Thank you all for your replies! So lets assume I do encounter the world's most technically correct GM who insists to check the additional resources for my language and ethnicity. What would be the technically correct consequence if I don't have those with me?
Is taking human ethnicities and languages always legal?
Example: My character is a Human Barbarian from the North.
I would like to make him a Kellid who speaks Hallit, because it fits thematically. But if that means I would always have to bring the ISWG to any table where I want to play him, I would probably let him stay a Human who only speaks Common.
M Human (Kellid) Barbarian 4
"Someone stop that woman!" Kurth enters rage, charges at the gillman with the artifact and attacks.
12/17 HP; 11/12 rounds of Rage left. (I hope charging is possible in this situation. Depends which gillman has the artifact, whether going diagonally from W11 to V10 counts as difficult terrain, and on how strict your definition of "straight line" is. If charging is not an option, Kurth will just run as fast as he can to intercept them.)
M Human (Kellid) Barbarian 4
Kurth gets back on his feet.
So instead he curses, turns around, draws his sword, and runs towards the door to intercept the gillman with the artifact.
M Human (Kellid) Barbarian 4
Before leaving, Kurth asks: "By the way, who chose the tavern as a meeting place? The gillmen or us? I did expect we would finish our business with them directly at the embassy." En route to the meeting place, he keeps watching out for consortium agents (or anybody else following the group). Perception: 1d20 + 4 ⇒ (2) + 4 = 6
M Human (Kellid) Barbarian 4
At the inn, Kurth remembers to also give Griffo 5gp. He doesn't like the idea of spending the night there. So when he thinks they are alone, he whispers:
Perception (to detect eavesdroppers): 1d20 + 4 ⇒ (1) + 4 = 5
M Human (Kellid) Barbarian 4
"Okay, I'll wait here." Kurth waits at the ship, just to make sure Tanner doesn't talk to Aspis consortium agents or splits with the money. While waiting, he attempts some smalltalk with the captain: "So ... why exactly were you yelling at the sea? And does the sea usually respond to your yelling?" He tries to keep an eye on the pier while talking.
M Human (Kellid) Barbarian 4
Later, when alone with the others, Kurth tells them what he found out and makes the following recommendation: "We shouldn't get an ex pathfinder involved when we try to travel incognito. He might recognize us and give us away. Or someone recognizes him as a pathfinder. Or he had to leave the society because he betrayed it before. Otti would probably betray us as well, if he thinks he can earn money with it. I say we take Crazy Old Tanner! He seems least likely to be on the consortium's side. Plus, even if he finds out we are pathfinders, no one is likely to believe a lunatic like him."
M Human (Kellid) Barbarian 4
"Thank you, Griffo. Yes it is an impressive weapon." Kurth holds up his sword and looks at it approvingly. Then he wipes the blood off the blade and sheathes it. "But it should not be used to slaughter carelessly. I feel bad about this mess. Next time we encounter a Kobold's home, lets just walk around it. If anyone wants to loot the house, do so now, while I bury the bodies. And then let us continue. We have a job to do."
M Human (Kellid) Barbarian 4
Kurth is about to say something about walking around the tree house and leaving whoever lives there alone. But by that time Kargen, Garen and Griffo are already gone. So he stays behind silently, with Wurt and the mule, waiting for the events to unfold. Perception: 1d20 + 4 ⇒ (12) + 4 = 16
M Human (Kellid) Barbarian 4
Kurth looks at the spot pointed out by Kargen. Perception: 1d20 + 4 ⇒ (9) + 4 = 13 Unless it look like something that is going to attack him immediately, he offers to climb up there and check it out up close. He removes his armor, then uses his own rope, grappling hook and pitons in addition to the rope offered by Kargen to climb up. Climb: 1d20 + 9 ⇒ (20) + 9 = 29
M Human (Kellid) Barbarian 4
Kurth also takes one of the corpses' cold weather outfits. Fort DC 15: 1d20 + 4 + 13 ⇒ (16) + 4 + 13 = 33
He feels nice and warm in it most of the time. He also puts one of the furs on his mule to keep it warm.
M Human (Kellid) Barbarian 4
Kurth is quite disoriented when he wakes up. By the time he realizes that he isn't dreaming anymore, the battle is already over and there is nothing else for him to do then to thank the others for rescuing him. "Thank you for getting that thing away from me." HP: 13/15 He is quite surprised when Urdel appears so quickly after the beast is gone. "You arrived here quickly. Have you been watching us?"
M Human (Kellid) Barbarian 4
Kurth ties the end of the rope around his waist. Then he tries to lead his mule across the river.
But apparently he pays too much attention to where the mule is going and thus forgets to mind his own steps.
M Human (Kellid) Barbarian 4
"Well - it was nice talking to you. But now we have to go and defeat that monster. Farewell. And thank you again for the food!" Kurth draws his sword and leads his mule down the path very carefully, always looking out for signs of the monster. Perception: 1d20 + 4 ⇒ (8) + 4 = 12
M Human (Kellid) Barbarian 4
Kurth remembers last minute to also buy some food for his mule (10 days' worth of feed for 5SP) and a pack saddle (5GP). When they leave Absalom without Luthor, he suddenly realizes he is now the only member of the original party that is left. He casts a thoughtful look back at the city of Absalom, then leads his mule onwards, to new adventures. He talks very little on the trip, all the while pondering over his decision to join the pathfinders, and thinking about the sudden mysterious disappearance of pathfinder recruits that seems to happen much too often in Absalom. He hopes that it will happen less frequently now that they have left the city behind. When Kargen and the centaur start talking to each other, he snaps back to attention, approaches the two and introduces himself to the centaur: "Greetings. I am Kurth. We mean you no harm. We are only travelling through."
M Human (Kellid) Barbarian 4
Kurth is too shocked by Grandmaster Torch's appearance to ask any questions. After that encounter, he sees the wisdom in Griffo's words and also buys a few things before embarking on the journey:
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