
GM CrusaderWolf |
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Thank you all for the feedback! If this were a F2F table I'd be fine with saying we could adjudicate on the fly for how various abilities or builds work out but with PBP it would probably bog things down for too long. Given Gummy's concerns I'll run this game with the standard action economy.
I will still use Elephant in the Room's streamlined feat tax rules; if you take a class that already provides you Combat Reflexes/Weapon Finesse/etc for free you can instead get a free Weapon Focus feat with your preferred weapon group.
It looks like the current concepts on the table are:
Cellion: Skirmisher rogue (or Dancer once I've had a chance to look at it)
Losonti: Mysterious-Stranger gunslinger + Divine-Hunter paladin
Tusk: Death Druid
Gummy: Knight of Arnisant Cavalier
Damon: halfling swashbucklers(?) Damon what class did you settle on?
Healing up hp should be no problem between a druid and a paladin, depending on mercies chosen removing status conditions can work out pretty well too. Thus far there's a complete lack arcane magic, which is fine if the rogue will have a high UMD but it's something to be aware of. If Damon is a swashy that'll be 3/5 melee characters as well.

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No arcane caster? No problem! We can always travel like Gandalf, or the hard-core druid way.

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Garret Fallows is here, my Swashbuckler build. I might play around for a bit and see what I can do with a similar backstory/race/etc. but built for a sorcerer if you guys like...

Cellion |

Gotcha about the action economy. I think it would have been interesting to try it out, but ultimately PF2E does that system far more justice than we would have encountered here with 1E.
I'm not too worried if we're missing an arcane caster. I don't think I've come across an AP that was impossible if you didn't have one. Usually you feel the lack of divine magic more acutely anyway (around the time the first person gets permanently blinded!).

Gummy Bear |

GM, what are some appropriate Lore options for this AP (per the background skills)?
I think it'd be interesting to go without an arcane caster. UMD is probably worth the investment for someone with charisma though for those moments where we really want it, but it could make for a fun challenge. I agree with Cellion in that lack of divine is usually the bigger worry between arcane and divine. I suppose teleport is the one thing that is really hard to replicate, but we can cross that bridge when we get there :)

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My idea for the sorcerer was the Phoenix bloodline, which makes sense thematically for this campaign I would think...but I can abort that effort and stay with the swashbuckler.
Reading through the class abilities and feats, it looks like Two Weapon Grace won't stack with Precise Strike, so my plan for the two weapon fighting swashbuckler doesn't look as good anymore. I was considering Bladed Brush, but I don't want to fall into copying an excellent build in a different campaign...I'll have to give it a bit more thought...

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GM, what are some appropriate Lore options for this AP (per the background skills)?
I think it'd be interesting to go without an arcane caster. UMD is probably worth the investment for someone with charisma though for those moments where we really want it, but it could make for a fun challenge. I agree with Cellion in that lack of divine is usually the bigger worry between arcane and divine. I suppose teleport is the one thing that is really hard to replicate, but we can cross that bridge when we get there :)
That’s what I meant with the links above - we will at least have access to giant eagles and transport via plants for standard travel. More seriously, I think we can get by with UMD - or a 1-level dip in sorcerer, wizard, or bard, if someone wants to take a shortcut. But it's going to require an investment when we start to need to use scrolls of plane shift.
But if anyone is counting on the paladin and druid to remove blindness, I think we had better stock up on scrolls and potions. Remove blindness/deafness isn’t on the druid list at all, and paladins don’t get 3rd level spells until what, level 10? And I think the remove blindness mercy has a minimum level of at least that.
So question for the group: if we're only going to have one primary spellcaster, are we better off with a full 9-level prepared caster death druid or a 6-level spontaneous caster spiritualist? The spiritualist may have a better spell list for these purposes (including teleport, although he won’t get it until 13th level), but those spells would come online slowly, and spontaneous casters are less flexible than prepared.
For comparison purposes, here are very rough versions of Sanduro and Zsofia at level 12 as a death druid and as a spiritualist, with comparable equipment assuming standard WBL and available long-term buff spells active (and appropriate circumstances assumed for favored enemy & terrain):
Sanduro Dzotsi
Duskwalker druid (death druid) 12 (Pathfinder RPG Horror Adventures 50, Planar Adventures 231)
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +20
Long term buffs active: Barkskin, Hunter's Blessing (favored enemy undead +2, favored terrain underground +2), Greater Longstrider
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Defense
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AC 29, touch 17, flat-footed 25 (+7 armor, +3 deflection, +4 Dex, +5 natural)
hp 86 (12d8+23)
Fort +12, Ref +10, Will +16; +2 racial vs. negative energy and death effects, +4 vs. death effects
Defensive Abilities fortification 25%, ward against corruption; Immune energy drain, negative energy
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Offense
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Speed 50 ft.
Melee cold iron dagger +15/+10 (1d4+2/19-20) or
mwk cold iron sickle +16/+11 (1d6+2)
Ranged +1 undead-bane darkwood longbow +18/+13 (1d8+5/×3 plus 2d6 vs. undead) or
longbow +16/+11 (1d8+2/×3) or
sling +15 (1d4+2)
Special Attacks bonded manifestation (15 rounds/day), ghost hunter
Druid (Death Druid) Spells Prepared (CL 12th; concentration +18)
6th—eagle aerie[UM], fey form III[UW], sirocco[APG] (DC 22)
5th—call lightning storm (DC 21), control winds (DC 23), mass ghostbane dirge[APG] (DC 23), hunter’s blessing
4th—blast of wind (DC 20), dispel magic, obsidian flow[UC] (DC 22), vermin shape II[UM]
3rd—burning entanglement (DC 19), call lightning (DC 19), greater longstrider[ACG], greater magic fang, communal spider climb[UC]
2nd—barkskin (2), bull's strength, calm spirit[OA] (DC 18), lesser restoration, stone call[APG]
1st—cure light wounds, faerie fire, heightened awareness[ACG], longstrider, lucky number, magic stone
0 (at will)—detect magic, grave words[OA], know direction, read magic
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Statistics
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Str 11, Dex 18, Con 12, Int 12, Wis 23, Cha 10
Base Atk +9; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Greater Spell Focus (transmutation), Power Attack, Precise Shot, Psychic Sensitivity[OA], Rapid Shot, Scribe Scroll, Spell Focus (transmutation)
Traits heirloom weapon (proficiency), scholar of the great beyond, the word
Skills Acrobatics +4 (+12 to jump), Appraise +10, Bluff +2, Climb +4, Diplomacy +0 (-3 to gather information or improve a creature’s attitude.), Handle Animal +7, Heal +12, Knowledge (geography) +14, Knowledge (history) +10, Knowledge (nature) +15, Knowledge (planes) +21, Knowledge (religion) +19, Linguistics +3, Perception +20, Profession (medium) +10, Ride +8, Sense Motive +8, Spellcraft +13, Stealth +6, Survival +25, Swim +4; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Abyssal, Common, Druidic, Hallit, Shoanti, Varisian
SQ automatic writing (linguistics), dowsing (survival), etheric tether, faith healing (heal), finesse weapon attack attribute, gatekeeper (knowledge [planes]), phantom (Zsofia, jealousy), psychometry (appraise), read aura (perception), read tides (survival), stigmatized, trackless step, woodland stride
Combat Gear cold iron arrows (50), lesser extend metamagic rod, pearl of power (1st level) (4), pearl of power (2nd level), scroll of bear's endurance (x3), cat's grace (x3), scroll of breath of life, scroll of lesser (x4) restoration, silver blunt arrows[APG] (50), wand of bull's strength, wand of cure light wounds, ectoplasmic residue[OA], magnetized paper[OA]; Other Gear +3 light fortification darkleaf cloth lamellar (leather) armor[UC], +1 undead-bane darkwood longbow, arrows (20), cold iron dagger, longbow, mwk cold iron sickle, sling, sling bullets (10), belt of physical might +2 (Dex, Con), cloak of resistance +2, efficient quiver, handy haversack, headband of inspired wisdom +4, ring of protection +3, aura goggles[OA], automatic writing planchette[OA], bedroll, belt pouch, blanket[APG], censer[OA], dowsing rod[OA], flint and steel, holly and mistletoe, incense (oa)[OA], mess kit[UE], pot, soap, spell component pouch, spring loaded scroll case, torch (10), trail rations (5), waterskin, 12,157 gp, 1 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Bonded Manifestation (15 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fortification 25% You have a chance to negate critical hits on attacks.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Immunity to Energy Drain Immune to energy drain
Immunity to Negative Energy You are immune to negative energy.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Read Tides (Survival, 1/day) Predict encounter along current heading, and use dowsing to locate nearby islands.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Zsofia
Phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +7; Senses darkvision 60 ft.; Perception +9
Aura resentful aura (20 ft., DC 18)
Long term buffs active: Barkskin, Hunter's Blessing (favored enemy undead +2, favored terrain underground +2), Longstrider, Greater Magic Fang
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Defense
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AC 32, touch 15, flat-footed 27 (+5 Dex, +17 natural)
hp 67 (9d10+18)
Fort +5, Ref +11, Will +6 (+4 morale bonus vs. enchantment spells and effects)
DR 10/magic, 5/slashing
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Offense
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Speed 40 ft.
Melee mwk cold iron short sword +14/+9 (1d6+9/19-20) or
2 slams +16 (2d8+12)
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Statistics
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Str 12, Dex 20, Con 14, Int 7, Wis 10, Cha 18
Base Atk +9; CMB +13; CMD 25
Feats Agile Maneuvers, Bodyguard[APG], Combat Expertise, Combat Reflexes, Deadly Aim, Deceitful, Improved Natural Attack (slam), In Harm's Way[APG], Outflank[APG], Power Attack
Skills Acrobatics +5 (+9 to jump), Appraise +10, Bluff +20, Disguise +6, Fly +9, Intimidate +9, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9, Sense Motive +2, Stealth +12, Survival +4
Languages Common
SQ devotion, ectoplasmic phase lurch, finesse weapon attack attribute, gatekeeper (knowledge [planes]), jealous combatant, magic attacks, retribution (2d8)
Other Gear mwk cold iron short sword
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aligned Attacks (Su) Slams count as magic and alignment for overcoming DR.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Jealous Combatant (Su) Foe struck with melee attack takes -2 to att vs. foes who are not the phantom for 1 rd.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resentful Aura (20 ft., DC 18) (Su) Creatures in aura who attack or cast without targetting phantom are staggered 1 rd (Will neg).
Retribution (2d8 precision damage) (Su) Bonus precision damage vs. any foe who attacks master for 1 rd.
Sanduro Dzotsi
Duskwalker spiritualist 12 (Pathfinder RPG Occult Adventures 72, Planar Adventures 231)
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +19
Long term buffs active: False Life
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Defense
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AC 29, touch 17, flat-footed 25 (+8 armor, +3 deflection, +4 Dex, +4 shield)
hp 94 (12d8+31)
Fort +17, Ref +15, Will +22; +2 racial vs. negative energy and death effects, +8 bonus vs. mind-affecting
Defensive Abilities greater spiritual interference, ward against corruption
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Offense
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Speed 30 ft.
Melee dagger +13/+8 (1d4+1/19-20) or
sickle +13/+8 (1d6+1)
Ranged +1 undead-bane darkwood longbow +16/+11 (1d8+3/×3 plus 2d6 vs. undead) or
longbow +13/+8 (1d8/×3)
Special Attacks bonded manifestation (15 rounds/day), ghost hunter, phantom recall 2/day
Spiritualist Spell-Like Abilities (CL 12th; concentration +19)
At will—detect undead
2/day—calm spirit[OA] (DC 15)
1/day—see invisibility (10 min)
Spiritualist Spells Known (CL 12th; concentration +19)
4th (4/day)—death ward, dimension door, etheric shards[OA] (DC 21), greater positive pulse
3rd (6/day)—bestow curse (DC 22), cure serious wounds, haste, heroism, greater magic fang, remove blindness/deafness
2nd (7/day)—blur, boneshaker[HA] (DC 21), false life, necrostasis (DC 21), remove paralysis, lesser restoration
1st (7/day)—burst of adrenaline[OA], cure light wounds, endure elements, mage armor, obscuring mist, positive pulse, remove fear, shield
0 (at will)—detect magic, detect psychic significance[OA], guidance, open/close (DC 17), stabilize, telekinetic projectile[OA]
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 24, Cha 12
Base Atk +9; CMB +13; CMD 27
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Expanded Arcana[APG], Greater Spell Focus (necromancy), Power Attack, Precise Shot, Rapid Shot, Skill Focus (Appraise), Skill Focus (Bluff), Spell Focus (necromancy), Spell Penetration
Traits ambush training, heirloom weapon (proficiency), the word
Skills Appraise +13, Bluff +8, Diplomacy +1 (-2 to gather information or improve a creature’s attitude.), Fly +8, Heal +14, Intimidate +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +13, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +10, Knowledge (religion) +18, Linguistics +6, Perception +19, Profession (soothsayer) +11, Sense Motive +14, Spellcraft +11, Survival +13, Use Magic Device +7; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Common, Dwarven, Infernal, Necril, Varisian
SQ automatic writing (linguistics), bonded senses (At will), dowsing (survival), etheric tether, faith healing (heal), finesse weapon attack attribute, fused consciousness, gatekeeper (knowledge [planes]), phantom (Phantom, jealousy), phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), read tides (survival), shared consciousness, stigmatized
Combat Gear cold iron arrows (35), lesser extend metamagic rod, runestone of power (1st)[ACG], scroll of fly (x4), scroll of lesser (x5) restoration, scroll of restoration, silver blunt arrows[APG] (35), wand of cure light wounds, wand of invisibility, ectoplasmic residue[OA], magnetized paper[OA]; Other Gear +4 mithral chain shirt, +1 undead-bane darkwood longbow, dagger, longbow, sickle, - custom magic item -, - custom magic item -, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, efficient quiver, handy haversack, headband of inspired wisdom +4, page of spell knowledge (false life)[UE], page of spell knowledge (mage armor)[UE], page of spell knowledge (shield)[UE], ring of protection +3, aura goggles[OA], automatic writing planchette[OA], bedroll, belt pouch, censer[OA], dowsing rod[OA], flint and steel, incense (oa)[OA] (10), pot, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 1,367 gp, 5 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Bonded Manifestation (15 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (At will) (Su) As a standard action, share the senses of your manifested phantom.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fused Consciousness (Su) Bonded senses and shared consciousness are constant, can use shared consciousness even when manifest phantom, but ends manifestation.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Greater Spiritual Interference (Ex) Allies can benefit from Spiritual Interference, at half the normal bonus.
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Recall (2/day) (Su) Dimension door your phantom to your side or into your consciousness.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Read Tides (Survival, 1/day) Predict encounter along current heading, and use dowsing to locate nearby islands.
Shared Consciousness (1/day) (Su) Gain skill focuses and +8 vs. mind-affecting when not manifesting a phantom.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude.
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.
Zsofia
Phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +5; Senses darkvision 60 ft.; Perception +7
Aura resentful aura (20 ft., DC 18)
Long term buffs: Mage Armor, Greater Magic Fang
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Defense
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AC 31, touch 15, flat-footed 26 (+4 armor, +5 Dex, +12 natural)
hp 67 (9d10+18)
Fort +5, Ref +11, Will +8 (+4 morale bonus vs. enchantment spells and effects)
DR 10/magic, 5/slashing
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Offense
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Speed 35 ft.
Melee mwk cold iron short sword +15/+10 (1d6+1/19-20) or
silver warhammer +10/+5 (1d8+1/×3) or
2 slams +17 (2d8+4)
Ranged composite longbow +14/+9 (1d8+1/×3)
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Statistics
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Str 12, Dex 20, Con 14, Int 7, Wis 10, Cha 18
Base Atk +9; CMB +14; CMD 25
Feats Agile Maneuvers, Bodyguard[APG], Combat Expertise, Combat Reflexes, Deadly Aim, Deceitful, Improved Natural Attack (slam), In Harm's Way[APG], Iron Will, Power Attack
Skills Appraise +10, Bluff +18, Disguise +6, Intimidate +9, Perception +7, Sense Motive +4, Stealth +9, Survival +4
Languages Common
SQ devotion, ectoplasmic phase lurch, finesse weapon attack attribute, jealous combatant, magic attacks, retribution (2d8)
Combat Gear cold iron arrows (15), silver blunt arrows[APG] (15); Other Gear composite longbow (+1 Str), mwk cold iron short sword, silver warhammer, backpack
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aligned Attacks (Su) Slams count as magic and alignment for overcoming DR.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Jealous Combatant (Su) Foe struck with melee attack takes -2 to att vs. foes who are not the phantom for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resentful Aura (20 ft., DC 18) (Su) Creatures in aura who attack or cast without targeting phantom are staggered 1 rd (Will neg).
Retribution (2d8 precision damage) (Su) Bonus precision damage vs. any foe who attacks master for 1 rd.

GM CrusaderWolf |

@Gummy: any Lore that could plausibly be tied to the Shining Crusade and it's major players would come up a lot; examples could be Tar-Baphon, Vigil, Arazni/Aroden, General Arnisant, the Whispering Way, etc. Given your opponents, having good Arcana, Religion, & Nature knowledge skills would be helpful too.
@Tusk: I think you'll be better off with a full-caster Druid than with a Spiritualist, tbh. I don't want to spoil anything but the campaign does make a fairly significant allowance for how many necromantic effects you'll be saving against.
Otherwise I agree with the assessment that not having an arcane caster is much less of a drawback than not having a divine caster. I'll be flexible with potions and scrolls you discover (I'd have to make adjustments for the 5th character anyway) but not having a sorcerer isn't a big deal. My only concern (and it's small!) is that three melee characters might run into an issue of stealing one another's thunder, especially in any narrow hallways where there's not a lot of mobility. This isn't intended to nudge anyone in a particular direction, just to be clear and aboveboard before we get started.

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@Tusk: I think you'll be better off with a full-caster Druid than with a Spiritualist, tbh. I don't want to spoil anything but the campaign does make a fairly significant allowance for how many necromantic effects you'll be saving against.
That was my thinking as well, but I thought I’d put it out there for consideration. Once I activated the various long-term buffs available to each, the contrast was even greater.

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Here is Garret reimagined as a Sorcerer. With a crowded front line, Garret will be fine throwing spells from the back rank...

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Damon Grimm wrote:Here is Garret reimagined as a Sorcerer. With a crowded front line, Garret will be fine throwing spells from the back rank...5 Str! O _ O
Yeah, I thought it might make some interesting RP to have such a low stat. If it is too low, I can modify the ability scores...of course, if he needs to use strength, his is already in big trouble.

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1 person marked this as a favorite. |

All right, here's the level 1 stat block for my gunslinger paladin! I'm still working on the backstory, but having a mechanical basis for it always helps me out.
Female Tiefling (Rakshasa-Spawn) gunslinger 1 Archetypes Mysterious Stranger
LG Medium outsider (native), humanoid (human)
Init +3, Senses darkvision (60 ft.); Perception +4
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 ((1d10)+1)
Fort +3, Ref +5, Will -1
Resistances cold 5, electricity 5, fire 5
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OFFENSE
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Speed 30 ft.
Ranged battered pistol +4 (1d10/x4)
Melee cestus +4 (1d4/19-20)
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STATISTICS
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Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 15,
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Rapid Reload (Firearms)
Skills Craft (Alchemy) +5, Diplomacy +3, Handle Animal +6, Intimidate +6, Knowledge (Religion) +2, Perception +4, Sense Motive +2,
Traits Black Powder Bravado, Magical Knack (Paladin), The Reclaimer
Languages Common, Infernal, Orc
SQ gunslinger battered gun (battered pistol), gunsmith, deeds, deadeye, focused aim, gunslinger's dodge, darkvision, fiendish resistance, fiendish sorcery, grit, incorruptible, light from the darkness, pass for human, skilled
Combat Gear potion of cure light wounds
Other Gear battered pistol, cestus, studded leather armor, backpack, masterwork, gunsmith's kit, bandolier, powder horn, uniform (soldier's), 26.5 gp
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SPECIAL ABILITIES
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Background Skill (Craft (Alchemy), Handle Animal)
Black Powder Bravado You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
A mysterious stranger swaps a pair of deeds for the following - Focused Aim, Clipping Shot.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Grit (Ex) A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.
Incorruptible (Sp) You can cast corruption resistance against evil 1/day as a spell-like ability. If cast on yourself, the duration increases to 1 hour/level.
Light from the Darkness (Ex) As long as you retain a good alignment, you gain the aasimar's incorruptible alternate racial trait.
Magical Knack (Paladin) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Paladin gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Pass for Human (Ex) Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
The Reclaimer You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.
Skilled (Ex) Rakshasa-Spawn tieflings have a +2 racial bonus on Disguise and Sense Motive checks.

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I don't feel proprietary about it, but here's a loot sheet based on another PbP Adventure Path that CrusaderWolf and I are playing in.

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Alright the House Rules form is up, would one of you like to take point on creating a loot doc? I'll post it up there as well, of course, but I generally prefer for my players to keep track of it once it's been awarded.
Interesting set of house rules, GM. I like the mechanic for minions and may borrow it for my own home games.
Question about the heirloom weapon trait: Sanduro needs to buy the longbow, but it's 75gp and average starting gold for a druid is 70gp (2d6 x 10). Could I convince you to allow us 75-80% of max instead (90-96gp for a druid)?

Gummy Bear |

D'oh, that's right Tusk, my bad. You mentioned work arounds for teleport before I thought of the problem! To that end (where we will need to be looking at consumables to solve certain things), what does everyone think about splitting cash an additional way to save up for when we need something? IME, gold is spent once it is split. This way, we'd just have X amount being saved for when we need a specific scroll (for example), or that we could pull from for anticipatory purchases (like remove blindness/deafness).
Just a thought. There are many ways to approach the issue!

GM CrusaderWolf |
1 person marked this as a favorite. |

Tusk is a big fan of the "party medkit" in our game together, and IMO it's a good idea that doesn't leave anyone with the short end of the stick.
IMPORTANT: Your starting gear will not be crucial so don't sweat it too much. You'll have everything for the introductory scene(s) but the AP has an enormously plot-crucial event that will end up with you separated from your gear for a little while (20% of the first book or so). I'll make sure you're not defenseless but the first part will involve a little bit of scavenging.

Cellion |

House rules seem good to me! In my home games, I've used #3 before without any problems. For #10, does that rule mean that a failed raise dead permanently locks that character out from being raised/resurrected? Or does it just mean that the gold was wasted on that attempt and you can try again?
So the current plan for the party is:
Cellion: Dex Melee Martial
Losonti: Dex Ranged Martial / 4-level Divine Caster
Tusk: 9-level Primal Druidic Caster + Tanky Melee Companion
Gummy: Str Melee Martial
Damon: 9-level Arcane Caster
Somehow we've ended up with a pretty darn balanced and probably quite powerful party!
As for splitting off a portion of the party's wealth for group consumables, that sounds like a good plan to me. Deciding how much should be kept in reserve is a little tricky. I'm not sure if we'd need a full additional party member's worth of wealth dedicated to consumables. In another game I'm playing in PbP, we just deduct evenly from the individual party members whenever an item is needed, and haven't spent much gold that way.

Garret Fallows |

Any plans for feat tax reductions on scaling magical feats? Spell Focus and Spell Penetration seem like good candidates.
For Spell Focus, power attack scaling seems too fast ( every 4 levels ) but Vital Strike scaling seems reasonable (every 6 levels), or +1DC +1 extra per 6 levels (so +1 @ 1-5, +2 @ 6-11, +3 @ 12-17, etc).
Since Spell Penetration is double (+2/+4), maybe do it +1 every 3 levels or +2 every 6 levels?

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Thanks for the clarification on gear, GM. Having to scavenge at the start doesn't worry me; Sanduro is well-suited to scrounging. I am posting him below with 90gp of gear - longbow, 20 arrows, leather armor, and 4gp of miscellaneous common adventuring gear - but I'm happy to strip him down to his free set of clothes, the bow, and a handful of arrows.
On the medkit - in the games I've been in, we have varied from an equal share like an extra PC, to a half share, to just whatever's needed. IMO, in early levels, there isn't so much gold to spread around that a full share would be the right call, but a half share might be a good default assumption with any funds not given back to the PCs. But mainly the idea is to just keep adding something each time we sell loot before we spend it all on individual gear.
Anyway, here are Sanduro and Zsofia at level 1. Comments are welcome.
Sanduro Dzotsi
Duskwalker druid (death druid) 1 (Pathfinder RPG Horror Adventures 50, Planar Adventures 231)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +3, Ref +3, Will +5; +2 racial vs. negative energy and death effects
Defensive Abilities ward against corruption
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Offense
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Speed 30 ft.
Melee club +0 (1d6)
Ranged longbow +3 (1d8/×3) or
sling +3 (1d4)
Special Attacks ghost hunter
Druid (Death Druid) Spells Prepared (CL 1st; concentration +4)
1st—goodberry, magic stone
0 (at will)—detect magic, grave words[OA], read magic
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Statistics
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Str 11, Dex 16, Con 10, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Agile Maneuvers, Precise Shot
Traits heirloom weapon (proficiency), scholar of the great beyond, the word
Skills Diplomacy +0 (-3 to gather information or improve a creature’s attitude.), Heal +9, Knowledge (nature) +5, Knowledge (planes) +6, Knowledge (religion) +4, Linguistics +2, Profession (medium) +7, Spellcraft +5, Survival +7; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Abyssal, Common, Druidic, Infernal, Varisian
SQ etheric tether, finesse weapon attack attribute, phantom (Zsofia, jealousy), stigmatized
Other Gear leather armor, arrows (20), club, longbow, sling, backpack, bedroll, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], mug/tankard, torch, 1 sp, 7 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude.
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.
Zsofia
Phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +1, Ref +4, Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +2 (1d6+1)
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Statistics
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 14
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deadly Aim, Deceitful, Power Attack
Skills Appraise +2, Bluff +7, Disguise +3, Knowledge (religion) +2
Languages Common
SQ ectoplasmic phase lurch, finesse weapon attack attribute, jealous combatant
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Jealous Combatant (Su) Foe struck with melee attack takes -2 to att vs. foes who are not the phantom for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Here is a version of Sanduro's backstory, before he found his way to Roslar's Coffer.
After months of teaching him the lore and theory of the occult world, Grandmother Túnde pronounced him ready to commune with his first spirit. She brought him to an old wayside shrine to Desna, a place where she had herself held many seances, and left him alone with instructions to come back to camp when he could show that he hosted the spirit of a departed hero.
Three hours later, Grandmother Túnde awoke from a nap to the screams of children and shouts from men and women of her extended clan. She hustled outside and swore at what she saw: Sanduro, collapsed on the ground near the wagons, panting from what had clearly been a long, panicked run back to camp. Standing over him was the translucent, glowing image of an angry, muscular, middle-aged woman in worn leathers and an eye patch. The apparition opened and closed her fists, then jabbed a finger at Sanduro. In a voice that made the old medium's blood run cold, the ghostly woman bellowed,
"WHAT HAVE YOU DONE?"

Cellion |
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Regardless of which class I end up with, I definitely like duskwalker as a race for this campaign. Just seems like perfect thematically, and their race-specific feats are all cool for an anti-undead character.
So duskwalkers are "born" spontaneously in a holy place associated with death. Looking at the Player's Guide, the church of Sarenrae was lost to the red reaver about 13 years ago, so potentially a duskwalker could have been born there before that time. There's also Roslar's Tomb. Is that particular tomb associated with any deity, and would it be considered "sanctified" for duskwalker purposes?

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Here is the profile!
Quick notes:
This was an alias used for a rebuilt PFS character (hence the Silver Crusade icon and a post history). Used to be a battle cleric of Iomdeae.
Kinght of Ozem is probably not going to happen. I just realized that they don't advance the mount class feature and the Horse Master feat requires a class feature traded away by the archetype I'm using. TL;DR No Outflank in the build.
GM, would you mind marking both my place holder alias and Gummy Bear as inactive in the campaign please? Should allow me to keep tracking the campaign through just this alias now.
GM, do you want a separate alias for my horse? Alternatively, we can just push this off until it matters.
General Question:
Are you allowed to put a favored class bonus towards a feature you don't have yet? I always assumed yes, but I think more often than not, I've always put the FCB into level 1 class features or just the HP/skill point, so I've never actually stopped to question it. I'd like to put it towards the banner bonus, but delaying it for some skill points wouldn't be the end of the world either :)

GM CrusaderWolf |

@Cellion: Duskwalker is a solid, thematic choice! I would suggest the Bastion of Light over Roslar's Tomb. The town is named for Roslar but he isn't buried there, the tomb is sealed but empty and the Bastion of Light is a much more colorful locale. Side note: The PFS scenario Reaver's Roar (which takes place at the same location) is delightful and I hope to play it or run it someday!
Regarding the resurrection house rule, I had intended it to be final--that character can no longer resist the pull of the River of Souls and be resurrected. I think it helps make death more consequential even for the incredibly rich and powerful of Golarion, and I don't think it's too harsh. I've never had or even heard of a character needing multiple resurrections, and at the very high levels you can get a second save-free return to life. If the table finds it overly limiting we can dial that back to "the attempt failed but you can try it again."
@Gummy: You don't have to take the prestige class to be a Knight of Ozem, if that's something you want for your character, so don't sweat it too much. And yes your FCB can go to abilities you technically don't have yet, like banner.

Cellion |

I assume the Bastion of Light is that church of Sarenrae, based on your context?
@Gummy: CrusaderWolf's ruled for this game, but for the sake of other games you may be in, you can't put FCBs towards class features you don't have yet. It got clarified in Occult Adventures.

Silvia Macatus |

Alias created!
Also, Garret, if you want to be my best friend ever, pick up Named Bullet as a spell known when you have room for it.

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Tusk, the only thing that sticks out to me is that both characters are quite squishy. What do you think about toughness and/or redistributing any points into con?
That's a fair point, GB. Not much I can do about it on the point-buy for Sanduro - Duskwalker has a -2 Con penalty so I've already burned 2 points getting him up to 10 Con, and I am reluctant to drop any of his other stats. I don't have the ability to rearrange the scores for Zsofia - the phantom has set ability scores at the start and a specific progression, with an additional point at specific levels as with an animal companion.
I'll consider toughness for Zsofia's initial feat, though. Not Sanduro - druids get few enough feats as it is, I'd rather not spend one on toughness for a ranged character. But it's worth considering for Zsofia - it will slow down her combat reflexes/bodyguard/in harm's way feat chain, but she'll be more effective as a bodyguard if she doesn't get sent back to the ethereal plane with the encounter of the day. I had been relying on her DR 5/slashing, but in an undead-heavy campaign even low-level encounters could easily include a claw attack. At level 3, Sanduro will start casting barkskin on her, and I will plan to pick up scrolls or a wand of mage armor and ask Garret to cast it on her to boost her AC, but those are both a ways off.

Cellion |

Another GM question - could you point out some prominent families in Roslar's Coffer that a Duskwalker character could potentially have been adopted into? I was thinking about last names and realized that any foundling would probably take the last name of their adopted family. I could invent a family whole cloth, but using an existing one could be even more juicy.

GM CrusaderWolf |

@Gummy: sorry I missed the question about your mount at first. They don't need their own statblock, but please include their basic stats in the header for your PC's profile. Have their full stats in the alias too please!
@Cellion: the Driscoll half-sisters (a half-elf named Alisa and a half-orc named Darcy) have run the rebuilt tavern "The Sagely Goat" with their dad. Their family is already pretty unusual, taking in a duskwalker wouldn't be at all out of character for them. Darcy also tends to the graves around Roslar's tomb on a volunteer basis.
Alternatively, they might have been taken in by Valorae Ghostheart, a retired cavalier who operates a ranch on the outskirts of the town.
Also in the ex-military vein is Octavius Black, the local priest of Gorum who acts as an unofficial sergeant-at-arms for the town militia and regularly butts heads with Captain Rosalind Sunstone, who commands the local fort on the western (i.e. Belkzen) side of town. The fort is officially dubbed Cofferkeep but most people think that's a silly name so it just gets referred to as "the fort."
Or maybe you're connected to one of the other PCs? It's not a big town (~600 souls including some nearby farmsteads), so its virtually guaranteed that your characters would know one another on some level.

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Let me re-add you to the campaign then Wallace/Gummy!
Also thank you to everyone who has sent me their questionnaire answers! I'm adding them all to my campaign notes folder and will get back to you soon to help iron out NPC connections! Also slowly working through the Dancer class as I find time and trying to get the Roll20 maps started up. Things are slowly coming together!
Captain Sunstone would be a very good connection for a militia-inclined member, she was posted to Cofferkeep relatively recently but her family can supposedly trace its genealogy back to the knights who manned the long-lost Sunwall, the first line of defense of Vigil after the Shining Crusade--and the first of many defensive lines lost to the orcs of Belkzen.
Also, to avoid potential spoilers and the like I've created a Settlement Statblock that you can derive from. It only includes major figures so people like the Driscoll half-sisters aren't included, and I haven't rolled for what magic items are available yet because that seems like something we could do later.

GM CrusaderWolf |
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Two other things:
1. Perception will be a class skill for everyone, it seems unfair for the most-rolled skill in the game to be locked away for half the classes.
2. I've added an invite link to the Roll20 game we'll be using for maps! It is currently blank but I'll be adding a map and settlement statblock for Roslar's Coffer first, with more maps to come over the next few weeks.

Garret Fallows |

Two other things:
1. Perception will be a class skill for everyone, it seems unfair for the most-rolled skill in the game to be locked away for half the classes.
2. I've added an invite link to the Roll20 game we'll be using for maps! It is currently blank but I'll be adding a map and settlement statblock for Roslar's Coffer first, with more maps to come over the next few weeks.
Garret's bloodline skill is Perception--can he get something else as a class skill instead if Perception is going to everyone? Thinking Knowledge/Planes or Knowledge/Religion if we are going to be fighting a bunch of undead.

GM CrusaderWolf |

That seems reasonable, Garret, I don't want to penalize you by trivializing your bloodline skill. For a phoenix/peri bloodline I'd say Knowledge [Planes] is more appropriate.
And I just realized I never answered your question about scaling magical feats. I'm leaning towards no on that one, since magical abilities just aren't gated behind feats the same way martial techniques seem to be (imagine if each school of magic was its own feat chain, like Tripping or Disarming!) but I'll ponder it further.

Garret Fallows |

That seems reasonable, Garret, I don't want to penalize you by trivializing your bloodline skill. For a phoenix/peri bloodline I'd say Knowledge [Planes] is more appropriate.
And I just realized I never answered your question about scaling magical feats. I'm leaning towards no on that one, since magical abilities just aren't gated behind feats the same way martial techniques seem to be (imagine if each school of magic was its own feat chain, like Tripping or Disarming!) but I'll ponder it further.
Fair on both counts. I'll add Knowledge Planes as a class skill instead.

Cellion |

Thanks for all those options regarding family links in town CW. I quite like the idea of getting adopted into the Driscoll family, but I'm still thinking of exactly what kind of personality this character is going to have (and that might affect which family link is more appropriate).
Perception for everyone sounds good. Looking forward to your verdict on Dancer so I can start fleshing out the character mechanically.

GM CrusaderWolf |
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I like this class, it's creative and mechanically interesting and tickles my nostalgia for the initiator classes.
I do have some questions about how to combinations work, though, but nothing struck me as outrageous or broken. The class certainly seems *fast* which I suppose is the point.
All that said, I don't have a problem with okay-ing this class but I'll need time to get a strong feel for it. It's a PBP so time shouldn't be an issue, but with three campaigns on Roll20 it'll probably be a while before I can do a deep dive into it.
Today or tomorrow I'll to update the House Rules sheet to its final version, then start integrating everyone's character questionnaire answers into the campaign. Expect PMs from me in the next week or two!

Ketra Driscoll |

OK, I'm currently in the midst of fleshing out the last details for Ketra. Since Ketra is a native of Roslar's Coffer, I'm wondering if I can cross backstories with someone else who lives there.
Ketra's part of the Driscoll family and currently works at the Sagely Goat as a waitress. She's very social and likely knows everyone in town by name at least. She's also known for disappearing from town for weeks at a time. Sometimes when she's not working at the Sagely Goat, she volunteers her time with the town guard, joining patrols as a scout and lookout.

Garret Fallows |

OK, I'm currently in the midst of fleshing out the last details for Ketra. Since Ketra is a native of Roslar's Coffer, I'm wondering if I can cross backstories with someone else who lives there.
Ketra's part of the Driscoll family and currently works at the Sagely Goat as a waitress. She's very social and likely knows everyone in town by name at least. She's also known for disappearing from town for weeks at a time. Sometimes when she's not working at the Sagely Goat, she volunteers her time with the town guard, joining patrols as a scout and lookout.
Garret works as a militia adjunct with Captain Sunstone, so it would be reasonable that he would have crossed paths with you during patrols, especially if you like to be social.

Sanduro Dzotsi |

Ketra Driscoll wrote:Garret works as a militia adjunct with Captain Sunstone, so it would be reasonable that he would have crossed paths with you during patrols, especially if you like to be social.OK, I'm currently in the midst of fleshing out the last details for Ketra. Since Ketra is a native of Roslar's Coffer, I'm wondering if I can cross backstories with someone else who lives there.
Ketra's part of the Driscoll family and currently works at the Sagely Goat as a waitress. She's very social and likely knows everyone in town by name at least. She's also known for disappearing from town for weeks at a time. Sometimes when she's not working at the Sagely Goat, she volunteers her time with the town guard, joining patrols as a scout and lookout.
Sanduro has been in Roslar's Coffer for a few months and does odd jobs for Maren Driscoll at the Sagely Goat.