Dreadfulness in Dunwich PF1e+

Game Master DeJoker

Bale Keep Map


Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.

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Okay but has Vilma made friends with the Prietess of Heironeous that runs the local, albeit small, Abbey perhaps? I mean am sure Vilma's father has invited her to Bale Keep from time to time.

Female Human Paladin (Virtuous Bravo) 3

You mean the NPC? I'm sure they know each other. But even if they're friendly (I'm positive they're at lest cordial) there would be some friction there. I've reposted the backstory and personality outline that never quite made it into the character profile below. Take notice of #6.

It could take different forms, maybe they have a friendly rivalry, or maybe they pretend to be friendly but really don't like each other. Maybe they get along fine despite any differences. Hard to say right now without knowing anything about the priestess.

1. Vilma is the daughter of a local noble family. This could be as far up the ladder as being the daughter of the Viscount of Salinmoor, down to a family in Saltmarsh, or quite far down as the daughter of the commander of Bale Keep. Updated to father is Knight Commander (or whatever) of Bale Keep.

2. Both of her parents are alive, and she had a younger brother who is now deceased.

3. She is recently returned to the area after attending a private school in Gradsul for a few years. The school was not one of the more excellent institutions, but what was affordable while still being socially acceptable.

4. While Vilma was capable of excelling as a student, she did not apply herself. Instead she devoted her time to theater and social life in the city. She is athletically talented and devoted considerable time to developing skill as a duelist.

5. Vilma came to religion relatively late. She was introduced to the relatively obscure worship of Mayaheine through one of her longstanding school friends, named Noemi. Upon graduation, Noemi entered Mayaheine's clergy and returned to Greyhawk. Vilma's more martial interests led her to paladinhood instead. She reluctantly returned home but did so with purpose, something she had lacked before.

6. Vilma is quite enthusiastic about Keoland's new interest in the region, and believes in building the region into a strong bulwark to defend the Kingdom of Keoland from both the Sea Princes and incursions from the Hool Marshes. So far though, Vilma has floundered trying to find her place, or ways to be helpful. She is essentially alone in the area as a paladin and worshipper of Mayaheine. She also holds the local Heironeous presence in contempt, but for philosophical and stylistic reasons, not that she would refuse to cooperate with them if it would be beneficial.

7. Vilma's parents aren't exactly enthused about their daughter's new religious affiliation and calling, but they are not interfering.

Female Human Paladin (Virtuous Bravo) 3

With the available information here's where I think things might land with Vilma and the other PCs right now.

Travoril: He seems educated and he speaks Quenyan. He also seems like he's a bit out of place in Dunwich, not sure what his purpose there is. Lots of potential for a friendship with Vilma. She's back for several months now, having become relatively citified while in school, and she also speaks Quenyan. Vilma is at loose ends, bored, and beginning to wonder if she make the right choice in returning to Dunwich by now. I can see them having things to talk about and being able to entertain each other, or mutually consider each other good company.

Dain, Shekla, and Ronan: can all be grouped as people doing something that can be connected back to the region's defensive state of readiness, or how Vilma could keep informed about it. I think she would want to conserve with them fairly regularly, even if they aren't necessarily friends.

Of course it's a small place, and Vilma occupies a somewhat elevated social position. She'd probably know most anyone there by face or name, even if she doesn't interact with them much.

The only PC that Vilma might have a somewhat negative impression of would be William the Destroyer. If he's going about saying the things written about him, desire for power, just motivated by destroying all evil and so forth, Vilma might wonder if he's mentally unbalanced, or perhaps dangerous. It's certainly not her brand of LG he's talking, and being a worshipper of Hieroneous wouldn't be reassuring to her. It would be sort of the Dexter thing, how do you regard a serial killer who only kills serial killers?

M fFolk (Wood Elf) Cleric 3

Apologies, I know my backstory's a little light right now. My plan was to flesh it out as more information becomes available about Dunwich, and I'd be happy to take everyone else's backstories into account when filling it out.

Vilma meanwhile William's more sensible sister (NPC) Lady Cirthana is the recent Priestess of Heironeous that is in charge of the small abbey where she and her brother William currently reside. She is most diplomatic, friendly and supportive of Keoland's expansion within the region which is part of the reason she is here rather than elsewhere and she would assure anyone that William has the best of intentions.

Further, Cirthana is someone Vilma's father would invite to dinner to which once her brother arrived she would bring along. Further her father would even consult with Cirthana on occassion. Cirthana and her brother of course are no more liked by the loyalist than Vilma or her family as to them they represent unwanted change and while Vilma does not know who the loyalists are she has heard rumors to that extent.

Travoril I am not sure that your backstory could get any beefier based on where you came from and what you are doing in Dunwich. However, you are a Scrivner and many folk come to you to write documents or write letters as not everyone in the Dunwich knows how to write.


I usually do not let PCs know how to read/write (aka script) counting it as an additional language but I am not worried about it for this game. However, that will not be true for your run of the mill NPC. They can speak a language but it is not guaranteed that they can read it. Which means signs in words are extremely rare and instead signs are usually meaningful pictures without words that the locals then attribute a name to. For instance, there is no sign saying, "Welcome to Dunwich" as you either know the town's name or you find out fairly quickly from asking a local. Assuming they choose to talk to you as that would greatly depend on what you represent to them and who they side with within the towns local politics.

Like many to this region, folk here are not liking Keoland's more active intrusion as many came here to escape what they felt was an overbearing government. One that infringed on what they felt was their personal rights to life, liberty, and the pursuit of happiness. Such as being a spell caster that was not associated with a church, military, or government which while technically illegal in Keoland proper is mostly overlooked within Dunwich.

Female Human Paladin (Virtuous Bravo) 3

Fair enough. Vilma can be nice.

Okay EltonJ-William per our discussion on Discord I have semi-finalized your character, please look it over closely and make sure you are okay with everything presented here.


Attributes: 17+1, 15+1, 14, 12+2, 12, 12

Hit Points: 6+1+1 1+2+1+1 1+2+1+1 = 18

STR 12(+1) DEX 15+1(+3) WIS 12+2(+2)
CON 12(+1) INT 17+1(+4) CHA 14(+2)

Note you definitely want that 18 Intelligence as it not only affects your spell casting but your skills both how many skill points you start with and the total modifier for some skills. As for the Leadership thing I fixed that by swapping the 12 for a 14 and bumping down the Wisdom by 2. I think in the long run this will serve you the best. Especially since a couple of extra points in Perception based on what you got is rather minor.


Attributes: Attribute of Choice +2 (Wis) and +1 (DEX, INT) to 2 other different
Human Versatility: Gain an Extra Feat (Skill Penetration)
Skilled: Gain an 1 Additional Skill Point per Level and the Skill Focus Feat (Perception)
Multi-Talented: They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class
Languages: Begin with Keolan (local human) and either Human, Elven, Dwarven, Gnome, or Hin
Potential Additional Languages: Any modern non-secret language

Languages: Keolan, Oerdian, Draconic, Dwarven, Celestial

Your submission did not choose any languages so I chose the ones most likely for your character based on your background and focus. Keolan the most common human language of Keoland, Oerdian used a lot by the Keoland military, Draconic as it is considered the language of Arcane Magic, Dwarven because their are a lot Dwarves where you are originally from, and Celestial due to your religious fervor. If you do not agree with these and/or one to swap any out do so, just let me know.


Reckless (replaced by Magical Lineage)
Magical Lineage (Trait)
One of their parents (mother) was a gifted spell caster who not only used metamagics often, but developed many magical items and perhaps even a new spell or two -- and the character has inherited a fragment of this greatness. Pick one spell when choosing this Trait. The character always has this spell prepared but does not count against their prepared spells. Further they can have prepared as a normal version of the spell or a metamagic version of the spell. When they apply a metamagic to this spell that adds at least 1 level to the spell, they treat it as actually as 1 level lower for determining the spell's final adjusted level.

Kin Bond (Twin-Sister) (Trait)
The bond between the character and a close sibling is nearly mystical. Choose a single sibling (Lady Cirthana, LG female-twin Human Priest-5 of Heironeous) with whom to share this bond. Once per day if the either character fails a Save while their sibling is on the same plane, they may reroll that saving throw using their sibling’s saving throw modifier. If they and their sibling are twins or otherwise part of a multiple birth, they gain a +2 Trait Bonus on the rerolled Save if they are within 10 miles of their sibling. Their sibling must be willing to grant them the reroll. If they fail their Save, they and their sibling are dazed for 1 round.

A Power to be Feared (Drawback)
The character compulsively seeks recognition so that their enemies will fear them as they should for the good deeds they have done, making it hard for them to act with subtlety. They take a -1 Penalty on Bluff, Disguise, and Stealth checks, and the Save DC for any Illusion they create is 1 lower than normal.

Seeker (Trait)
The character gains a +1 Trait Bonus to Perception checks, and Perception is a Class Skill for them.

Heironeous' Glorious Defense (Special Faith Trait)
As a Swift Action once per day, they may increase the AC of a friendly creature within 10 feet of them by 1 when the friendly creature is the target of a weapon attack. They can choose to use this feature after the attack roll is made, but before the outcome is determined. The AC bonus increases by 1 and the range by 5 feet at 5th, 9th, 13th and 17th level. This ability is restored every morning at dawn. Note: The bonus is doubled if the friendly creature has fewer hit dice than they do.

Chivalrous Duty (Special Faith Drawback)
When another non-enemy is in trouble, the character is bound by their honor to help them. If a friendly goes down the character suffers a -2 penalty on Attack rolls and Skill checks as long as they are farther than 10 feet away from the fallen friendly. If there are more than one and they are within 10 feet of at least the majority of the fallen friendly they suffer no penalty.


Racial Feat: Skill Focus (Perception)
The character gains a +3 bonus on all checks involving the chosen skill. If they have 10 or more Ranks in that skill, this bonus increases to a +6.

Racial Feat: Spell Penetration
They bain a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

1st-Level Feat: Spell Focus (Evocation)
They add +1 to the Difficulty Class for all saving throws against spells from the school of magic they selected.

3rd-Level Feat: Toppling Spell (Metamagic)
The impact of a Force spell is strong enough to knock a target prone. If a target takes damage, fails its Save, or is moved by the force spell, the caster makes a Trip check against the target, using their Caster Level plus their Casting Ability Score Bonus (Intelligence for wizards). This does not provoke an Attack of Opportunity nor if the check fails, can the target attempt to Trip the caster or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 it uses up a spell slot one level higher, than the spell's actual level.

Wizard Basic Class:

Alignment: Lawful Good
Hit Die: 1d6 Con +3 Human +1

Starting Wealth: 3,120 gp

Weapon Proficiency: Simple Weapons
Armor Proficiency: None

Class Skills (2 +4 Int Mod +2 Human/lvl)(Background Skills +2/lvl)
Appraise (Int) Rank 1 (8)
Fly (Dex)
Linguistics (Int)
Perception (Wis) Rank 3 (12)
Spell Craft (Wis) Rank 3 (8)
Use Magic Device (Cha) Rank 2 (9)

Knowledge[ ] (Int)
Arcana Rank 3 (10)
Engineer Rank 1 (8)
Geography Rank 1 (8)
History Rank 1 (8)
Strategy Rank +2 (10)
Local Rank 1 (8)
Nature Rank 1 (8)
Nobility Rank 1 (8)
Planar Rank 1 (8)
Religion Rank 1 (8)
Underdark Rank 1 (8)

Craft[Alchemy] (Wis) Rank 2 (7)

Profession[Alchemy] (Int) Rank 1 (8)
Profession[Battle Mage] (Int) Rank 1 (8)

Non-Class Skills
Intimidate (Cha) Rank 2 (4)
Swim (Str) Rank 2 (3)

Note I gave you 1 Rank in all your Knowledge skills to make your character well learned, something if someone wanted to be know as a power to be feared would probably be. For as they say, Knowledge is power.

Wizard Class Features
1st-Level Class Features
Arcane School:

Chosen: Evocation-Admixture Opposed: Necromancy, Enchantment
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su)
Whenever they cast an Evocation spell that deals Hit Point damage, they add ½ their Wizard level to the damage (minimum +1). This bonus only applies to a spell, not once per missile or ray. and cannot be split between multiple missiles or rays. This bonus damage is ont increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th-level, whenever they cast an Evocation spell they can roll twice to penetrate a creature's Spell Resistance and take the better of the two results.

Force Missile (Sp)
Replaced with Versatile Evocation

Elemental Wall (Sp)
Replaced with Elemental Transformation

Versatile Evocation (Su)
When they cast an Evocation spell that does Acid, Cold, Electricity, or Fire damage, they may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (for instance, an Ice Storm that deals Fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. The character can use this ability a number of times per day equal to 3 + Intelligence modifier. This replaces Force Missile.

Elemenatal Transformation (Su)
At 8th-level, the character can transform themselves into an elemental hybrid. This causes them to exude an elemental aura and gain a boost to their movement based upon the type of element that they transform into. The gain the Outsider type while transformed. Their transformation lasts a number of rounds per day equal to their Wizard level. These rounds do not need to be consecutive. Their aura damages all those that come near them (anyone within a 5-foot radius), doing 2d6 points of energy damage of the selected type of energy. Creatures may make a Reflex Save to dodge away from the aura. If successful they only take half damage and negate the additional effect. Any creature that purposefully enters the aura does not get a Save. The aura also has an additional effect as well as a movement bonus based on the element chosen. This replaces Elemenatal Manipulation.

Creatures damaged by the aura take 1 point of ongoing Acid damage per round for 1 round per three caster levels, and are Sickened for the duration of the ongoing Acid damage. The character gains +15 ft Burrow speed.

Creatures damaged by the aura are Fatigued, a creature already Fatigued is Sickened until the end of their next turn. The character gains +30 ft Swim speed.

Creatures damaged by the aura are Staggered until the end of their next turn. The character gains +30 ft Fly (Average) speed.

Creatures damaged by the aura catch on fire. If a creature catches on fire, they immediately take 1d6 points of fire damage. In each subsequent round, they may make a Reflex Save DC 15. Failure means they take another 1d6 points of fire damage. Success means that the fire has been extinguished. That is once they successfully Save, they are no longer on fire. Each time the creature takes damage from being on fire, they must make a Reflex Save DC 15 for each flamable item they possess. If the item fails the Save it takes the same amount of damage as does the character. A character on fire may automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, then rolling on the ground or smothering the flames with cloaks or the like permits the character another Save with a +4 bonus. The character gains +20 ft Speed and +20 to Dexterity(Acrobatics) checks to attempt high or long jumps.

Bonus Language:

A Wizard may substitute Draconic for one of their Bonus Languages available to them because of race.

Scribe Scroll:

The character gains Scribe Scroll as a bonus Feat and can create a Scroll of any spell that they know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes a full days time for each 1,000 gp in its base price. To Scribe a Scroll, they must use up raw materials costing half of the base price for that scroll.

Spell Bond:

The character selects any one spell that they know as their Bonded Spell. As a Full-Round Action, they may replace a spell of the same or higher level that they have prepared with their Bonded Spell. Further when replacing a spell they can choose to apply a Metamagic to the spell. For example, if they select Magic Missile as their Bonded Spell they could spend a Full-Round Action to exchange any other 1st-level or higher spell that they have prepared with Magic Missile and then apply a Metamagic to their Magic Missile spell as long as the spell their are replacing can accomodate the additional level. At 3rd level, and every two levels thereafter, they may select another spell they know and add it to their list of Bonded Spells, to a maximum of 9 Bonded Spells, one of each level at 17th-level. Upon reaching 4th-level, and every two levels thereafter, they can choose to select a new spell as a Bonded Spell in place of one with which they have already bonded. In effect, they lose their bond with the old spell (though it is still a spell in their book) in exchange for forging a Spell Bond with a new spell. The new spell’s level must be the same as that of the spell being exchanged. They may swap only one Spell Bond spell at any given level, and must choose whether or not to swap the Spell Bond at the same time that they gain their new two new spells known for their new level. This ability replaces Arcane Bond.
1st-Level Spell Bond(Magic Missile) 2nd-Level Spell Bond(Scorching Ray)

Spell Book:

The Wizard must study their Spell Book each day to prepare their spells. They cannot normally prepare any spell not recorded within their Spell Book, except for Read Magic, which all Wizards can prepare from memory. A Wizard begins play with a normal Spell Book, unless they have a feature that states otherwise. Further, this Spell Book contains a number of Cantrips (0-level spells) equal to their Intelligence Score (but none of the Cantrips from their opposition schools, if any). They also start play with 3 1st-Level Spells plus additional 1st-level spells equal to their Intelligence modifier plus their Charisma modifier.

As Wizards perform a certain amount of spell research between adventures, each time they attain a new Wizard level, they can record two new spells of their choice of any spell level or levels that they can cast (based on their new Wizard level) within their Spell Book. These spells can be any spell that is inline with the character's concept (including, if desired, a personal spell that they have worked out the details for with the GM ahead of time). At any time, a Wizard can also copy into their Spell Book any Wizard spells that they have found from any medium, following the guidelines for copying spells into their Spell Book.

Too perhaps speed things up here are my suggestions for the spells in your Spell Book based off of your character concept and the regional influences.

Cantrips (18)
Arcane Mark, Breeze, Detect Magic, Detect Fiend, Detect Poison, Drench, Flare, Ghost Sound,
Light, Mage Hand, Mending, Message, Open/Close, Prestidigitaion, Ray of Frost, Read Magic, Resistance,
Scoop, Spark

1st-Level Spells (13)
Air Bubble, Burning Hands, Comprehend Languages, Crafter's Fortune, Detect Hidden, Expeditious Move, Feather Fall, Identify, Magic Missile, Magic Weapon, Secluded Grimoire, See Invisible, Summon Monster I

2nd-Level Spells (4)
Knock, Make Whole, Scorching Ray, Summon Monster II
Dark Vision*, Invisibility* (see equipment)

Again these are my suggestions if their is a specific spell you want for a specific level rather than any of the ones I have outlined please let me know what spell you are swapping in for what spell I have listed. Also I will need you to provide me a list of your Standard Spells Prepared from the above list and of course let me know when you deviate from that standard list. Note: All though it is not explicitly denoted, a Wizard loses all prepared spells after 8 hours of sleep thus that 1 hour of prep is not optional.

Spell Casting and Cantrips:

The Wizard casts Arcane Spells drawn from the Sorcerer/Wizard Spell List. A Wizard must choose and prepare their spells ahead of time. To learn, prepare, or cast a spell, the Wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for Saves against their Wizard spells is:
DC = 10 + Spell Level + Inteligence modifier
A wizard can cast only a certain number spells of each spell level per day. Their base daily spell allotment is given in the Wizard Table. In addition, they receive bonus spells per day if they have a high Intelligence score. A Wizard may know any number of spells which they usually record within a Spell Book. To use a spell they must first prepare the spell ahead of time by getting 8 hours of sleep and spending 1 hour studying their Spell Book. While studying, the Wizard decides which spells to prepare. Cantrips are cast like other spells, but they are not expended when cast

Use Magic Device:

A Wizard is not only proficient with using magical devices but they can add their caster level to any Use Magic Device check up to the Ranks that they have in the Use Magic Device skill. The also get a bonus equal to the Spell Level if the spell or spell-like effect that they are trying to activate is a spell (or closely resembles a spell; GM's discretion) that they know.

Remaining Class Features:

5th-Level Class Features: Wizard Bonus Feat
10th-Level Class Features: Wizard Bonus Feat
15th-Level Class Features: Wizard Bonus Feat
20th-Level Class Features: Wizard Bonus Feat

The Wizard can choose either a Metamagic Feat, an Item Creation Feat, or Spell Mastery for their Wizard Bonus Feat. Further the Wizard must still meet all the prerequisites for the Wizard Bonus Feat, including caster level minimums. The Wizard Bonus Feats are in addition to the Generic Feats that a character of any class gets from advancing levels and the Wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing their Generic Feats.


Starting Resources: 3,120 gp

Quarterstaff (Full Arcane Focus, Masterwork 3)(+2 To Hit; Damage: 1d6/1d6 B; Crit: 20/x2)(Wgt 4 lbs)(Cost: 1,250 gp)
Wand of Magic Missiles (50 chgs)(Wgt: Neglible)(Cost: 750 gp)
Dagger (Silvered, Masterwork 2)(+2 To Hit, Damage: 1d4 S/P; Crit: 19/x2; Rng: 10ft)(Wgt 1 lbs)(Cost 100gp)
Dagger (Cold Iron, Masterwork 2)(+2 To Hit, Damage: 1d4 S/P; Crit: 19/x2; Rng: 10ft)(Wgt 1 lbs)(Cost 100gp)

Traveling Clothes (Wgt: 5 lbs)(Cost: 1gp)
(This consists of Normal Boots, Wool Breeches/Skirt, Linen Shirt, Vest/Jacket, and Hooded Cloak)
Wading Boots (Wgt: 2 lbs)(Cost: 5gp)
Bandolier (Wgt: **)(Cost 5sp)
Flask Alchemist Fire (Wgt: 1 lbs)(Cost: 20gp)
Belt Pouch (Wgt: ½ lbs)(Cost: 1gp)
Coin: 7gp 3sp 9cp
Backpack (Wgt: 2 lbs)(Cost: 5gp)
Bedroll (Wgt: 5 lbs)(Cost: 1 sp)
Soap (Wgt: ½ lbs)(Cost: 1cp)
Silk Rope 50ft (Wgt: 5 lbs)(Cost: 10gp)
Trail Rations (6 days)(Wgt: 6 lbs)(Cost 3gp)
Unguent of Timelessness (Wgt: 1 lbs)(150gp)

Stored Elsewhere
Spell Tome (1,000 pages)(Wgt 30 lbs)(Cost 150gp)

Back Home (or Elsewhere) Items
Alchemist's Lab (Not Portable)(Cost: 200gp)

Extra Spells Added to Spell Book
Dark Vision (Cost: 185gp)
Invisibility (Cost: 185gp)

Resources Spent: 3,111.61 gp

Remainging Coin: 7gp 3sp 9cp

Extra Information:

This is related guidelines that you will probably want to be aware of.

Copying Spell into Spell Book

A Wizard can add a spell to their Spell Book whenever they encounters one upon any mediu. No matter what the source of the spell, the Wizard must first decipher the magical writing by either using Read Magic or making a Use Magic Item check DC 20. Next, they must spend at least 1 hour studying the spell. At the end of that hour, they may make a Spell Craft check (DC 15 + Spell’s Level). A Wizard who has specialized in a school of spells gains a +2 bonus on the Spell Craft check if the new spell is from their school of specialty. If the check succeeds, the Wizard understands the spell and can copy it into their Spell Book. The process leaves the medium that it was copied from unharmed. If the check fails, the Wizard cannot understand or copy that spell. They cannot attempt to learn or copy that spell again until one week has passed.

In most cases, Wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook Rare and unique spells might cost significantly more.

Independent Research
A Wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Knowledge[Arcana] checks as well as some Spell Craft checks.

Writing a New Spell into a Spellbook

Once a Wizard understands a new spell, they can record it into their spellbook.

Time: The process takes 1 hour per Spell Level. Cantrips take 30 minutes to record.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. A Cantrip only takes a half a page. A normal Spell Book has 100 pages.

Materials and Costs: The cost for writing a new spell into a Spell Book depends on the level of the spell, as noted on the following table. Note that a Wizard does not have to pay these costs in time or gold for spells they gain for free at each new level.

Spell Writing Pages
Level Cost Consumed
0 7gp ½
1 15gp 1
2 35gp 2
3 65gp 3
4 100gp 4
5 150gp 5
6 220gp 6
7 310gp 7
8 435gp 8
9 595gp 9

Female Human Paladin (Virtuous Bravo) 3

@DeJoker: Are there any theaters anywhere in the region? Where are they located?

No Vilma the town is not big enough for a theater, just some street performers many that are transients. Just arriving, staying for a short while, then passing on to the next town.

Dunwich Overview:

Further Dunwich is a good distance from Saltmarsh and even further from Burle. Saltmarsh is only slightly larger than Dunwich and about the same size as Burle. Dunwich is the first stop from Burle to Seaton and the second stop from Seaton to Burle. Seaton does have a few Theaters but then it has a population of about 10,000 about 5 times the size of Saltmarsh.

Basically as things go:
.... Seaton to Saltmarsh @60 miles (2 caravan travel days)
.... Saltmarsh to Bale Keep @30 miles (1 caravan travel day)
.... Bale Keep to Burle @ 60 miles (2 caravan travel days)

That being said the most dangerous part of that trek is from Saltmarsh to Bale Keep (and vice-versa) and thus the reason for Bale Keep. Th danger is due to the terrain and the short distance from danger zones. Those danger zones being a combination of the Monmurg Bay, Janustrem River, and northern end of the Hool Marshes (or Dunwater Marshes as the locals call it after the Dunwater River).

Map Soon Maybe:

I am going to see if I can hobble together a proper overview map, as I have one that is close but not quite right and then serveral that are way off based on the basic description that says those headed to Burle pass through Bale Keep on their way. I have some maps that have Bale Keep, some maps that do not, some that have it as a side jaunt and one that has it as a pass through. Strange how there are so many different maps based on the same description. But then again unless you shelled out some major coin you would not have a map anyway. Of course, your father has a map of the local reagion. Specifically the area he is responsible for but I do not have that created yet either as again the maps are all over the place.

Female Human Paladin (Virtuous Bravo) 3
DeJoker wrote:

No Vilma the town is not big enough for a theater, just some street performers many that are transients. Just arriving, staying for a short while, then passing on to the next town.

Vilma sez (possibly to Travoril, maybe just to herself): "This place is so impossibly Booooriiing! How can people live like this without cracking up? If I have to spend another night trying to entertain myself by staring at the fog, I might go completely insane!"

Yeah be liking going from a Manhattan, NY life to Oakley, Kansas life (note population about 2k and its very flat and all you can see is fields for miles) and not being a farmer or nature lover type.

However, you do get to catch up on reading, sword practice, horse back riding on mostly boring patrol outings. Occasionally, a patrol outing gets momentarily exciting but nothing like the constant excitement and danger of the big city.

Female Uriak Sorcerer 3 | HP: 14/24

As long as Vilma has been nice to Shekla, they could be friends. Of course Shekla doesn't mind staring into the fog all night and casts spells better than she swings swords... So, don't know what kind of an impression Shekla leaves when we first meet. :P

For those who are Arcane Spell Caster's (and while Shekla probably does not know this upfront) if you are an Arcane Spell Caster not sanctioned by an accredited church or Keoland you are considered a criminal. Of course in Dunwich this law is hardly ever enforced. But if the Keoland government gets better entrenched within the region this could become a real thing for PCs and NPCs alike. So how would Shekla feel if she were approached by someone imparting this information unto her. Would she care to hear more of what they had to say, or blow them off?

Note: This goes for any other arcane spell caster not associated with a Church that is recognized by the Keoland government. Consider yourself to have been approached and enlightened and let me know if your character would want to know more.

To help -- EltonJ-William (is not approached), Andrea1-Dain (is not approached), Mokmurian-Travoril (is approached), Grumbaki-Lars (is approached), Zaboom!-Shekla (is approached), rdknit-Velma (is not approached), and DwarfJedi-Ronan (is approached).

Note this is based solely on your character being an Arcane Spell Caster and not necessarily per any other reason. If you might seem sympathetic to a group that does not want to have what happened to Seaton (which would be painted as a not so pretty thing to have happen -- and in fact it is kind of not all that pretty) happen to Dunwich do let me know. Politics abound are you part of the solution or part of the problem?

Edit Note: I made a mistake -- in all previous posts where I have referred to Loyalists -- those are the Traditionalists -- my bad.

That being said, the following PCs have been approached by a member of a group calling themselves the loyalist that wish to promote the Keoland governments efforts to bring civility and order to this region. Which they feel is a win-win scenario for all of Dunwich and anyone within the region as a whole. The following PCs have been openly approached by the loyalists: EltonJ-William, Andrea1-Dain, Grumbaki-Lars, rdknit-Velma, and DwarfJedi-Ronan. Plz advise me of what you feel your character's response would be.

Note: EltonJ-William -- your sister supports the Loyalists -- Velma your father supports the Loyalists -- Dain the Dwarves as a whole would most likely support the loyalists but not in an overtly active manner. Note this does not mean your character has too, I am just informing you of those that are close to your character where they stand politically.

HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Lars has his DD214. Or whatever the equivalent is. He would have no interest in joining what (he would see) as an ill-trained rabble of idealists to their deaths. Because he knows the area is lawless. He knows what the Pirate Lords and their followers are capable of. And anyone who thinks that they can stroll in and do what the army couldn’t is either naive or dishonest.

So he’d sympathize. But not enough to get involved.

Ronan Leah (Updated 4/14/23)
Human Ranger (Divine Archer)
3rd level

HP: 30
AC: 18 (Std Leather + Buckler – both MW quality)
Touch AC: 14, Flat Footed AC: 14

INIT: +4 (+6 when in swamps/marshlands)
FEATS: Alertness (Racial), Skill Focus: Intimidation (Skilled), Athletic (Free 1st), Precise Shot (Divine Guidance), Point-Blank Shot (2nd Level Ranger), Bullseye Shot (Archetype), Endurance (3rd level Ranger), Rapid Shot (Free 3rd Level)

FAVORED ENEMY: Aberration / FAVORED TERRAIN: Swamp/Marshlands
TRAITS: Favored Deadeye, Defy Madness, Reveler (drawback), Chosen One of Gadhelyn
LANGUAGES: Keolan, Saurian, Dwarf
MONEY: 20gp

Normal Bow: +8, D8+2, crit x3, range: 110’
Point Blank: +8, D8+3, crit x3, range 0 to 30’
Normal Rapid Shot: +6/+6, D8+2, crit x3, Range: 110’
Point-Blank Rapid Shot: +7/+7, D8+3, crit x3, Range 0-30’
[MW Long Comp Bow of STR 15]
Gandasa: +6, 2D4+3, crit x3 [MW Cold Iron]
Dagger: +6, D4+3, crit 19+ x2 (designed for melee not throwing) [MW Cold Iron]

He gains a +2 to hit & damage versus Abberations

Acrobatics: +7, Climb: +8, Disable Device: +9, Heal: +8, Intimidation: +8, Know-Dungeoneering: +6, Know-Local: +4, Know-Nature: +7, Perception: +10, Ride: +8, Sense Motive: +7, Spellcraft: +7, Stealth: +10, Survival: +6, Swim: +9

Appraise: +4, Animals: +2, Profession-Trapper: +4

8 CLW Potions = 400
6 Aspect of the Falcon Potions = 300
6 Keen Senses Potions = 300
Rangers Kit: 37gp: Backpack, bedroll, belt pouch, 50' of Silken rope, flint & steel, mess kit, sunrods (10), trail rations (5 days), waterskin, Fishing Net (4gp)
Healers Kit: 50gp: 10/10 uses

Ronan son of Leah and his family have been in the Dunwich area for a while, as Ronan is third-generation born in this area. The family live on the outskirts of Dunwich and spend most of their time trapping and catching fish and such out in the marsh.

After Ronan was given his first bow, he had to spend a week surviving on his own. While he was out, he was able to keep himself fed, and warm, but felt lonely. Looking up into the sky one night while his fire was smoldering he saw a star fall ... actually he thought it was going to hit him. As he dove out of the way, he heard a chuckle. Looking up he saw an elf standing there. The elf was softly glowing had sharp features, long yellow hair and vividly green piercing eyes. He was dressed in rough clothing of fur and hide that seemed to blend with the environment. He had a warm smile upon his face. "Hello little one. I heard your call. You will no longer be lonely out in the wilds. As I, Gadhelyn, accept you into my flock, and as such you will always have someone to talk to, or turn to in times of need. There a many foul creatures that need to be disposed of in this area and you will be my instrument of cleansing. All that I ask is that you hunt these foul creatures down in earnest, killing any target in as few shots as possible and preferabley with just one shot. However, never leave a target just wounded or suffer my displeasure. Take donations at your discreation from those who pass through this area, willingly or unwilling remembering that titles and such are unimportant only individual merit counts. Use these proceeds to promote me as you see fit. Be sure to find pleasure throughout the year, rejoicing in Low Summer, making merry in high Summer, feasting in high Autumn, and finding time to mediate in low Autumn."

In the morning, Ronan was kind of stiff getting up, and his chest hurt. Looking under his shirt he found a symbol had been embossed upon his chest - A leaf shaped arrow head with partial shaft and a rune. Ronan was told that the rune stood for the "The Reveling Hunter," or "Gadhelyn".

Recently Ronan has tired of hunting birds and small mammals and fish and is looking for adventure and to find these enemies of Gadhelyn that he had been called upon to dispose of.

Female Human Paladin (Virtuous Bravo) 3
DeJoker wrote:

Yeah be liking going from a Manhattan, NY life to Oakley, Kansas life (note population about 2k and its very flat and all you can see is fields for miles) and not being a farmer or nature lover type.

However, you do get to catch up on reading, sword practice, horse back riding on mostly boring patrol outings. Occasionally, a patrol outing gets momentarily exciting but nothing like the constant excitement and danger of the big city.

And I don't suppose paladins get to complain too much about work/life balance. :p

Shekla Stygg wrote:
As long as Vilma has been nice to Shekla, they could be friends. Of course Shekla doesn't mind staring into the fog all night and casts spells better than she swings swords... So, don't know what kind of an impression Shekla leaves when we first meet. :P

I'm not sure if Shekla is formally attached to the keep's garrison or not, but if she is, she is part of dad's crew so Vilma is going to like her well enough unless given a reason not to. Otherwise, Vilma is a paladin after all, and has an affable personality. I'm sure they've talked at least some and are on good terms.

DeJoker wrote:

Note: This goes for any other arcane spell caster not associated with a Church that is recognized by the Keoland government. Consider yourself to have been approached and enlightened and let me know if your character would want to know more.

To help -- rdknit-Velma (is not approached)

Does this matter in Vilma's case? Remember her archetype gives up spell casting.

DeJoker wrote:

The following PCs have been openly approached by the loyalists: EltonJ-William, Andrea1-Dain, Grumbaki-Lars, rdknit-Velma, and DwarfJedi-Ronan. Plz advise me of what you feel your character's response would be.

Note: EltonJ-William -- your sister supports the Loyalists -- Velma your father supports the Loyalists

Not a ton of information about what being a loyalist or not might specifically mean, but it sounds like Vilma has every reason to be a loyalist. Again, she's a paladin so she isn't going to challenge the larger ideas behind the goals Keoland has for the region. Vilma might not be in lockstep with everything her parents think, but her father is on board. She has every reason to be a loyalist, and none I can see to be anything otherwise.

M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

I will go loyalist. Dwarfy thing to do.

Vilma being a member of an accepted church would have meant no problem with her being a spell caster had she been one. However, she is aware of the law of Keoland most likely, although she also knows her father has not been pursuing that law due to danger of the local instability it might cause.

Then with the advent of the recent plague almost all other issues have taken a back seat to trying to get an answer.

Thanks Dain oh and btw I am doing my second pass on your character hope to have that done soon.

So has Dain met the stone armed smithy ??

M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Sure, why not.

Female Human Paladin (Virtuous Bravo) 3

Yeah, of the possible alignment tones available to her, Vilma is lG rather than LG or Lg. She's not going to be running around squealing on the use of magic by unsanctioned individuals because order demands it or anything like that. There would need to be some harm resulting from it to draw her intervention.

Female Uriak Sorcerer 3 | HP: 14/24
DeJoker wrote:
So how would Shekla feel if she were approached by someone imparting this information unto her. Would she care to hear more of what they had to say, or blow them off?

First she would probably assume the person was trying to take advantage of her ignorance about these sorts of things. So she would ask Lars, and once she found out it was true she would try to find the person to hear them out.

And Vilma, I don't know if Shekla is officially tied to the keep. She isn't strong and can't wear armor, she'd probably flunk out if she tried to join anything official. But Dunwich is her home, and she's out there every night watching the fog...

Male Human Psion 10/Atlanteologist 10

I got my copy of the Advanced Player's Guide (OGL) today.

Male Human Psion 10/Atlanteologist 10
DeJoker wrote:

That being said, the following PCs have been approached by a member of a group calling themselves the loyalist that wish to promote the Keoland governments efforts to bring civility and order to this region. Which they feel is a win-win scenario for all of Dunwich and anyone within the region as a whole. The following PCs have been openly approached by the loyalists: EltonJ-William, Andrea1-Dain, Grumbaki-Lars, rdknit-Velma, and DwarfJedi-Ronan. Plz advise me of what you feel your character's response would be.

Note: EltonJ-William -- your sister supports the Loyalists -- Velma your father supports the Loyalists -- Dain the Dwarves as a whole would most likely support the loyalists but not in an overtly active manner. Note this does not mean your character has too, I am just informing you of those that are close to your character where they stand politically.

William stands with the loyalists.

Female Human Paladin (Virtuous Bravo) 3

So... Any ballpark start date yet?

1 person marked this as a favorite.

Vilma, I will probably put up the first post this weekend in order to get things rolling while I am still finishing up the second passes as I pretty sure I will not have those done by this weekend for everyone.

Dain I am going through your character and I noted that you have Weapon Focus (Warhammer: Free from Deity), however, I am not finding where this comes into play. The closest thing I find is where the Warpriest can use their bonuses for any weapon that they have Weapon Focus in but nothing that grants you a Free Weapon Focus. Your class does give you Weapon Proficiency in Warhammer but not Weapon Focus, again that is unless I missed something. Can you please state where this Weapon Focus came from, thanks.

M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

I must have made a mistake there. I will remove it.

No Dáin you did not make a mistake I found it. What you did was attribute it to the wrong thing. You got it because Moradin grants you proficiency in Warhammer but Dwarf Weapon Training states if you have Proficiency in it then you gain Weapon Focus. So it actually came from Dwarf Weapon Training.

Now as some folks would say, here is a wall of text the covers my 2nd pass through your character. With adjustments and suggestions, if you are good with these we are done -- however you do have at least one choice to make which I need to know what you want to do. Otherwise I hope you enjoy this rather extensive review.

Name: Dáin

Full Name:

Dáin II of Clan Bramage son of Náin III son of Grór son of Dáin I son of Náin II son of Óin son of Glóin son of Thorin I son of Thráin I son of Náin I
That is a lineage of 10 Generations/Centuries or about 1,000 years. Which due to the destruction during the Invoked Devastation in -422 CY, this is the first fore-father that the family has solid reckoning of. This is pretty much typical for all Dwarf Clans of the Flanaess and pretty much all of Oerik in general. As for the rest of Oerth it is believed to hold true as well but the Dwarves of Flanaess have not met many Dwarves outside their region, let alone outside their continent.

As for the lineage I took your Dain son of Dain and did a google and got that lineage from Middle Earth and thought it suited your character nicely. It also perhaps added a bit of spice and legitimacy to your lineage. I hope you like it.


Race: Dwarf
Gender: Male
Size: Medium
Age: ??

Alignment: NG
Location: Dunwich
Occupation: Engineer, Holyman, Inquisitor

Note: Basically Dáin wears more than one hat within his clan, they currently do not have a need for an Inquisitor so you help with clerical rituals as well as engineering tasks since you are skilled at both of these professions. Remember (INT) covers a profession and thus Knowledge skills substitute for a Profession skill where a Knowledge skill exists.

STR 14 (+2) DEX 13(+1) WIS 17(+3)
CON 18 (+4) INT 11(+0) CHA 8(-1)

Add +2 vs Fear, Poison, Spells, and Spell-like Effects

Height: Dwarf Weight: Heavy Hair: Beard Eyes: Brown

Spd: 20
Init: +5
AC: 18 ( +6 armor +2 shield +1 Dex)/Touch 13 /FF 16)
Hit Points: 37
BAB: +2
CMB: +4
CMD: 15
+4 to Resist Bull Rush or Trip attacks

... Book of Grudges To Hit: +5 Dmg: 1d8+2 Crit: 20/x2
....... Cold Iron (+1d4 Damage to Fae, Fiend, and Undead)
... Dagger To Hit: +4 Dmg: 1d4+2 Crit: 19/x2
... Shortbow To Hit: +3 Dmg: 1d6 Crit: 20/x3 Rng: 60ft

Special Abilities:

Nothing new here I do not think just recapping it for completeness, oh and did find that Warhammer Weapon Focus not from your Deity but from your Dwarf Weapon Training in conjunction with your Deity.

Low-Light Vision
They have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. An individual with low-light vision can read a scroll or other writing as long as even the tiniest candle flame is next to them as a source of light. Further they can see outdoors on a moonlit night as well as they can during the day.

Defensive Training
Gain +4 Dodge Bonus to AC against monsters of Large size or larger

Dwarf Weapon Training
Gain proficiency with Crossbows (Light and Heavy), Battle Axes, Heavy Picks, and War Hammers if already proficient with these weapons due to 1st-level class gain Weapon Focus with one of these weapons. Also treat any weapon with the word "Dwarven" in its name as a Martial Weapon.

Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities

If confronted by their racial enemies (Orcs and Goblins) they must focus their efforts to eliminate these foes first above all others or suffer a -2 To Hit and Damage. Further if Orcs or Goblins are present, they must make a Will check DC 15 or immediately attack them.

Due to a Dwarf's density they have a -4 to any Swim Checks in addition to any armor or encumbrance they might be carrying.

Slow and Steady
Their speed is never modified by Armor nor Encumbrance

Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Languages: Begin with Dwarf and Keolan (local human)
Potential Additional Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon


Okay I looked back through the posts and not sure if you yeah or nayed any of these so please look them over. I am not expounding upon the ones you posted as you know what they are about just listing them for completeness.

Exposed to Awfulness (Campaign Trait)

Courageous (Combat Trait)

Haunted (Drawback)
The character's scrape with evil has left an indelible mark upon their soul, did they survive because they now have some trace of the demonic within them. This self-knowledge makes it difficult for the character to truly ever be at peace, and their chronic worry that they might fall to the evil influence from within has become a sort-of self-fulfilling prophecy. They take a -2 Penalty on Saves against spells and spell-like effects that have the evil descriptor.

Fearless Defiance (Faith Trait)
The character becomes a scourge to those who would attempt to subject others to fear. First they gain a +1 Trait Bonus on all Saves versus Fear effects. Further, if they (or when they) make a successful Save versus a Fear effect, they gain a +1 Trait Bonus on all Attack rolls against whomever was the source of Fear that they had been subjected to.

Gem Heavy (Special Faith Drawback)
When it comes to splitting the loot, the character will favor taking gems over coin; even if the gems impart a lesser initial total. Further any gems not worthy to be used to empower a spell are often sacrificed to Moradin upon the forge. The character will ritually sacrifice at least 50% of the value of the any remaining stones that they were able to acquire.

Moradin's Perfect Stones (Special Faith Trait)
When the character receives a gemstone, they may analyze the quality of the stone. They roll a percentile die; if the outcome is 95% or more the gem's worth is increased by 20%. The percentile threshold is reduces by 3% and the value bonus increases by 5% per Rank the character has in Appraise.

In order for the stone to retain its additional value, the follower of Moradin must use the stone to empower a spell of their choosing. This sacrifice of the stone is used as if it were a spell slot of the appropriate level. The stones value must equal or exceed the value needed by the Spell level they wish to empower. A Dwarf follower of Moradin can make such a sacrifice once per day per Wisdom modifier.

Spell . . . Gem
Level . .. Value
. . 1 . . . . 25 gp
. . 2 . . . 150 gp
. . 3 . . . 375 gp
. . 4 . . . 700 gp
. . 5 . . 1,125 gp
. . 6 . . 1,650 gp
. . 7 . . 2,275 gp
. . 8 . . 3,000 gp
. . 9 . . 3,825 gp


Again no changes here except for clarification.

Dwarf Weapon Training: Weapon Focus(Warhammer)
Choose a weapon that the character is proficient with, which could be unarmed strike, grapple, ray, or other such attacks. They gain a +1 Bonus on Attack rolls they make using this selected weapon.

1st-Level Feat: Weapon Focus(Holy Book)
Choose a weapon that the character is proficient with, which could be unarmed strike, grapple, ray, or other such attacks. They gain a +1 Bonus on Attack rolls they make using this selected weapon.

3rd-Level Feat: Improved Initiative
The character's quick reflexes allow them to react rapidly to danger. They gain a +4 Bonus on Initiative checks.

Shake It Off (Teamwork Feat)
When the character is adjacent to one or more allies who also have this Feat, they gain a +1 bonus on Saves per each such ally (maximum +4).


Class: Inquisitor (Living Grimoire)
Hit Die: 1d8
Starting Wealth: 3,240 gp

Class Skills: 6/level + Int Mod(+0) + Bckgrd 2 (x3rd) = 24 (Spent 26)

. . Acrobatics . . . . . .. (Dex)(+1) . . R-0 (1)
. . Animals . . . . . . . .. (Cha)(-1) . . R-0 (*)
. *Appraise . . . . . . . . (Int)(+0) . . R-1 (4)
. *Bluff . . . . . . . . . . .. (Cha)(-1) . . R-0 (-1)
. *Climb . . . . . . . . . . . (Str)(+2) . . R-2 (7)
. *Diplomacy . . . . . . . (Cha)(-1) . . R-0 (-1)
. . Disable Device . . .. (Dex)(+1) . . R-0 (*)
. *Disguise . . . . . . . . . (Cha)(-1) . . R-0 (-1)
. . Escape Artist . . . . . (Dex)(+1) . . R-0 (1)
. *Heal . . . . . . . . . . . . (Wis)(+3) . . R-1 (7)
. *Intimidate . . . . . . . (Cha)(-1) . . R-2 (5)
. . Legerdemain . . . .. (Dex)(+1) . . R-0 (*)
. . Linguistics . . . . . . . (Int)(+0) . . R-0 (*)
. *Perception . . . . . .. (Wis)(+3) . . R-2 (8) (+2 Stone Cunning)
. . Perform . . . . . . . . . (Cha)(-1) . . R-0 (-1)
. . Ride . . . . . . . . . . . . (Dex)(+1) . . R-0 (1)
. *Sense Motive . . . . (Wis)(+3) . . R-1 (8)
. *Spell Craft . . . . . . . (Wis)(+3) . . R-1 (7)
. *Stealth . . . . . . . . . . (Dex)(+1) . . R-0 (1)
. *Survival . . . . . . . . .. (Wis)(+3) . . R-1 (7) (+1 Follow Tracks)
. . Swim . . . . . . . . . . .. (Str)(+2) . . R-3 (1)
. . Use Magic Device . (Cha)(-1) . . R-0 (*)
. . Knowledge (Int)(+0)
. . . *Arcana . . . . . . . . . . R-1 (4)
. . . *Engineer . . . . . . . . . R-1 (5)
. . . *Geography . . . . . . . .. R-1 (4)
. . . *History . . . . . . . . .. R-1 (4)
. . . . . Dwarf . . . . . . . . . R-1 (6)
. . . . Local . . . . . . . . . . R-0 (*)
. . . . Nature . . . . . . . . .. R-0 (*)
. . . . Nobility . . . . . . . .. R-0 (*)
. . . *Planar . . . . . . . . . . R-2 (5)
. . . *Religion . . . . . . . . . R-2 (5)
. . . *Underdark . . . . . . . .. R-1 (4)
. *Craft[ ] . . . . . .. (Wis)(+3) . . R-0 (3)
. *Profession[ ] . . . . (Int)(+0) . . R-0 (*)

Skill Replacements: Know-Nature, Ride, Swim > Appraise, Know-Engineer, Know-Geography, Know-History
Reduced: Sense Motive -1, Survival -1 (to fix over expenditure)
Moved 1 Rank: From Know-Engineer to Appraise
. . . . . . . . . . . . . From Know-Geography to Know-Arcana
. . . . . . . . . . . . . From Climb . . . . . . . . to Spell Craft

I felt this would help your character more in the shortterm.

Class Features:

Class Features of the Inquisitor Living Grimoire
Pay attention to Domain spells those have change a little. The Holy Book may have been tweaked a little since last time.

1st-Level - Domain, Holy Book, Orisons/Spell Casting, Sacred Word, Stern Gaze
2nd-Level - Detect Alignment, Track
3rd-Level - Solo Tactics, Teamwork Feat
5th-Level - Blessed Script, Discern Lies
6th-Level - Teamwork Feat
9th-Level - Teamwork Feat
11th-Level - Stalwart
12th-Level - Teamwork Feat
14th-Level - Exploit Weakness
15th-Level - Teamwork Feat
17th-Level - Open Book
18th-Level - Teamwork Feat
20th-Level - Word of Moradin

Domain (Good)
. . . Touch of Good (Sp)
The character can touch a creature as a Standard Action, granting a Sacred Bonus on Attack rolls, Skill checks, Ability checks, and Saves equal to half their Inquisitor level (minimum 1) for 1 round. They can use this ability a number of times per day equal to 3 + their Wisdom modifier.

. . . Holy Lance (Su):
At 8th-level, they can give a weapon they touch the Holy special weapon quality for a number of rounds equal to half their Inquisitor level. They can use this ability once per day at 8th-level, and an additional time per day for every 4 levels beyond 8th.

. . . Domain Spells
. . . . . . Orison: Stabilze
. . . . . . 1st-Level: Protection from Evil
. . . . . . 2nd-Level: Lesser Angelic Aspect
. . . . . . 3rd-Level: Magic Circle Against Evil
. . . . . . 4th-Level: Holy Smite
. . . . . . 5th-Level: Angelic Aspect
. . . . . . 6th-Level: Confer Intelligence

Holy Book (Su)
The character forms a supernatural bond with a large ironbound tome (reliquary) containing the holy text of Moradin and they learn to use it as a weapon. When wielding the Holy Book as a weapon, they deal base damage based on their level 1st–4th 1d8, 5th–9th 2d6, 10th–14th 2d8, 15th–19th 3d6, and 20th 3d8. It is also treated as a Cold Iron weapon, they are considered proficient with the Holy Book, and take no improvised weapon penalty. The tome serves as their holy symbol and divine focus, and grants them the Feat: Eschew Materials. Further it can be enchanted as a magic weapon. The Holy Book contains all Inquisitor Orisons (0-level) plus 3 1st-level Inquisitor spells of their choice at 1st-level. They can also select a number of additional 1st-level Inquisitor spells equal to their Intelligence modifier and Charisma modifier(min 0) to record in their Holy Book. Then at 2nd and 3rd level they record an additional 2 new spells of 1st level plus their Intelligence modifier and Charisma modifier(min 0) for each level.

After 3rd level they record 2 new Inquisitor spells of any spell levels they can cast (based on their new Inquisitor level) into their Holy Book plus their Intelligence modifier. At any time they can add to their Holy Book any Inquisitor spells they have acquired from Scrolls or other written sources. For time and cost of these copied spells see the guidelines for Wizards copying spells into their spell book. This ability replaces Monster Lore.

The character must prepare their spells ahead of time, and they can know any number of Inquisitor spells. They use their Intelligence instead of Wisdom as their key spell casting ability score (to determine their spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of their domain powers. The living grimoire receives the same number of spell slots per day as a Warpriest of their Inquisitor level, and receives bonus spells per day if they have a high Intelligence score. They must choose and prepare their spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while they study their Holy Book. A good Inquisitor can channel stored spell energy into healing spells that they did not prepare ahead of time. The caster can expend any prepared spell slot that is not an Orison to cast any Cure Spell of the same level or lower. A Cure Spell is any spell with "Cure" in its name. This ability alters Orisons and Spell Casting and removes Cunning Initiative.

Spell Slots by Level
Level . Cntrp . 1st . 2nd .. 3rd .. 4th . . 5th . . 6th
. 1st . . . . 3 . . . . 1 . . . . * . . . . * . . . . * . . . . * . . . . *
. 2nd . . .. 4 . . . . 2 . . . . * . . . . * . . . . * . . . . * . . . . *
. 3rd . . .. 4 . . . . 3 . . . . * . . . . * . . . . * . . . . * . . . . *
. 4th . . .. 4 . . . . 3 . . . . 1 . . . . * . . . . * . . . . * . . . . *
. 5th . . .. 4 . . . . 4 . . . . 2 . . . . * . . . . * . . . . * . . . . *
. 6th . . .. 5 . . . . 4 . . . . 3 . . . . * . . . . * . . . . * . . . . *
. 7th . . .. 5 . . . . 4 . . . . 3 . . . . 1 . . . . * . . . . * . . . . *
. 8th . . .. 5 . . . . 4 . . . . 4 . . . . 2 . . . . * . . . . * . . . . *
. 9th . . .. 5 . . . . 5 . . . . 4 . . . . 3 . . . . * . . . . * . . . . *
.10th . . . 5 . . . . 5 . . . . 4 . . . . 3 . . . . 1 . . . . * . . . . *
.11th . . . 5 . . . . 5 . . . . 4 . . . . 4 . . . . 2 . . . . * . . . . *
.12th . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 3 . . . . * . . . . *
.13th . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 3 . . . . 1 . . . . *
.14th . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 4 . . . . 2 . . . . *
.15th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 3 . . . . *
.16th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 3 . . . . 1
.17th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 4 . . . . 2
.18th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 4 . . . . 3
.19th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 4
.20th . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5 . . . . 5
Int Bns . +1 . . +0 . . . +0 . . . +0 . . . +0 . . . +0 . . . +0

Sacred Word (Su)
The character learns to charge their Holy Book with the power of their faith. Whenever they hit with their Holy Book, the base weapon damage is based on their level and not the weapon type. It does 1d8 (1st-4th), 2d6 (5th-9th), 2d8 (10th-14th), 3d6 (15th-19th), and 3d8 (20th). Further as they become more attuned with their Holy Book they also become more accurate with it as well gaining a +1 To Hit at 4th-level and each 4-levels thereafter to a maximum of a +5 To Hit at 20th level. At 4th level, the character gains the ability to enhance their Holy Book with divine power as a swift action. This ability grants the Holy Book a +1 enhancement bonus for every 4 Inquisitor levels the character possesses (to a maximum of +5 at 20th level). They can use this ability a number of rounds per day equal to their Inquisitor level, but these rounds need not be consecutive. These enhancement bonuses stack with any existing bonuses the Holy Book might have, to a maximum of +5. These enhancement bonuses can be used to add any of the following abilities: Bane(+1), Brilliant Energy(+4), Defending(+1), Disruption(+2), Flaming(+1), Frost(+1), Keen(+1), and Shock(+1). If Lawful they can add Axiomatic(+2) and Merciful(+1). If Good they can add Ghost Touch(+1) and Holy(+2). Duplicate abilities do not stack. The special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is weilding the Holy Book but they continue to be in effect if the Holy Book otherwise leaves the character's possession (such as if thrown). This ability can be ended as a Free Action at the start of the character's turn (that round does not count against the total duration, unless the ability is resumed during the same round). This ability replaces Judgment.

Stern Gaze
The character is skilled at sensing deception and intimidating their foes. They receive a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 their Inquisitor level (minimum +1).

Detect Alignment
The character can use Detect Chaos, Evil, Good, or Law at will. They can only use one of these at any given time. (see the spell description under the Campaign tab)

Track (Ex)
The character adds half their level on all Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex)
All of the character’s allies are treated as if they possessed the same teamwork feats as the character for the purpose of determining whether the character receives a bonus from their teamwork feats. Their allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the character to receive the listed bonus.

Teamwork Feat
The character gains a Bonus Feat in addition to those gained from normal advancement. This Bonus Feat must be selected from those listed as Teamwork Feats. The character must meet the prerequisites of the selected bonus feat. As a Standard Action, the character can choose to learn a new Bonus Teamwork Feat in place of the most recent Bonus Teamwork Feat they have already learned. In effect, they lose the current bonus feat in exchange for the new one. They can only change the most recent teamwork feat gained. Whenever they gain a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. The character can change their most recent teamwork feat a number of times per day equal to their Wisdom modifier.

Blessed Script (Su)
At 5th-level, the character can permanently brand themselves with one spell of 2nd-level or lower from their Holy Book onto their body. The branded spell cannot have an expensive material component or focus. They can prepare any branded spell without needing their Holy Book, and can cast their branded spell(s) as a spell-like ability once per day. At 8th-level, they can brand one additional spell of 3rd-level or lower upon themselves. At 12th-level, they can brand one additional spell of 4th-level or lower upon themselves, and finally at 16th-level they can brand one additional spell of any level upon themselves. Note: The ritual of branding requires that the character make a Fortitude check DC equal 10 + Spell Level. If the Save fails they must wait a week before they can try again. This ability replaces Bane, Greater Bane, Second Judgement, and Third Judgement.

Discern Lies (Sp)
At 5th-level, the character can Discern Lies, as per the spell, for a number of rounds per day equal to their Inquisitor level. These rounds do not need to be consecutive. Activating this ability is an Immediate Action.

Stalwart (Ex)
At 11th-level, the character can use their mental and physical resiliency to avoid certain attacks. If they make a Fortitude or Will Save an attack that has a reduced effect on a successful Save, they instead avoid the effect entirely. This ability can only be used if the character is wearing Light Armor, Medium Armor or no armor. If the character is helpless they do not gain the benefit of this ability.

Exploit Weakness (Ex)
At 14th level, the character learns to take advantage of any opportunity that presents itself. Whenever they scores a Critical Hit, they ignore any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if they deal energy damage to a creature with vulnerability to that energy type, they deal +1 point of damage per die rolled.

Note: I added the following one because Slayer can only be used in conjunction with a Judgement and your character no longer has any Judgements which I found to be a rather interesting error on the game designers part.

Open Book (Su)
At 17th level, the character can open their Holy Book to have it reveal things unto them. While their book is open, they are granted the ability to see all things within 120ft as they actually are. They see through normal and magical darkness, notice secret/hidden apertures, see through illusions as if they were vague mirages, see the true form of polymorphed, shapechanged, or transmuted creatures/things, and see the location and power of all magical auras. If a magical aura is within Line of Sight, they can make a Spell Craft skill check to determine the school of magic involved in each aura. Make one check per aura; DC 15 + ½ caster level. If they concentrate on a specific creature within 120ft of them as a Standard Action, they can determine whether it has any Spell Casting or spell-like abilities, whether these are Arcane (spell-like abilities register as Arcane) or Divine in nature, and the strength of the most powerful spell or spell-like ability the creature currently has available to use. As with Detect Magic, the caster can use this ability to identify the properties of magic items, but not artifacts. Further they can focus their vision to see into the Ethereal Plan (but not into extra-dimensional spaces). They can use this ability a number of rounds per day equal to their level x 10, and these rounds need not be consecutive. This ability replaces Slayer.

Note: The following I believe is just a name change and nothing more.

Word of Moradin (Su)
At 20th-level, they can smite their foes with the Holy Word of Moradin. Up to seven times per day, they can make a single melee attack with their Holy Book against a target. If the attack hits, it deals damage normally and the target must succeed at a Fortitude Save or die:
DC = 10 + 1/2 Inquistor Level + Intelligence modifier
Regardless of whether the Save is successful, the target creature is immune to the Word of Moradin ability for the next 24 hours. Once the character uses this ability, they cannot use it again for 1d4 rounds. This ability replaces True Judgement

Holy Book Spells:

The ^ represents your At Will spell which of course is always prepared. The * represents your Domain Spells and since you only have one Domain this basically means these spells are always prepared, unless you choose not to prepare a Domain spell. The +1 Slot is your additional Domain Spell Slot that can only be used to cast a Domain spell. I have made some suggestions on prepared spells since you did not give enough, however if you wish to choose something else please let me know. I have listed all your Orisons and made some suggestions for the spells you have recorded in your Holy Book but again if you want something else let me know.

Spell Slots
1st-Level: 3+1

Prepared Cantrips(5+1): Daze, Detect Magic, Disrupt Undead, Guidance, Light, Stabalize*
Prepared 1st-Lvls(3+2): Detect Evil/Chaos/Good/Law^, Protection from Evil*

Acid Splash
Create Water
Detect Magic
Detect Poison
Disrupt Undead
Oath of Anonymity
Read Magic
1st-Level Spells (7)
1 Bless
2 Bless Water (see spell description under Campaign tab)
3 Batrachian Surge
4 Cure Light Wounds
Detect Evil/Chaos/Good/Law^ (see spell description under Campaign tab)
5 Magic Weapon
Protection from Evil*
6 Truthtelling (see Abadar's Truthtelling)
7 ??

Okay not sure what to put in that 7th recorded spell but if you take Sanctify Corpse, I will give you an 8th known spell of either Comprehend Languages or Know thy Enemy

Otherwise here are a few more suggestions
Divine Favor
Expeditious Move (Retreat)
Shield of Faith
True Strike

Keep in mind any of the numbered spells you can freely swap out for some other Inquisitor spell but I figured these would help you the most. Oh and yes, you can use Batrachian Surge.


Dáin II (son of Náin III son of Grór son of Dáin I son of Náin II son of Óin son of Glóin son of Thorin I son of Thráin I son of Náin I) was raised in the faith of Moradin as a priest who would work with patrols to keep caravans safe and to grant blessing from Moradin.

However, during one stretch the caravan was attacked by a creature from the Abyss and tore through the defenders like they were not even there and left Dain on the edge of death. Managing to survive, Dain swore he would dedicate his future to sending such monsters back where they came from and began training as an Inquisitor so he could smash evil with the words of his deity (literaly in this case). Although Dáin is quite serious in his efforts and is a spiritual and physical well of resilience, he lacks the proper intellectual depth needed to channel his divine spells to any great effect.

Greyhawk Dwarven History

According to myth, the first seven Dwarves were created by Moradin from iron, stone, water, fire, gems, and mithral mined from the very core of the world. Moradin gave them life when He cooled their molten forms with His breath. Some myths claim that the fathers of the Dwarves then had to fight their way from the center of the world to the realms they dwell in now, battling monsters along the way as a test of their mettle. According to the legend of the Axe of the Dwarvish Lords, their first High King was named Silvervein Moradinson.

Regardless of the truth of myth and legend, it is certain that Dwarves have lived in the Flanaess for thousands of years, though they are reluctant to share their sagas with those not of their race. The Dwarves of the Suel Imperium were enslaved by humans of the Suloise race; some were bred with human slaves and magically altered to become the Derro, starting in -1215 CY. This foul event led to Fortubo abandoning the Suel pantheon.

The Dwarven kingdoms in the northern Crystalmist Mountains and Sulhaut Mountains were destroyed in the Invoked Devastation in -422 CY. The last High King of the Dwarves perished during that cataclysm, the Axe of the Dwarvish Lords lost, and the Dwarven people have not been united by any king since. Legend has it that if the Axe is ever again found, the Age of High Kings will return.

During the Great Migrations, Dwarf clans allied with Elves, Gnomes, and some Oeridians against the Suel.

Another major event in Dwarven history was the Hateful Wars, when Dwarves and allied Elves drove the evil humanoids from the Lortmils into the Pomarj.

Dwarves began to arrive in Western Oerik in approximately -356 CY. Responding to overpopulation in their southern homelands, clans of Dwarves make their way up the coastline on war barges. Four waves of warriors and settlers make their way into the Sundered Empire region over the next 100 years. They settle the mountain range to the west of the Elven city-states known as Ravilla. Later, circa -215 CY, the Blessed Kingdom of Mordengard was born, under the leadership of King Smoni. This first king proved a popular ruler.

Dáin II originally comes from Sterich and is a member of Bramage Clan which was one of the many Dwarf clans feuding over territory within that region. The Bramage Clan would have probably continued to feud for centuries with the other clans but in 584 CY the region was overrun by Giant led armies of humanoids. Causing some of the Dwarven population of Sterich to flee into the Good Hills while others, perhaps unwisely, turtled into their strongholds. The Dwarven losses to the humanoids, while not as many as the humans lossed, were still quite significant. Not only did they lose many clan valued members but their entire settlements as well.

In an attempt to prevent a strain on the local resources in city of Flen the King of Keoland gave deeds to the Dwarven Clans to various remote areas that had been deemed worthy of mining but as of yet had not been put to pick. Dáin joined the remainder of his extended clan and headed to two of these sites just south of Dunwich.

The recent out break of the Wheezing Cough has the populace of Dunwich greatly concerned and a call to the Dwarven clan to lend aid resulted in them sending Dáin II as their representative. If Dáin deemed more resources were necessary he was to let the Clan Leader Anundr know, otherwise he was to deal with the situation as best he could.


Carry Capacity: Light 59.8 Medium 119.6 Heavy 184 Extreme 368 Drag 460/598/920

Okay first I added the following items: Shortbow, Traveler's Outfit, Bandolier, Belt Pouch, and Candles (10) as that last item you had previously and its really cheap but as always you can pitch anything you do not want. The Shortbow and Outfit are kind of essential, the Bandolier is to carry your Holy Water, Belt Pouch to carry you remaining coins.

Book of Grudges Wgt 5 lbs Cost 0gp
Silvered Warhammer Wgt 5 lbs Cost 24gp
Dagger Wgt 2 lbs Cost 2gp
Shortbow Wgt 2 lbs Cost 30gp
Quiver Wgt 1 lbs Cost 1gp
Arrows (20) Wgt 1 lbs Cost 1gp
Travelers Outfit Wgt 5 lbs Cost 1gp
Scale Mail MW +2 Wgt 30 lbs Cost 1,250gp
Light Wood Shield MW +1 Wgt 5 lbs Cost 15gp
Wand of CLW (50 chgs) Wgt 0 lbs Cost 750gp
Celestial Lamp Wgt 2 lbs Cost 300gp PMI (Permanent Magic Item)
Flask Holy Water (x4) Wgt 5 lbs Cost 125gp
Potion Belt MW (Cap 10) Wgt 1 lbs Cost 5gp
Potion Swimming (x3) Wgt 0 lbs Cost 750gp

Backpack Wgt 2 lbs Cost Free (bonus from Inquisitor Kit)
Flint and Steel Wgt 0 lbs Cost 1gp
Iron Pot Wgt 4 lbs Cost 0.8gp
Mess Kit Wgt 1 lbs Cost 0.2gp
Soap Wgt 1 lbs Cost 0.5gp
Trail Rations (5 days) Wgt 5 lbs Cost 2.5gp
Whetstone Wgt 1 lbs Cost 0.02gp
Bedroll Wgt 5 lbs Cost 0.1gp
Rope, Silk 50 ft Wgt 5 lbs Cost 10gp
Waterskin Wgt 5 lbs Cost 1gp

Remaining Coins: 4gp 7sp 8cp

Oh and Dáin the Knowledge[History] with the indented [Dwarf] is basically you specializing in Knowledge[History-Dwarf] so 1 SP spent on Knowledge[History] and 1 SP spent on Knowledge[History-Dwarf] of which the latter nets you 2 points instead of one and that adds to your base Knowledge[History] so that your total ranks are Knowledge[History] 1 and Knowledge[History-Dwarf] 1+2 or 3

M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

All set

Vilma I think you might have missed a comment I made about your family history, while Vilma certainly is Oeridian she is more specifically of Seul heritage. Further she belongs to House Lorchester.

House Lorchester are currently allied with House Rhola. Interestingly enough House Rhola is also allied with House Secunforths

Historically the House Lorchester were the first Viscounts of Salinmoor before being replaced by House Secunforths. They are considered a minor Suel House and are one of the Imperial Houses (aka a Firstcomer House).

While a minor house, they are a fairly wealthy house as they initially settled upon Redshore Isle and have dominated the fishing and whaling industry. They now have a foot hold in Dunwich (trying to regain influence if not control of Salinmoor and/or if not Salinmoor then the entire shoreline south of Dunwich). If the Sea Princes were to fall or weaken significantly, they are in a good position to acquire even more territory in this region.

There are not many that know this within House Lorchester but they have also established a foot hold in Sasserine which is a harbor on the southern shore of Jeklea Bay which would be considered part of the Sea Princes' territory.

There are very few online maps that show where Redshore is but it is an island about 8 miles from the most southeastern point of Salinmoor basically southeast of Seaton and about straight south of Anglar. They are the strongest Keoland Naval force in the area with Seaton being the second strongest. Gradsul lends ships to the region as well but Gradsul is a significant distance to the northeast.

The coat of arms you have chosen works, as I did not find any specific coat of arms for House Lorchester Do know that the coat of arms for Keoland is a Lion Rampant.

Dáin as you can expect the land given to your Clan was not the choicest of places. A great sea to its east and a vast marsh/swamp to its west it is definitely not the friendliest place for Dwarves. Granted this was not what they had been told and the Clan feels the King lied to them.

Factually though, they were not lied to, they were simply not fully informed of the nature of the surrounding terrain. Yeah a major oversight for sure, and close enough to a lie for a Dwarf to call it such. Still upon arriving there was little else they could do. They simply did not have the resources to relocate again, nor did they have any idea of where to relocate to even had they been able to. The only good thing perhaps is that the Dwarves tend not to catch, let alone succumb, to these diseases that seem to plague the humans.

Of course, having arrived after a Hurricane the Clan has located its intial sights on the western side (furtherest from the sea but closest to the marsh/swamp) of the land ridge and has been working to establish a major portion of its home below ground with quality drainage and building that which will be above ground from the stone they are removing from below. On the plus side the general stone here that is not far below the surface is good hard stone, not quite as hard as granite but it will be good for constructing the surface structures as well as building underground facilities.

Female Human Paladin (Virtuous Bravo) 3

I did see that piece, yes. I didn't say that Vilma was completely Oeridian, only that she generally looks Oeridian enough to blend in.

The family might in general might be Suloise, but it's been a very long time. Few "Suloise" lineages are actually purely Suloise anymore. It just so happens that this is apparent in Vilma's case. There are Suel hints though, Vilma's hair isn't straight and her skin tone is on the lighter side.

As a broad principle aristocracies tend to be increasing endogamous the higher up the ladder they are in order to preserve power and wealth. Vilma and family are on the lower rungs, so local rather than political marriages could be typical.

As for the local politics, don't know what to do with all that at this point.

Here are a couple of maps that show Redshore in case you haven't found them already:



Well Vilma it sounds like you have a solid handle on your lineage so that is cool and I did not mean to say Vilma was pure Suel but the only other local human race I think is Olman. That is unless you are aware of another in this region.

Also do you happen to have the basic descriptions of the Suel and Olman races by any chance and/or could ou point me to them. I have a lot of the materials but I might not have them all or know where to find that information.

Oh and thanks for the maps -- I actually had not found those.

I will see if I can create a better map of the local region for your character, since your father has one.


Everyone when you make a Knowledge check make sure you let me know what it is you are striving to remember or be knowledgable about. Otherwise I have to guess and I might guess wrong. Also if you successfully make a Knowledge check and I give you that Knowledge you might want to make a record of that your character knows that now.

Also, I am hoping our last player will post sometime today or tomorrow, however if no response by Wednesday I will move things forward, regardless.

M fFolk (Wood Elf) Cleric 3

Apologies - I should likely have made my intentions more clear. My Knowledge check was intended to determine if a cure was ever found for the plague, and if so whether or not the records from that time would still be accessible.

Female Human Paladin (Virtuous Bravo) 3

DeJoker: I'm not very well versed in the Greyhawk setting so I've just been looking things up in the wiki as I needed them.

Greyhawk Wiki

My quick gloss on Keoland was that much of the earlier nobility was Oeridian, but some considerable time back in the past there was a Suel migration and/or invasion that placed Suel families at the top in Keoland. Since master of Bale Keep isn't much to brag about, I decided on a minor Oeridian family with maybe a few drops of Suel blood.

It turning out that the family is related to House Lorchester doesn't need to change things much. Rather than just being a vassal, Vilma's father is part of a cadet branch of the Lorchester line, and also a vassal.

Say, for example, X generations ago the branch was founded by a younger Lorchester son who would not inherit title to the county. Cadet lines are often, but not always, downwardly mobile. This son marries into the local gentry. A generation down the Lorchester son's only child, a daughter, marries into the local gentry again. The family is the Maldeghems.

Vilma's family might even style themselves the Lorchester-Maldeghem family because they want to showcase the Lorchester connection. Lots of possible permutations of this geneology are possible for making the connection as close or distant as you have in mind.

Actually Vilma the entirety of Keoland is of originally Suel origin. The First Comers came through a mountain pass or cave complex into the Valley of the Mage and then moved south from there. This happened a very, very long time ago. If you want to see that timeline I can share a link to it I think.

As for the family Maldeghem being part of House Lorchester that does not mean you take on the surname of Lorchester. If you just track the Viscounts of Salinmoor you will see that actually different familes within the Lorchester and Secunforths Houses held the position. Basically your family is your Surname your House is your political affiliation which can be good or can be bad depending on who is leading the House. Also, Houses do not always back the current King of Keoland. So its like the House is your Senate seat perhaps and each family is part of their Representatives. But only the Senate official participates in the Kingdom Government. Hope that helps some.


Okay Travoril I believe then my response covered what you were looking to know. Now grant you, that is not the entirety of what is known but that is all you are aware of.

Female Human Paladin (Virtuous Bravo) 3

No need for a timeline. I'm just going to leave Vilma's background as is. If you need something in particular changed, let me know. Otherwise I'm done tinkering.

Female Human Paladin (Virtuous Bravo) 3

Gameplay is open! Come on in!

NOTE: I encourage kibitzing amongst players as this helps reflect the higher mental attributes that some of the characters have that perhaps we the players do not fully reflect. If we want to know who had the idea or suggestion in-game we do a simple roll-off and the highest one is the character that presented this to the PCs in-game. (hopefully accompanied by an in-game post where they actually present the idea)

This is something I have always done and once it lead to a really odd in-game situation where the dumb barbarian always came up with the greatest ideas because his player almost always got lucky during the roll-off. It made for a lot of in-game fun that would otherwise not have happened.

Would one of you players mind checking the Bale Keep Map link posted at the top. I want to make sure it is viewable by you all or if I will need to use a different medium to share images with.

Female Human Paladin (Virtuous Bravo) 3

I can see it just fine!

M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

I see it.

Male Human Psion 10/Atlanteologist 10

I can definitely see it. Yep.

Female Uriak Sorcerer 3 | HP: 14/24

I can see it.

Great well that will be the map you see when you all get to Vilma's fathers house.

Female Caucasian

Hello. DeJoker instructed me to leave this message here. I hope that's okay.


Female Human Paladin (Virtuous Bravo) 3

Hi Clair, are you going to be joining us as a player?

HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

GM: Fool that I am, Lars already announced that he doesn’t know how to pilot a boat. But he has a skill point in profession sailor. Could I switch that skill to ride? It would be seamless for the current situation, and it would fit his soldiering background.

Not really -- that 1 point in Profession Sailor reflects your limited time in the Navy which is a major part of your background.

I can shift gears -- would retcon posts but cannot do that -- so Lars knows how to pilot a boat so instead of just Oars you will get a sail and oars.

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