Hardships in the Isgeri Hinterlands

Game Master Tilnar

Haugin's Ear is an isle of stability in the chaos caused by the war and, especially, the neglect of the Isgeri wilds.

But that stability is facing pressures both internal and external -- magical and mundane -- can a group of would-be heroes find the right mix of resolve, skill, dedication and luck to overcome it?


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Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Ok, then, let's use the space here to try to figure out what, exactly, we'd like to do -- I think it's important that we're all on the same page and get the sort of game that we all want to keep everyone full engaged and hoping to be able to attack things and keep a high level of momentum.

I suspect there only being 2 of you should reduce the whole choice paralysis thing a great deal -- further, I imagine that it'll allow for quicker back-and-forth(s) when it's time to plan or figure out next steps.

So, I think the first thing is that we're all still onboard with PF1 as the ruleset (though if people would like to consider something else that I'm able to run, that's all good too).

Assuming that's the case, the next step is to establish what sort of campaign we want.

I could run something in the post-Raveners world that I was pitching before or something in the more "normal" accepted version of Golarion.

So, I would say, at the moment, my two questions are:
(a) What sort of world do you want?
(b) What sort of campaign -- the following list is not exhaustive, but should make for decent discussion:
* One that pits you against existential threats that could destroy the world (or your part of it)?
* One that's more personal in nature, with family and friends woven throughout?
* One where you're simple mercenary adventurers who are trying to make a name for yourselves? [This could go in the 'caught up in something bigger', 'becoming more famous means you get bigger missions/clientelle' or 'building up your band into a unit/kingdom/whatever' sort of place?
* One where you're trying to unlock the secrets of the past (especially effective in the Ravening setting)

...of course, it's still perfectly fine if you want to reconsider the Question 0 and we end up playing Shadowrun or Earthdawn or 'Mechwarrior or something.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Ideally, we could figure out what we want and get through that session -1 and session 0 stuff in the next few weeks and be ready to start early in the New Year.


Yay, really happy about this!

A: Golarion is fine. I am good with the post-Raveners setting but that may mean more GM work. As long as we are doing PF1 rules, I'm cool with any world, including non-Golarion if you guys want. TLDR; I'm easy.

2: I personally like the start small and discover something bigger path, whether it's bigger in stumbling across something important or finding out we're odd or special in some way, it's all good to me. But I do like the start small - 1st level super peasants type of thing.


PF1 is good with me.

I'm fine with either world idea, so I'd leave that to whichever you think will be more interesting for you as the DM.

Regarding type of campaign... I tend toward a combination of 1/2/4, with less interest in #3.

I like starting with the assumption that we're uncovering the story of how the party became the heroes — with the prior that they /do/ (barring unfortunate fatalities). So "the way things happened to pan out" might include some crazy "coincidences" like in published APs, because in the grand scheme of things that's the way things are "supposed" to be. Does that make sense?

Wrote most of this before Treppaninja popped in, so lemme add... I'm definitely good with the "start small" approach, but precisely as Treppa said so well, I like "finding out we're odd or special in some way" (or not even necessarily having the characters find out, but having the meta-knowledge of that as the players).

Timeline sounds great to me as well.

I believe I've already broached the subject of running it elsewhere with you both — are you both comfortable with that? I will say, the other site offers email notifications and more BBCode (but no avatars or some other features yet). :P


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Okay, so, going with "core" Golarion (at least to start), I'm thinking we'll start in a small town in Isger, circa 4717 -- so about 20 years after the Goblinblood wars devastated the place. (The Wars were so bad that it took their neighbours to save them - Hellknights working with Eagle Knights working with Druman Mercenary League).

Anyhow -- that gives us a nice place to start from, given what Isger is (namely, a trade route from Cheliax to Encartan), and the devsatation, almost the only parts of Isger these days getting any official love is the major route (along the Conerica River) -- with the rest being left to their own devices.

So, I'm thinking we'll either overwrite or create a fishing village on one of the other rivers - one that was still getting at least a trickle of trade thanks to the water and its ability to feed Isger. And, one that's far enough from the Chitterwood that it didn't actually get attacked by the goblins - but as a result of that, you got an influx of refugees, instead - from other areas in Isger (including Umok, so probably more Gnomes than we'd normally expect).

So, that allows for a nice starting point - some pressure between the old blood and new blood, you being a point of (relative) security (in part because of measures taken after the war) and prosperity (again, this is a relative term) in a bandit-infested wasteland.

One of these measures is that anyone who wants to be a full citizen of town needs to spend a year in the guard/militia -- I'm assuming that the campaign will start at (or very very near) the end of your yea.. (In fact, I was thinking that the party might have already been working together as a 'patrol' as part of that, but that's optional - figure it establishes a reason why you're working together, at least)

[Note: The choice of date was just to allow for time post-war to sink in -- we won't necessarily worry about some of the other stuff from APs having happened (of course, where you're starting, that won't be too much an issue anyway).]

So, if this sounds reasonable to everyone, I'll start working up some campaign traits and some major NPCs to provide hooks -- and we can also talk things out for backstories to get more links in.


I was perusing "the other" gaming forum, and it doesn't have a Characters page. I use the Characters tab and my own setup in a game constantly. Is there a way to do that in the new forum?


Tilnar wrote:
So, if this sounds reasonable to everyone, I'll start working up some campaign traits and some major NPCs to provide hooks -- and we can also talk things out for backstories to get more links in.

Sounds great to me!

Oladon, any preferences on classes/roles for your two?


Setting sounds good!

Treppa wrote:
I was perusing "the other" gaming forum, and it doesn't have a Characters page. I use the Characters tab and my own setup in a game constantly. Is there a way to do that in the new forum?

Yep, there are characters! Once you're logged in you just click on your name in the upper-right and you can view/create/edit your characters. You'll then be able to post as any of your characters in threads. (Btw, you can always use the Alpha Testing Game to play with stuff.)

Treppa wrote:
Oladon, any preferences on classes/roles for your two?

No, not at the moment... right now I'm trying to come up with a clever way to only have to come up with one "character" while not losing the actions and other benefits of two. :P


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Okay, good -- since you're both onboard for the general idea -- I think I'll use Haugin's Ear as our starting point -- other than a short entry about it in the Inner Sea World Guide, it seems to be a nearly-blank slate to work from.

It does seem to be about the right size, and still manages some of its own trade despite not being on a major trade route -- and, in fact, unlike most of the rest of Isger, seems to even still have some (limited) mineral resources.

In terms of characters, I think two each is best in terms of action economy and the number of bodies to get smacked 'round. That said, if you guys really don't want a second character, then we can flush out the party with 1 or 2 NPCs - as long as you don't mind them being less helpful in terms of figuring things out/planning/etc. Alternatively, if we know of another player who wants a fast-paced game, we could do that, too -- but I rather liked the idea of only being two of you so that decisions could be made quick-like.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Okay, so I'm sketching up a rough political structure -- figuring that despite the existence of a figurehead noble, the real power will be the Merchant's Guild -- originally formed of 5 families, but with the influx, there are now 7 -- one of which is Gnomish (the result of a bunch o' Umok refugees).

Haven't named 'em yet, but figure it mostly breaks down as:

Old:
- Fish Trade Family
- Ice Selling Family
- Gold Trade Family
- Fox Raising Family
- Trader (Caravan) Family (de facto "head" family)

New:
- Gnomish Family (Trade with Brastlewark)
- Jeweler Family (who are basically the leaders of an artisan commune)

Essentially, the new families bought their way in - but there's still tension between the new and the old (and, for that matter, between the new that could get into the guild and those who couldn't).

Haugin's Ear is of a size with Sandpoint, so I'll probably create a roughly the same number of landmarks -- though here we have the potential head of a petrified giant rather than a Thassalonian Lighthouse. :)


I read "Gnomish" + "Jeweler" as "Jewish" and was like "wait, when did Golarion get real-world ethnicities?!" :P

Sounds good so far! I appreciate your sharing the progress as you go... it helps sow seeds for my subconscious to play with. :)

Tilnar wrote:
Haugin's Ear is of a size with Sandpoint, so I'll probably create a roughly the same number of landmarks -- though here we have the potential head of a petrified giant rather than a Thassalonian Lighthouse. :)

Just as long as there aren't any haunted houses with icky nasty delicious mold in the basement...


One character is starting to come together a little bit, probably as a gnome. No ideas yet for the other.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Ok, so, to help you all, here's the more fleshed out version of town:

Geography

The Isgeri town of Haugin's Ear is situated on the Keld River south of the Chitterwood, right on the border with Cheliax.

The town is named for a local stone outcropping on the river side of the town shaped like a giant's head and ear. Legend tells that this giant (whose name was Haugin) was turned to stone by a Taldan wizard long ago, and that the creature's petrified body parts are still strewn around the countryside. Regardless of the story's veracity, the rock shaped like the giant's head can be seen on the river from miles away and serves as a landmark for travelers. Locals also believe that the outcropping contains secret rooms that draw in children, although such chambers have never been discovered. Nevertheless, at least one child disappears from Haugin's Ear every year for unexplained reasons.

Demographics

Haugin's Ear is a small town that experienced a surge of population growth over the last twenty years, following the Goblinblood War. Before the war, Haugin's Ear was almost totally human and had a population of about 900. Today, the town numbers roughly 1,300 and is somewhat more racially diverse due to post-war refugees. Roughly 1,100 residents are full humans, and another 30 are half-human or planetouched. Other than humans, the largest group are gnomes, with nearly 100 - many of whom are refugees from Umok. There are roughly three dozen elves and a like number of dwarves, and a handful of halflings -- believed to be former slaves that escaped during the war, who are treated as free citizens.

Economy

Haugin's Ear's size and position on the Keld has allowed it to maintain some semblance of an economy, although the general depletion of resources in Isger during its time in the Empire did not leave it with much to sell. Before the Goblinblood war, most people in town earned their living by fishing the Keld and selling salted fish, ice, and tamed firefoot fennecs and maintaining a few trade caravans, as well as supporting the few miners who eke out a living panning for gold in the nearby Aspodell Mountains.

The coming of the refugees has changed the economy, bringing a larger workforce and new perspectives -- the two largest additions being the jewelry (and, to a lesser extent, other works of art) from the artesan's commune and alchemical and mechanical goods brought in from Brastlewark, generally to be sold by caravans braving the mountain pass to Andoran. The larger economy and higher level of trade have increased the number of caravans and ships trading at the Ear, leading to increases in supporting industries, including warehouses, shipwrights and, especially, hospitality.

Society and Governance

Officially, the town of Haugin's Ear is part of the holding of Seneschal Kalman Blackwood, granted to him by Steward Hedvend VI, rule of Isger. In practice, however, Haugin's Ear has been governing itself for roughly a century, with all decisions for the town made by the Merchant's Guild. This reality was only increased when Hedvend abandoned most of Isger outsider of the Conerica Straits trade route during -- and after -- the Goblinwood Wars, drawing away the anemic presence of the Isgeri army that had been in the area (including their commander, the Seneschal).

Despite being an oligarchy, the Merchant's Guild is generally respected and popular amongst the citizens of the Ear -- and is viewed as being generally quite fair. This may be, in part, a result of the fact that the Guild's membership reflects the largest industries in the Ear, such that looking out for its own interests generally has a positive effect on the overall health of the town -- especially as it has invested in the creation of the Militia. It may also be that the Guild has been honest enough to allow others to take a place in the Guild once they could demonstrate the importance and prosperity of their trade by "buying their way" in the Guild. This has resulted in the Guild increasing from the five remaining old families to seven since the War.

Between the feelings of abandonment, the influence of their trading partners in Cheliax and Andoran, and the town's success in spite of all of the challenges, the citizens of the Ear generally put their allegiance to their town ahead of any nation (which couldn't be counted on anyway).

All adults in Haugin's Ear are required to spend one year in the town militia in order to gain full majority and the right to own property. This same rule is applied to outsiders, who are welcome to join the town only if they are willing to do the same. Those who do are generally accepted without any questions about their past and regardless of their race.

Still, the town is not without conflict -- there has been pressure between the old and new citizens, despite the increase in the town's prosperity, with several older residents (or children of old families) resenting the newcomers and their new ideas. This resentment seems strongest amongst the lower-class workers of the town, who saw the many of the impoverished refugees leapfrog them in terms of their wealth and quality of life. This is also true of some of the older families with strong pedigrees -- who feel the newcomers have reduced their influence, prestige and chances for wealth. The newcomers, on the other hand, while generally happy to have been accepted are often concerned that they are still being treated as something other -- or second-class citizens -- despite what they have brought to the town. Additionally, the smaller groups and businesses that are not represented on the Merchant's Guild -- especially innkeepers and brothels -- feel the current system is unfair and that their needs are not being addressed, despite the clear contributions they've made.

Religion

The town's largest cathedral is one that marks its Chelish roots and is dedicated to the Godclaw. However, while all five gods are given their due, actual worship is largely limited to Abadar and Torag, though there are a few worshippers of Iomedae and Asmodeus (usually those who have cultural ties to Andoran and Cheliax, respectively). Despite this, worship of Erastil is even more popular, especially in his role as the defender of communities, leading to the construction of a large church in his honour some 25 years ago. While less popular than Erastil, Abadar and Torag, worship of Shelyn is also quite common, especially amongst the artisan's commune who created a large chapel within their walls. While those mark the major religions that are observed, there are a number of smaller shrines with pockets of worshipers in town -- most notably amongst these are the Drunken Hero that serves both as a tavern and a place of worship for Caiden Cailean, and the shrines to Gozreh and Haspur near the docks. Generally, the people of Haugin's Ear are tolerant of the observation of any but the evil gods -- although the worship of Milani and Gorum are generally not well regarded.

Major Characters in Town

* Sheriff Ewald Naimok -- Ewald is a half-orc inquisitor of Erastil who has been a member of the town watch for a dozen years, and its leader for the last 5. He has a reputation for being gruff, direct and single-minded in his goals -- and just his stern gaze has been enough to make people confess their crimes.

* Commander Atia Ceallach -- The leader of the town militia, Atia was originally a Captain in the Isgeri army during the Goblinblood War. During the War, Atia fought alongside both the Hellknights and the Eagle Knights, her unit acting as a liaison between the two forces that hated each other -- and did her best to learn from each - and to evaluate their weaknesses. When the War was done and the military ordered to abandon the people they had just liberated, it was the final straw for Atia -- after the blood, pain, and shame at needing to be rescued by outsiders, she couldn't give up on the people she'd fought for.

* Professor Taika Winterborn -- Like Atia, Taika was a member of the military during the Goblinblood War -- though Andoran, rather than Isgeri -- who came to fight off the goblins when Isger needed help. Despite having come from the outside to fight, Taika was shocked to learn the truth about the Isgeri military -- and doubly so the orders to abandon the people to defend a trade route that came at the end. She stayed behind to help protect the people -- and was the terror of would-be brigands for nearly a decade before being injured while clearing out a well-defended and trapped lair. Since then, she has settled in at Haugin's Ear, teaching those who would learn magic, making small items, and marrying the militia leader who saved her.

* Biljana Fellroot -- While young by gnomish standards, Biljana is into her fifth decade of life, and is a survivor of the Battle of Umok and has become the town's primary healer with her knowledge of potions and herbs, and seems equally able to craft healing poultices and herbal remedies as magical potions to aid the miltia in battle.

* Sister Brigid Tanora -- Sister Brigid is an obviously planetouched human of two dozen winters and the leader of the Church of Erastil in Haugin's Ear. Brigid has earned her position through her obvious passion and dedication, and works tirelessly to help the town, the militia and the watch. Her strength of character and presence is enough that the willowy girl is still a commanding presence, even when compared to the Sheriff -- who follows her direction without question or fail.

* Justicar Flarn Adalet -- Flarn is an elderly human of more than 70 winters, and the ranking cleric in the Cathedral -- one dedicated to the whole of the Godclaw, rather than any individual god. His position also makes him, by default, the person who adjudicates contracts and determines the guilt or innocence of those accused of crimes. Flarn is reserved and stoic, generally considered by most to be dispassionate and even a bit prickly if not outright bitter -- but also painfully fair. When judging, he will often consider the spirit and context of things, however, this tempering of the law does not generally extend to his analysis of contracts, which is absolutely bound to the letter of the agreement.

* Rogar Steelaxe - Rogar is a dwarf who has seen a century and a half of life, and the proprietor of the Drunken Hero -- which is both a tavern and the house of worship to Caiden Cailean. Rogar has, over the last few years, developed a bit of a reputation for pushing back against the Merchant's Guild on behalf of himself and his fellow tavern and inkeepers.

The Merchant's Guild

The seven families that control the Merchant's Guild, and their representatives, are:

* Devra Minali -- While the Minali family is not (by any means) the only fishing family in the Ear, they are one of the wealthiest. Often, when other fishers fall on hard luck, it has been loans (or, in some cases, partnerships) with the Minali that have kept them afloat. Devra took over her place on the Guild Council 20 years ago, following an accident when she lost her hand in the nets, and is the most active member of the Guild.

* Dron Todde -- The Todde family is the richest of the firefoot fennec breeders in the Ear, and are considered to have the best breeding stock. Dron's affinity for his animals doesn't seem to extend to humans, with most in town finding him a little... off.. in their interactions, as if he's more comfortable with his stock than with people -- although they generally agree he has a quick wit in the rare cases he's felt the need to use it.

* Bernk Izotz -- The Izotz family control the ice trade in the Ear -- almost everyone who goes into the mountains to cut ice either works for them directly or ends up selling through them -- although, in the last decade or so, it's whispered that those sales are often not on terms that they're happy with. Bernk himself has the powerful build that comes from two decades of hewing and hauling ice blocks, and a cold personality to match.

* Frel Aranka -- The Aranka family owns one of the few working mines in the mountains and most of the infrastructure for assaying gold in town, taking a small and fair cut of almost all the gold that comes into the Ear, mined or panned. When he was younger, Frel had a reputation for being spoiled and rich - one that many town elders still cling to - however, he voluntarily did his year in the militia and he succeeded admirably, despite the learning curve, earning the respect of his compatriots -- and, ultimately, himself. Frel has been very dedicated toward the Guild investing in the town and the militia, to protect itself and the mines.

* Asra Vetla -- The Vetla family has been the most politically able of the families, the one that has maintained the relationships and operated some of the caravans that have kept goods flowing both in and out of the Ear. Within town the Vetla operate both livery and breeding stables, and have been branching out into warehousing as the Ear has grown and sea trade has increased. Asra married Harg Minali and the two have been working to increase river trade in addition to the trade caravans.

* Zarzukel Taremanalt -- The Taremanalt are a gnomish clan made up of refugees from Umok who were later joined by some of their family from Cheliax, who have brought gnomish goods -- mostly alchemical and technological -- from Brastlewark to the Ear, both for local use and for trade with Andoran. Zarzukel has a reputation for being friendly -- almost painfully so -- but also being approachable and fair. On the Guild Council, he is known for standing up for not only the needs of the Gnomish community, but also the elves, dwarves, and even the poorer humans.

* Gahaur Durdona -- The Durdona family is unique in that it was not originally Isgari, ironically having fled the River Kingdoms to get away from the Brigand-Lords before finding the relative security of Haghin's Ear. The family itself is small, but quite wealthy (by the standards of the Ear), having taken to first collecting -- and now cultivating -- river pearls, and using local gold to produce jewelry - mostly rings and earrings. Gahaur is a dedicated Shelynite, and has used his family's money to buy the old Senschal's estate in town, converting it into a commune for artisans which has attracted a number of interested individuals (including locals, often to the chagrin of their parents). Gahaur sees his role on the Guild Council as representing all of these artists, and the arts in general, rather than his own small clan. He's generally well respected, but also considered a bit flighty -- and this in a town with a large gnomish population.


Oladon wrote:
One character is starting to come together a little bit, probably as a gnome. No ideas yet for the other.

What party role are you thinking of for the gnome?


This is great!

I'm looking through classes & archetypes trying to find the "right" one(s) for my characters. Probably looking at one "townie" and one "hermit" — though there's definitely plenty of content here for the hermit to still have some connections to town.

Treppa wrote:
What party role are you thinking of for the gnome?

Ehh... not totally sure yet. Possibly melee combatant.


Ughhh, decision paralysis and fatigue...


DM, same creation guidelines as for Lastwall? Any differences other than (presumably) campaign traits?

I think I'm going to end up with two non-optimized characters... but hopefully that won't cause us to all die horribly.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Sure, let's do the same build rules - we'll assume you gained your levels before or during your year of militia service.

I'll work up new loot bags for that later.

Also, since you'll be a 4-person party, let's bump the build from 20 points to 22. 25 just seems way too generous.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Also, as promised:

Campaign Traits

As per the previous discussion, all characters are just finishing (or have just finished) the year in the militia that allows them to be full citizens of Haugin's Ear. The following traits provide fun little snippets of backstory and potential hooks regarding each character's life before that. Most of the traits here assume that you spent at least some of your childhood/formative years in Haugin's Ear, however, there are also a few "latecomer" traits (so indicated) representing individuals who came to town as adults.

* Andoran Sympathizer: You've grown up with tales of the Andorans who came and fought nobly to push back the Goblins during the war, and have come to greatly admire them and what they stand for. This has probably manifested in some way that is obvious to those who know you -- - hero worship of the Eagle Knights, talk of seeking Andoran annexation, or just a number of heated conversations with those who still cling to some notion of Cheliax and its ideals. Still, you have done your best to live up to the Andoran ideals and all they represent -- freedom for all, and a willingness to risk your life to fighting against oppression, tyranny, and slavery. As a result, you gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will, as well as Knowledge (Local) checks regarding Andoran.

* Brastlewark Apprentice: (This trait is available to members of any race) You have spent years being amazed by the engineering and alchemical marvels that the Gnomes brought to Haugin's Ear since their arrival (or while growing up). This captivation led you to sights on learning more and working for those who could create such wonders -- a goal that you accomplished. Your dedicated study provides you with a +1 trait bonus to Knowledge (Engineering) and Craft (Alchemy) tests, and one of these becomes a class skill for you. In addition, when using an alchemical weapon, you gain a +1 trait bonus to the direct (but not splash) damage you inflict.

* Chelish Sympathizer: You've grown up to believe that, despite it's current state and recent treatment as a vassal-state, Isger was once a proud province of the Empire -- and should likely be again, given how poorly it has done as an independent state. The tales of small groups of Hellknights remaining in Isger and setting up strongholds is inspiring - maybe even because it might mean there's a place for you in their ranks one day. Your study of all things Chelish gives you a +1 trait bonus to Knowledge (Planes) checks which becomes a class skill for you and, may select either a +1 trait bonus to attack and damage rolls when facing chaotic outsiders, or a +1 trait bonus to penetrate the spell resistance of such creatures. You also gain a +1 trait bonus to Knowledge (local) check regarding Cheliax.

* Commune Artisan: You either grew up in the Artisan's Commune or joined it at a young age and have become an accomplished artisan though a combination of natural talent and practice. As a result, you gain a +2 trait bonus to one Craft, Artistry or Perform skill, which also becomes a class skill for you. Your broad training, however, allows you to apply half of this bonus to all skill checks of that type. [For example, if you select a +2 to Perform (Oratory), you would also gain a +1 on all Perform checks.] If you select a Perform skill and are a member of a class that receives bardic performance, you may increase the number of rounds of performance per day by 2, so long as the skill you selected is applicable. If you select a Craft or Artistry skill, your broad training lets you apply techniques from other areas, and these short-cuts allow you to reduce the amount of time needed to craft an item or work of art by 20%.

* Destitute Refugee: (Latecomer Trait) You came to Haugin's Ear penniless - whether just from general poverty or following a brigand's raid - seeking an opportunity to build yourself a better life. A year of training in the militia -- and regular meals -- have honed you and developed the natural hardiness that allowed you to survive your harsher life. As a result, you gain a +1 trait bonus on Fortitude saving throws, which is doubled against diseases and any ingested poisons.

* Displaced: Your family has been in Haugin's Ear for generations, but somehow became second-class citizens when those refugees came. This might be because of a loss of influence, changes in employment, or simply watching the newcomers exploit the system and gain wealth in ways that were never available to your family. Of course, given the way everyone talks about the newcomers, you've learned to keep these unpopular views to yourself, if only to avoid even more damage to your reputation (and/or that of your family). This constant practice at holding your tongue grants you a +1 trait bonus to Will saves. Also, the DC for Sense Motive checks made against you is increased by 2.

* Ex-Brigand: (Latecomer Trait) You fell into a life of brigandry in the more wild parts of Isger, but have left that lifestyle following a crisis of conscience (which may or may not have had a triggering event) -- coming to Haugin's Ear for a fresh start with no questions asked. Your experience in ambushing others gives you a +1 trait bonus on stealth rolls, which is doubled when setting up an ambush. Stealth automatically becomes a class skill for you.

* Goblinblood Veteran: (Given the Wars ended some twenty years before, this trait is best applied to a member of a longer-lived race.) You lived through the horrors of the Goblinblood Wars, taking up arms to fight back - likely out of necessity - and you've taken the grim hard-won lessons to heart. As a result, you gain a +1 trait bonus to damage rolls made against creatures with the goblinoid subtype, and a +1 bonus to your CMD against manoeuvres made by such creatures. These are trait bonuses and stack with any racial, favoured enemy or studied combat bonuses you may have.

* Hooligan: Despite the idyllic vision that most people have of Haugin's Ear, the town also has its own seedy underside -- and, in your youth, you contributed to that. While you were never dragged before the Justicar, you were certainly well-known to the members of the Watch. You were well connected with the town's rumour mill, and while you may have reformed (or at least seemed to) since then, the knowledge you gained and contacts that you retained provide you with a +1 trait bonus on Knowledge (local) checks which automatically becomes a class skill for you. You can also use Knowledge (local) in place of a Diplomacy check to gather information about happenings and people in Haugin's Ear. Additionally, the lessons you learned in hiding things from the Watch have stayed with you, giving you a +1 trait bonus to either Sleight of Hand or Stealth checks, which also becomes a class skill for you.

* Ice Packer: You are a member of a family (or, alternatively, a close friend of such a family who worked for them) engaged in the ice trade in Haugin's Ear that is buckling under the pressure applied by the Izotz family - and has been seeking creative ways to avoid this - including overloading the sleds and workers. Your practice in these techniques means that you may treat the strength of an individual or creature carrying a load that you prepared as being two points higher, so long as you spent at least 10 minutes preparing it. It also provides a +2 trait bonus on Stealth and Slight of Hand checks to hide individual items in larger loads.

* Liberated Slave: (Latecomer Trait, Halfling Only) You managed to slip free from the Estate (or Caravan) of your former master and make your way down the Keld to the safety and freedom offered by Haugin's Ear, quite pleased to find acceptance, as well as learn to fight and defend yourself. Remembering well the lessons of your escape, you gain a +1 trait bonus to Escape Artist and Disable Device checks, one of which becomes a class skill for you.

* Merchant's Guild Family: You are a member of one of the five (original) families that makes up the Merchant's Guild. This trait is restricted to characters who are fully or partially human (including the planetouched). Your status means that you grew up with wealth and the protection of an esteemed name -- as well as the drawbacks, like the need to set a good example (resulting in spending some time working the family's business), accusations of nepotism and being spoiled (which may or may not be valid), and constant gossip about your family's affairs. The benefits of this trait depend on which of the families you were born into:
--- Aranka: Your family's wealth comes from the nearly-depleted gold mines, and you've spent more than your fair share of time underground. As a result, you ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus to checks made to squeeze through tight areas. Finally, you gain a +2 bonus on Appraise checks to assess the value of natural stones or metals, and Appraise is always a class skill.
--- Izotz: Your family's chokehold on the ice trade in the Ear is the result of hard work - both in terms of moving and hauling ice, and also in pushing out and strongarming others in the same profession. Your time working with the ice has resulted in you becoming resistant, gaining a +4 trait bonus on Fortitude checks made against exposure to cold weather. You also gain a +2 trait bonus on any saving throw made against a spell or spell-like ability with the cold descriptor, and 1 point of cold resistance.
--- Minali: You grew up on your family's boats, learning to swim, sail and fish while others were learning to walk. As a result, you gain a +1 trait bonus to Profession (Sailor) and Swim checks, and one of these becomes a class skill for you. Your vast experience cleaning fish rapidly also grants you a +1 trait bonus to damage when using a knife or dagger.
--- Todde: You grew up raising firefoot fennecs to be sold as pets or for fur, and have developed an eye for good breeding in all animals. This affinity results in a +1 trait bonus on all Handle Animal checks, which is automatically a class skill for you. Your eye for breeding means that any familiar, animal companion or bonded mount you have is of superior stock, gaining a +1 trait bonus to one saving throw -- or to all 3 saves if the animal is vulpine.
--- Vetla: You grew up in a home of honey-tongued merchants -- learning how to read people and gently persuade them to come to your point of view. As a result of this, you can a +1 trait bonus to both Sense Motive and Diplomacy checks, one of which becomes a class skill for you. In addition, you've learned to ply these skills when dealing with merchants, allowing you to haggle -- increasing the price of any goods you sell by 5% if you succeed on a DC 20 Diplomacy check, by 10% on a DC 30 check or by 15% on a DC 40 check. Only one check can be attempted with the target decided before the roll is made.

* Plague Investigator: (Latecomer Trait, though not exclusively so - could be adapted for a local) You have come to the area in order to study the Gillamoor Plague which has turned that town into zombies, hoping to benefit from the 5,000gp reward offered by Steward Hedvend VI, choosing Haugin's Ear as a useful and relatively safe base of operations from which to launch your mission. Your study of the undead grants you a +1 trait bonus to damage rolls made against them. You've also learned to prepare weapons to fight the undead, and can, as a standard action, use your blood (taking d4 damage) to prepare a weapon so that it can affect incorporeal undead creatures as if it had the ghost touch property for one strike. Additionally, if you have the ability to channel positive energy, the DC to resist it increases by 1 for undead creatures.

* Umok Survivor: (Gnome Only) You are a survivor of the year-long goblin siege of the village of Umok -- a grinding and terrible time where you became increasingly convinced of your death -- before being miraculously saved by the Challo Fignoble who single-handedly broke the siege and protected the town at the end of the Goblinblood War. Rather than remain in Umok to live in fear with your memories, you were one of the many who sought to find a new home -- and yet, the scars of that time of have remained with you -- including the ways that you learned to hone your innate magics to better protect you. Whenever you use one of your racial spell-like abilities, you may choose to either activate the ability with a +1 bonus to your caster level, or to increase the DC to resist the ability by 1.

* Wanted: (Latecomer Trait) You came to Haugin's Ear to get away from enemies who have both the will and resources to harm you as a result of something you did (or are believed to have done), and the town and it's "no questions asked" nature provided you with an excellent place to hide. Still, your enemies aren't the type to forgive, forget or give up -- you know that, deep down, one day, they'll find you. This has made you paranoid and quick to react to danger even before you're fully aware of it, giving you a +2 trait bonus to Surprise checks and a +2 trait bonus to AC before you have acted in combat.

* Would-Be Spy: (Latecomer Trait) You grew up in the more wild (or, at least, less well-guarded and poorer) parts of Isger and were drawn into a life of brigandry (whether this was a result of following the family trade or stumbling into it on your own is up to you). The leader of your band, the would-be Lord Nastor Varel, sent you to Haugin's Ear to infiltrate the town and learn about its defences to allow the band to take over. However, after a year working with these people who have been generally warm and accepting, your loyalties have shifted. As a result of your constant lying, you receive a +1 trait bonus on Bluff tests, which becomes a class skill for you. Additionally, once per day, you may re-roll a Bluff test that you failed, either doubling-down on your lie or quickly changing the story.


These are great! Nice variety too... now for more decision paralysis! ;)

Where I Am So Far...

Flin Aranka-Relus is a rebellious youngster who's just finished (or is close to finishing) his year in the militia... barely (I rather suspect it may have taken him more than a year to do so). His family's constant references to and comparisons of him with "Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.) Flin is ready to get out of town and away from "it all", and is likely on the path to banditry and an early death...

Flin's shaking out as a fairly-vanilla ranged fighter build.

<Insert Name Here> has been a hermit near Haugin's Ear for years, though is somewhat known in town. Not sure yet whether this character became a hermit due to trauma of the war, refugee status, or something else, but it's a wise older person who's been around a while.

Looking at an animal-companion-focused build.

I still might switch all this up and have the second guy be the archer and the first guy be something else... but based on what Treppa and I have discussed offline the above role "coverage" is fairly set.


I'm still in, just in bed for the moment. I'll catch up, promise.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Did you want me to see about setting up a wiki (at some point, I'll have too many of those things going) -- or do something else in terms of campaign information?


I'd just as soon start by trying to keep it in my head — I'm hoping we can keep a good enough pace that that's mostly doable.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Okay. Worst case, maybe someone sets up a shared Google doc for notes (not too different than what we were doing for our weekly table-top pre-wiki).


Yep, sounds good. :)

Hoping to get Flin finished this weekend — unlikely to be today though. Other character continues to take rough shape.


Stuck on the road with a closed highway between me and home... so probably won't finish today characters today, either. :)

(All's fine, just waiting for them to clear the road.)


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Glad that all is fine. Having been stuck on I81 and I95 (same trip, one in each direction), I get how much that sucks.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Oladon wrote:
"Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.)

Given that they're not actually at war, you'd not see the harshest of this happening - far more likely to get the crap jobs -- like cleaning up after fights, mindless patrols, the usual scut.-- and if there were enough incidents being told that the month didn't count toward the service -- extending the year (assuming he wants to be able to remain in the Ear as an adult). If it was bad enough, they'd want to kick him out (which would be the equivalent of exile since he'd no longer have a place in town) - but that's where family pressure or money could have influenced things.


2d4 + 2d3 ⇒ (4, 3) + (2, 2) = 11

Can't complain about that!


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

No, that's pretty good.


Tiefling Cavalier 1/Cleric of Asmodeus 2; Init +0; Per +3 dv 60'; AC 24/t 10/ff 24; F +7, R +0, W +7; CMB +4; CMD 14; HP 33/33

Draft of Aristide Straniera (Ari), native of Haugin's Ear and cleric/cavalier of Asmodeus, for your review.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Don't you need to take the domain you Variant Channel with?


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Only thing to add I'd say is that the town's primary healer (for those who won't pay spells) is a Gnomish alchemist -- Biljana Fellroot from the list of majors in town.

So a wee bit of subtle alteration might be needed to reflect that.


Tilnar wrote:

Only thing to add I'd say is that the town's primary healer (for those who won't pay spells) is a Gnomish alchemist -- Biljana Fellroot from the list of majors in town.

So a wee bit of subtle alteration might be needed to reflect that.

OK, thanks. Doesn't take anything major to reflect that.


Tilnar wrote:
Don't you need to take the domain you Variant Channel with?

I don't see anything requiring that, but I didn't realize Variant Channeling halved the healing power, so I'm going to remove it.


2d5 + 10 ⇒ (3, 1) + 10 = 14

I can complain!


Tilnar wrote:
Oladon wrote:
"Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.)
Given that they're not actually at war, you'd not see the harshest of this happening - far more likely to get the crap jobs -- like cleaning up after fights, mindless patrols, the usual scut.-- and if there were enough incidents being told that the month didn't count toward the service -- extending the year (assuming he wants to be able to remain in the Ear as an adult). If it was bad enough, they'd want to kick him out (which would be the equivalent of exile since he'd no longer have a place in town) - but that's where family pressure or money could have influenced things.

Excellent — that's about what I'd envisioned. I suspect there was some family influencin' goin' on to keep him in... but since Flin wouldn't be likely to know about it, I'll leave that in your hands. ;)


DM, would you consider some alternative ability score modifiers for a bleachling gnome, such as the Aasimar Angel-Blooded or Azata-Blooded ones?


... or Garuda-blooded, for that matter? :P


Aaand a few more questions as I start to flesh out Flin (say that five times fast)...

1. Any objection to the Steelbound Fighter archetype? I figure it may not be optimal but you could probably have a good bit of fun with it. (I'm not actually very familiar with the intelligent weapon rules, but it seems like a fun thematic thingy.)

2. Classes granting Mount ("as the druid animal companion ability") and Animal Companion would stack for the purposes of the companion's advancement (assuming the animal qualifies for both), right?

3. Any chance we can tweak the Bleachling gnome alternate racial trait a bit and say any two favored classes, instead of one having to be druid? :P Incidentally, it seems like whoever wrote the Bleachling "subrace" for gnomes had no understanding of how alternate racial traits work...

I guess that's it for now.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

I had thought the original description of Bleachlings was that they lost their charisma bonus in favour of a wisdom bonus, but that seems to not be the case. Maybe it was insinuated. Anyhow, I'd allow that, but not anything else.

The Bleachling racial traits don't work because they're from 2 different sources. Legacy of the First World had the weird trait that replaces magic and obsessive whereas Heroes from the Fringe created the Bleachling "subrace" - with Bleachling Magic and Nature Affinity, and often/usually Eternal Hope and Academician. (Which is, I believe, the "official" version now)

Mount stacks with Animal Companion, absolutely - though you need to actually have gotten the class ability before it stacks. So Paladin levels, for example, don't stack until Divine Bond kicks in at 5 - or Animal Domain cleric before level 4.

I don't see a problem with Steelbound - the intelligent weapon isn't all that big a deal and already a class feature in terms of black blades, etc.


Alright, I spose I can work with Wis instead of Cha — thanks for the concession.

Sounds good on Mount and Steelbound.

Regarding the alternative racial traits, the "subrace" is actually the messed-up one... those four traits pretty much all replace or alter the same base abilities. :P

I'm actually interested in the non-subrace "Bleachling" trait, just wondering if we can switch the "druid" favored class to something more flavor-based, like "something else naturey-flavored". :P The character is totally naturey, but the druid /class/ doesn't fit. Thoughts?

(FYI: I'm trying to make the gnome/bleachling race choice less suboptimal got the character because I really like the concept — I'm not trying to make some overpowered monster.)


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Oladon wrote:

Alright, I spose I can work with Wis instead of Cha — thanks for the concession.

Sounds good on Mount and Steelbound.

Regarding the alternative racial traits, the "subrace" is actually the messed-up one... those four traits pretty much all replace or alter the same base abilities. :P

I'm actually interested in the non-subrace "Bleachling" trait, just wondering if we can switch the "druid" favored class to something more flavor-based, like "something else naturey-flavored". :P The character is totally naturey, but the druid /class/ doesn't fit. Thoughts?

(FYI: I'm trying to make the gnome/bleachling race choice less suboptimal got the character because I really like the concept — I'm not trying to make some overpowered monster.)

The "subrace" package works fine:

- Academian replaces Obsessive
- Eternal hope replaces Defensive and Hatred
- Bleaching Magic replaces Gnome Magic
- Nature Affinity replaces Keen Senses

As for the other, semi-depricated trait - I would say it depends on what you're thinking - the link to druid is pretty set because Bleachlings who survive do so with a link to nature (hence the nature affinity thing in the new preferred package) - it certainly wouldn't work for a ranger, for example. I'd imagine a shifter would be okay, since they literally learn Druidic. Not sure anything else has that same level of bond.


Tilnar wrote:

The "subrace" package works fine:

- Academian replaces Obsessive
- Eternal hope replaces Defensive and Hatred
- Bleaching Magic replaces Gnome Magic
- Nature Affinity replaces Keen Senses

Heh, that'll teach me to try to read alternative racial traits late at night...

Tilnar wrote:

As for the other, semi-depricated trait - I would say it depends on what you're thinking - the link to druid is pretty set because Bleachlings who survive do so with a link to nature (hence the nature affinity thing in the new preferred package) - it certainly wouldn't work for a ranger, for example. I'd imagine a shifter would be okay, since they literally learn Druidic. Not sure anything else has that same level of bond.

Okay. It's a difference of 3hp, so I guess I'll just put it together without the change and let you take a look.


Flin Aranka-Relus
Male Human Fighter (Steelbound) 3
CN Medium Humanoid (human)
Age: 19, 5' 11", 196lbs.
Hero Points: 2
Init: +3, Perception: -1

Basics:
Defense:
AC 18, Tch 13, FF 15
CMD 20¹
HP 30/30 [10+2+8+2+6+2]
Fort +5, Ref +4, Will +0²
¹+3 vs disarm, grapple attempts
²+1 to Will saves versus fear

Offense:
BAB +3, CMB +7
Melee: dagger, +7 (1d4+4, 19-20/x2, P or S)
club, +7 (1d6+6, 20/x2, B)
Ranged: longbow, +7³⁴ (1d8³, 20/x3, P)
dagger, +6³⁴ (1d4³, 19-20/x2, P or S)
³+1 to hit and damage within 30ft
⁴no penalty for firing into melee

Speed: 30ft
Languages: Common

Stats:
Str: 18
Dex: 16
Con: 14
Int: 11
Wis: 8
Cha: 8

(Includes Human adjustment(s): Str+2)

Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm

Traits:
Hooligan (Stealth): Despite the idyllic vision that most people have of Haugin's Ear, the town also has its own seedy underside -- and, in your youth, you contributed to that. While you were never dragged before the Justicar, you were certainly well-known to the members of the Watch. You were well connected with the town's rumour mill, and while you may have reformed (or at least seemed to) since then, the knowledge you gained and contacts that you retained provide you with a +1 trait bonus on Knowledge (local) checks which automatically becomes a class skill for you. You can also use Knowledge (local) in place of a Diplomacy check to gather information about happenings and people in Haugin's Ear. Additionally, the lessons you learned in hiding things from the Watch have stayed with you, giving you a +1 trait bonus to either Sleight of Hand or Stealth checks, which also becomes a class skill for you.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Alternate Racial Traits: (none)

Class Archetypes: Steelbound Fighter

Skills:

Acrobatics (I): +2⁶
Appraiseᵇ: +0
Bluff: -1
Climbᶜ: +2⁶
Craftᵇᶜ (bows) (II): +5
Diplomacy⁶: -1
Disable Device: —
Disguise: -1
Esc. Art.: +1⁶
Handle Animalᵇᶜ: —
Heal: -1
Intimidateᶜ (II): +4
Know. Arcana: —
Know. Dung.ᶜ: —
Know. Eng.ᵇᶜ (II): +5
Know. Geo.ᵇ: —
Know. Hist.ᵇ: —
Know. Loc.ᶜ⁵ (I): +5
Know. Nat.: —
Know. Nob.ᵇ (I): +1
Know. Planes: —
Know. Rel.: —
Linguisticsᵇ: —
Perception: -1
Professionᵇᶜ (Miner) (I): +3
Rideᶜ (I): +5⁶
Sense Motive: -1
Sleight of Handᵇ: —
Spellcraft: —
Stealthᶜ⁵ (I): +6⁶
Survivalᶜ: -1
Swimᶜ: +2⁶

6/6 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁵+1 trait bonus to Knowledge (Local) and it becomes a class skill; can use Knowledge (Local) in place of Diplomacy to gather information in Haugin's Ear; +1 trait bonus to Stealth, which becomes a class skill
⁶ACP: -2⁸ included
⁸Reduced by 1 from Armor Expert (minimum 0)

Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.

Equipment:

Total Weight: 55lbs. (light encumbrance [<=100lbs])
Stowed items are carried in backpack; weight included in Flin's encumbrance.

Weapons and Armor:
scale mail (worn) (30lbs)
longbow (3lbs)
dagger (1lb)
dagger, cold iron (1lb)
club (3lbs)
arrows x40 (6lbs)
arrows, cold iron x20 (3lbs)

Magic Items:
(none)

Consumables:
acid flask (1lb)

Various:
backpack (2lbs; stowed)
bedroll (5lbs; stowed)
chalk x2 (—)

Cash: 156gp, 8sp, 6cp

Purchase History:

item — price paid (sell value)
backpack — 2gp
bedroll — 1sp
chalk x2 — 2cp
acid flask — 10gp
scale mail — 50gp
longbow — 75gp
arrows x40 — 2gp
arrows, cold iron x20 — 2gp
dagger — 2gp
club — FREE

whetstone — 2cp

SOLD (received):

Total spent: 143.14gp
Total worth: 300gp
Worth does not include non-purchased consumables.

Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way.

Misc:
FCB (fighter): +3 vs disarm, grapple

Header: Fighter 3 [ HP 30/30 (0 NL) | AC 18 Tch 13 FF 15 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]


8 + 2d4 ⇒ 8 + (2, 2) = 12


HP: 1d5 ⇒ 5


Treppa wrote:
[dice=HP]1d5

Whyyyyyyyyyyy, oh dice?!


Don't worry. D20s hate me. I'll need those HP!


Halfling Arcanist (blade adept)1/Slayer 2; Init +7; Per +6 (+8 v surprise); AC 14/t 14/ff 11; F +5, R +7, W +3; CMB +1; CMD 14; HP 29/29

For your consideration/proofing, here is Hellebore, Slayer/Arcanist.

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