
| Uret Jet | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Ah yes, Chinese food. The traditional food for a Judaic holiday. ;)

| Hildeborg | 
 
	
 
                
                
              
            
            The generic post to share before attempting to recovery post:
So, I got the flu. Not really over it, yet, but past the worst of it.
I went to get tested to verify it was flu, and the care providers went down the "better safe than sorry hole" a might to far, in my opinion.
Standard questions, designed to check for other, deeper concerns/problems, right? "Do you have any tightness in your chest?" "I've been coughing for about three days at this point, yes, I have a tightness in my chest!" So, they stopped everything about verifying the flu in order to check for a heart attack. Thing is, my fever had just started to break, and I was not only DRENCHED in sweat, but I was still actively sweating that hard. They couldn't get a good EKG read because the contact stickers wouldn't. Stick, I mean.
They called an ambulance and transferred me to an ER, to make sure I wasn't having a heart attack. The ER team was focused on EXACTLY one thing, for obvious reasons. First thing they did different? They took that super medical tape and taped the sensors down. EKG told them almost immediately that there was no heart attack going on. I was still in that ER for nearly 15 hours . . ..
IV fluids. Roughly 2.4 liters of fluid pushed into my system. Breathing treatment. Seems when I arrived in the ER, my O2 saturation was around 82. They started to admit me in order to watch my O2 saturation levels, but after I sat in their ER for that long without any further dips, they accepted it might not still be required and discharged me instead of continuing to wait for a room. Having an asthmatic wife means we have a nebulizer at home, and that helped sell the release, too. Still spending more time asleep than awake, for now.
Missed a couple of Santa gigs the family had lined up. Went to a photoshoot with a family yesterday. I was there for about 10 minutes, just needing to sit and smile, but I stumbled into the house when I got home, completely exhausted. I'm supposed to go get caught in a neighbor's house tonight. Very worried about going. Just as worried about denying their kids.

| Uret Jet | 
 
	
 
                
                
              
            
            What an adventurous nightmare. Hope things worked out for you tonight, mate.

| Uret Jet | 
 
	
 
                
                
              
            
            Anything to add from Emma or Alasyn, or you all set to go? Also, I had a thought regarding something, but wanted to see what you people thought about it first.

| Uret Jet | 
 
	
 
                
                
              
            
            I feel like you pulled a pun against my name, but I can't be sure...
Glad to know we're aet to move. Before that though, to address my thinking. We're in a transitionary part of the story, in between adventuring. If we wanted to add another player for the six we'd planned now would be the most ideal- I recall Jongarret had someone that was interested before we started. What I want to know if you'd all prefer to be a party of five for the momment or not. I'm not sure how everyone else ia feeling now that we've had tike to adjust, and I don't want to do anything insensitive and come across as 'replacing' someone we've lost.
I'd appreciate everyone's thoughts on the matter.

| Kaliban the Forgotten | 
 
	
 
                
                
              
            
            The more the merrier, but I don't think we've encountered any insurrmountable situation where we have been lacking. If anything, if forces us to be more creative.
But, I've no objection should someone come on board.

| rando1000 | 
 
	
 
                
                
              
            
            I don't think it would be insensitive to replace Mark, if that's what you want. He would have done it in a second. That said, I don't think we absolutely need someone else. I don't think there's a crucial role that Black Mary filled that someone in the party can't at least come close at (though I could be wrong).

| Hildeborg | 
 
	
 
                
                
              
            
            Well, keeping player counts at 6ish can be good for PbP, as long as recruiting players stays an occasional event instead of becoming an ongoing task.
I don't know that we need a Ranger, no, but we could certainly use someone with greater healing capabilities. <grin>

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            D would probably still be up for joining if she's needed.
We can probably live with the healing we have. Emma is good at healing, and Dawn will be picking up the ability to do some healing too next level. And we have a wand, I think. More is always nice though.
We could do with some additional casters, I think, either Divine or Arcane. Emma and Alasayn are our only casters now after all.

| rando1000 | 
 
	
 
                
                
              
            
            Yes, we have the wand. I'm planning on acquiring more powerful ones later on, plus my healing should continue to be pretty strong on its own through mid-level.
Since so many of my spells are taken up by healing, and since I have the bard spell list, we are largely limited to one arcane caster (Alasayn), for practical purposes. A full-on Wizard or Sorcerer wouldn't be bad.

| Alasayn vun Alushir | 
 
	
 
                
                
              
            
            There’s definitely some raw spell casting power that Alasayn doesn’t have in spades. I’d have no objections to bringing on another caster type. Any character really, we’ve got most bases at least partially covered.

| Uret Jet | 
 
	
 
                
                
              
            
            Seems overall you are in favor of bringing someone in as an additional caster, so I'd like to ask if you could extend an invitation towards 'D' if you would, Jon?

| Uret Jet | 
 
	
 
                
                
              
            
            I was presuming you'd get back to us fairly quickly like that. Any word from her?

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            Crap, sorry. My wife posted a reply yesterday, I think, but Paizo seems to have eaten it. She's intending to make that Harrower Sorcerer she mentioned in the creation thread, she's just being a little slow due to working on something more life and less roleplay related.

| Uret Jet | 
 
	
 
                
                
              
            
            S'all good. Have her shoot me a message later if Lazio continues to be a problem.

| D_Var_Stars | 
 
	
 
                
                
              
            
            Thanks for your patience while I deal with the technical difficulties and reworking out building a full spellcaster - it's been a while so it's taking me a bit.
Just working on the crunchy-numbers and spells now and wanted to ask if people had any preferences or thought particular spells would be very useful or not much use.
Also, Harrow Bloodline Sorcerers get a boost to divination so mostly leaning towards those spells, but I wanted to check if there are ones the GM would prefer I didn't use as I know some find ones like Detect Alignment cuts out some of the fun.
Name
Harrow Bloodline Sorcerer 2
Chaotic Good Human
Initiative; Perception
--------------------
Defense
-------------------- 
AC 
touch 
flat-footed  (Base +10, Dex +2, +0 Size, + Natural Armour - + Armour)
hp  d6 HP
Fort  
Ref 
Will  
(Base Fort +1 - Ref +1 - Will +3 ~ Con+1 - Dex +2 - Wis +1)
Resistance: None
--------------------
Offence
--------------------
Speed 30ft.
Melee 
[b[Ranged[/b]
--------------------
Statistics
--------------------
Str  11 (1 point buy)
Dex 14 (5 point buy)
Con 12 (2 point buyl)
Int 14 (5 point buy)
Wis  12 (2 point buy)
Cha 18 (10 point buy + 2 Racial Bonus)
Base Atk +1;  CMB   ;  CMD 
---------------------
Magic
-----------------------
Bloodline Arcana: Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Bloodline Powers: Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.
Spells
Cantrips 5 known
1st Level 3 known, 5 per day
Bonus Bloodline Spell Ill Omen You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
Feats
1st - Harrowed a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Racial - Harrow Chosen (Human)  You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
3rd - Fate’s Favoured Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Bonus Feats
Eschew Materials Can cast any spell with a material component costing 1 gp or less without needing that component.
Traits
Racial Traits
Skills  
6 per level + 2 Background. 
Acrobatics - +2 (+2 Dex - 0 Ranks -  Non-Class Skill)
*Appraise - +2 (+2 Int - 0 Ranks - Class Skill )
*Bluff - +4 (+4 Cha - 0 Ranks -  Class Skill)
Climb - 0 (0 Str - 0 Ranks - Non-Class Skill)
*Craft (----) - +6 (+2 Int - 0 Rank - Class Skill  - Background Skill)
Diplomacy - +7  (+4 Cha - 0 Ranks - Non-Class Skill)
Disable Device - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Disguise - +4 (+4 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Non-Class Skill )
*Fly - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Handle Animal - +4 (+4 Cha - 0 Ranks - Non-Class Skil)
Heal - +1 (+1 Wis - 0 Ranks - Class Skill)
*Intimidate - +4 (+4 Cha - 0 Ranks - Class Skill)
*Knowledge (Arcana) - +2 (+2 Int - 0 Ranks -  Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks -  Class Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
*Knowledge (History) - +2 (+2 Int - 0 Ranks -  Class Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Non-Class Skill -- Background Skill)
Perception - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
+Perform (---) - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
*Profession - +1 (+1 Wisdom - 0 Ranks - Class Skill)
Ride - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Non-Class Skill - Background Skill)
*Spellcraft - +1 (+1 Int - 0 Ranks - Class Skill)
Stealth - +2 (+2 Dex - 0 Rank -  Non-Class Skill)
Survival - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
*Use Magic Device +4 (+4 Cha - 0 Ranks - Class Skill)
Languages 
Combat Gear:
Gear:
Cash:
--------------------
Special Abilities
-------------------- 

| Uret Jet | 
 
	
 
                
                
              
            
            I've always found the bloodline to be pretty neat looking, though I've never had the chance to try it out myself. It'll be interesting seeing it played out, I at this time have no issue with the use of divination spells. Some interesting choices in your character build, and clever too. I look forward to seeing how they look finished.
If anyone spotted something concern ing I didn't, you're free to mention it.

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            We will - hopefully - be able to work on updates tonight. We're dealing with stuff like inheritance shenanigans, banking stuff, and the kids. And unlike me and my infinite wisdom, my dear wife doesn't sleep all day and RP all night. Something about not allowing our children to be raised by wolves and YouTube, I dunno.

| D_Var_Stars | 
 
	
 
                
                
              
            
            Just the last of the equipment and languages left to do, will hopefully be done tomorrow.
Character Harrow Bloodline Sorcerer 2
Chaotic Good Human
Initiative +2 Perception +3
--------------------
Defense
-------------------- 
AC 12+2 when moving at least 10 ft a turn
touch 12
flat-footed 10+2 when moving at least 10 ft a turn (Base +10, Dex +2, +0 Size, + Natural Armour - + Armour)
hp 22 HP
Fort  +3
Ref  +4
Will  +5
(Base Fort +1 - Ref +1 - Will +3 ~ Con+1 - Dex +2 - Wis +1, Resistance: +1 resistance bonus on all saving throws)
Resistance: None
Spell DC 10 + Spell Level + CHA Modifier (+4)
--------------------
Offence
--------------------
Speed 30ft.
Melee Boarding Pike +1, +1d8
Ranged
--------------------
Statistics
--------------------
Str  11 (1 point buy)
Dex 14 (5 point buy)
Con 12 (2 point buyl)
Int 14 (5 point buy)
Wis  12 (2 point buy)
Cha 18 (10 point buy + 2 Racial Bonus)
Base Atk +1;  CMB   ;  CMD 
---------------------
Magic
-----------------------
Bloodline Arcana: Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Bloodline Powers: Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.
Spells
Cantrips 5 known
Detect Magic, Read Magic, Light, Prestidigitation, Jolt
1st Level 3 known, 6 per day
Technomancy, Comprehend Languages, Magic Missile
Bonus Bloodline Spell Ill Omen You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
Feats
1st - Harrowed a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Racial: Human - Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
3rd - Arcane Strike  As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Bonus Feats
Eschew Materials Can cast any spell with a material component costing 1 gp or less without needing that component.
Traits
Harrow Chosen (Human)  You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Fate’s Favoured Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Skills  6 per level + 2 Background. 
Acrobatics - +2 (+2 Dex - 0 Ranks -  Non-Class Skill)
Appraise - +7 (+2 Int - 2 Ranks - Class Skill - Background Skill)
Bluff - +8 (+4 Cha - 1 Ranks -  Class Skill)
Climb - 0 (0 Str - 0 Ranks - Non-Class Skill)
Craft (----) - +2 (+2 Int - 0 Rank - Class Skill  - Background Skill)
Diplomacy - +4  (+4 Cha - 0 Ranks - Non-Class Skill)
Disable Device - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Disguise - +4 (+4 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Non-Class Skill )
*Fly - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Handle Animal - +4 (+4 Cha - 0 Ranks - Non-Class Skill - Background Skill)
Heal - +1 (+1 Wis - 0 Ranks - Class Skill)
Intimidate - +8 (+4 Cha - 1 Ranks - Class Skill)
+Knowledge (Arcana) - +8 (+2 Int - 3 Ranks -  Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Engineering) - +5 (+2 Int - 3 Ranks -  Non-Class Skill - Background Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks -  Non-Class Skill - Background Skill)
Knowledge (History) - +2 (+2 Int - 1 Ranks -  Class Skill - Background Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks -  Non-Class Skill - Background Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Non-Class Skill -- Background Skill)
Perception - +3 (+1 Wisdom - 2 Ranks - Non-Class Skill)
+Perform (Acting) - +5 (+2 Dex - 3 Ranks - Non-Class Skill - Background Skill)
Profession (Shiphand) - +5 (+1 Wisdom - 1 Ranks - Class Skill - Background Skill)
Ride - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Non-Class Skill - Background Skill)
Spellcraft - +5 (+1 Int - 1 Ranks - Class Skill)
Stealth - +2 (+2 Dex - 0 Rank -  Non-Class Skill)
Survival - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +8 (+4 Cha - 1 Ranks - Class Skill)
Languages
Combat Gear: 
 Dancing Scarves 
Gear:
Cash:
--------------------
Special Abilities
-------------------- 
Favoured Class Bonus - +1 skill point*3

| Uret Jet | 
 
	
 
                
                
              
            
            Some points;
*While she does seem built as a level 3, she is listed as level 2
*We are using APB (Automatic Bonus Progression), so please make a note of its effects.
*Technomancy is an interesting spell to pick up. Not saying it's forbidden, but a curious choice nonetheless.
*For your Harrow deck and its various things we can roll D54 and determine which card is drawn each time.
I'm curious to see her backstory and such once finished! She seems pretty akin to someone Varisian from Golorian, and I do have a Varisia analog you could use known as the Belish, native inhabitants of Iostria known for their nomadic lifestyle.

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            I think the idea of Technologist was more 'steampunk/industrial age' than 'spaceships'. Would it work like that? The definition for 'Technology' is exceptionally unclear.
Also, I believe the background is more Italian/Meditarian than Varisian since it originated in the Italian city-states. Which nation would be the best match for that?

| Uret Jet | 
 
	
 
                
                
              
            
            I'd always associated fortune telling to the Romani myself, and it seemed fairly clear that the varisians were based on them. Still, I feel like you'd be better quailified for that area then I. Hmm... An Italian/medeteranian equivilant would probably be best found in Clevheln, though it's more Byzantine/Roman.
Technologist was probably intended towards the sci-fi, as engineering would cover normal industrial/steam era tech IMO, the stuff you'd see if you were in Alkenstar on Golorrian.

| D_Var_Stars | 
 
	
 
                
                
              
            
            *Thank you for noticing that typo, that has been fixed
*The effect of Resistance is already noted in the Defense section, but I've now added that that is from APB
*With the mentions of technological progress in the document, I would think having someone seeking out said technology would make sense - many in the Early Modern period made and lost their fortunes that way. I may have read the spell with a wider definition of technology than was intended, but it made sense to me with the information I had. As I mentioned previously, if such a spell wouldn't be much use, I'd rather know now, there are a number of 1st level spells I could change it with. Any suggestions would be appreciated.
*We can use a d54 for the Harrow, though another option is a d6 for suit and d10 for alignment which may be easier.
And I was intending a ship-based background - which is why the melee weapon is a boarding pike and profession is listed as shiphand. While Paizo connects Harrow with Varisian, I connect it with Tarot which, in its current form, originates with Italy (and other European aristocrats playing cards) as Dew mentioned, which also has a tradition of dancing scarves and ships are known for their superstitions. Many cultures have cartography or fortune-telling of some sorts, the connection between that and Roma is comparatively recent (and the ones I know wouldn't use them as my character will which may be why the recommendation surprised me a bit). I haven't decided on a port home yet and am open to suggestions.

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            The Varisians are definitely based on the Roma, yeah, but fortune-telling and Tarot are something some of the Roma do, not something that originated with them. Even the word tarot comes from Tarocchini, for example. Of course, that is probably based on even older stuff...but yeah.
So it's more or less reskinning Harrow stuff to match the Italian City-State style that tarot was based off, if you get my meaning. Clevheln should work, I think.

| Uret Jet | 
 
	
 
                
                
              
            
            Not saying that it may not have it's uses, but at this level you might be better served elsewhere. In terms of replacement spells (and boy are there a lot), can't go wrong with stuff like shield or mage armour. You know the dirrection to take your character best though.
Interesting and simpler method, that works for me.
The more for those regions is fairly fluid as of now anyway, I have no qualms with making it more 'historically accurate' if you can really say such a thing for fictional places, hahaha. Clevheln is a coastal nation, there would be plenty of suitable ports to have been from. If you'd like you can create one, Byzantine naming for the cities if you do so.
Title: The Steadfast Kingdom
Alignment: LN
Capital: Caleptome
Rulers: King Domincus Alash
Government: Monarchy
Demonym: Clevheln
Languages: Meridian, Cleviline
Inhabitants: Human
The oldest still existing human nation, established in the late years of the Fourth Age, it is a land of deep cultural traditions that have slowly adapted to fit the changing times. It's ancestral language, Cleviline, is no longer used by the common populace and is now spoken primarily amongst the ruling and scholarly classes.
"
"Cleviline: The ancestral language of the Clevheln people, who are recognized by their ruddy complexions, curled hair, and sharp eyes. It is no longer spoken among the common populace, instead considered a tongue used by the scholarly and noble castes of their society.
"

| Dew in the Dawnlight | 
 
	
 
                
                
              
            
            It's less historical accuracy in this case as taking a different approach based on history, I guess? Kinda like how you could do several cultures that had tattoos for mystical reasons. From what D has told me of her character Clevheln will work pretty well, it's the charcter that has a bit of an Italian house feel to them.

| Uret Jet | 
 
	
 
                
                
              
            
            I actually do have an older map for that country made back when I just got CC3+, which is in need of a serious update. I actually ran a short campaign there before previously. Bit embarrassing to show it honestly, but you can show this to D;
I don't mind her adding in her own personal touches to the country with her backstory, part of why I love GMing is seeing how my players they shape my world around their characters. The one key facet I'd like her to keep in mind is that the Clevheln have big respect to the dead, and are avid worshipers of Pharasma (or her equivalent I suppose). Each major city has a towering catacomb that doubles as a temple, housing the cremated ashes of the dead.

| D_Var_Stars | 
 
	
 
                
                
              
            
            Thank you for the information. Dew showed me the big setting document with the maps which is part of what inspired a sea-going character. Though some things like languages and some of the fluff are still being shined up and I'm reconsidering that first level spell slot though I'm going to sleep on it before deciding and making a profile (cause I will spend ages looking through the pictures, I usually do), he's pretty much ready to go.
Trifoni Sforza
Harrow Bloodline Sorcerer 3
Chaotic Good Male Human
Initiative +2  Perception +3
--------------------
Defense
-------------------- 
AC 12+2 when moving at least 10 ft a turn
touch 12
flat-footed 10+2 when moving at least 10 ft a turn (Base +10, Dex +2, +0 Size, + Natural Armour - + Armour)
hp 22 HP
Fort  +3
Ref  +4
Will  +5
(Base Fort +1 - Ref +1 - Will +3 ~ Con+1 - Dex +2 - Wis +1, Resistance: +1 resistance bonus on all saving throws from Automatic Bonus Progression)
Resistance: None
Spell DC 10 + Spell Level + CHA Modifier (+4)
--------------------
Offence
--------------------
Speed 30ft.
Melee Boarding Pike +1, Damage +1d8+1
Ranged Crossbow, Light Underwater Damage   +3  Damage: 1d8
Magic Jolt (d3 ranged touch cantrip), Magic Missile (2 1d4 missiles, Lv 1 spell)
--------------------
Statistics
--------------------
Str  11 (1 point buy)
Dex 14 (5 point buy)
Con 12 (2 point buyl)
Int 14 (5 point buy)
Wis  12 (2 point buy)
Cha 18 (10 point buy + 2 Racial Bonus)
Base Atk +1;  CMB   ;  CMD 
---------------------
Magic
-----------------------
Bloodline Arcana: Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Bloodline Powers: Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.
Spells
Cantrips 5 known
Detect Magic, Read Magic, Light, Prestidigitation, Jolt
1st Level 3 known, 6 per day
Technomancy, Comprehend Languages, Magic Missile
Bonus Bloodline Spell Ill Omen You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
Feats
1st - Harrowed a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Racial: Human - Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
3rd - Arcane Strike  As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Bonus Feats
Eschew Materials Can cast any spell with a material component costing 1 gp or less without needing that component.
Traits
Harrow Chosen (Human)  You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Fate’s Favoured Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Skills  6 per level + 2 Background. 
Acrobatics - +2 (+2 Dex - 0 Ranks -  Non-Class Skill)
Appraise - +7 (+2 Int - 2 Ranks - Class Skill - Background Skill)
Bluff - +8 (+4 Cha - 1 Ranks -  Class Skill)
Climb - 0 (0 Str - 0 Ranks - Non-Class Skill)
Craft (----) - +2 (+2 Int - 0 Rank - Class Skill  - Background Skill)
Diplomacy - +4  (+4 Cha - 0 Ranks - Non-Class Skill)
Disable Device - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Disguise - +4 (+4 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Non-Class Skill )
*Fly - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Handle Animal - +4 (+4 Cha - 0 Ranks - Non-Class Skill - Background Skill)
Heal - +1 (+1 Wis - 0 Ranks - Class Skill)
Intimidate - +8 (+4 Cha - 1 Ranks - Class Skill)
+Knowledge (Arcana) - +8 (+2 Int - 3 Ranks -  Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Engineering) - +5 (+2 Int - 3 Ranks -  Non-Class Skill - Background Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks -  Non-Class Skill - Background Skill)
Knowledge (History) - +2 (+2 Int - 1 Ranks -  Class Skill - Background Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks -  Non-Class Skill - Background Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks -  Non-Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Non-Class Skill -- Background Skill)
Perception - +3 (+1 Wisdom - 2 Ranks - Non-Class Skill)
+Perform (Acting) - +5 (+2 Dex - 3 Ranks - Non-Class Skill - Background Skill)
Profession (Shiphand) - +5 (+1 Wisdom - 1 Ranks - Class Skill - Background Skill)
Ride - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Non-Class Skill - Background Skill)
Spellcraft - +5 (+1 Int - 1 Ranks - Class Skill)
Stealth - +2 (+2 Dex - 0 Rank -  Non-Class Skill)
Survival - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +8 (+4 Cha - 1 Ranks - Class Skill)
Languages Tradespeak/Meridian, +2
Combat Gear: 
 Dancing Scarves 
Boarding Pike
Crossbow, light underwater
Quiver with 30 crossbow bolts
Gear:
Heritage Harrow Deck, Masterwork Backpack, Waterproof bags (2), Bandolier (2), Spell Component Pouch, Cup with false bottom
Kit, Swashbuckler's: bedroll, belt pouch, flint and steel, iron pot, a rope, a mess kit, soap, torches (10), trail rations (5 days) and a waterskin. Waterproof Hooded Lantern, Lamp oil (2 pints)
Dice (4) and Nice 1gp decks of cards (2)
8 Scrolls of Cure Light Wounds and 2 Scrolls of Know North
Cash: 463gp 5sp
Favoured Class Bonus - +1 skill point*3
Trifoni Sforza is the illegitimate son of a duke. There are tales of how he used to ride with his father to glory on the battlefield before the younger Trifoni ran into exile in disgrace and the older one went onto one of Trifoni’s equally illegitimate siblings. Which father, how many siblings, which battlefields, and what kind of disgrace depends on the telling, but for certain Trifoni has spent the last several years at sea as a good luck charm, a fortune-telling shiphand for those captains superstitious and charmed enough to pay him, and more than a bit of a soft-hearted scamp with a keen eye for the newest toys and finer things in life. He prefers to get those things with a smile, possibly over cards or dice, and has never been known to raise a hand to those weaker - socially or otherwise - than himself. There are rumours that some cruel nobles have found themselves with lighter purses and fewer toys and those in need have found a bit extra after Trifoni has been around, but people like a good story and all things can be exaggerated.
Trifoni stands out in his...unconventionalness. From his attire to his general amusement with his cards to his professions and more, Trifoni is more an amusing bastard than the legend worthy forlorn exile in shameful hiding trying to earn...well, anything. If he can earn a bit, especially off of the old cards or new tech, he’ll have a go, but Trifoni knows well there is far more to life than that. The gifts in his blood - with Harrow and magic - are just part of the joys of life. He wouldn’t try to use either in a way that might bite him later, but he doesn’t take what comes naturally to him very seriously either.
He loves to tell a good story, but tends to be big on the drama to get people on the edge of their seats - or his lap - and scant on the boring details. He'll tell you all those noble houses and places just blur together after a while and not very interesting - though a good figure (in gold or human-enough form) tends to stick in the stick in the memory along with the fantastical ever changing adventures and technological possibilities he’s spins yarns and hunts after when not smiling over cards.

| Uret Jet | 
 
	
 
                
                
              
            
            Looks good to me! I appreciate you tagging along, and I hope to introduce him to the cast soon. Maybe within the week if things progress quickly, hahahah!

| D_Var_Stars | 
 
	
 
                
                
              
            
            Thanks for your patience, just been hit by a nasty cold which is slowing down my brain to a crawl.
Considering your advice and looking at my spell balance as advised by Dew, I'll replace Technomancy with Shield (though Color Spray, Protection from Evil/Law, and Detect Metal were tempting, the latter two more for fluff fun than anything).
I'll try to make a character account for him in the morning when hopefully my head will feel better, but otherwise, as ready to go as this illness will allow :)

| Uret Jet | 
 
	
 
                
                
              
            
            Cold's been going around, my girlfriend is onlt juat on the mend from it herself. Sounds good though overall, looking forward to that as well as you being cold-free, I don't wish sickness upon anyone.

| Uret Jet | 
 
	
 
                
                
              
            
            Alright, the show's yours for the moment then. I hope my set up is fine for a first introduction, I'll leave it to you to describe how he's entertaining the crowd so thoroughly.

| Hildeborg | 
 
	
 
                
                
              
            
            Hey.
First, I owe everyone apologies for vanishing without a word. I've come back to try to apologize for doing so, and to let you know that I have no idea when I'll be able to meaningfully return.
That's as far s anyone needs to read. If you're curious, you are free to keep going, though.
Why did I vanish? My wife had started an evaluation of her knees, scheduled to run for about 2 months. First appointment was on a Monday. Late that same Thursday we were told the evaluation was over and they were going to schedule her for a full knee replacement in her worse leg. We found out that next Monday that surgery was that Thursday, a week after we were told she would be having surgery.
I took some sick leave to help her through the surgery and earliest recovery stages. I've been working half days, taking sick leave for the rest, for the past couple of weeks, trying to keep her from doing too much with the live-in grand kids and doing her exercises, with only partial luck.
She's doing her exercises while I type, and the grand kids are down for their naps. Today is going to be the last day I PLAN to do the half-day thing. Thing is, even having been home so much more than normal, I've been going non-stop. We were two weeks past her surgery before I even got into the office where my computer sits, and we're over three weeks past it now and I've had to steal the time to let people know what's going on.
I don't know how long it will be before I can reasonably expect the leisure time to properly contribute to these games again. I am sorry for vanishing, but I have to focus on my wife's actual needs before I play.
Game specific:
Hilde hasn't been a real vocal member of the group, but I did feel like she was part of a group. You've got a good set of players working together at this point. I don't want to do more damage to that than I already have.

| Uret Jet | 
 
	
 
                
                
              
            
            You're not dling any damage to the game, don't fret. I hope your wife has a stress free recovery, take your time tending to her. I'll keep Hilde around though on hold for the meantime untill you return. Her being a quiet person in general helps me keep her consistent at least, that is if you're fine with her being in auto pilot.

| Trifoni Sforza | 
 
	
 
                
                
              
            
            I haven't received any PM. I know things come and the PM system on here is often naff, just wanted to check that Trifoni doesn't need to do anything else first.

| Uret Jet | 
 
	
 
                
                
              
            
            Oh, I was waiting to see if Trifoni would accept the offer, my apoligies if I was making you wait.

| Trifoni Sforza | 
 
	
 
                
                
              
            
            Makes complete sense. I was going to include Trifoni's reaction with the reading, but am happy to do so now.

| Uret Jet | 
 
	
 
                
                
              
            
            A very curious prediction indeed. This is already one of the more interesting ways I've seen a new PC introduced to the party. I'm enjoying the mysterious air to it all.

| Uret Jet | 
 
	
 
                
                
              
            
            Subtle as a brick, that Kaliban.
Everyone fine with me skipping past the ride and walk to the guild?

| Uret Jet | 
 
	
 
                
                
              
            
            Well if you're insistent, I'll right it up in the cutscene too.
 
	
 
     
     
    