spoiler but am fine with anyone checking that out. It might be a little dark...


Rhodel Gantier

Character review:

~Hindrances. All good. Please include the info on your enemy in the hindrance. Just slapping what you sent to be into a spoiler would be perfect. Question on the enemy. How rich was this person? Are we talking about someone who has a nice city house or someone with a nice city house and an estate. Are we talking rich commoner, low nobility, or is this someone that has their own army? I know the real strength in the organization but knowing the circles this person grew up/moves in will give me more of a feeling for their style.

If you do ever remove the enemy will the suspicious go as well? Or has it become so ingrained that at that point it will just be the way you are?

~Attributes. All good

~Edges/Powers All good. Do you have access to the Advanced Guide? I am asking because you took Prestidigitation. It can be winged but without the exact details you might get the occasional 'nope' from the GM.

Powers question. Do you have any Limitations (SWPF Core, pg 168) on any of your powers? You don't need any but I want to check with every power user before play starts.
Second Powers Question. What are your trappings? Do you have a theme? I had a wizard in a PF game where all their spells involved written language. Mage armor for example caused words like "Safe," "Tanned," "cuir bouilli," "Defend," etc. to appear all over his body like tattoos until they were so overlapped that his skin was black as ink. The words faded when the spell was cast but the goblin with the fear of writing and a fascination with magic was entertained. Most trappings have no mechanical effect it is just another way to express things about your character.

~Skills. All good

~Other stats and abilities. All good. Note you will start with 3 bennies.

~Gear. All good

~Background. Solid

Overall review.
A solid character whith good hooks for me to work with.


Jzero's backstory is an open slate. He is newly arrived in Sandpoint from the far land of Minkai (think Japan in relation to Sandpoint's Seattle). Anyone may read his backstory, but I'm open to the GM using his Varisian connection to weave something into the story about his parents or his adopted mother or the Temple master who sent him to Sandpoint saying only his destiny lay there (or not if nothing interesting comes to mind).

He is hence a stranger in a strange land. He speaks common but with a strong accent, having learned it from his mother. He's going to commit a number of malapropisms as he learns the local ways. The GM can indicate what kind of reception this foreigner receives in Sandpoint.


Rhodel - thanks for all your info and ideas. I imagine that my PC grew up in a relatively small, secluded clan, isolated from humans, and that for whatever reason, her being a half-elf wasn't a problem growing up. Perhaps her mother held a well-respected position in the clan?

PWGM - you're right, I'm not that concerned about making my backstory a part of the plot.

Illusion II counterpoints : I still have a problem with "If a wall suddenly springs up between them and the person they are trying to kill, they will get a Smarts check. And if say they are aiming an arrow at someone and they suddenly erupt in smoke or that pesky wall springs up they will get a smarts check." Barrier is an existing Power, so why couldn't that wall have appeared because someone cast it? I would argue that just because something "pops up" out of nowhere is *not* a reason for an automatic Smarts check. If an enemy is approaching, and I create a dozen extra fighters, well, I could be using Summon Ally - again, no reason to automatically get a Smarts roll.

"Paying close attention" isn't a reason to automatically get a Smarts roll. The rules say "a viewer only gets a Smarts roll if they "contact an illusion or doubt it’s real". Since magic can do many different things, it's not unreasonable that things pop up out of thin air whenever a caster is around. I would at the very least say that someone would have to have "reasonable suspicion" (if by only observing what's in front of you, you can state anything that seems to be wrong, any specific reason why what you see couldn't be real) in order to have the doubt needed for a Smarts roll.

Attacking a creature and seeing your sword pass thru it harmlessly creates reasonable suspicion. Or if the wall is a flame barrier, and you're close enough to it to notice that you're not feeling any heat from it. But a stone barrier or cloud of smoke just appearing out of nowhere? Nope, no reason for a Smarts roll until you contact it.

And not to put too fine a point on it, but shooting into a cloud of smoke, you'd expect the arrow to fly right thru it. However, shooting at a stone barrier, seeing the arrow fly thru it constitutes reasonable suspicion.

And, unless they've done some study and know the list of all the available arcane Powers, an ordinary common person isn't going to be able to say "hey, there's no Power that does that".


@PWGM: Hmm, I'd say somewhere on the rich commoner to minor nobility spectrum. Richer than average for that, but keeps a lower profile than he could actually afford. Lots of culty books to read and rituals to perform eats into one's time for a social life don't you know. Also who knows? Maybe he comes off to people as eccentric or possibly not completely sane.

His resources aren't unlimited, but he can afford to have his own people on retainer, maybe a half-dozen of so, and put a bounty out that would attract attention outside Korvosa. Bounty hunters would be willing to travel for it.

What he does not have is the huge network of spies and informants spread out everywhere. His real sphere of influence is limited to Korvosa itself, and as the location moves farther away from there, the blinder he is. He's only a minor hinderance after all.

There are also certain rules, and a certain logic to the kind of robbery it was. Choose a residence too low down the food chain and the risk isn't hardly worth the reward. Dare to go too high up the food chain and you're forgetting you can only take an amount not exceeding what you can carry away concealing in your clothing. Plus there are extra servants about to notice what one is doing. And they my have more influence with law enforcement or other means to really look hard for you. Rhodel chose Molnar incorrectly because he appeared to be within the proper window, but looks were deceiving.

I tend to think the Suspicious hinderance wouldn't go away. There are other reasons involved, and it is the kind of thing that can become more habitual and reflexive than reason based.

I haven't looked at or thought about limitations or trappings until you mentioned them. I'll think about it and see what I can come up with.

101 to 150 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / A more savage Sandpoint. Or a Pathfinder for Savage Worlds Rise of the Runelords. All Messageboards

Want to post a reply? Sign in.