@GM: Are you going to use my home-brewed flourish rule? The first combat would be a good time for the others to learn how it works if you decided on using it. If you are, I would suggest the simplified version (that can only combine single-action basic actions together, including single-action skill uses that do not require a specific feat to use - unless the skill feat simply adjusts a basic skill action, such as Intimidating Glare) as opposed to the advanced version (which can be used to combine single actions gained from class features and feats (ancestry, class, general, skill), in addtion to basic actions/skill actions).
I will wait for your answer before posting Barbie's actions.
How my home-brewed flourish rule works: You can combine two different single actions together as one action with the flourish tag attached. For example, you could make a stride and draw a weapon as a flourish action (which simulates the PF1E rule of getting a free weapon draw when you move if you have a +1 BAB (or higher), you could retrieve something from your pocket and throw it to an ally, if you combine a stride action with another action, you can do the non-stride action at any point during the stride. You could not use the homebrew flourish rule to make two strides in a single action, as the single actions must be different actions. The basic hombrewed rule only lets you combine basic actions and skill actions that do not require a feat to use (with exceptions such as Intimidating Glare, that simply adjusts a basic skill action), while the advanced homebrewed rule lets you combine single actions you gained from feats (ancestry, class, general, skill) as well as single-action class features.
Percy, don't you have to wait until you have an active investigation before you are able to use Devise a Stratagem?
George, a target must be within 30 feet of you to use Demoralize (the Intimidating Glare feat does not change the range). In PF2E, the ready acton is a 2-action activity (that lets you ready a free action or single action). You forgot to take into account that the moving over the podium costs double movement cost. For what you want to do (sans the 2-action ready activity), stride twice so you can get a goblin within 30 feet of you to use your Intimidating Glare on it).
George, if the GM decides on using my home-brewed flourish action rule...1st action (stride across podium and jump off it to land in the square to the left of the left topost podium 5-foot space), 2nd action (homebrew flourish rule to combine a stride action with Intimidating Glare), 3rd action (to either make an Intimidating Glare at one of the other goblins or to get into melee with one. With the homebrewed flourish rule you could also make a melee attack on a single goblin this round (stride; stride; flourish stride/attack).
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
Jack sprints into action, drawing his shortbow as he rounds the corner, getting ready to fire a shot when an enemy comes into his view who is not in melee with one of his allies. Sparkwing easily keeps up with Jack.
His Handle Animal modifier ensures that he always succeeds at getting an uninjured Sparkwing to do one of the tricks he knows. Jack only needs to roll Handle Animal if Sparkwing is injured or when trying to push him to do a trick he does not know.
Sparkwing's Fly modifier ensures he always succeeds with Fly checks of DCs of 15 or less. Sparkwing does not need to make Fly checks to: move less than half speed and remain flying; hover; turn greater than 45 degrees by spending 5 feet of movement; avoid falling damage as long as he is able to fly; he does not lose altitude if attacked while flying. He must make a DC 20 Fly check to: turn 180 degrees by spending 10 feet of movement (though he can freely change direction of flight at beginning of his turns); fly up at an angle greater than 45 degrees; to avoid being 'checked' severe wind effects (he is not affected by light, moderate or strong wind effects). He must make a DC 25 Fly check to: when colliding with an object equal to his size or larger, to avoid plummeting to the ground and taking the appropriate falling damage; to prevent being 'blown away' from wind effects of windstorm, hurricane or tornado speeds).
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
Elton's character creation steps, updated with the answers he has provided us:
Creating a character:
1. Abilities. Yes, you will do point buy. Too many people complained when I have you roll your stats (mostly it's about balance). So, 20 point buy for your abilities.
2. Race. Try to pick a Core Rulebook race. Although since there are genies -- and byblows are possible (after all, Sinbad had a genie for a wife) -- choosing an elemental race (like a sylph or an Oread) is not impossible.
3. Class. Try to choose a class that allows for greater customization (like a fighter) rather one that is focused (like a swashbuckler). However, all classes -- EXCEPT the Gunslinger, Ninja, and Samurai -- from the CRB, the APG, UM, UC, PathUnchained, ACG, UI, and UW.
3a. Archetypes. You may choose any archetype for your class. Try to choose just one, please.
4. Skill. Yes, we will be using Background skills from PathUnchained.
5. Feat. We won't be using Elephant in the Room/the Room is Square feat rules.
6. Equipment. No guns. Try to keep your equipment choices Arabian themed.
7. Level. Make 3rd level characters, please.
8. Alignment. Try to choose non-evil alignments. I'd like to play all the bad guys!9. Traits. You get 2 traits, per PFS guidelines.10. Al-Qadim status roll (pages 20 to 24 in Al-Qadim: Arabian Adventures , starting station table on page 22).11: Hit Points: Maximum hit points for 1st level, average for other levels.12: Wealth: 4,000 gold
9. Traits. You get 2 traits, per PFS guidelines.
10. Al-Qadim Station in Life. (pages 20 to 24 in Al-Qadim: Arabian Adventures, starting station table on page 22). Need to see if Elton wants us to roll randomly or use average rolls for each PC's station in life. 11. Wealth. 4,000 gold
12. Templates. I can allow templates, sure.
13. Hit Points. Max points for 1st level, average for the rest.
@Elton: For Station in life, use the random rolls listed in the table, or use average rolls?
Station in Life rules are outlined on pages 20 to 24 of Al-Qadim: Arabian Adventures.
Duroic has a station of 10 if you want us to use random rolls (I did the random station in life roll on the interest thread) or 7 if you want us to use average rolls.
Starting Station in Life (page 22 of Al-Qadim: Arabian Adventures):
Other Roles (NPCs)
Poor merchant 2d4
Modest merchant 3d4
Wealthy merchant 3d4 + 3
Tribal chief 1d4 + 10
Village elder 1d4 + 8
Military leader 1d6 + 6
Ruler of city 2d4 + 10
Ruler of nation 1d6 + 14
Village priest 1d6 + 6
Imam of temple 1d10 + 8
Branded criminal 1d2-1
Vizier/advisor to ruler or imam Ruler or imam’s station,* minus 1d3
Agent of ruler or imam Ruler’s station minus 5, or own station*
Spouse of one of the above Spouse’s station minus 1d2, or own station*
Slave of one of the above Owner’s station minus 1d6, or own station-whichever is lower
* whichever is higher
Station in Life random rolls for PF1E classes:
Have a friend phoning in a few minutes. Elton, would you like me (after I complete my character) to add more to the following, so we have one spot that covers all the PF1E classes, or do you want to copy and paste the following and take over the task?
With what I have read so far, I am thinking the character I create will belong to one of the nomadic tribes.
I have the choice of tribe narrowed down to two options:
If part of one of the High Desert tribes:
House of Nasr (People of the Eagle)
This tribe roams the northern reaches of the High Desert and maintains the Desert Mosque, a haram (holy site), of great importance to the desert tribe. This enlightened tribe numbers some 3,000 people split into 30 clans, all are known for the hospitialty and prowess with weapons - none more so than their sheikh. Every year a single clan is entrusted to with protecting the Desert Msque. - my character's clan has not been one of the clans chosen to protect the Desert Mosque during since before my character was born.
If part of one of the Haunted Lands tribes:
House of Hanif
House of Hanif numbers some 10,000 people, is powerful enough to send its own ambassador to the Court of Huziz. The tribe controls the region surrounding the Ghost Mountains and the Al-akara Mountains. It also maintains a permanent base in a qul'at that was formerly held by holy slayers, located a day's ride west of Halwa.
Random station roll for being a sorcerer (1d6+4) is:1d6 + 4 ⇒ (6) + 4 = 10.
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
I updated Jack's HeroForge mini to include the falconry gauntlet and also created a Heroforge mini for what he looks like when his nanites become visible (when his Repairing Nanites racial trait activates). None of the group have seen his nanites yet, and probably assume he is a Zenj (Mwangi) scout. None of the group has seen Sparkwing's primal transformation yet.
HeroForge mini of Jack with Sparkwing. The 'kneepads' are the faces of Sparkwing's parents, Moonwing (mother; left 'kneepad') and Sunwing (father, right 'kneepad') and his falconry guantlet was crafted to include feathers of Moonwing and Sunwing. If anyone asked Jack about his 'kneepads' while he was your guide, he told them that Sparkwing did not want to leave his parents behind, so Jack had someone in Nantambu use the corpses of Sparkwing's parents to make his gauntlet and 'kneepads'. When Jack kneels, the 'kneepads' are facing forward (not pressed against the ground underneath Jack).
None of the group has seen Sunwing yet, but have seen Moonwing. Jack summoned her while the group was making camp each evening while making their way through the jungle, and Sparkwing flew in the sky with his mother for about 18 seconds before his mother vanished (and returned to the outer plane she and Sunwing ascended to after their deaths).
When Jack summons Moonwing (and Sunwing) their spirits emerge from the 'kneepads' and fly to where their spirit forms shift to their corporeal forms (covering the thematics of them starting to appear and the crunch of where they 'appear' within range of the Summon Nature's Ally spell Jack used to summon them).
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14; Bluff +6 (+7 vs. Ulfen), Intimidate +8, Knowledge (all) +2 (+3 about dwarves), Perception +3, Perform (wind) +6 (+7 vs. Ulfen), Prof (sailor) +3, UMD +6; ACP –2
Inspired Rage:
Accept or not each round;+2 morale Str/Con,+1 morale Will,–1 AC pen.Can use own rage bonuses.Can’t concentrate/cast spells/use own rage powers/(Int,Dex,Cha) skills except Acrobatics,Fly,Intimidate & Ride
NG (Ulfen) Human Skald 1; HP 10/10; AC 16; TAC 12; FF 14; CMD 15; Fort +3 (+4 performing); Ref +2; Will +1; Init +2; Per +3; Spd 30 ft; Inspired Rage (8/11 rounds used); 0/2 spell slots used; soft green light emanates from his horn
Thank you for running a fun game!
Not including equipment, I have most of my PFS character done. The character reveres Arshea, not Cayden.
Some/all of you might see Hakon during the initial meet-up of the next scenario, though I will be playing my own PC next time instead of an iconic.
These are the PF1E Deific Obedience entries (from PF1E Inner Sea Gods) for the Sandpoint Pantheon deities. Great for role-playing activities.
I copied and pasted the entire Deific Obedience entries, which includes the PF1E benefits received if the character has the Deific Obedience feat. The PF1E game benefits obviously are not gained, but their PF1E effects might give more ideas for gameplay posts.
Abadar's Deific Obedience:
Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 sacred or profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.
Desna's Deific Obedience:
Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
Erastil's Deific Obedience:
Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks.
Gozreh's Deific Obedience:
Hang a set of chimes where they will be stirred by either wind or water. If no suitable location exists to hang the chimes, you must hold the chimes and shake them gently to sound them throughout your obedience. Chant prayers from Hymns to the Wind and the Waves as you attune yourself to the sound of the chimes, then drink a mouthful of pure water and pour a handful over your head. Gain a +4 sacred or profane bonus on saving throws against electricity and water spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
Sarenrae's Deific Obedience:
The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.
Shelyn's Deific Obedience:
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
I compiled the various entries of the six deities represented at the Sandpoint Cathedral for easy reference for us during the campaign.
The only things I did not include were the in-world pantheons each deity is part of (excluding the Sandpoint Pantheon of course) and their Divine Intercession (boons & curses) sections.
Titles of the Sandpoint Pantheon Deities (and the introductory words of the PF2E deity entries)
Abadar (Master of the First Vault):
Abadar is worshipped as the god of cities, law, merchants, and wealth. Abadar’s cathedral-banks are found in many cities and places where order thrives or is gaining a foothold. Aristocrats, city guards, merchants, and those working in legal practice or who have the well-being of their community on their mind are common worshippers of the god of cities, along with dwarves in general. Abadaran priests living in cities often serve as judges, lawyers, and clerks, while those who live on the frontier work as roving magistrates, acting as judge, jury, and executioners in the name of order.
Desna (The Song of the Spheres):
The night didn’t know beauty until Desna came into existence. While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. After surveying her artistry, she hung the brightest star high in the north and made it her home. Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. Desna provides safe passage through the darkness to all, should they choose to follow.
Erastil (Old Deadeye):
Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic.
Gozreh (The Wind and the Waves):
A timeless entity birthed from the first wind to stir the vast oceans, Gozreh wanders the world in the air and the seas. Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity’s attention. The deity’s temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. Gozreh is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them.
Sarenrae (The Dawnflower):
Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun’s power for everyone’s safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.
Shelyn (The Eternal Rose):
Shelyn watches over existence with a kind and loving eye, encouraging mortals to make the best of their lives by spreading love, art, and beauty as best they can. Even the crudest artistic awakenings are worthy of praise in the goddess’s eyes, as they represent an individual’s expression of life’s trials and triumphs. She believes every creature is worthy of love and capable of creating art in their own way. Shelyn’s religion does not require chastity, fidelity, or a particular relationship structure, as the passion of early romance is a facet of love just as important and valid as the comfortable trust between a long-married couple. However, she does make the distinction between courtship and pure carnal desire, and she prefers that trysts blossom into more meaningful relationships along the way.
* *
Edicts & Anathema of the Sandpoint Pantheon Deities:
Edicts (Do the following)
Abadar: bring civilization to the frontiers, earn wealth through hard work and trade, follow the rule of law
Desna: aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer
Erastil: care for your home and family, fulfill your duties, keep the peace, protect the community
Gozreh: cherish, protect, and respect nature in all its forms
Sarenrae: destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption
Shelyn: be peaceful, choose and perfect an art, lead by example, see the beauty in all things
*
Anathema (Do NOT do the following)
Abadar: engage in banditry or piracy, steal, undermine a law-abiding court
Desna: foster despair or terror in the innocent, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Erastil: abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Gozreh: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty
Sarenrae: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil
Shelyn: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
* *
Areas of Concern of the Sandpoint Pantheon Deities:
Abadar: cities, law, merchants, and wealth
Desna: dreams, luck, stars, and travelers
Erastil: family, farming, hunting, and trade
Gozreh: nature, the sea, and weather
Sarenrae: healing, honesty, redemption, and the sun
Shelyn: art, beauty, love, and music
* *
Religious Symbols of the Sandpoint Pantheon Deities:
Abadar: golden key
Desna: butterfly
Erastil: bow and arrow
Gozreh: dripping leaf
Sarenrae: angelic ankh
Shelyn: multicolorerd songbird
* *
Sacred Animals of the Sandpoint Pantheon Deities:
Abadar: monkey
Desna: butterfly
Erastil: stag
Gozreh: all
Sarenrae: dove
Shelyn: songbird
* *
Sacred Colors of the Sandpoint Pantheon Deities:
Abadar: gold, silver
Desna: blue, white
Erastil: brown, green
Gozreh: blue, green
Sarenrae: blue, gold
Shelyn: all
* *
Devotee Benefits (Abadar):
Abadar:
Divine Attribute: Constitution or Intelligence
Divine Font: harm or heal
Divine Sanctification: can choose holy or unholy
Divine Skill: Society
Favored Weapon: crossbow
Domains: cities, earth, travel, wealth
Alternate Domains: creation, duty, metal, toil
Cleric Spells: 1st: illusory object, 4th: creation, 7th: planar palace
In the ages section I added ('crunch'/flavor) for our ethnicities. Lavielle, will update your particular elven subraces. I do not recall off-hand if you already listed the elven ethnicity you are.
A list so we can see the comparable differences at who is better/worse at Perception and each skill as well as who speaks a specific language. Of course each character will know if they are better/worse at certain things only compared to certain other character(s) at campaign start.
i.e. George tends to be more observant than Barbie is and Barbie tends to know more of which rumours going around Sandpoint are true or not). Barbie's Sandpoint Lore is mostly gained by overheard conversations at The Hagfish, getting the latest gossip from the women at the Pixie's Kitten while styling the ladies' hair and tending to any wounds their clients inflicted on them.
George does not take the -2 armor check penalty from his hde armor since his Str is high enough to ignore the ACP. His modifier for Acrobatics, Stealth and Thievery are 1 less (in brackets) when wielding his large greataxe.
Percy's Acrobatic, Stealth and Thievery are 1 less (in brackets) when wearing his armored kilt.
Languages (listing which group members speaks each language):
Reactive shield does not allow you to use shield block. It allows you to gain the benefit of your shield to your AC as a reaction without raising it. As you cannot perform two reactions, You cannot use reactive shield and shield block together without another feat or dedication etc allowing it.
Thanks for the catch. I meant to type raise shield instead of shield block there, which can be seen my intent was by the explanation in the brackets.
The handy thing about the reactive shield class/archetype feat is for players who want the added AC from the shield without risking their shield getting damaged from the attack, without needing to use one of their 3 actions on their turn to benefit from their shield's bump to their AC...but only to the triggering attack (that I did get wrong (which wasn't a typing mistake) - as the shield bonus only applies to the triggering attack, not the full benefits of the raise shield action (which is against all (vs AC) incoming attacks).
Raise a Shield lasts until the start of your next turn, and you must you another action to raise it again if you want to maintain the circumstance bonus to AC.
I thought they might have changed Raise a Shield from pre-remastered to remastered based on your reply. I just checked my copy of Player Core and your shield still only remains raised until the start of your next turn.
Ah, I get what you meant by 'remains raised...' Shield Block does not end the shield being raised.
In PF2E legacy (aka pre-remastered to the new folks to the system) a wooden shield used for a shield block would be obliteratd by a hit that did 15+ damage (hardness 3, 12 hit points for the wooden shield). Nearly every time (possibly everytime) an opponent used the shield block against one of my players' attacks they demolished the enemy's shield. That is probably why I was thinking shield block ended the 'raised shield' condition.
Regarding the scene when Parker got out of the station wagon...
The Greek woman and the Japanese woman appeared to be in their sixties (grandmothers of Parker). The Hawaiian woman and Korean woman appeared to be in their eighties (great-grandmothers of Parker).
Regarding when he got startled by Jaime's sudden appearance...
The memory of his Greek grandfather who died of a heart attack was his Greek great-grandfather.
That was mean Shimmerella/Preacherelius! I thought the list had been posted....
Yeah, same.
I do not see how you saw that as mean, as it was not.
That last post before I posted was from Atirk asking if there had been any updates to the selection process.
Last weekend Atirk was one of the players (in addition to me) typing 'in-character' showing anticipation for the reveal of the selected characters.
Mean would be someone making an alias with a name similar to the GM's alias and trying to trick others into thinking it was the GM posting. I am not suggesting anyone do that, just putting a little contrast comparison to point out that my posts were not mean, and were in character to show enthusiasm for the campaign.
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14; Bluff +6 (+7 vs. Ulfen), Intimidate +8, Knowledge (all) +2 (+3 about dwarves), Perception +3, Perform (wind) +6 (+7 vs. Ulfen), Prof (sailor) +3, UMD +6; ACP –2
Inspired Rage:
Accept or not each round;+2 morale Str/Con,+1 morale Will,–1 AC pen.Can use own rage bonuses.Can’t concentrate/cast spells/use own rage powers/(Int,Dex,Cha) skills except Acrobatics,Fly,Intimidate & Ride
NG (Ulfen) Human Skald 1; HP 10/10; AC 16; TAC 12; FF 14; CMD 15; Fort +3 (+4 performing); Ref +2; Will +1; Init +2; Per +3; Spd 30 ft; Inspired Rage (8/11 rounds used); 0/2 spell slots used; soft green light emanates from his horn
"Thank you for your time and words, Jaervahn. Good luck with your mission. I look forward to hearing you regale the tale the next time we meet."
Hakon waits for Sombra to move past him before standing up to fall into line behind him and Cazithiel.
Would the following idea of how his powers first manifested be okay, or would you rather I come up with a different backstory?
My current thought seed for how his powers manifested:
For time being will continue to use Parker as his name until I decide on his name.
Parker was a good kid who did not get into trouble. That changed the summer after he finished grade 8, when his parents divorced and his little sister stayed with his mom in the small town he grew up in, while he moved with his father to the city.
Parker and his father moved from their house in the small town to an apartment in the city.
Parker started high school and started hanging with some troublemakers. He got into the minor bad habits (smoking, petty crime) and then not so minor (stealing cars for joy rides). He wound up in the back of a cruiser as a result. When the cops grabbed him from the back seat of the cruiser to escort him to the station, the handcuffs were on the back seat instead of still around Parker's wrists. Parker never understood how, except that he was scared about the possibility of being locked up. From the cops' perspectives they thought he was some expert lergerdermain artist trying to embarass them. The city cops were different than the local small town cops that would sometimes play hoops with him and the other kids of the town.
Parker fell asleep with a lit cigarette in his mouth...resulting in his apartment going up in flames. The firefighters managed to get the fire under control before it spread to the any of the adjacent apartments, but not in time to prevent Parker's father from getting severe burning to the left side of his face and body.
Although Parker's bedroom was the source of the inferno, he suffered no burns or physical damage from the fire. Parker developed a strong sense of guilt for his father being nearly burned alive and the physical and psychological changes that happened to his father because of the fire.
During the fire...
One of the firefighter busts down the door to Parker's bedroom, and sees two teenagers on the bed and one on the floor, and goes to pick up the one on the floor, but his hands go through the boy. He tries to pick up one of the teenagers on the bed, with the same result. As the firefighter, confused attempts to try grabbing the remaining boy, he hears his co-worker yell out, "Johnson, I need your help, I got a burner!" Johnson, hesistant to leave the kids, makes his way to help his partner, who together reach Parker's father and put out the flames covering half his body, then get him out of the apartment.
Johnson, "There are kids in there, but I couldn't grab them."
Before Johnson's partner can respond, Parker walks out of the apartment, "Dad!".
"Where are your brothers, kid?" Johnson asks Parker.
"I don't have any brothers, just a kid sister back home."
"You get them out, I'll get the other two," Johnson tells his partner and heads back into the apartment to Parker's room and discovers no sign of the other two teenagers.
"Other two? It's just me and my dad."
Post fire...
Parker's father is in the intensive care burn victim wing of the hospital. It was not just half his face and body that got damaged in the fire, but also suffered extreme burn damage to the left side of his brain, the logical and rational-thinking side....
An android hunter with the Primal Companion Hunter archetype
Backstory & Concept
Spoiler:
Prologue: Raindrops-From-Leaves, an android ranger that lived in Nantambu, had reached the rank of Attendant at the Magaambya when she was young. After years of helping to protect Nantambu as a scout with her (harris hawk) [falcon stats] animal companions (she was a beastmaster ranger) she retired in Nantambu. Sensing the time of her renewal was approaching, she said her goodbyes to her friends in Nantambu and at the Magaambya before traveling south along the Vanji River (with her three hawk companions...a mated pair and one of their offspring) to the Terwa Uplands (where she befriended her older two hawk companions). Raindrops-From-Leaves spent a few days of her life watching the hawks enjoying the open sky before her soul moved on. During the next few weeks while the nanites rejuvenated the android, the eagles defended their helpless android friend from various scavengers. The two older hawks, Sunwing and Moonwing, died from the wounds they got from defending their dead friend's body. They had been dead for a few days when the rejuvenated android awoke for the first time to see the remaining live hawk, looking at the android as it keed repeatedly. The android quickly discovered the young hawk was mourning the two dead hawks. Upon further scouting the android found the corpse of a vulture with several talon wounds. The android stayed in the Terwa Uplands for a few days to get his bearings. He dreamed of Sunwing, Moonwing and Winglet. "You want a better name, Winglet?" to the android's surprise, Winglet's wings sparked with electricity, "Sparkwing works well for your new name. What about me? Any ideas, Sparkwing?" Sparkwing flew off in response. A few minutes later Sparkwing returned with the half-eaten carcass of a jackrabbit (the last meal he and his parents had hunted together). "Jackrabbit? Jack Rabbit? My name will be...Rabbit Jack, or Jack for short. Thank you, Sparkwing."
Over the course of the next few weeks, Jack hunted with Sparkwing. During this time Jack discovered he could cast a few spells (a couple of them require him to be holding one of the plucked feathers he took from the corpses of Sunwing and Moonwing to remember them by) and that Sparkwing's wings only sparked with electricity a few times a day, with the small sparks lasting about a minute each time. "I think it is time we begin journeying farther. Which direction, Sparkwing?" Sparkwing sprang into the air and started flying east (towards Nantambu) After making their way to Nantambu and making some 'new' acquaintances (some who were friends of Raindrops-from-Leaves) Jack decided to become a guide, assisting people traveling by foot from Nantambu to the coast.
Handle Animal +5 (+9 for Sparkwing) [3 ranks, +3 class skill, -1 Cha)
Knowledge (geography) +5 [1 rank, +3 class skill, +1 Int]
Linguistics + 2 [1 rank, +1 Int]
Profession (guide) +5 [1 rank, +3 class skill, +1 Wis]
Languages: Common (Taldane), Int bonus (Androffan), Linguistics rank (Polyglot)
Spell Repertoire:
Cantrips (6):
Create Water, Detect Poison, Light, Mending, Purify Food and Drink, Stabilize
1st Level Spells (4+SNA I):
Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Summon Nature's Ally I
Spell-like Ability: Speak with Animals at will (hawks only)
Animal Companion (Sparkwing)
Spoiler:
Starting Statistics:
Size Small
Speed 10 ft., fly 90 ft. (good)
AC +1 natural armor
Attack bite (1d4), 2 talons (1d3)
Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6
Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Dex +2, Con +2.
I am still reading through the backstories of the characters submitted and am tempted to offer to start a RotRL PBP for a few of them.
Fair warning: I have been a GM for many years but I have never played in nor run a PBP campaign. I would also not be using all the same variant rules that Mokmurian is using in his campaign. Though two variant rules that will be used are Automatic Bonus Progression and Background Skills. The point-buy would be the same (25 points) and average starting wealth.
I would need some time (a minimum of a week or two) to decide which other non-core rules I would decide to use for the campaign.
Two characters thus far (not selected for Mokmurian's campaign) have given me the impression they would be a good fit in campaign with Cashmeric, with part of that working with the faith their characters have in one of the six deities represented at the Sandpoint Cathedral.
I hope posting this in your recruitment thread is not a etiquette violation, Mokmurian, as you have already selected the characters for your campaign.
I will send a PM to the players who have characters that I would like to run the campaign for within the next week if I have not done so today.