Cheiton

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Organized Play Member. 696 posts (1,306 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 20 aliases.


Silver Crusade

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It is 3rd party ( Green Ronin Publishing Advanced Bestiary 2014 ) But Jotunblooded Giants exist. One size increase.

So one could do a Giant Jotunblooded Storm Giant to make a bigger than titan sized giant.

https://www.d20pfsrd.com/bestiary/monster-listings/templates/jotunblood-gia nt-template/

Silver Crusade

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James, Mark its been over a decade. Is there any chance of us getting a full fledged world map? Alot of the cities mentioned in the wiki from various books dont even a location on the map. Even stuff in southern Garund and western Casmaron let alone Arcadia or Tian Xai. I get how folks that visit Sarusan would forget that they made maps.. but the rest of the world.. alot is known to the pathfinder society as a whole.

Love what you all have been doing. :) Hope this necromancy works for an answer.

Silver Crusade

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Chesx wet dry mat, can use ultra washable markers on it. Projector down at table also works. Drawing it out works best.. allows doubling the size of all chambers n hallways cuz paizo assumes 4 player not 6 to ten.


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One of the Players in the Star Wars Campaign im running has decided that he wanted to run a a few high powered mid level adventures within Pathfinder and challenge us with a kinda mini campaign us so has given us the following rules.

1 - CR 10 Monster/Templates are preferred but can take a level 11 humanoid if wish.
2 - Must be good.
3 - Must Spend 12k in either Downtime: Buildings/Teams or donate funds to give the party +3 Kingdom Build Points.
4 - Everyone gains 11 Feats of Choice instead of 1+1/odd level.
5 - If you have the item creation feats can make something, we will be assumed to have used scrolls of x Caster level to create any items we do not know the spells for ourselves.

Im looking for someone to double check my math.. Specifically..
BAB, , converting a medium weapon to a gargantuan, combining the templates. Its a pretty huge boost to melee and seems.. almost too much.. so i made all the damage non-lethal.. and anything ive forgotten. silly enough though its FAR FAR less math, im much more confident in the Hellig Bapart stronghold construction then i am with weapon size increases.. I almost always am a dwarf as a player. going for something different this time around..

___________________________________________________

Greenbeard
Male Wood Giant Follower of **********
CR 10 “Monster Hero”
CG Huge Humanoid Jotunblood Wood Giant
Hero Points:0

Leadership: 16: +1Fairness and Generosity, +1 Special Power, +2 Has Stronghold, +1Cha, +11 Level
Initiative: +4 Perception: +10 Low-Light Vision, Scent
Speed: 50' Space: 15' Reach: 15'Speed: 50 Space: 15 Reach: 15

Defenses :

Armor Class: 24 Touch: 12 Flat-Footed: 20
(+2 Enhancment +4Dex +10Natural -2Size)
Hit Points: 198 Current: 198
Fort: +11, Ref: +7, Will: +7 ;+2 vs Electrical
Defensive Ability:
Rock Catching: ref check to catch rock 15small 20 med 25 lg rock

Abilities:

S28 D19 C21 I14 W15 Ch12
BaB: +14 CMB +23 CMD ; 27 CMD
Improved Throw Rock: +1 hit with Rock 3d8+22 if huge rock, 150' range increment (6max) [/i]
Trample: May trample things upto one size smaller (H) deals 6d6+13 ref save
Languages: Common, Giant, Sylvan, Animals, Plants

Weapons:

+2 Gargantuan Merciful Cold Burst Elven Branched Spear : +24/19/14 Hit|(6d6+13|19-20x3|NONLETHAL|*Brace| *Reach|
2 Slam's : +23/23 Hit|3d6+13|B||20=x2||Melee|
Huge Longbow: +18/13/8 Hit||P|Ranged: 110'|
War Arrow: x40 3d8+9|20=x3|B

Skills:

Armor Check Penalty: -8 Stealth
All Class skills. Favored class None
76 Ranks @ CL 19 HD Humanoid Monster
Sum|Skill Name|-------------------------|Abil|Rank|Other|
+23 Climb--------------------------------|+9--|+14-|+0--|
+18 Profession: Gardening-------------|+2--|+10-|+6 Skill Focus|
+18 Knowledge: Nature----------------|+2--|+10-|+6 Skill Focus|
+17 Stealth---|----------------------------|+4--|+15-|+6 Skill Focus, +4 in forests(racial) -8size|
+10 Perception---------------------------|+8--|+2--||+0--|
+10 Acrobatics---------------------------|+4--|+6--|+0--|
+08 Survival-|----------------------------|+2--|+6--|+0--|
+05 Engineering-------------------------|+2--|+1--|+2 Monument Builder

Feats :

Monster Racial Feats:(10) Deadly Aim, Exotic Weapon: Elvish Branched Spear, Iron Will, Leadership,
Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus Profession:Farming, Skill Focus: Nature Lore, Skill Focus: Stealth:

Leveling Feats:(11 House Rule 1+1per CR instead of 1 per odd level) Cleave, Cleaving Finish, Craft Wondrous Item, Critical Focus, Great Cleave, Improved Critical: Elven Branched Spear, Improved Cleaving Finish, Monument Builder, Power Attack, Storm-lashed, Weapon Focus: Elven Branched Spear

Spell Like Abilities:

Caster Level 7 Concentration +10
Constant: Pass without Trace, Speak with Animals, Speak with Plants, Deathwatch(item)
3/Day: Charm Animal (dc12), Quench, Tree Shape.
1/Day: Enlarge Person(self), Spike Growth
1/Day: Will of the Woods – FRA all animals or plants with 2 or lower INT grow 2 size categories larger, 19 HD acting as direct until the soonest sunrise or sunset

Equipment:

Robe of Infinite Twine, Deathwatch Eyes, Hat of Disguise(Greater), Amulet of Natural Armor +3, Bracers of Armor +2, +2 Merciful Elven Branch Spear of Icy Blast, Stronghold

Hellig Bapart:

Hellig Bapart det du kom zo kunst.
Ha het grun gud fode Boye pil slagrom

Holy Temple that you Come to Art.
Have hot green god plant, Bow arrow learn place

Goal: To Design and build a Sanctuary of the Elder Kind, a Monument worthy of a Jotunblood Wood Jotun in value of at least 100,000 GP. (13,158 spent so far)

Buildings: +342 GP, +167 Goods, +158 Influence, +68 Labor, +14 Magic +28 Any Capital
1x Altar, 1x Armor, 2x Archery Range, 1x Animal pen, Consecrated Burial Grounds (0/ 20 Medium Humanoids), 3x Bunks, Book Repository (Nature Lore), 1x Book Repository (Gardening), 1x Ceremonial Room,1x Classroom, Courtyard, 2x Farmlands (hemp), 1x Forge, 1x Garden, 5x Grotto, 1x Guard Post, 2 Habitat, 9 Kitchens, 1 labyrinth, 1 Laundry, 9 Lavatory, 1 Mill Room, 1 Mystic Greenhouse, 1 Observation Dome, 5 Offices, 13 Pits, 1 Rangelands (for sheep), 1 Reliquary, 1 Reservoir System, 1 Scriptorium, 3 Sewing Rooms, 1 Stall, 1 Statue, 15 Storages, 1 Storefront, 1 Watering Hole

Teams: +86 GP, +58 Goods, +40 Influence, +92 Labor, +11 Magic
Followers: 1x expert cook (druid9), 1xGuildmaster(expert adminstrator 3), 1xMaster Basket Weaver (expert basket weaving 3), 1xMaster Farmer(expert farmer3), 3xJourneyman craftsmen (expert basket weaver3), 1xDriver (expert wagoneer1), 5x Journeyman Stewards (expert gardeners3), 5xSkirmisher(warrior3),1x Acolyte (druid1)
Hirelings: 20x Stewards (expert gardener3), 5x Skirmisher (warrior3), 1xSage(expert gardener3), 1xMage(witch3), 3x Craftsmen (expert basket weaver 3), 20x Laborers (Expert Farmer 1), 5 Bureaucrats (Expert adminsitration/sales), 5x Lackeys (Expert Housekeepers), 5x laborers (Expert Basket Weaver 1)

Buildings Progression per day.
GP: 38.0 Gold/Day +380/10
Goods: 20.0 Goods +205/10
Influence: 19.0 Influence +196/10
Labor: 10.0 Labor +106/10
Magic: 05.0 Magic +052/10

Team Progression per day.
GP: 09.6 Gold/Day +096/10
Goods: 06.0 Goods +068/10
Influence: 05.0 Influence +050/10
Labor: 10.0 Labor +102/10
Magic: 02.0 Magic +021/10

Greenbeard's Progression per day roll If spending an hour studying in library
GP: 2.5 Gold/Day Weapons Training
Goods: 3 Goods/Day Profession: Farming
Influence: 3 Goods/Day Knowledge: Nature
Labor: 3 Goods/Day Profession: Farming
Magic: 3 Goods/Day Knowledge: Nature

Silver Crusade

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This should be alot of fun to DM. Iron Gods+ should be wrapping up about springtime.

My table got a little side tracked in Iron Gods, i ended up letting them step into The Frozen Stars and then came back to The Valley of the Brain Collectors. Also with kingdom building, they are about ready to start to rally some allied forces and launch an all out attack on starfall with their armies..

I will get a kick out of DMing as good guys.. and there are mature enough to handle an evil AP.. I ran an evil campaign for a year for most of the same crew.

Thanks for letting us DM's be the Good guys for a change.

Silver Crusade

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I made an attempt at a different version of him. My party consists of 1 level 8 and 7 level 7's. All will have their 2nd mythic rank after the battle. We have gone a fair bit off track from the AP. Though i do have all the books cept the last one. after what happened under Torch, they all wanted to spend time looking for skymetal weapons. They invested two levels worth of XP in securing their Kingdom of Torch. They control 32 hexes and have some allies against the Technic League already.. So power level is a little different. But maybe it will inspire someone else to do it more proper for the AP as written.

With this AP and the Mythicness. IF they pass their Challanges, the creature they slay than explode and does just enough damage to kill them. They wake up nitted back together by the nanobots they injected themselfs with back under torch. with everyone else that is not mythic frozen in time for another round. as though time stopped while they Tier'd up. It was simular in Wrath but with divine energy and not well the light of the emperor :)

Solomani I greatly thank you for this. It will make for an awesome ending to the Scrapwall section. And give them a taste for what they are up against.

Hellion’s Chassis – Skirmish Mode 1:

Init: +26/+6 Perception: 16 Dark vision 60
AC 24 T:9 FF21 (16 natural -1 size)
HP: 280 F:10 R:10 W:10 Immune: Standard Robot stuffs
Hardness 10 Speed: 20’ Climb:50’
2 Claws +11 Hit 1d8+8 +15 to Grab, If grab constrict for 1d8
Integrated Autocannon +7/+7 2d8+2 Piercing
Integrated Autocannon +7/+7 2d8+2 Piercing
***Does not suffer x2 for crit or electrical damage.
Size 10 Reach 10
Tactics: prefers to use plasma beam. Claws are 2ndary attack in the case of a FRA.
S:22 D:10 C:- I:14 W:17 C:19
Bab:8 CMB:15 CMD:25
S: Acrobatics 14 (16 jumping), bluff 17, climb 25, disable device11, intimidate16, Engineering 12, local 10, religion 10, perception 15, sense motive 13
F: Alertness, Combat Expertise, Deadly Aim, Great Fortitude, Improved initiative, PBS, Power attack, precise shot, WF: Claws, Technologist, Toughness
L; Androffan, Common, Orc
*Spider Climb permanently cast upon Skirmish Chassis

Plasma Barrage. 30’ cube centered where he choses. DC 18 Ref 4d8 Plasma (fire/electrical). (1d3 round cooldown)

When reduced to 0 HP Hellion will lose his footing and slide down the cavern wall to the depths below, losing his spider climb ability. He will then leap, back up onto the platform and enter Stage 2 with Shredder option below.

Hellion’s Chassis – Tank Mode 2:

**Note this mode uses a Free action in place of all use of mythic powers this turn for a Lair Option.** ((i have a hero's quest dice that has 3 skulls, 2 shields, 1 scarab so it makes things interesting for the DM for stacked d3 rolls))
** On Initiative roll of 20 Free Action (roll d6 or HQ dice)
Action 1,2,3: Automated Boltz Cannons pop out of cunningly hidden recesses in the roof and spary the area with gunfire. They are super-humanly accurate and only hit enemy creatures. DC 17 Reflex save or Take 4d6 Piercing. (save = missed)
Action 4: Launch Repair Drones Launch 1d4 Repair Drones
Action 5, 6: Room Flooded with Tear Gas. DC 15 Fort save or spend the round throwing up. Keep getting sick until you make the fort save.

Init: +26/+6 Duel initiative Perception: 16 Dark vision 60
AC 26 T:9 FF21 (16 natural -1 size)
HP: 200 F:10 R:10 W:10 Immune: Poison/Lightning/Death/Mind
Hardness 15 Speed: 20’ Climb:50’
Energy Shield: This shield regenerated 10 HP per turn. (30 hp bubble)
MultiAttack Options A, B, C
A Giant Claw +13/13/7 Hit 2d8+6 IF Large or smaller = Ref 16 or grabbed. If grabbed suffer 2d8+6 until grapple is broken on each of Hellion’s Actions.
B Giant Claw +14 2d8+6 Can not grab.
B Integrated Plasma Beam +9 5d4 Fire/ 5d4 Plasma
B Integrated Plasma Beam +9 5d4 Fire/ 5d4 Plasma
C Shredder Jump attack with range of room, all creatures within 15’ DC 18 Ref or take 5d8 Slashing damage from razor sharp wires that sprout from his legs.
***Does not suffer x2 for crit or electrical damage.
Size 10 Reach 10

* He Starts with option C into the center of the largest cluster of PC’s at the start of the fight then cycles through a b c.

When reduced to 0 HP he will explode in a fireball of fiery death, dealing 5d4 Fire/ 5d4 Plasma to all within 20’ sphere, and half that out to 40’ Reflex DC 16 for half damage or no damage if in second circle.

Hellion’s Chassis – True Mode 3:

Init: +26 Perception: 16 Dark vision 60
AC 20 T:9 FF21 (16 natural -1 size)
HP: 95+(1d4+4) F:10 R:10 W:10 Immune: Poison/Lightning/Death/Mind
Hardness 10 Fly: 60’
***Does not suffer x2 for electrical damage. IS vulnerable to precision damage.
Size 10 Reach 10
Abilities: 1d12
1 Bane: -1d4 Hit/Saves DC 15 Will effects all living beings
2 Command: Grovel DC 16 Will. 1r
3 Hammer of Chaos 20’ Sphere if Lawful 4d8 if Neutral 2d8 Will save for half.
4 Hellish Rebuke Reflex 17 or 2d10 Fire Damage, save for half
5 Suffer my Wrath 30’ Burst Reflex 17 3d10 Unholy
6 Moonstruck DC 17 Will, 1d3 rounds of confused, followed by 1 round of slowed.
7 Beam of Pain R Touch (+11) 60’ %t reduces all damage delt with melee weapons by 50% for 1d4 rounds
8 Numarian Fluids R Touch (+11) 60’ %t suffers 2d8 Poison, Fort 16 to not suffer 1d4 each round.
9 Makers Wrath M Touch (+8) to reduce INT, WIS, CHA to 1. DC 17 Fort/Will (whichever is higher)
If make save, Feeble minded for 4+d6 Rounds.
10 Unholy Blight Affects good and Neutral Creatures. DC 15 Fort 8d8 Unholy Damage.
11 Fire a Plasma beam +9 5d4 Fire/ 5d4 Plasma
12 Fire a Plasma Barrage. 30’ cube centered where he chooses. DC 18 Ref 4d8 Plasma (fire/electrical).

S:- D:18 C:- I:14 W:17 C:19
Bab:8 CMB:15 CMD:25
S: Acrobatics 14 (16 jumping), bluff 17, climb 25, disable device11, intimidate16, Engineering 12, local 10, religion 10, perception 15, sense motive 13
F: Alertness, Combat Expertise, Deadly Aim, Great Fortitude, Improved initiative, PBS, Power attack, precise shot, WF: Claws, Technologist, Toughness
L; Androffan, Common, Orc

Actions:
At start of phase 3.
Round 1: Calls forth 1.5 (round down) Scrap yard robots per PC. These robots are slapped together parts that he was intending on making into a proper honour guard. But in desperation he summons them to his aid in this incomplete state.
Round 2: Connect and download into the most advantage full robot.
Round 3: Robot is staggered as it is overwhelmed by Hellion’s Power.
Round 4: All Robots attempt to flee as Hellion former frame will only do aoe actions to draw their fire.

End of Stage 3
When both the Frame(3) and CPU core have been destroyed Hellion explodes into a shimmer of light and plasma dealing 8d4 Plasma damage to all creatures within 60’.

Silver Crusade

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Its been a few months, how far in to the AP are you guys now?

Silver Crusade

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I allowed the machinesmith in my campaign, as a not at level one character. a very simple two fold requirement for it. One of my players is taking it up next level.

dm only:

I changed Khorrmar (Sp) to a machinesmith that once rescued was willing to train any party member with the feat Technologist as a Machinesmith.

Silver Crusade

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Offering some of my upgraded creatures for use for other groups with larger parties.

Miranda (i cant remember how her name is actually spelled so i change it to make it easier to remember for me.

shes here:

Female Android Cleric of Hellion 5/ Ranger 1 Marshal: 3
Initative: +10, Senses: Darkvision 60’, lowlight vision Perception: +14
AC 23 Touch 14 Flat 17 (+5 armor, 2 deflection, 2 dex) +4ac mage armor
HP 74 F: +9 Ref: +6 Will: +7
Constructed: +4 vs poison, para, stun, mind effects
Immune: Disease, emotion, exhaustion, fatigue, fear, sleep
Speed: 30’
Melee +7 Spiked gauntlet +1 1d4+2+1d4 acid
Ranged +10 TOUCH +1 Infernal pistol 1d6+1 Fire
Channel Negative energy DC 12 3d6 3x a day
Favored Enemy: +2 vs Humans
Nanite Surge:+11 to any d20 roll, circuity glrows with torch light for 1 round.
Domain SAL (CL5 +8 concentration)
-Vision of Madness 6x per day
Cleric Spells Prepared (CL5 +8 concentration)
3rd Dispel Magic, magic Vestment, Searing Light
2nd bull’s Strength, Cure Moderate, Sound blast (dc 15), touch of idiocy
1st Cure Light, Cure Light, Divine favor, lessor confusion (dc14) shield of faith
0th Create Water, Purify food/drink, stabilize
Domains: Entrophy and Madness
Actions – Buff Self (bulls, vestment, faith)
Combat – searing light, sound blast, lesser confusion.
Uses deadly aim with each shot.
STR 12 DEX 16 CON 16 INT 12 WIS 16 CHA 28
BaB: 4 CMD: +5 CMD: 19
Feat: Weapon Focus: Firearms, deadly aim, firearms, technologist
Skills: +6 engineering, +7 religion, +6 linguistics, +13 perception, -1 sense motice +6 spell craft, +11 survival
Gear: Black Nanite hypogun (5 charges), Chain Shirt, spiked gauntlet, +1 Infernal pistol, Nanite canisters (2) white access card, bedroll, cold-weather gear, travelers outfit, waterskin, winter blanket, 11 silver disks, 62 gp

MP: 11
Surge: 1d8
Divine Surge: 1MP Cast any known spell once without having to memorize it
Recalled Blessing 1MP Cast a spell and no expand a slot
Divine Guardian: 1MP Summon Repair Drone
Divine Guardian: 2MP Summon CR7 Robot
Might Summons 1MP Anything Summoned gains DR 5/ Epic
Ability: 1MP Anytime you Augury,
The voice of Hellion speaks and deals 1d6 per tier and knockback 15’ DC 16 Fort for half.
Mythic Feat Deadly Aim -2 Hit +4 Damage
Mythic Feat Mythic Weapon Focus: Firearms +2 Hit

Legendary +1 Infernal Pistol
Difficult to Destroy
Mythic Bond: Meyanda
Intelligent: INT: 12 WIS: 12 CHA:12 EGO: 10
DC 16+2+2+6(+4 if non-mythic heroes) Willpower DC 26, 30 if non-mythic WILL for a sending to go off anything servents of the Diety’s are attacked with the weapon.
Speech, Common, Andorran
30’ senses. CN
Upgradable: Costs HALF GP Value when upgrading the enhancement bonuses on it
Undetectable: When holding this weapon the bonded user is utterly undetectable while invisible

Added a summoner to follow her around.

Summoner:

Level 7 Summoner:
Android
Init: Darkvision: 60, lowlight vision Perception
AC Touch: Flat:
Constructed: +4 vs poision, para, stun, mind effects
Immune: Disease, emotion, exhaustion, fatigue, fear, sleep
Speed: 30’
Melee +6 Dagger 1d4+1,
Ranged +8 Acid Splash 1d3
Nanite Surge:+10 to any d20 roll, circuity glrows with torch light for 1 round.

S 12 D16 C16 I12 W12 C18
HP: 42+21
BAB 5
F2 R2 W2

Life Link: Sacrifice HP to prevent DMG to one Eidolon at a time.
Summon Monster IV: 3+3 per day.
1@4th Clockwork Swarm.
Bond Senses: Standard to share senses with Eidolon
Shield Ally: if within reach of Eidolon gain +2 AC, +2 saving throws.
Makers Call: Standard to summon Eidolon to side.
Spells per Day DC 10+4+Level
1 2 3
5xxxxx 4x 2
Weapons: Simple
Armor: Light
Cast Spells Known:
6/6 0: 6 detect magic, detect technology, acid splash, mending, read magic, open/close
4/5 1: 5 Rejunivate Eidolon Lesser, Detect Metal, Alarm, Enlarge person, Mage Armor,
0/4 2: 4 Protection from Law: Communal, Force Anchor (3d4 Force + anchor slows down %T), Ant Haul Communal, Create Pit( 30x30x30 deep) 8 rounds. REF=land safely outside pit.
1/2 3: 2 NonDetection, Invisibility Greater (6rounds at start of fight)
Eidolon Serpentine
Size: Large
Speed: 20’ Climb:20’
AC: 25 +10 Natural, 1 dodge +4mage armor (+4vs AOO)
BAB: 5 CMB:13 CMD:28
F: 7 R:8 W:5 +4 vs Enchantment Immunity: Electricity
P Bite 1d8+11
S Tail Slap 1d
P Claw 1d +1d6 Bleed
P Claw 1d +1d6 Bleed
HP: 90
CMB: +1
CMD: +1
Reach: 10’
-2 Fly, -4 Stealth.
Feats: Dodge, Mobility, Spring Attack
Evasion (Ref=1/2 Spell)
S 24
D 16
C 20
I 07
W 10
C 11

Clockwork Beetle Swarm (1500 flying bolts)
Fly: 50’ 10 squares
AC: 20 Touch: 16 FF:16 DR: 5/Slashing
HP: 60 F2 R5 w3
Melee: +6 Swarm 2d6
If Hit +Poison DC14 Fort 1/r for 4r fail=sleep for 1 minute. (any heal cures)
If hit +Nauseate (bad cramps, unable to act)(DC:13 Fort)
Space: 10’

Random sayings carved on the walls on the various ships (i made it a fleet not just a supership:

1 Life is directed motion.
2 The spirit is the spark of life.
3 Sentience is the ability to learn the value of knowledge.
4 Intellect is the understanding of knowledge.
5 Sentience is the basest form of Intellect.
6 Understanding is the True Path to Comprehension.
7 Comprehension is the key to all things.
8 The Omnissiah knows all, comprehends all.

D8 Roll if any match.
1 The alien mechanism is a perversion of the true path.
2 The soul is the conscience of sentience.
3 A soul can be bestowed only by the Omnissiah.
4 The Soulless sentience is the enemy of all.
5 The knowledge of the ancients stands beyond question.
6 The machine spirit guards the knowledge of the ancients.
7 Flesh is fallible, but ritual honors the machine spirit.
8 To break with ritual is to break with faith.

Aldronard's Grave

Spoiler:

Male human fighter 4 AntiPaladin 6, Agile Trickster 1
CE Medium Human
Init: 27/07 Perception: 5
AC 21 Touch 13 Flatfooted 18 (8 smart armor armor,1 dex) Hard Light Shield ( +2 Force ac, )
HP: 60 F13 R7 w8 +1v fear
Bravery +1
60’ Speed
Attacks: Dual initiative, +20, +0
+1 Keen Handaxe +14/9 1d6+5 19-20 x3
+1 Keen Handaxe +14/9 1d6+5 19-20 x3
Cranial Bomb: Deals 2d6 Blunt/2d6 Fire 5’ burst dc13ref. Clockwork DC 10+DMG Fort or be unrevivable.

S14 d16 c16 i08 w12 c14
Bab: +10/5 CMB: 7 CMD 19
+4 to Confirm Crits
Feats: diehard, endurance, toughness, 2wpn fighting, wpn focus handaxe, wpn spec handaxe, Evasion, Improved initiative, Critical Focus, Mythic Sustenance
Skills: Intimidate 15 Percpetion5 Bluff 10 K-Religion 5 Disguise 10

SQ: Armor Training 1, Strong Aura of Evil, Detect Good, Smite Good (2+2 vs good on hit/dmg. +16 on first successful hit. and+2 to Armor Class. ) Aura of cowardice: -4 save vs fear effects w/in 10’ Nothing is immune to fear within 10’
Gear
5x Gas Grenades
20’ spread of foul smelling toxic gas. Dc14 fort Nauseated 1d4+1r
Gas lingers for 5r. new save each round.
3x Soothe
Heals 1d8 hp. Immune to bleed 10r +2 vs fear.
-Wirejack Tendons +2 Dex (24dc)
-Commset
5x Touch of corruption 3 + 2 per day TOUCH 3d6Standard.
DC 13+2 FORT
IF make it are Shaken for 6 Rounds, IF Fail are staggered for 3 Rounds
Channel negative energy 3d6: (2charges)
Tier 1 Champion. MP: 7
-1 MP Surge Immediate +1d6 to any D20 Roll.
-1 MP Sudden Attack SWIFT 1 attack at highest +Hit, roll twice take highest, ignore DR
-1 MP Amazing Gain extra Standard Action
MF: Critial Focus : Auto Crit vs non-mythic creatures.

Spells 3 @ 1st
-Death Candle Living Touched creature Fort to negate. 1r/ HD of subject.
Summon small fire elemental last 1r per HD of creature touched.
-Protection from GOOD +2 AC +2vs saves

I didnt tweak stuff in book 2 too much, side from hellion, who im not yet totally happy with so not sharing it just yet. As i wanted the party to at least make it to hellion's domain by last game session, so that two of my players could see it before they went on the road with renn fairs for 6 months.

Silver Crusade

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N'Wal created this map Numeria Hex Map

Overland journey is 7 Hex's NE, 1 Hex East to reach Aldronard’S Grave.
Each hex is 12 miles corner to corner. Then 1 hex across travel across the River.

Ultimate Campaign has two times for hex travel. one for simply moving through it, the other for exploring it.

To simply travel through
Movement 20 8 hours per plains hex. 12 all others.
movement 30 5 hours per plains hex. 08 all others.
movement 50 3 hours per plains hex. 05 all others.

Where as if the party wants to fully explore a hex.
Movement 20 2 day per plains hex. 4 for mountains, 3 for all others.
Movement 30 1 day per plains hex. 3 for mountains, 2 for all others.
Movement 50 1 day per hex.

Based on N'Wal's map i judge the terrain as Plains (great barren grasslands) (given the choice of plain/hill, forest/desert/swamp, or mountain)

2 days of hard riding could do it. I ruled that flight 60 allowed 1 day of flight there, then one back. My party is Exploring as they go. After 5 days they are halfway there. And the scouts have met the Crusaders, even party Paladin detected the goodness of the Crusaders so they are set up for a nice surprise. :)

Edit: Even setting the land as Hills (Dakota badlands) only adds a day of hard riding. I said it would take 6 days of sailing to get there, none of the party were seamen so they didnt question such a long time and opted to explore.

Sczarni

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Hail and well met friends I am opening back up recruitment for a Kingdom Building homebrew game. A group of heros have braved the Hallway of Doors to arrive within a new world. They have come from Galorian and Eberron to help claim this new place.

As of right now they way to Eberron is closed for another nine months.

All new characters MUST come from Eberron.

This is the link to Tizimine's Eberron to PF Conversion Site

Use that for feats/classes/races information for creating your characters.
I am allowing any 3P class or race.

You are however restricted to good alignments at this point. IF you do not detect good, you will be slain.

There are no racial restrictions.

The city residents are almost all Warforged, There is a unit of 101 Lizardmen that have taken shelter within haven, beyond that tiss all warforged, beyond the other members of the Council.

Character Creation Rules:

Any Class 3pp is allowed.
Level 2
+1 GM Bonus in Survival per HD
Fast Advancment
Any Race 3pp is allowed, Pending it exists upon Eberron.
2 Traits (any, no "stacking" restrictions) IE you can take 2 magical traits if you wanted)
1 Disadvantage(if you want a 3rd Trait)
All Attributes start at 8. You have 20 Points to build with at a 1:1 Cost. (18 would cost 10 points)
Before Racial Bonuses you can have a Max of 18 (for 10 points)
You can take 2 from 1 stat at most.
Hit Points are MAX for everything PC/NPCS/Monsters.
You have 1000 Gold pieces to kit yourself out with.
You have 1 MW armor or shield of Light or Medium.
You have 2 MW Melee weapons of your choice
You have 1 Common ranged weapon of your choice (with 100 rounds of ammo)
You are given 1 Scroll of 1st or 2nd level.

Feats: Most d20 feats are allowed.

Magical Items are Created using 3.5 Rules (1/25 GP Value in XP cost)
All feats from 3.5/d20 that effect magical item created are allowed.

Firearms[b] Are treated as Commonplays Guns. While still tricky to wield, early firearms are readily available, requiring simply a martial weapon proficiency. Early Firearms are 25% of the listed baseline prices. Anything other then black-powder is still rare and full price. Need Craft: Gunsmith to make anything more advanced then muskets. Gunslingers gain +1 rank per level to Craft: Gunsmith.

[b]Dragonmarks
ALL warforged are treated as if they are Human in reguard to the Marks of Making. They are full members of House Cannith. No abhorrent marks. It is the power of the Creation Forge in continual operation that enables these various True Dragonmarks to Manifest.

Magic
Divine Magic
You are your deities bridge to this world, as such all powers work normally and you are free to choose your spells as you would. Your holy symbol is a medallion that appears around your neck when you arrive bearing your deities holy symbol, regardless of what it was before you came though here.
Arcane Magic
You gain Read Magic & Detect Magic as extra 0th level spells. Even artificers gain these infusions at will for free. Each level you gain 1 spell (or infusion or what have you) of your choice and a randomly determined one from me.
Mental Characters
You gain 10 free PSP. (beyond that I dont know enough about psi-stuff to assist much beyond that)

I am seeking players for the following Roles

The Explorer ensures that the Kingdom can explore and claim new lands. Without your assistance No exploration is possible.
benefit: You may issue exploration edicts. You control of a team of 10 Warforged Ranger Artificers.
Focus Skill: Knowledge: Geography.

The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.
benefit: Add your Dexterity modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.
Focus Skill: Survival

The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.
benefit: During the Edict Phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Vacancy Penalty: Economy decreases by 4. During the Upkeep Phase, Unrest increases by 1.
Focus Skill: Sense Motive

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
benefit: Add your Constitution modifier or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.
Focus Skill:Knowledge:Engineering

All of you are coming from the world of Eberron. Things are different then as Written as this takes place within the campaign universe of my character Klokk.

House Cannith has been reforged into one house headed by Elanthis D'Cannith, Grandson of the Gorgen. Warforged have been welcomed to join as full members. WF can develop the Mark of Making. The Mourning Lands have been cleaned. Cyre has been reclaimed. The 12 Houses have assisted in the rebuiling and the lightning rails run again. Cyre IS NOT Subject to the Treatry of Thornhold, as the Price of Cyre was refused access to sign the treaty. SO he has allowed house cannith to move into Cyre and reactivate the creation forges. The population of cyre is 50% warforged. It is a mecca for the warforged, they have been coming from all over Eberron, In far greated numbers then they did for the lord of blades.

When you come you are sent by one of the 12 houses, or by the chamber. No Exceptions

The Exchange

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Male Kelshite Millrite of Sarenrae

That's above my paygrade :)

Silver Crusade

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I am going to piggy back off that great idea for a city where tons of people are going to take part in the downtime fun. My concept is a fair bit different.

In the Wrath of the Righteous AP there lies within a tale of two cities. This is a 100% downtime spin on the AP.

Group 1 & Group 2 will be competing against each other to rebuild Kenebres for Horgus Gwerm who owns 50% of what was not destroyed in Book One.

Groups 3 & 4 will be competing against each other to rebuild Dresden for Horgus Gwerm, The Treasurer of Dresden and the 5th Crusade.

Creation Rules:

All Characters to be built with a 20 point buy
1:1 ratio for the point buy
20 max before racial bonus
22 max after racial bonus
Any Race, that can survive within the LG "racist" cities ie: tieflings will be killed on sight generally.
1 Trait (NO Adventure Path Traits.
1 disadvantage if you want a 2nd trait
Any NPC class Level 5
3pp IS cool. so is a 15point build your own race.

All players regardless of level will have 4000gold worth of Downtime Capital/Teams/Rooms or Gear/items however you want to spend you 4k, if you can find traits that add to starting gold you may take them.

Recruitment is starting with Players from Jason's game, then my haven and wrath game and anyone else im playing with right now or was on a table that died.

Silver Crusade

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I have had this working foundry for the past 12 years now and its worked so far so good. Multiple characters have built "copies" but the original I took with my companions with Klokk as a PC, before he became a DMPC.

We found an abandoned mountain giant tower.. or so we thought. it led into a complex where fire giants had enslaved earth elementals and fire salamanders to mine and run a forge that took up a huge cavern. Free'd them Helped them both back to their home planes.

Those earth elementals liked the taste of the wall of iron, belive it or not they has some rust monsters they traded with.. liked the iron as we do potato chips. It was a good trade.

Some Mechanical creatures showed up a few months later, having heard of the kindness of my companions and self, they wanted to study the magics of our forge.

There was a lake of lava with a wall of force over the top that it was safe to walk upon. In the midst of this a portal to the plane of fire was created. Just a small one, like fire lance needed to function and continual fire supplied. There was a place where the salamanders could come and visit if they wanted, and also eat the metal from the wall of iron.

How it worked was like this.

Wall of Iron
Fabricate - Turn iron into small ingots of crude iron 10# triangles.
Route A: Trade the triangles to the elemntals for random gems 1 per triangle.
Rouee B: Unseen Servants and Dwarves would move the crude iron into the vary large iron smelter that giants had built there. It would refine, but at a 10:1 ratio.

While it was a stable income it was not exceptional as could only run it three times a day. Klokk was not powerful enough then to make it at will and at this point when he can duplicate an item with wishes and miracles moneys irrelevant.

Fabricate was a dream though. its the best spell ive come across. We were able to use it and turn some demonic doors of mithral and a couple old adamantine ones into ten pound things we could carry. :)

Silver Crusade

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Paper, Ink, Quills or Feathers, Satchel (prefer that over backpack), bedroll. If have the funds, any-tool, sleeves of many garments, ring of substance, wand of crafters fortune (even if im not a caster I can generally pay someone to use a charge on me..)

Best item we ever had was the Ring of Snet. Snet was a famed dwarven explorer, disappeared on one of his expeditions into the underworld. We had to go down there to deal with some elementals that were getting out of hand and causing many earthquakes. Down there we found the fabled explorer's ghost was behind the elementals. He started something, business unfinished, he died from a rock falling on his head in his sleep. We found this ring on the body.

When you spoke the work Snet and touched the ring. It brought you and all that wanted to a demi-plane of time and positive energy. Time flowed here much quicker then back on Krynn. A decade their was a year here.. We built a research facility and hired a bunch of sylvanist elves to spend a few hundred years learning to brew potions of youth and potions of growth. It took a full century on Krynn to pass for that to happen. In that same century a group of dwarf studied time and the planes, in the same manner as the elves. This enabled us to be able to timewalk back to stop one Fistandantalis (sp?) from causing the dwarfs to seal the gates in the first place.

Edit: That old wizard had a rapier +5 on him amoungst other things. My swashbuckler was the only guy in 2e with that as a weapon prof so it became mine. I wore mock wizards robes.. grey with white trim embroidered with runes and meaningless symbols. Our White Wizard IDed determined it was not cursed. It was, When we got back to our timeline after the war of the lance. I thought I was back in the time of the lance and running through town slaying black robed w2izards and evil clerics. The blade was an artifact, it was cursed beyond identify's ability to see. It was clerics of Paladine and white/red wizards that were on our side. That is how a level 20 fighter(swashbuckler) dies. A whole legion of knights of Solmn. set upon my guy. took down half of them.. but them then retreated from and let loose a volley of sleeping darts. My guy got tried and hung. Then came back as a level one skeleton. I was charged to defend a crypt forever more.. He did eventually hit 20 again.. all from the thousands of rats and snakes and sheep that tried to attack the crypt. :P

Silver Crusade

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So I found a post here that this whole group of people were wanting to explore the path known as the wrath of the righteous. Even after the first DM took his batch of players there were 16 left when he made the plea for assistance from other DM's to help out these poor souls that want and desire nothing but to start the 5th crusade and cleanse the worldwound.

I took seven of the Heroes but cant take any more. as this makes three wrath tables I am running right now.

I call upon all you DM's and GM's that are looking at running this path to choose from this players or give them a chance first.. as they have been passed over twice now and really need a DM that will love them and cherish them.. and bring the wrath of the abyss to bear against them.
Here is the thread I found. I started a new one because it got cluttered up with info that only pertains to my house rules so starting this thread here but this is the one.

These 9 Players need a home still:

Mori Fallenoak
Kevril Silverkin
Dal Selpher
Cyrus9553
Krisam
Nathan Hartshorn
Ramiel Torv
Caelus Oklir
E-terah earthenchild

Thank you for you time.. please assist these folks if at all possible.

Silver Crusade

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Im trying to come up with a pair of +10 melee weapon for a L20 character ((Gun Tank 2, Tower Shield Specialist 5, Golden Draconic Bloodline Sorcerer 1, Dragon Disciple 5, Stalwart Defender 7))to have.

The best thing I could think of was that keen ghost touched vorpal +1 axe. I know its only a +1 vs dr and such.

He was going to have this one for lesser enemies and +5 with something else once I figured out the rules properly for big bad guys.

Flat-Cost Enhancement's:

RAW is fuzzy and RAI/community split that it can go either way can go either way with flat-cost enhancements such as Transformative (10k) for weapons or Righteous (27k) for armor. The question is do those enchantments count as a +1-5 enhancement or can you stack as many as you can afford?

So nobody has flat out asked that, in over ten years and gotten a definitive answer? How does one actually mark a question for FAQ?

Silver Crusade

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Is there any way that we could view our PM's in a threaded form? So that we can read a whole conversation without having to have multiple windows/tabs open?

If there is not currently, could it be added to the ToDoList somewhere?

Silver Crusade

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You said it was perhaps generational, and perhaps opposing factions/neutral factions.
I wanted to submit myself as a player if you need someone else for something.. I have no concept atm so am vary flexiable as to what the story needs. I have DMed kingmaker 3x for others, and 4x for myself before I did for them. I have also run a few d20Empire games. Just saying so you are aware I know whats in the path. But if you want me or perhaps you have an NPC you want brought to life with the chaos effect to help you with the Rule of Cool. Perhaps you want well.. whatever am just sayin am here if ya need me, if not no worries.

Spoiler:

I will take them as they fall.
Strength: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Dexterity: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Constitution: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Intelligence: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Wisdom: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Charisma: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Ill let the fates decide what I start with.
MysteryBox: 1d100 ⇒ 39
Assorted HP Rolls depending on what the fates decree I am.
2d4 ⇒ (2, 2) = 4
2d6 ⇒ (5, 1) = 6
2d8 ⇒ (4, 4) = 8
2d10 ⇒ (2, 8) = 10
2d12 ⇒ (11, 8) = 19

Silver Crusade

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Indeed no i would tell you player something on the lines of

"....As the enchanter examines the blade Radiance to make certain that it is of sufficient strength to bear the new enchantments and know exactly what is upon it currently a bolt of positive energy zaps him/her/it from the pomel and they are stunned for a moment.

When they come too, soandso looks up at your and says "Player01"

"This is a Blade of Power, it bears mighty enchantments upon it already. much more powerful that my humble self can acomplish. I have divined this though. Only in the hands of a true crusader, a Paladin-Knight will the full potential of Radiance become unlocked."

Silver Crusade

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I would also suggest planning for the leadership feat at some point. Book one should get you to around 6th level, give or take. So if you save a feat for it, you can pick it up at the end of the first Book.

Part of the tale is about epic battles of armies via the mass combat rules from the PRD/ultimate campaign. Also look into the downtime rules in the PRD. You will have a chance to open shops and set up organizations.

Beyond the leadership, spellcraft or k-arcane may be slightly useful but not as much a k-planes or religion. Dungeoneering perhaps.

Id recommend that someone in the party be a smith, but that is in part because all my characters have some craft skill thats generally smithing (one of the three types..)

Also I would recommend graph paper, You will be in some dungeons/cave networks. IF you can make a great package with maps/detailed journal.. I am sure that the Pathfinder Society would welcome you aboard if your included everything you do in the journal. Especially what happens towards the end of the book one. So linquisitics or craft-cartography may be useful as well.

Silver Crusade

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I am using a following.

Chivalric Code, Political Code, General in full

From criminal code, I added End a long-running feud + Willingly take the fall for a higher-ranker, become guildmaster.

From Samurai Code, Adopt strict code of honour, destroy a shrine from opposing power, protect a shrine, slay an honorable opponent who has surrendered(x2 though so -10)

Basically actions my heroes do for the greater good are worth Honour, if its a good act and beyond the average persons actions, it may be worth honor.

I do like the idea of adding some for redemption related actions. Not just the killing of a evil/outsider but turning them to good.

For example..(spoiler is from one of the adventures so far in this path)

There is an old Ifrit Sergeant (Warlord 1, Fire Elemental Sorc 1) who fought in countless battles and skirmishes over the years, hes hired his blade out for 20 years now.. has a small command staff (downtime - organization)

Next is two Lizardman Kings, both born of the same tribe. They decided one day that killing humans and gnomes and sacrificing them to demons and other gods of chaos was wrong. Without speaking the two of them at the same moment, drove their war tridents into the face and side of the high shaman and ended up slaughtering their whole tribe of lizardmen. Saving some 200 starving and weakened slaves from being killed. They are almost cavalier in beliefs, most honorable of all pcs, though they are chaotic.

Spoiler:
In the caves below town, the party is split up down there. This portion of the tale is about three of them.

The three of them have defeated 5 Darkmantles, are about half dead, npc's are fully healed (pcs used a their only healing potions on the npcs) They come into the next room (which i tripped in size and turned into a mushroom farm)

Order of Initative

16 An arrow flies out from the darkness beyond their vision. It strikes Lizardmen 1 critically for 2 points of damage.

13 In response lizardmen 1 turns his war trident points down into the ground in a peacefully motion.

12 Lizardman 2, shrugs and steps adjacent to lizardman 1 and does the same thing.

6 Ifrit hangs axe on belt lowers his shield and steps between the two Lizardmen Kings. Attempts diplomacy check, (aided by both lizardmen) rolls a 20 (for S&G's even though we do not confirm 20's, rolls a 2nd 20) "Please do not attack us, we offer Strawberry preserves in exchange for save passage beyond your mushrooms."

Next round

16 The crazy CE Old man in the caves rolled an opposed bluff check.. I roll a 20. He comes out and pretends that he thought they were the darkmantles and he was trying to help.. It was in his best interest to not die to to the party and let them pass. Especially since he could get some strawberry preserves.

That random backpack back in one the caves, i changed around what was in it, and they found a couple jars that survived the fall.

I awarded 5 honour to Lizardman1, and 3 to both the other heroes.

Silver Crusade

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Ive got 6-12 players. So far its just going to be Roll a d4 everyone and that will be the power of that scale. Unless i see something to catch my eye in the next three days.. then it will be a d# whatever.. I do kinda like that its limited to just a few powers as for me anyway with so many players.. it can be a logistical nightmare. Thankfully 6/12 are comfortable DM stuff other then 2e/rifts so it is nice ive got almost psydo-dm's.

Sorry nothing really constructive in this post.. i just wanted to share

Silver Crusade

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This time around I am experimenting with ALOT of variables, Which is OP a tad.. but it scales things.

Starts are a 30 Point Buy
Everything costs 1 point
All stats start at 8
22 max for non-mythic characters.

Everything uses Max HP, PC/NPC/Monsters. (always has for me since game 1 in 88 when my buddy killed his first horse..)

I have ten players, but they dont always show up..

So ive been adjusting Encounters over time for the half year with other paths and homebrew campaign.

2 PC - little weaker then the written
3 PC - as written
4 PC - little tougher then the written
5 PC - +3 CL
6 PC - Double written CL
7 PC - Double written CL + 3
8 PC - Triple written
9 PC - Triple writtenCL + 3

This seems to work out pretty good. PC's are a bit more powerful, but on the nights when only 2 or 3 of the Table shows up we can still continue and not worry about who is not present. We are all adults with lives so some of the crew cant make, no big deal, we game on.

We alternate Pathfinder and Other Games each week when we get together on Wednesdays for our gaming night.

Silver Crusade

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24. Your have been hard at work upon the forge trying to complete your three journeyman pieces. You have passed the three tests of knowledge all journeymen must face.

For the test of Life.. You have fashoned together a suit half plaintmail and half ringmail Each piece of metal rests upon custom molded padding so that when worn it will fit comfortably upon your body. Silver enlays of clouds and waves adorn it. Each of the chain links guarding your body where the plate does not protect has been inscribed with tiny dwarven runes, you chissled strength and vitality into each ring.

For the test of Peace.. While you are a blacksmith you are also a (Other Craft skill, see below). So you spend hours etching tiny runes and sigils onto every single bar your bend together. What you cant etch you inlay with silver and whatever gemstones sooted your fancy. You have completed a vary ornate (or crude looking if your perfer) set of tools that in your hands work as masterwork crafting tools for your other craft skill.

For the test of War.. You have created yourself a vary ornate weapon of your choosing be it simple, martial or exotic. It is of Masterwork quality. Made of the whatever woods, metals, gems, ect you with it to, no restrictions on what it looks like, Tiss not magical but it is vary well made.

You training has been vary strict.
When Created have to spend 4 skill points as follows.
Craft 1 rank in Blacksmith.
Craft 1 rank in any other crafting skill.
Knowledge 1 rank in Engineering.
Linguistics 1 rank. You are literate.

Other skill points spent as you want. You need to make sure you have enough int to have atleas those four skill points.

Languages, you know both common ancient dwarven +1 more from linguistics + however many your int grants you. any language that you speak you have been taught how to read.

Trait 1 - Wealthy Family.

Trait 2 - Makers Mark - You place your thumb upon any item you have crafted and it will leave an arcane marked signature/rune/sigil of your choosing. When you touch a weapon that you have marked it will glow with a pale blue light, sheding light as though it were a torch.

1st level feat Skill Focus - Crafting (your choice)

You would start play with
one set of maasterwork half platemail armor.
one masterwork weapon of your choice of any type.
one set of masterwork crafting tools.

-Story-

Every few centuries this middle aged looking dwarf sets up a smithy at a random hold. Nobody knows how old he is as each times it happens almost appears to be almost at random. This dwarf has worked with gold so much so that the vary skin has formed ridges and scales on his hands and arms. He brings with him an orphan who he raises as his apprentance/foster or ward. This orphan is the PC. The orphan comes of age and when goes to make his final piece something strange happens.

.. You have made the tools first and then the weapon. You are now setting the breastplate into the quenching troff after the final testing in the fires of the forge.

The smoke on the water begains to flow up, it flows into the form of a golden dragon. He tells you..

"My name iss Klokk, I am the dwarf that iss been your mentor. Many years ago I was hit by a blast of kobold wild magic, that slowly transformed me from the dwarf you knew to this my true form.

"By the time you have ssseen thiss I will have already been forssed to withdraw back into the hallwayss. It took almost all of my conssiderable power to ssshield you from their ssightss."

"This armor you have forged iss of masterwork quality, I have sset sspellss that have been cast upon it while you sstood there. Your armor is both weightlesss and boyant. It will move like a cloud over you protecting youss from harm. It will also misss dirresct othersss thoughtsss and attemptsss to ssscry you from them."

"Be warned ssshould you ever need to dive you must take it off, and then they will be able to track you. I thought we would be ssafe behind thiss doorway, but they found us me sssomehow. They have a greater orb of commanding golden dragonsss.. Though I be a dwarf be, i be a dragon now. I dare not let them get to closse to me, the danger i could reck upon the land if they were to controlss me."

"You have proven yoursself to be able to hold up to my hopess. In your chamberss you will find your journeymans sash, as well as paperss from me attesting to that and a pair of letters of introduction. Any master ssmith will have heard of my name. They will grant you what aid they can, or direct you to ssomeone who can teach you something new about the forge."

"I have a few itemss thoughout the world that may aid you, You will find them by the mark of the crosssed hammers that wass carved onto the wall of sstone that was created over thems."

"I warn you do not remove your armor, then the Ryttttttttttttt....."

The smoke blows away.

You bank the coals and clean up everything, even resharpen all the chisels and picks. Your mind somewhat numb from what you have seen and been told.

You walk into your chambers. Laying upon your bed not only is the modern day tartan sash of a journeyman smith but also an the formal grab of a smith from the two hammers clan, complete with apron. No matter your race it is sized to fit under your armor with comfort.

(kinda long i now but mehh.. lots of potental..)