The Tiran's Enclave:
Azzin zin: 40-something yearsd old, tall, Slim white and blue eyed man. He is the representative of the enclave for the issues the true masters of the place don't bother to deal personally. He is soft spoken and calm
The authorities:
Paolo Viscari: 20-something years old wizard. He is scrawny, has lightly tanned skin, blue eyes and an unremarkable face. Paolo works as a freelancer spellcaster for the police.
Others:
Niadra Elberos: 37 years old damphir, tall and fit. She is A moneylender of moderate success in the gem district.
Are Lemmy's other houserules in play? The Sorcerer changes in particular are what I'm concerned with (same spell growth as Wizard, Bloodline spells come on at level new spells are gained).
Lemmy has like a ton of houserules, most of them, I'm not aware of. I would say no to that one since sorcerers are just fine. I do have the houserule that any non-int caster have at least 4 skill points per level.
Yes to free things like power attack and free scalable feets (like getting improved Iron will if you have Iron will and reached the correct level.).
As you wish. I don't have much problem with PF sorcerer, though I think that wizard specialization should have harsher drawbacks in exchange for the extra spell slot.
Honestly, I think it'd be probably be better to slow down prepared casting progression, rather than speeding up spontaneous... But generally speaking, I'd rather buff stuff than nerf...
This is going to be a problem the entire campaign. So, let's implement a voting system.
Choose two options, your 1st one will receive an entire point, the second will get half-point. The option with more points in the end is the one you go after.
M Human (Revised) Shifter 3 - 31/31 hp; AC 23 (tch 12; ff 22); CMD 23; Fort +7; Ref +6; Will +3; Init +2; Perception +6; Sense Motive +6; darkvision
BG skills are basically 2 extra skill points per level that can be used on "non-adventurous" skills, such as craft, heal, kn(history), kn(engineering), linguistics, perform, profession, sleight of hand, etc.
It's a cool idea, although, depending on the campaign, what counts as a "non-adventurous" skills can change. I ended up adopting the rule in my campaigns, as it's pretty fun and not much of a power creep...
To elaborate more on Amber associations, She's not employed by the city, she works independently and works both with the city and the criminal undergrowth, Depending on who's paying more at the time, She knows not to cross the guilds and may even have connections in both organisations but first and foremost she's independent.
I'm finishing writing an article, and as I don't get paid for doing research I have to do it in my spare time and it's in conflict my my posting. So, I'll post on another day.