
GM Dien |
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Alrighty! So now that that we have people, let's get to the fun part we're all here for: creating our characters.
Stats: Based on what was shaping up in the discussion, looks like there's some nostalgia/excitement over the idea of getting to roll stats. I'm not opposed, there's something about rolling dice that's just plain fun. I propose the following: 4d6 6 times, drop 1, arrange your scores where you like. If anyone winds up with something that's a less than 15-point buy, they can either increase a stat freely until it hits a 15-pt buy, or just build fresh using 15 pt buy. Thoughts?
Skills: Unchained skills/background skills seems to have no objections, so let's say that yep, go for it.
Alignments; I'm not gonna outright bar evil, but don't play stupid evil. Your character should be able to at least pretend to play nice with others and have a reason they wouldn't screw the rest of the party over, etc.
Traits: 2, ignore regional requirements if you see a trait that appeals to you. If you feel like taking a drawback to get an extra trait, I'll allow it. I'll also look for ways to make your drawback relevant.
Races: I'm just gonna nix anything TOO exotic right off the bat. Core races are encouraged; races like the elementals, tieflings/aasimars, etc on a tentative basis. If it was something that was only allowed via a specific boon in PFS (like a dhampir or wayang) I'm gonna just say no; if it was one of those that was allowed open access in specific seasons, then .... maybe. Essentially, is it really important to your concept that the character be an X? Exotic races start to feel a lot LESS exotic when half the party is comprised of things that supposedly are very rare, so I personally prefer them to be used sparingly in parties.
Feat taxes: People made a good point in discussion on how really that means giving monsters more feats too, so I think we'll just leave that off the table and if you want Power Attack or PBS or whatever you'll have to earn it the old-fashioned way.
Starting gold: 150 across the board, I dislike class differentials for starting gold.
Classes: Published Paizo only, no 3pp
HP: Full at level 1, for further levels I'm open to either PFS rules (half rounded up) or roll-for-it if people like to live dangerously. Thoughts?
I'm likely forgetting some other aspects of character creation. Let me know if you notice what I missed.
***
Gallows of Madness starts out in Saringallow. It's too short a module to have a Player's Guide, so I can't suggest people look at that, but we are set in Isger, and you can read more about Isger and Saringallow on the wiki linked if you want. The cliff's notes is that Isger is a vassal state of Cheliax, but Saringallow in particular is a rather anti-diabolist town, inasmuch as it's possible to be one while being in Isger, and also fairly anti-nobility.
Characters being from Saringallow is fine and a nice touch-- it's a town of 2000ish people, so not a tiny hamlet, and not a giant metropolis either-- just enough room where your character could be as known or unknown as you'd like. Of course, if your character is traveling through Saringallow, that works too.
Creating possible backstory bonds between characters is also always welcome, though certainly not required.
Discord is here.
***
Go ahead and pitch your concept(s) and we can get this party started! or... pre-started. Something.

dien RPG Superstar 2015 Top 16 |

(And I'm gonna roll myself some stats.)
4d6 ⇒ (2, 2, 6, 2) = 12 comes out to 10
4d6 ⇒ (6, 4, 5, 6) = 21 comes out to 17
4d6 ⇒ (5, 6, 5, 1) = 17 comes out to 16
4d6 ⇒ (2, 4, 4, 4) = 14 comes out to 12
4d6 ⇒ (2, 4, 6, 1) = 13 comes out to 12
4d6 ⇒ (6, 3, 6, 4) = 19 comes out to 16.
.....yeah I can live with those. Dang. *muses on concepts*

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I like that, everything sound good. Don't really have any objections.
Stats seems like a happy middle ground.
Skills, coolio, pretty standard.
Alignment should never be a reason to be a dick to your friends, check.
Traits, pretty standard. I would also say with Drawbacks, think about how you would deal with the drawback as a GM when making your character. If it has no bearing on the character or would make things unnecessarily difficult, maybe rethink it.
Races, I'm not sure where I fall on this. On the one hand I completely agree with you dien, exotic races start to feel much less exotic when everybody's mother is an extra planar being. On the other, adventurers are weirdos. I mean even in a medieval fantasy setting, not a lot of people have cause to just... go out and kill things for money, instead of trying to make a living with their family. I think if people want to pick weird races, they recognize that most people are going to regard them with suspicion or outright hostility. Even if that doesn't have a mechanical bearing up front, it might affect fictional positioning in how society treats us (the party). So I guess I'm in agreement with dien in that I just want to say, be mindful of which races you're picking and what everyone else wants to do.
Feat Taxes, Yeah I like the concept, but also I don't. Not only does it create extra work, but it also makes level 1 characters a lot more powerful. Level 1 adventurers are essentially idiots cosplaying as mercenaries and its more fun to play them that way.
Starting gold, no problems here.
HP, Full at level 1 pretty standard. Half rounded up also sounds good. I kiiiiiiiiinda want to do rolling for hp after that, but also I know I'm gonna die if I do that. On the Glass Cannon Podcast they have the GM roll and the player roll and take the better of the two. Not sure if we want to do that, as its also going to inflate our hp to about 3/4 HD per level. But it is fun to roll dice.
Can't think of anything we're missing. I guess classes-wise, anything paizo is good?
Let's get this ball rollin' some more. It's been a while so hopefully I did this right...
4d6 ⇒ (4, 3, 6, 4) = 17 =14
4d6 ⇒ (6, 5, 2, 3) = 16 =14
4d6 ⇒ (5, 5, 3, 5) = 18 =15
4d6 ⇒ (1, 2, 2, 5) = 10 =9
4d6 ⇒ (2, 4, 2, 3) = 11 =9
4d6 ⇒ (6, 4, 3, 2) = 15 =13
Hey not too bad! dien's got a superhero up there, but I did okay too.

dien RPG Superstar 2015 Top 16 |

Races, I'm not sure where I fall on this. On the one hand I completely agree with you dien, exotic races start to feel much less exotic when everybody's mother is an extra planar being. On the other, adventurers are weirdos.
Yeah, I'm not saying outright DON'T APPLY WITH A NON-CORE RACE, I just... like the party to generally not be so obviously outlandish that they'd have gawkers everywhere they went. But NPCs will react to obviously Weird appearances in realistic ways, at least when I GM. That may include being freaked out, hostile, refusing to speak to you, etc.
Roll twice and take the better for HP is something I'd be fine with.

Jace Crenn |

Stats: Perfectly fine with that. Gonna roll, and hope for the best...or 15 pts. :D
Skills: Unchained skills/background skills. Works for me.
Alignments; Usually I discourage evil characters in my game, so I'm good with your plan for this.
Traits: 2 should be fine.
Races: So the half-War Forged/half-Drow I was going to submit might be a bit much, huh? Gotcha. ;)
Feat taxes: The only sure things in life are death and taxes, so...
S'okay. On to the rollin'.
Stat: 4d6 ⇒ (4, 4, 6, 3) = 17
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16
* crosses fingers *
EDIT:
Stat: 4d6 ⇒ (4, 4, 6, 3) = 17 - 3 = 14
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14 - 3 = 11
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12 - 1 = 11
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15 - 1 = 14
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12 - 1 = 11
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16 - 3 = 13
Huh. Not too bad. Not a superhero either, but lots it has potential. I can definitely live with this.

Jace Crenn |

Have a few ideas.
A Ranger with an infamous father who was known for betraying the militia for whom he scouted, and leading them into an ambush...
or
A Sorcerer masquerading as a Bard, as his parents were intolerant of having a possibly "demonic" child. Probably multiclassing from Bard to Sorcerer.
or
A Priest of Nature, likely a cleric, but with Druidic trappings. Basically a druid without the shifting and pets. lol
Any of these could work with these stats. Still considering.
I know. I know. Too many ideas.

GM Dien |

:D They all sound like fun ones though. No need to rush to decide just yet, roll 'em around.

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I already mentioned this on the discord, but for visibility I'd like to say I'm thinking of making a Cleric or Warpriest of Asmodeus who was orphaned in the Goblinwood Wars and raised by an Asmodean orphanage in Isger. I was also looking at this class, the Omdura which is technically paizo, but it was created for a different campaign setting. I was also thinking about making a Monk or Fighter, both of whom would be particularly devout Asmodeus worshippers but otherwise nonmagical. I was also thinking about a sorcerer or some other charisma based casters, don't see why they couldn't be Asmodeus worshippers and would have the abilities to try to convert people. Oracle doesn't appeal to me as much for some reason though.
This Asmodeus worshipper could be Evil, but definitely lawful. They would be able to use the church's doctrine to vent their hatred and anger, but would always be motivated to create order so others wouldn't have to suffer as they did. Could be evil, because they would strive for order at any cost.

dien RPG Superstar 2015 Top 16 |

Since Kubular brought up the Goblinblood Wars-- these are probably within living memory for your character, and if they ARE Isgerian, probably a formative thing for them. The G.W. happened, we will say, 20 years ago (23 by a technical count, but we'll just say 20 for ease of counting), and were HUGELY impactful on the country as a whole. Aside from the huge amounts of death and loss in the actual conflict itself, the central government of Isger kinda-sorta fell apart, after, and has decided that it will only focus on maintaining major trade routes with the army-- everyone else, well, good luck. Local officials do their best to maintain order, and frequently recruit outside mercenaries to help fight off endemic assaults from monsters, bandits, etc. Outside of the major cities and the major trade routes, things are pretty lawless, and probably everyone you meet lost at least one relative to the war. Entire towns were wiped out, fields burned, forests, etc. Isger still bears the scars of the war in various senses. Depending on the age of your character, they might never have known a pre-war Isger, they might have childhood trauma from the war, or they might remember 'the good old days' before the war and know the Isger of today as a shadow of its former self.
If your character is NOT from Isger, never mind any of that. ;)

Slowdrifter |

Everything sounds good to me.
Stats: I’m strangely excited to be rolling, the question is do I feel lucky?
Skills: Yes and yes.
Alignment: Never been hugely in favour of evil PCs unless everyone is so good with me.
Traits: Works for me. Definitely in favour of them and drawbacks being built into personality.
Races: I’m generally in agreement that most PCs are normally core races, or at least not every party is a ragtag collection of oddballs and freaks - well they might be, but that’s more because they’re adventurers. A balance between reflecting the society they’re from but also accepting adventurers are potentially a different breed and therefore not necessarily reflective of society is about where I land.
Feat taxes: Keeps it simpler/less work for everyone.
Assuming I’ve got the hang of the roller code, here goes…
4d6 ⇒ (6, 2, 4, 3) = 15
4d6 ⇒ (5, 2, 3, 5) = 15
4d6 ⇒ (4, 6, 3, 1) = 14
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (3, 3, 4, 3) = 13

Slowdrifter |

That comes out as a whole lot of average:
4d6 ⇒ (6, 2, 4, 3) = 15 - 2 = 13
4d6 ⇒ (5, 2, 3, 5) = 15 - 2 = 13
4d6 ⇒ (4, 6, 3, 1) = 14 - 1 = 13
4d6 ⇒ (3, 4, 4, 4) = 15 - 3 = 12
4d6 ⇒ (1, 6, 3, 3) = 13 - 1 = 12
4d6 ⇒ (3, 3, 4, 3) = 13 - 3 = 10
Total of 13 point buy so I’ll probably bump one of the 13s to a 14 and then I’m at 15?

GM Dien |

That comes out as a whole lot of average:
4d6 ⇒ (6, 2, 4, 3) = 15 - 2 = 13
4d6 ⇒ (5, 2, 3, 5) = 15 - 2 = 13
4d6 ⇒ (4, 6, 3, 1) = 14 - 1 = 13
4d6 ⇒ (3, 4, 4, 4) = 15 - 3 = 12
4d6 ⇒ (1, 6, 3, 3) = 13 - 1 = 12
4d6 ⇒ (3, 3, 4, 3) = 13 - 3 = 10
Total of 13 point buy so I’ll probably bump one of the 13s to a 14 and then I’m at 15?
Technically, yeah, that'd be 15 if you did that, but I don't blame if you don't find that low-average spread too inspiring. Remember you can also choose to just do a straight point-buy build to get to 15 pts, too, if you want. That'd give you the chance to bump one stat up a bit more, if you want to.
Welcome!

polyfrequencies |

4d6 ⇒ (6, 1, 4, 5) = 16 15
4d6 ⇒ (3, 5, 3, 3) = 14 11
4d6 ⇒ (6, 5, 2, 3) = 16 14
4d6 ⇒ (3, 2, 5, 5) = 15 13
4d6 ⇒ (1, 2, 1, 1) = 5 4 um...
4d6 ⇒ (2, 6, 4, 2) = 14 12
Not sure what to do about the 4, as that isn't viable in any point buy. Would that just be a min 7? Or am I actually having fun with a 4 in some stat?

GM Dien |

Ahahaha oh man. I'd say you can make that be a 7. Unless you WANT to play with a four in something, God help you.
Man, I feel bad cuz my rolls were insanely good and here other people are getting stuff like that. Er, sorry I took the RNG's best set.

Scitenik |

Okay, not bad! I can work with that. And I'm totally fine on the alignment thing. I typically prefer to play good alignments, or at least, neutral ones. Chaotic Evil or something could be fun in the right setting though.
Not sure what I'll be making yet. I'm probably going with human for the race. I was thinking of going with a Paladin, as I had a loose concept for one, but I'm also open for going for a fighter or something, or perhaps a rogue, depending on what the party needs/is lacking. I'll need to do more reading before I can come up with a concept that would be actually related to the campaign.
So far, I'm thinking of playing a human paladin of Iomedae. She'd come Piren's Bluff in Andoran, which is a small hamlet/border town that's in the northwest, and is relatively close to the Chitterwoods. They've also had their fair share of goblin problems. When the call for assistance goes out from the mayor (I think that's the opening plot hook?) then she would definitely be one of the ones to respond, and close enough to hear said response. I'm thinking neutral good for the alignment as well. As far as a more detailed history goes, I'm not sure just yet, and I don't have a name yet either.
4d6 ⇒ (5, 5, 5, 5) = 20 - 5 = 15
4d6 ⇒ (1, 5, 2, 3) = 11 - 1 = 10
4d6 ⇒ (1, 2, 3, 4) = 10 - 1 = 9
4d6 ⇒ (1, 1, 2, 6) = 10 - 1 = 9
4d6 ⇒ (1, 4, 5, 4) = 14 - 1 = 13
4d6 ⇒ (3, 5, 3, 4) = 15 - 3 = 12

Jace Crenn |

Stat: 4d6 ⇒ (4, 4, 6, 3) = 17 - 3 = 14
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14 - 3 = 11
Stat: 4d6 ⇒ (2, 6, 3, 1) = 12 - 1 = 11
Stat: 4d6 ⇒ (2, 1, 6, 6) = 15 - 1 = 14
Stat: 4d6 ⇒ (4, 1, 3, 4) = 12 - 1 = 11
Stat: 4d6 ⇒ (3, 6, 4, 3) = 16 - 3 = 13
So that technically gives me a * 16 * point build.
I think I'm going to forego it and drop to a 15 pt. build, changing only the 13 to a 12, and bumping one of the 11's to a 12 as well.
So it would be, in spirit, the same character but a bit easier to play.
14, 11, 11, 14, 12, 12.
If that's ok?

Ruin Explorer |

Thanks for the invite Dien.
So, Kitsune is probably out. I’m fine with the character build outline. Let’s roll some dice!
4d6 ⇒ (5, 6, 2, 6) = 19 - 2 = 17
4d6 ⇒ (4, 5, 4, 4) = 17 - 4 = 13
4d6 ⇒ (5, 6, 3, 3) = 17 - 3 = 14
4d6 ⇒ (4, 3, 6, 1) = 14 - 1 = 13
4d6 ⇒ (2, 4, 1, 4) = 11 - 1 = 10
4d6 ⇒ (4, 1, 4, 3) = 12 - 1 = 11
That should do just fine.
I’m thinking about playing a swashbuckler, kineticist, or ranger.

dien RPG Superstar 2015 Top 16 |

Honestly, I'd allow a kitsune-- the human form thing lets them travel inconspicuously and not be constantly drawing stares as MOMMA MOMMA HE HAS A FOX HEAD, etc. If you want to do a kitsune I'm okay with it.
Of course, if they do go around in fox-headed form, expect possible social 'le WHAT' from NPCs.
And welcome!

GM Dien |

And yes, in response to something said up-thread-- the mayor of Saringallow is going to have put out a quiet call for assistance with troubles, relying more on word of mouth than on posters/etc-- but anyone who has reason to be in Isger, an immediately neighboring country, or who is looking for mercenary work, can easily have heard it 'through the grapevine' that there is a job in Saringallow. So that can inform any reasons people need as to their character's presence here.

polyfrequencies |

I mentioned in Discord, but I'll reconfigure the stat array to either
or
My major concepts so far are a gnome mesmerist from Umok, a dwarven kineticist whose family was was prominent in Tar Khadurrm before its destruction, or an elven occultist traveling through the region from Kyonin. I haven't played any of those classes, so I feel like they could be fun. I'll start thinking about the gnome mesmerist a bit more specifically unless I run into a creative wall (or find out that this wouldn't really support the rest of the party).

GM Dien |

I think those are all fine ideas and I definitely enjoy gnome mesmerist as an idea!

dien RPG Superstar 2015 Top 16 |

Rough concepts thus far:
Kubular: Asmodean divine caster
Scitenik: Iomedean paladin
Poly: Gnome mesmerist, others
Ruin Explorer: swashbuckler, kineticist, or ranger - possibly kitsune :P
Slowdrifter: ?
Jace: Ranger with a past, Secret Sorcerer pretensing bard, or nature-themed divine caster- cleric
Dien: It'll be a while before I play, so I may see how the group gels and figure out what we seem to need, but I might end up with a support class of some sort. Skald is lightly tempting me.

Jace Crenn |

Update: Will be playing a Ranger or Fighter whose goal is to earn gold and resources through his adventuring to eventually buy or build his own tavern. I am really intrigued by the idea of a character putting himself into dangerous and sometimes fantastic situations for such a practical and mundane goal. Still working on the specifics beyond that.

Slowdrifter |

Slowdrifter wrote:That comes out as a whole lot of average:
4d6 ⇒ (6, 2, 4, 3) = 15 - 2 = 13
4d6 ⇒ (5, 2, 3, 5) = 15 - 2 = 13
4d6 ⇒ (4, 6, 3, 1) = 14 - 1 = 13
4d6 ⇒ (3, 4, 4, 4) = 15 - 3 = 12
4d6 ⇒ (1, 6, 3, 3) = 13 - 1 = 12
4d6 ⇒ (3, 3, 4, 3) = 13 - 3 = 10
Total of 13 point buy so I’ll probably bump one of the 13s to a 14 and then I’m at 15?Technically, yeah, that'd be 15 if you did that, but I don't blame if you don't find that low-average spread too inspiring. Remember you can also choose to just do a straight point-buy build to get to 15 pts, too, if you want. That'd give you the chance to bump one stat up a bit more, if you want to.
Welcome!
Thank you.
It definitely fits the ‘adventurers are normal people’ idea more than ‘adventurers are exceptional’! I’ll have a play around. In terms of character, it’s probably not going to be a straight caster with those stats.
The two concepts I’ve been considering are magus, came over from Andorran to fight in the Goblinblood Wars and stayed on. Alternatively archaeologist bard, Saringallow local who works asa historian with a practical exploratory side. Both would be either human or half-elf.

GM Dien |

Both sound good! The archaelogist bard might help round out some of the gaps that look like they could be developing, but I'm a big fan of playing what fires your engines, whatever that is.

GM Dien |

If your heart loves the ranger, play the ranger. This is my philosophy! Balanced parties are great and all but some of my most memorable games/situations have come about BECAUSE the party was unbalanced. It's its own challenge but also sometimes super fun and creates the stories that stick with you.
Like being the party's "healer" for a PFS scenario because my fighter had ONE RANK in Use Magic Device and could at least TRY to activate CLW wands, which no one else in the party could. XD

Talon Oakhart |

Sounds good. Will do my best to have my Ranger done today or tomorrow.
Henceforth, btw, I'll be posting here as Talon Oakhart rather than Jace Crenn.

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I think I'm narrowed down to Inquisitor or Cleric. We might be okay ish on casting between a paladin and an Inquisitor. The main reason I want to go inquisitor now is for wis to social skills. The Asmodean inquisitor covers most of that, except for intimidate unfortunately, and is going to be less useful in melee. But! I can also go guided hand on the cleric to maintain relevancy. I thought about Warpriest, but it didn't quite fit the concept and we have so many potential melees, I didn't want to add one more since I can help it.
I think after writing this I'm going to to go cleric. LN, because although I imagine this character as seeing themselves as altruistic, they know associating with Asmodeus means they will always be contributing some evil in the world, even if in their mind it's wholly necessary. Haven't decided much else other than that. Probably male, just because the Sisters of the Golden Erinyes tend to keep females on as Nuns and send the boys off to be hellknights.

GM Dien |

I'm digging your concept! A party starts to materialize....
If people are all fine using Roll20, I may bite my bullet and go ahead and do maps/etc via that. The extra prep work to GM via it isn't so bad for a sustained game-- I mostly get irked when I spend 4 hours doing uploads, map configuring, etc, for a PFS scenario... that's over in the same amount of time it took me to get everything ready for it.
That would also allow people to host their character sheets there too, if they like to do that. If you've never done that or don't want to mess with it, that wouldn't be required, and ultimately if I have to make rolls for you, I'll do them based on the information you have in your profile. (Scitenik, I can talk about how to make your sheet in your profile with you one on one, or anyone else who has never done that, if there is anyone.)

Slowdrifter |

Should be fine to get character sorted for Monday. I think I’m going down the archaeologist route - that was my first instinct with a jack of all trades stat array! It also fits a niche within the party for support, knowledge, traps, skills. Wasn’t thinking face particularly fits my concept but probably wouldn’t be a bad back-up. Similarly, human feels right for a native of Isger. And archery route for combat, though that’s definitely not going to be my forte.
She’s a Saringallow local and while she doesn’t really remember the Goblinblood Wars, they cast a long shadow over her life. Her mother was a victim of them when she was an infant and her father, a soldier at the time, lost a leg and was invalided out permanently. Father and daughter have a very strong bond - he’s naturally clung on to her as a symbol of hope of a better future after so much devastation, she supports him fiercely as it’s not always an easy place for him in a dangerous world. She’s developed a reputation and business as an information broker and something of a sage for mercantile traders and other travellers passing through town along the busy river trade route.
I’m new to Roll20 so would probably appreciate a hand getting started.

Constantine Fioritura |

This is polyfrequencies reporting in with a human occultist (after multiple revisions)! I look forward to him meeting all of you.

Talon Oakhart |

I've never used Roll20, but I'm open to using it. Just created an account for Talon, so bear with me while I figure it out. :D

Talon Oakhart |

Talon's CS crunch is ready for review in my profile.
Background: Born the son of an elven herbalist and a human ranger, Talon grew up in a small cottage outside of Saringallow, where his mother kept a respectable garden and offered her herbs, potions, and poultices to the local merchants and healers. His father was a scout who died near the end of the Goblinblood Wars. He had been a member of the 'Greenskin Stalkers' militia who became famous for their exploits in combat against the goblinoids in the Chitterwood during the war. The young ranger inherited his father's skill with a bow and his mother's love of nature and magic. Recently he's been working as a hunter and a part-time messenger between the local communities. Recently he's become enamored of the idea of one day owning his own tavern, and has been looking for opportunities to save up starting funds to follow through on this dream...

Talon Oakhart |

Silly question, maybe, but I'm asking it anyway because I can't remember.
Favored Class bonuses don't get added until 2nd level, correct? Since you're then gaining a level?

Constantine Fioritura |
1 person marked this as a favorite. |

Hey @Kubular: Constantine was also orphaned in the Goblinblood Wars and raised by one of the Asmodean orphanages. Even though it has been a while, it is possible that our characters could have known each other as children. If you want to explore that angle, I'm happy for that. Obviously, there are plenty of orphanages, so we don't need a previous connection. But it's there if we want to explore it.
Also yes: FCB comes with every level. The only reason that you wouldn't get as a half-elf it is if Ranger is not one your two favored classes or you traded away the multitalented trait and are starting in a class that is not your favored class.
I just built a half-elf that took blended view instead of multitalented and is starting as a 1st-level swashbuckler before progressing into investigator. His favored class is investigator, so he is not getting his FCB. But I mechanically shot myself in the foot.

GM Dien |

Hey all. I was really looking forward to this, but unfortunately RL has turned ugly for me. I’m going to bow out so that you can get someone else to join on who can play reliably.
Sorry to hear that, RE. Thanks for the heads up. I'll go back to look at the list of others.