I keep seeing threads that trying to assert some normality to behavior(s) of predominantly males towards females.
The idea being that it is everyone's responsibility to do something about the issue.
The fact is the things discussed are not "normal" behaviors based on cultural or gender identity or privilege if you will, these behaviors are not socially acceptable, show a mental health need, and have nothing to do with healthy well adjusted males.
The threads attempting to links psychiatric behaviors to persons in a group based solely on gender are at the least misguided. Suggestions such as increased awareness, identification of perpetrators, insisting on treatment, harsher penalties are more responsible than vilifying an entire gender of gamers.
the following has been deleted as "off-topic" (in two different threads), though entirely factual information this one and this one
The problem is an identified and recognized psychiatric problem...
Frorreurists rely on crowds such as on trains to touch as many people as possible, without consent and to escape being identified.
A single perpetrator can have multiple victims.
Much more likely for one person to grope hundreds, than to assume 100 gropers who (controlled their impulses enough to) only grope one person each.
This is a real issue that faces females everywhere, our female gamers as well. If you are a guy with a problem or know someone who has this, seek help!
Recently the four nation tribes had come into contact with a troop of heroes chartered to explore the Stolen Lands, who brought with them a promise of peace with the big folk.
A gathering of the chiefs had cemented an alliance. Chief Oleg the human representative, Chief Sootscale the kobold representative, Chief Grabbles - mite representative, Chief Gutwad the goblin representative, Chief Splinter of the ratfolk. The chief's have each elected "leftenants" individuals from the tribes who will travel the area and help keep the peace. You are the leftenants, your first trip out into the Stolen lands...
It is twighlight and you are in the hex of plains with a woods nearby, helping your new friends in exploring the area.....they fail to met up with you at the appointed place at the end of the day...there is no sign of Amiri, Lini, Harsk, or Sajan. In fact you look all around and see no sign.
Interest check in locating persons interested in a savage version of Kingmaker. The format will be play by post.
I am looking for 4-5 players who are one each of the following or similar races, all of whom are interested in becoming chief of their respective tribes.
I am interested in the following races for certain kobold, mite, and goblin. The fourth race needs to be similar to the other three...ratfolk for example...
Kingmaker covers the kobold and mite tribes.
We be goblins covers a goblin tribe (other than location)
The fourth race will also need to detail a tribe.
The four tribes are in adjacent and centrally located hexes!
The game starts at level 2 and has the following assumptions:
1. The diverse tribes (of the PCs races only) are at peace with one another and
2. have a treaty with the NPC heroes chartered to explore the greebelt. The treaties are such that the authority of the charter passes into the (tiny and grubby little) hands of the PCs....
3. I am assuming that some small portion of the greebelt has been explored.
4. That the original charter holders died attempting to take the Staglords fort.
5. The new PCs are taking the fallen heroes bodies to Olegs or to the temple for proper burial.
I am looking for persons interested in playing their respective race and working cooperativly towards goals. You can be evil if you so choose.
I am also expecting players to help in resolving stuck points and/or assisting the DM in the challenge of moving monsterous races through an AP.
Since this is an interest check only please just tell me the following information.
1. Race
2. Classes
3. Concept...ie what makes this character "work" in an AP
4. What you can do to help make the game successful
5. Role you eventually see this PC filling in the kingdom
6. Why you liked the humans who originally held the charter.
7. I may entertain the notion of a Halfling or Gnomish survivor coming from the original charter holders...
Preference for inclusion will be given to individuals I have play-by-posted with currently or before, and those who DM games on the paizoboards.
Which means that it is possible that no recruitment thread will ever be posted.
Update 1. The goblin slot has been taken by a rogue.
Update 2. The kobold slot has been taken evoker or witch.
Still needed are a mite and an other tbd (ratfolk?)..
I am asking if this description/role of the Inquisitor
Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.
Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.
Specifically this part
using trickery and guile when righteousness and purity is not enough
Is there any reason to believe that an inquisitor has to ever resort to trickery and guile?
Is it an imperative?
I am asking this because I saw an argument made that paladin / inquisitor is not possible due to the two classes having conflicting codes and agendas.
Very often games are based upon the limitations of “official content” only, other games are Pathfinder Society that have similar restrictions. Is anyone at Paizo at liberty to make something posted here “official” by simply stating it in a thread?
Same goes for things that show up in Wayfinder. I would love to see someone at Paizo stamp some content official or approved for play or something.
I was looking for someone who had put some work into this idea, and the last time it was discussed was a long time ago.
I am posting my assistance for anyone who thought at least two of the nobels might be actively trying to become Lord Mayor.
So my idea was to "borrow" heavily from a couple of famous short speeches and use those as various nobles hoping to become the Lord Mayor of Cauldron. Yes I know Richard the III.
The speeches were:
Winston Churchill, Blood Toil Tears and Sweat
Otto Von Bismarck Speech - Blood and Iron
The speech delivered by Lord Ankhin Taskerhill
On Friday evening last I received word from Jenya High Preistess wherein the clear mission to form a new administration. It was the evident will of the people and the nation that this should be conceived on the broadest possible basis and that it should include all parties.
I have already completed the most important part of this task.
A defense cabinet has been formed of five members, representing, with the Merchants, Populance, and Nobles, the unity of Cauldron. It was necessary that this should be done in one single day on account of the extreme urgency and rigor of recent events. I hope once this council makes me Lord Mayor fully invested to complete the appointment of principal ministers as soon as tomorrow.
I now invite this body by a resolution on record its approval of my nomination as Lord Mayor and publicly declare its confidence in the new government.
I say to this assembly as I said to ministers who have joined us, I have nothing to offer but blood, toil, tears, and sweat. We have before us an ordeal of the most grievous kind. We have before us many, many months of struggle and suffering.
You ask, what is our aim? I can answer in one word. It is victory. Victory at all costs - Victory in spite of all terrors - Victory, however long and hard the road may be, for without victory there is no survival.
Let that be realized. No survival for Cauldron, no survival for all that the human Empires have stood for, no survival for the urge, the impulse of the ages, that mankind shall move forward toward his goal.
I take up my task in buoyancy and hope. I feel sure that our cause will not be suffered to fail among men. I feel entitled at this juncture, at this time, to claim the aid of all and to say, "Come then, let us go forward together with our united strength."
********************
The speech given by Lord Zachary Aslaxin I
The Conflict of Cauldron is viewed too tragically, and presented too tragically; the regime does not seek defense. The other Lord seeks personal power and gain. If the crisis can be ended with honor, I will gladly do so. The great independence of the individual makes it difficult in Cauldron to rule under a single authority. In Sasserine it is otherwise; there, individual independence is lacking. This lack and our crisis, however, is no shame, but rather an honor. We are perhaps too educated to have learned endurance and resolve - we are too critical.
The purpose of the Lord Mayor is steady resolve and endurance, with the task of standing over public sentiment, and of shepherding it. Our blood is too hot, we prefer armor too great for our small body to carry, but we should put it to service.
Cauldron must collect its forces for the favorable occasion, which has several times been neglected; Cauldron's borders are not favorable to a healthy national life. Not by speeches and decisions of majorities will the greatest problems of the time be decided by endurance and toil - by iron and blood.
Any edits / glaring errors/ further suggestions would be appreciated.
You are goblins of the Licktoad tribe, who live deep in Brinestump
Marsh, south of the hated man-town called Sandpoint. Once,
other goblins tried to burn Sandpoint down, and they would
have been legends if they had succeeded. But they didn’t bring
enough fire, and got themselves killed as a result.
The rain has started and this begins the favorite activity of the licktoads the annual frog-catching and bug hunting contest.
The goblin camp is on a small hill, the huts are dirt floored, and the goblin babies are crawling around in a pen in the middle of the village, a female wet-nurses those that crawl near the fence.
I have been running several play-by posts and know several other DM's are doing the same as well.
And using strong google-fu I have found many helpful things for the kingmaker campaign.
I loved the hex exploration description!
And Papa DM's rendition of Oleg's.
It would be nice to have a single document and repository of information.
For example I am writing a block of intel on the staglord's fort (in my game it is from Kressel), but any captured bandit will do.
This is what I have:
Deep in the stolen lands on the bank of the Tuskwater lake framed by two rivers on each side sits the Staglord’s fortress. The fortress sits upon a small hillock, a narrow path of hard-packed earth winds up the hillside approaching the fort, the path is 30 feet wide, 300 feet long, and provides no cover. The remaining hillside surrounding the fort is a swath of hill devoid of shrubbery, save for isolated thorny vines, but some large boulders break up the smooth landscape. The hillside is haunted according to the bandits chatter over the evening fires, but I have no way of knowing what haunt is or is not there.
I recommend you see the fort first hand and learn what you need before planning any coup.
The Staglord himself is a monsterously large man who wears a helm made from the head of a stag and the jaws of a bear. He uses a mighty bow that I have seen put an arrow through one man and into another. He is given to drink frequently and is no longer in his prime.
Where was I, oh yes the fortress is surrounded, and protected by a circular log fence enclosing and area of roughly 100 X 100. The fortress has guards set upon platforms overlooking all approach from outside, the fort has a ground and upper floor as well as a basement and stable for horses. An inner yard separates the wall from the structures within.
The men, one very large and very strong lummox named Auchs is not very sharp and is easy to convince or fool into nearly anything. A lanky and dark man who names hisself Dovan from Nisroch, carries a rapier and wears studded leather armor, he is sharp and aware and possibly dangerous. A third was once a knight of some sort Akiros Ismort, gave up being a knight and now rages into battle disregarding all to destroy his foes. Run of the mill bandits usually number about 4 or 5, it is also said the Staglord’s father lives in the basement, but like the haunted hillside I am not certain of this information.
Samples of games I DM:
PF Shackled City SCAP, 3,900+ posts, started Sept 2010
Ashardaldon Series - Unoptimized KK, 2,500+posts, started June 2011
For whatever reason I have decided that I need to try Kingmaker through play-by-post.
I have book 1 and 2; Stolen Land and Rivers Run Red. I have the other pdfs listed in my wishlist. I am not promising to run the AP beyond the pdfs I have.
I have a lot of information listed in my profile, including DM style and other relevant information. I strongly suggest you give it a read through before applying.
Let’s say 20 point buy, two traits, one must be a campaign trait. (no rich parents trait).
Max gold to start.
I tend to like core classes and races, But remember I will not be voting ; )
I am not going to determine who will be included in this game, the applicants will each vote on who they want to game with. The voting will be via private message to me.
There are 5 slots, each applicant to the recruitment thread gets 2 votes. Please try to refrain from voting for yourself! Also try to just offer up your single best character/concept.
A concept is sufficient to apply, though if accepted your full character must be ready by the game kick-off. I will list a couple of alternates in the post that shows who came close to getting the votes.
This thread will be open until Friday. Voting will occur when this thread closes. If you vote prior to all the submissions I will delete your Private message, without counting your votes.
Game kick off should be the following Monday.
Any questions?
I am not writting such a guide, but I have recently been wanting to optimize the fun that my player have participating in the process.
This leads me to making some "standardized" suggestions.
Formating, dice rolling, and ooc are all good for people to know.
I have a list of pbp "rules" listed under my name
click it I dare you.
But my thoughts were on optimizing the encounters,
Here is an example of a post I am making for an up-coming play by post:
I was looking for feedback to optimize the encounter.
---------------------Example------------
As the celebration ends you step out of the Stony Gaze Tavern and into the chilly night air.
A clear, loud low voice calls from an alley off the main road, ”Hey Heroes!”
Standing 15 feet away and across the road at the corner of the building is female Ogre, 10 feet tall, with emerald green skin, deep blue hair, and small ivory horns.
mugshot
You are blasted with a cone of cold, as the creature turns and flees rapidly rounding the corner out of sight.
DC 18 reflex save for half of the cold damage 8d6 ⇒ (6, 2, 5, 5, 5, 5, 5, 5) = 38
Ok....
but not really, I spend alot of time on play-by-post and as the DM I have alot of pictures that I add into the encounters, dice roll coding, in addition to what is block text from adventures, speeches or things the NPCs might say etc.
I "try" to save myself some time by making these into word documents that allow me to cut past into the PBP from the word document.
I find just the right picture for an adventure....
such as
The function of holy water as described in the srd.
Spoiler:
Is this something every adventurer "knows" or at least learned while purchasing initial equipment.
Trying to sort out knowledge skills versus plain old things that are taken for granted as things all PCs know.
I have assumed that standard gear and what it is used for is widely known to every adventurer.
Imagined while purchasing initial gear from a shop owner.
PC: "What is that?"
NPC store owner: "Holy water"
PC: "How much?"
NPC store owner: "25 gold"
PC: "What does it do?"
NPC store owner: "kills undead, even ghosts"
PC: "How do you kill ghosts?"
NPC store owner: "Splash it on them"
PC: "Wow I better get some"
Or can we "assume" even the dumbest fighter knows the full description of holy water...
Knowledge skill use
Spoiler:
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
DC 11 for skeletons (possibly a 6 if skeletons are common)
changing the DC for say a giant skeleton
(a skeleton in a giant size)
DC becomes 17........
This becomes instead a standard operating procedure (SOP) situation
Someone screams "undead" (ie rolls high enough to id the threat)
someone else says "hose it" (even if no one rolled high enough)
The disagreement comes when the DM looks at the "knowledge checks" and realizes you identified undead (or outsider) but not high enough to "know" (a weakness) to use holy water.
So basic question does everyone know undead are hurt by holy water?
If not what other basic equipment is not assumed PC knowledge?
1 bag of caltrops covers a 5 foot square and makes an attack roll 1d20+0
Does the number of attack rolls increase based on the distance traveled?
for example a 20 foot hallway covered in caltrops results in four attack rolls for a person covering the entire distance.....
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature.
The ramshackle town of Falcon’s Hollow rests perilously close to the infamous Darkmoon Vale. The jagged shadow of nearby mountains casts a shroud of gloom on the desperate souls who call this place home. Many are drawn here to make their fortune cutting a swath of darkwood lumber through the lush forests of the vale. Others journey to these remote fringes to start over, piecing together their shattered lives on the edge of an untouched wilderness far from the things of man.
Persecuted zealots and outcasts flock to Falcon’s Hollow. Here, these fanatics practice their strange and often deviant rites unfettered by the mores of civilization. Still others are lured to Falcon’s Hollow by the promise of great adventure. Peril and splendor await within the accursed halls of dwarven kings of old, whose glorious civilization long ago shattered and crumbled to dust.
“Only the desperate and the brave” is the proud motto of Falcon’s Hollow. Few choose a life on the outskirts of Darkmoon, whose dim, mist-laden forests are prowled by feral beasts, reeking trolls, and the restless souls of the dead. Fewer still possess the steely will to venture into the haunted ruins of the once-great dwarven kingdom. For those brave enough to claim them, treasures surpassing the dreams of princes and poets rest beneath the rocky slopes of Droskar’s Crag, but so too does an ancient evil. Sibilant whispers ride the vale winds after nightfall, jumbled promises of doom, blasphemy, and rot hissed from the darkness beneath the mountain. From deep below the earth come soul-shredding abominations,and as these unspeakable horrors rise, the lesser denizens of these dwarven ruins are forced to the surface.
Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
Each full character will post once, the character name and avatar being correct and stating your role in the party.
After all the potential PC’s are in the “line-up” you can then cast your votes for whom you want in the party…..(one post listing your picks for the four PCs to be in the game)
Wanted an old fashioned team of four PC’s to take on the “short term” PBP module Hollow’s Last Hope!
Spoiler:
Not saying I will run anything beyond Hollow's Last Hope, not saying I won't either!
I am looking for a “traditional team”* in the sense of roles, though APG and UM are both fine.
*tank, healer, skill monkey, arcanist
22 point buy, no score under 10!
2 traits, no rich parents!
Each person submitting a full character will vote for the composition of the party….
So each submission is looked over by every applicant and then at the end of the week…..
Everyone who submits a full character can vote for not only themselves, but also is required to vote for the rest of the party.
Recruitment will last from today and run a full week. At the end of recruitment, everyone will move over to the OOC thread.
Each full character will post once, the character name and avatar being correct and stating your role in the party.
After all the potential PC’s are in the “line-up” you can then cast your votes for whom you want in the party…..(one post listing your picks for the four PCs to be in the game)
I will of course veto things as they appear in the recruitment thread!
When you post here please tell what role you really want!
The long and short of it is, the towns heroes have gone missing investigating the sunless citadel and other things around town...
The missing heroes are a fighter (Talgen), a wizard (Sharwyn), a paladin (Sir Bradford), and a Ranger (Karakas)....
The paladin was not a local and is said to have had a magical sword named shatterspike.
Once the town became devoid of heroes, the local mayor (Vurnor Leng) found a rag-tag band of drifters, drunks, vagrants, misfits, and just plain disturbing individuals he could find/release from the stockade/etc That would be you guys and hopes you can rescue the heroes, solve the towns problems and collect a reward!
The long and short of it is, the towns heroes have gone missing investigating the sunless citadel and other things around town...
The missing heroes are a fighter (Talgen), a wizard (Sharwyn), a paladin (Sir Bradford), and a Ranger (Karakas)....
The paladin was not a local and is said to have had a magical sword named shatterspike.
Once the town became devoid of heroes, the local mayor (Vurnor Leng) found a rag-tag band of drifters, drunks, vagrants, misfits, and just plain disturbing individuals he could find/release from the stockade/etc That would be you guys and hopes you can rescue the heroes, solve the towns problems and collect a reward!
Mayor Vurnor Leng’s speech!
As everyone gathers around the well in the center of town the word has been spread the mayor is to make a speech on the state of the town.
”Ladies and gentle folk, lend me your ears and hear that since our local heroes have gone missing, you know them well locals one and all except Sir Bradford, but he is a paladin and a welcome neighbor to anyone. We are left with only our two town guards, and you requested nay demanded that I take action and protect you the citizenry. Though it has been only scant days, you are indeed protected, and hopefully these new heroes can return the others and end any threats to Oakhurst.”
Lots of applause as the crowd stares at you!
”I give you the ………Motley Crew.” Please come up with a name for yourselves.
Sense Motive DC 20
Spoiler:
They seem to hope that you do not come back, likely the mayor is taking the approach of throwing two problems at each other in the hopes of destroying both
”They leave at first light to the sunless citadel!”
More applause, clapping and stomping of feet!
The mayor nudges you and gives you a wink.
(aside)
"Any of you want to say anything?"
Chapter 3 flood season the BBEGs steal the wands of control water to force cauldron to pay a ransom, why would they not also steal/uncork Oraks decanter of endless water or have agents adding to the problem.....such as through the orison create water....
forcing everything to go faster rather than just waiting for rain that may or may not be that heavy this year....
As the new group of adventurers regroup at the Feral Dog there seems to be little going on and few places to explore since the citadel by the sea unceremonieously fell into the sea.
One of the locals is saying that further inland he had been by the Lucky Monkey on his way into Cauldron and had heard several rumors and great commotions going on in the city proper.......
A group of adventurers each chartered by the Swordlords of Restov to boldly go where no man has gone before into the greenbelt an area of dangers unknown…
That group during its last trip into the area having neither ranger nor druid and being plagued by small magical beasts that ate all rations, dense fog that stole their sight, and magical pranks of dancing lights, silences, and images/sounds that were not there the group became separated and each person alone braved the wilds.
Those few members of the group made it back to Oleg’s Trading post.
At this time not a one of them knows if any of the others survived.
As the first arrives from the old group and wonders if any of the others have returned before them or will return soon.
Each time a traveler comes to Oleg’s, the survivor(s) look to the door hoping to have back another individual return to them from a green grave.
Spoiler:
Role-playing opportunity
Characters appear at Oleg’s as they post, in other words the first PC to post is the first to arrive.
Logic… a Halfling in full-plate might return from directionless woods faster than a speedy monk running in circles.
Spoiler:
Also role-playing give PCs chance to meet and the DM more time
About Thaxos
THAXOS CR 5
Male Half-elf Wizard(transmuter) 3/Psion(telepath) 2
NG Medium Humanoid (elf, human)
Init +3(+5); Senses low light vision, Perception +7(+9)
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 45/45 (5d6+20)
Fort +4, Ref +4, Will +7;
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee shortspear +3 (1d6+1, 20/x2, 20ft)
Ranged crossbow, heavy +5 (1d10, 19-20/x2, 120ft)
Special Attacks telekinetic fist +5 (1d4+1, 7/day)
--------------------
SPELLCASTING
--------------------
-Wizard- CL 3 (5, +2 trait bonus)
School Transmutation
Opposition Schools Enchantment, Necromancy
Spells Per Day 4/4/3
Cantrips (DC 14):
Acid Splash
Arcane Mark
Breeze
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Haunted Fey Aspect
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Spark
1st Level Spells (DC 15):
Alter Winds
Disguise Self
Endure Elements
Ear-piercing Scream
Enlarge Person
Feather Fall
Magic Missile
Shield
Silent Image
2nd Level Spells (DC 16):
Cat's Grace
Scorching Ray
-Psion- ML 2
Discipline Telepathy
Powers Known 6
Power Points 13
Talents (DC 14):
Conceal Thoughts (self only)
Mind Link
1st Level Powers (DC 15):
Attraction
Empathic Connection
Deceleration
Deja Vu
Inertial Armor
Matter Agitation
Mind Thrust
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 16, Int 19, Wis 13, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Skill Focus(Perception), Endurance, Psionic Meditation, Psionic Endowment, Eschew Materials, Heighten Spell
Traits Magical Knack(wizard), Keeper of the Veil
Trained Skills Autohypnosis +8, Bluff +8, Disguise +7, Diplomacy +7, Knowledge(arcana) +10, Knowledge(history) +8, Knowledge(local) +8, Knowledge(psionics) +10, Perception +7(+9), Sense Motive +8(+10), Spellcraft +12, Survival +3
Untrained Skills Acrobatics +3, Appraise +4, Climb +1, Escape Artist +3, Fly +3, Heal +1, Intimidate +1, Ride +3, Stealth +3
Languages Common, Elven, Dwarven, Halfling, Kreen, Kurnish
SQ mental intrusion, physical enhancement(Constitution)
GearI would like a nice shortspear and crossbow of some sort. Other than that, general traveling supplies a lone wanderer pretending to be a merchant would have including a kank mount (which could die just before introduction if need be).
--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency Wizard/psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Armor does not, however, interfere with the manifestation of powers.
Arcane Bond Familiar - Merrax (razorwing).
Arcane School School: Transmutation. Opposition Schools: Enchantment, Necromancy.
A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Choice: Constitution.
Telekinetic Fist (Sp) As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Detect Psionics (Ps) All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Telepathy.
Discipline Talents (Ps) As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
--------------------
RACIAL TRAITS
--------------------
+2 to Dexterity, +2 to Intelligence.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Focused Study Half-elves gain Skill Focus in a skill of their choices at 1st, 8th, and 16th level.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Eye for Talent Half-elves gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice.
Greater Wild Talent Wild Talent as a bonus feat, Deja Vu as a 1st-lvl Power, and an additional 3 PP.
Favored Class Wizard, Psion.
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CHARACTER TRAITS
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Keeper of the VeilEven when not cloaked in magic, your training has taught you how to conceal your true nature.
Benefit: You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you. Choice: Disguise.
Magical KnackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Familiar:
MERRAX CR 5
Male Razorwing
N Tiny magical beast
Init +4; Senses low-light vision, scent; Perception +6
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DEFENSE
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AC 18, touch 16, flat-footed 14 (+4 dex, +2 natural, +2 size)
hp 22 (5d8)
Fort +2, Ref +8, Will +8;
Defensive Abilities improved evasion
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OFFENSE
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Spd 10 ft., fly 40 ft. (good)
Melee bite +6 (1d3-2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop
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STATISTICS
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Str 6, Dex 19, Con 11, Int 7, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 12
Feats Lightning Reflexes
Trained Skills Autohypnosis +6, Bluff +4, Disguise +2, Diplomacy +3, Fly +12, Perception +6, Sense Motive +4, Stealth +12, Survival +4
Untrained Skills Acrobatics +4, Climb -2, Escape Artist +4
SQ empathic link, share spells, deliver touch spells
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SPECIAL ABILITIES
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Sudden Swoop (Ex) If a razorwing makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Description:
Thaxos is a half-elven man that appears to have stepped out of another time. The brutal heat and general oppressive nature of Athas has yet to wear down his body and mind like so many others. His pale blond hair, nearly white in hue, and lightly tanned skin both have the sheen of health that comes from being well-cleaned on a regular basis. His elvish blood is readily distinguishable by his height of over six and a half feet tall, his finely pointed ears, and the general delicate structure the bones in his face. His human side comes out in his more robust physique and his non-mercurial nature of dealing with anyone that isn’t of his ethnicity. His normal garb consists of light and airy robes that keep the sun off but allow the breeze to play through its folds.
Background:
Born the third son of a minor noble woman, a human, of Draj after an elicit tryst with an elven smuggler she happened to become involved with one evening, Thaxos’ existence was a crime against not just his mother’s husband but the very laws that bound Draji society together. Elves and their tainted blood are considered beyond spiritual salvation and are a cancer upon the face of Draj wherever they happen to crop up. Thaxos’ mother, knowing that she and her son would face death by the hand of Tectuktitlay and his moon priests atop the great pyramid for her transgressions, fled the city with only a paltry supply of resources as soon as her son’s unique heritage started to show in his pointed ears.
Rather than flee to the west where the slaving caravans would pick up any stray soul to ship back to Draj for the daily sacrifices, she set out to the east to follow the trade route north along the coast of the Silt Sea. With only a couple kanks and a few weeks’ worth of rations, Thaxos’ mother set out into the wilds of Athas. By the time she arrived at Azeth’s Rest, both kanks had perished from hungry predators and exposure and the whole collection of her supplies had dwindled to the size of a knapsack. Weak, exhausted, and in general pitiful condition, Thaxos’ mother was able to purchase safe passage for herself and Thaxos with House Azeth to the city-state of Kurn by selling the last few pieces of her jewelry that she had smuggled out of Draj.
Thaxos’ mother secured a small home in the city for them and lived out the rest of her days a free citizen of Kurn. Unfortunately, this space of time was fairly short as she never recovered from the hard journey north and passed on into the Gray after only two years. Thaxos was too young to fend for himself as of yet but luckily this was Kurn, not Draj or any other city-state, and orphans are not turned out into the wastes to perish or taken as slaves. With other young boys and girls bereft of parents or guardians, Thaxos was taken care of at an orphanage by kind Templars of King Oronis.
As the years flew by, Thaxos grew into a reserved young man but with an insatiable curiosity. His innate connection with the Way and the speed he picked up any task given him was not overlooked by Oronis, who was known to visit the children at least once a week. Once they were of age, Oronis selected six of the orphans, including Thaxos, to train under him as his apprentices, not to eventually become Templars, but as those that could learn what he had to teach and help him in his grand project of restoring Athas to its past verdant splendor. Thus began Thaxos schooling in not just the power of the Way but the mysteries of preserving magic.
By the time that Thaxos was in his early twenties, he had learned much from Oronis and was considered one of the king’s top two star pupils. When the powerful preserver/psion Korgunard arrived in Kurn and convinced Oronis to share the techniques for the avangion metamorphosis with him, Thaxos was there to listen to the man’s charismatic words. In in the aftermath, once Oronis had shared the secret did the king worry that what other inquisitive individuals might track the same trail that Korgunard used back to Kurn.
Oronis was still burdened with the sadness of Nerad’s death when he originally went down to the region around Tyr to clean up any ties leading back to him and thus must of missed something. Concerned for his people’s safety, Oronis tasked his two star apprentices with important tasks. To Thaxos, he asked the half-elf to travel to Tyr and make sure there was nothing, not a scrap of paper or whispered rumor, which mentioned Nerad or avangion with Kurn or Oronis. He was given a contact in the Tyrian Veiled Alliance to get in touch with once he was in the city. The other student was sent out to follow Korgunard and make sure the man took the proper precautions not to be uncovered by another sorcerer-king or, spirits forbid, the Dragon. Ready to prove his worth, Thaxos gladly set out to follow his master’s instructions.
Thaxos joined one of Kurn’s rare trade caravans down to Draj. The whole trip there he spent cultivating the fake persona that he would adopt once amongst non-Kurnians. He was to be a collector of ancient and exotic antiquities working for a rich patron from a well-off large village north of Draj, notably in the market for artifacts from the Ringing Mountains and Halfling tribes of the Forest Ridge.
In Draj, Thaxos put his backstory to the test when he booked passage for the next phase of his journey with a House Tsalaxa caravan leaving for Raam then Urik. The trip was a hard one as he was exposed to the brutality of the southern cities and settlements, so different from peaceful Kurn, and given a firsthand education in the prejudices heaped upon half-elves by both humans and elves. The caravan leader must have detected some of Thaxos’ unease and the cracks that started to form in his persona and decided to take advantage and line his own pockets, as on the road between Raam and Urik his guards restrained the half-elf, beat him bloody, then shackled him with a handful of the slaves the caravan was going to sell in Urik for a bit of extra profit.
However, luck would be on Thaxos side as an elven raiding party struck the caravan a few days travel from Urik. Thaxos had kept the brunt of his powers hidden from his captors and in the ensuing chaos of the raid, he was able to break his bonds and set the other slaves free. The half-elf took a certain satisfaction in boiling the caravan master’s brain in his own skull when he went to collect his stolen possessions. Before Thaxos could see if the guards or elven raiders won, he fled into the sands. With new knowledge on his past mistakes, Thaxos re-donned his fake persona and made his way into Urik as a lone merchant/traveler. He stayed in the orderly military city-state only a day, enough time to gain a kink mount and fresh supplies before he left in haste to resume his journey south to Tyr.
It would be the sandstorm that suddenly rolled in one afternoon that threw him off the main trade route down to Tyr. It lasted for half a day and by the end of it, Thaxos was hopelessly lost. He was able to gain enough barring to tell north and that Tyr was still probably somewhere to the southwest. Praying that his supplies, especially the water, would hold out, Thaxos set out southwest toward what he hoped would eventually be Tyr, or at the least he’d know better once he ran into the Ringing Mountains.
A number of days later, Thaxos would eventually see his way out of the wastes to the sight of Tyr's walls in the distant. Entering the city, the half-elf attempted to make contact with his liason in the Veiled Alliance but his unfamiliarity with Tyr lead him to speaking the wrong words to the wrong person. Templars took him into custody and questioned him for days. Thaxos was beaten and tortured yet was able to stick to his cover story that he was merely a merchant here to purchase rare antiquities for his employer and the 'contact' he was attempting to meet was a name supplied to him that had in their possession many priceless pieces from across the Ringing Mountains.
Kalak's templars were sure Thaxos was probably lying (their default belief of everyone) so sentenced him to death in the gladitorial games meant to honor the completion of the Sorceror-King Kalak's grand ziggurat.