Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. Organized Play Member. 52 posts (103 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.
Update after some additional consideration and revisiting the existing armor upgrades:
On the Bounce Feat 3 Uncommon, General, Skill Prerequisites expert in Athletics
Whether you were an armored soldier or a blue-collar dock- or warehouse worker, you have trained in the operation of enhanced capability exoskeletons. You become proficient in the use of Powered Exoskeletons.
Powered Exoskeletons
Powered Exoskeletons have long been used in logistics, but recently they have also been adapted to warfare. These exoskeletons mount to conventional armor in the same way as any other armor upgrade, providing improved capabilities to those trained to operate them. All exoskeletons require one upgrade slot in the armor to install, and they provide a number of powered armor slots that accept upgrades designed specifically for them. They also provide a boost to the wearer’s Strength score. All exoskeletons are built from polymer materials, and offer a Hardness of 3, 12 Hit Points, and a Break Threshold of 6, and mass 4 Bulk (which is considered to be – when attached to an EAM). In order to damage a user’s armor, the exoskeleton’s break threshold must be met or exceeded, which also eliminates its hardness until the exoskeleton is repaired.
Exoskeleton Attachment Module Upgrade 3+ Tech Usage installed in armor; Bulk L
The EAM is installed into a suit of armor like any other attachment. In order to operate a powered exoskeleton and not prevent access to other upgrades installed in the armor, the user’s armor must have an EAM installed. This attachment allows the user’s exoskeleton to support itself and boost the user’s abilities according to the capabilities of the exoskeleton while still allowing access to the armor’s other upgrades, as well as integrating the exoskeleton’s electronics with the armor’s.
Type commercial; Level 3; Price 50 credits
Allows armor to connect to and control Recluse-class powered exoskeletons.
Type tactical; Level 5; Price 200 credits
Allows armor to connect to and control Recluse or Tarantula-class powered exoskeletons.
Type advanced; Level 7; Price 500 credits
Allows armor to connect to and control Recluse, Tarantula, or Widow-class powered exoskeletons.
Recluse Exoskeleton Exoskeleton 3 Uncommon, Tech, Polymer, Drow, Recon Usage installed in armor; Level 3; Price 750 credits; Bulk 4/-
Capable of mounting to any armor with an available EAM, Wolf Spider exoskeletons are the most widely fielded. Provides 2 upgrade slots and functions as commercial load lifters.
Tarantula Exoskeleton Exoskeleton 5 Uncommon, Tech, Polymer, Drow, Battle Usage installed in armor; Level 5; Price 1,000 credits; Bulk 4/-
The middle ground of enhanced capability exoskeletons, the Brown Recluse-series are designed to integrate with medium armor, but can also be equipped to heavy armor should the user so desire. Provides 3 upgrade slots and functions as tactical load lifters.
Widow Exoskeleton Exoskeleton 7 Uncommon, Tech, Polymer, Drow, Assault Usage installed in armor; Level 7; Price 2,500 credits; Bulk 4/-
The ultimate expression of exoskeleton capability, the Black Widow exoskeleton can only be mounted to heavy armor due to the strain it places upon the armored suit. Provides 4 upgrade slots and functions as advanced load lifters.
Powered Exoskeleton Upgrades (all require 1 PA Upgrade Slot) Improved Mobility Module Upgrade 3 Tech Usage attached to exoskeleton; Price 50 credits + cost of vehicle; Bulk 2
This upgrade allows the exoskeleton to convert into a single-person enercycle.
Integrated Weapon Module Upgrade 3+ Tech Usage attached to exoskeleton; Bulk L
This upgrade allows the integration of a one-handed ranged or melee weapon into the exoskeleton itself, freeing up the user’s hand for wielding other items or weapons. A dual-weapon model is available for twice the standard price, though it still only requires one upgrade slot – the dual-weapon model is also required to mount a 2-handed weapon to the exoskeleton. Note: Unlike most upgrades, multiple integrated weapon module attachments may be added to an exoskeleton as long as upgrade slots are available.
Type commercial; Level 3; Price 25 credits
Allows Simple weapons to be mounted to the exoskeleton’s forearm plates.
Type tactical; Level 4; Price 100 credits
Allows Simple or Martial weapons to be mounted to the exoskeleton’s forearm plates.
Type advanced; Level 5; Price 250 credits
Allows Simple, Martial, or Advanced weapons to be mounted to the exoskeleton’s forearm or shoulder/backplates.
Deflection Enhancement Upgrade 3+ Tech Usage attached to exoskeleton; Bulk 1
Deflection Enhancement upgrades modify the exoskeleton’s armored frame to more effectively deflect incoming fire, causing attacks against the wearer to be more likely to miss.
Type commercial; Level 3; Price 800 credits
Improves the attached armor’s item bonus to AC by 1. Note that it does NOT provide resilient 1 as a Tactical armor upgrade would.
Type tactical; Level 10; Price 6,000 credits; Bulk 2
Improves the attached armor’s item bonus to AC by 2, but also increases the armor’s penalty to movement speed by -5 feet. So if you mount it in a recon exoskeleton on a suit of light armor that did not have a penalty to speed, you have improved your AC by 2 but slowed yourself down by 5 feet per movement.
Type advanced; Level 16; Price 150,000 credits; Bulk 3
The final level of improved protection improves the armor’s item bonus to AC by 3, but also increases the speed penalty imposed by -10 feet.
Durability Enhancement Upgrade 8+ Tech Usage attached to exoskeleton; Bulk 1
Rather than increasing a user’s defenses, this upgrade improves the exoskeleton’s ability to take and prevent damage, providing the user with Resistance to physical damage as well as boosting the exoskeleton’s hardness.
Type commercial; Level 8; Price 4,200 credits
Grants user Resistance 2 to physical damage, Upgrades exoskeleton’s material to Ceramic (Hd 5, 20 HP, 10 BT).
Type tactical; Level 12; Price 16,200 credits; Bulk 2
Grants user Resistance 4 to physical damage, Upgrades exoskeleton’s material to Composite (Hd 7, 28 HP, 14 BT).
Type advanced; Level 18; Price 202,200 credits; Bulk 3
Grants user Resistance 6 to physical damage, Upgrades exoskeleton’s material to Plate (Hd 9, 36 HP and 18 BT).
Since Paizo’s powered armor rules are still to be determined it seems, I took a stab at producing some of my own for Starfinder 2. This will probably get some playtesting in my group over the course of the playtest campaign I’m running, but I figured I would share in case other people are interested. These powered exoskeletons take advantage of the streamlined equipment system that Paizo introduced in Starfinder 2e, and are designed to require the use of existing armor to operate (in keeping with Starfinder 1’s ability to wear light armor along with your powered armor). My version allows the use of any upgrades built into the armor in addition to those built into the exoskeleton (assuming your armor’s level is high enough to offer multiple upgrade slots), hence the use of an upgrade slot itself, to reflect the engineering that went into designing it so that it is modular enough to allow the use of various upgrades. Other capabilities can be added by offering new upgrades, or whole new frames that are more specialized than these general-use models.
My initial thought was that the “powered armor slots” could use any armor upgrade, but I didn’t want them to negate the need for upgrading your armor through the improvement tiers (tactical, advanced, etc). I thought this might be a solid compromise. Additionally, while recon exoskeletons can be mounted to any armor with an available upgrade slot, battle and assault exoskeletons require medium or better and heavy, respectively. These exoskeletons (or exoframes, another cool name that comes from a ‘90s toy and cartoon series I enjoyed) are the “baseline”, uncommon models. Rarer models, or even just other uncommon ones, could introduce all kinds of cool abilities, just like the different versions of powered armor that Paizo had in SF1e – flight, underwater operations, burrowing, magical teleportation, etc.
Prices are all open for testing, but I took a stab at what I thought might work for an initial baseline. Feel free to discuss, critique, or offer suggestions.
On the Bounce Feat 3 Uncommon, General, Skill Prerequisites expert in Athletics
Whether you were an armored soldier or a blue-collar dock- or warehouse worker, you have trained in the operation of enhanced capability exoskeletons. You become proficient in the use of Powered Exoskeletons.
Powered Exoskeletons (level 3)
Powered Exoskeletons have long been used in logistics, but recently they have also been adapted to warfare. These exoskeletons mount to conventional armor in the same way as any other armor upgrade, providing improved capabilities to those trained to operate them. All exoskeletons require one upgrade slot in the armor to install, and they provide a number of powered armor slots that accept upgrades designed specifically for them. They also provide a boost to the wearer’s Strength score.
Recon Exoskeleton Item 3 Capable of mounting to any armor with an available upgrade slot, recon exoskeletons are the most widely fielded. Providing 2 upgrade slots and an item bonus to Strength of +1, they mass L bulk and cost 200 credits.
Battle Exoskeleton Item 3 The middle ground of enhanced capability exoskeletons, the Battle-series are designed to integrate with medium armor, but can also be mounted on heavy armor should the user so desire. Providing 3 upgrade slots and an item bonus to Strength of +2, they mass 1 bulk and cost 300 credits.
Assault Exoskeleton Item 3 The ultimate expression of exoskeleton capability, the assault exoskeleton can only be mounted to heavy armor due to the strain it places upon the armored suit. Providing 4 upgrade slots and an item bonus to strength of +3, they mass 2 bulk and cost 400 credits to purchase.
Powered Exoskeleton Upgrades (all require 1 PA Upgrade Slot)
Improved Mobility Module Upgrade 3 This upgrade allows the exoskeleton to convert into a single-person enercycle. Cost is 50 credits plus the cost of the enercyle (which I assume will change from the 700 credits of Starfinder 1e with the change in economic scale).
Integrated Weapon Module Upgrade 3 This upgrade allows the integration of a ranged or melee weapon into the exoskeleton itself, freeing up the user’s hand for wielding other items or weapons. Cost is 50 credits. A dual-weapon module is available for twice the cost but still requires only one slot, although the mounted weapons must be identical. Multiple integrated weapon modules can be mounted on an exoskeleton with sufficient available slots, each supporting a different weapon. Integrated weapons are usable in cycle mode if the Improved Mobility Module is also installed.
Enhanced Protection Upgrade 5+ The first exoskeleton upgrade that comes in the multiple flavors of Paizo’s new design paradigm, this upgrade allows the improvement of the user’s AC, though at an increasing cost.
EP, Commercial Upgrade 5 The commercial version of enhanced protection masses L bulk, costs 800 credits, and improves the armor’s item bonus to AC by 1. Note that it does NOT provide resilient 1 as a Tactical upgrade would.
EP, Tactical Upgrade 10 The second level of improved protection masses 1 bulk, improves the armor’s item bonus to AC by 2, but also increases the armor’s penalty to movement speed by -5 feet. So if you mount it in a recon exoskeleton on a suit of light armor that did not have a penalty to speed, you have improved your AC by 2 but slowed yourself down by 5 feet per movement. The tactical upgrade costs 6,000 credits.
EP, Advanced Upgrade 15 The final level of improved protection masses 2 bulk and improves the armor’s item bonus to AC by 3, but also increases the speed penalty imposed by -10 feet. The advanced upgrade costs 150,000 credits.
Are there any ship options in the book? New frames, new bay options, etc?
No. And I'm not putting this in a spoiler tag because it's been known that it wouldn't have any of this for a while. The book also doesn't contain anything about computers.
Thank you very much for your answers. I wasn't aware of the lack of ship options (hence the question), so I appreciate the information. Hopefully my own PDF will be available soon.
No problem, Turin. :) I've adapted Jade Regent to Starfinder, myself, and we're having a blast. I'm changing things around a bit so that the Jade Empire is practically unknown among the Pact Worlds, and much like the Azlanti Star Empire, is hidden across the Vast.
The PCs recently found some Minkaian starships that had fallen into the hands of a clan of space goblins, and are now investigating their origins on behalf of Marshal Hemlock of the starport town of Sandpoint, capital of the world of Varisia.
My players seem to be enjoying it so far, and I'm having a blast. I'm converting some JR enemies but bringing in a lot of the Alien Archive and Starfinder stuff when it makes more sense than what's in JR - Ravenscraeg will be an outpost located in the Diaspora, Tsuishen is a royal yacht that was sold to fund the family's integration into the Pact Worlds and recently "acquired" by a Free Pirate captain, and Brinestump Drift was a mining outpost in the asteroid belt of the Varisian system originally built by dwarves who located and attempted to study some unusual noqual formations (unfortunately for the dwarves, they invited the akata from Dead Suns Book 1 to dinner).
The space goblins found the station just days after the first akata hatched and found themselves trapped there and hunted as the fighting with the akata damaged most of their recently-salvaged starfighters. A couple of fighters escaped, and ended up taking potshots at the players' incoming vessel (Sandru Vhiski's Tier 3 explorer the Varisian Splendor), and paid for their eagerness with their lives. When Sandru had his crew (the PC) report the incident to Sandpoint's chief law enforcement officer Marshal Hemlock, he temporarily deputized the crew to investigate the origin of the fighters.
If there's any interest, I should probably post this in its own thread somewhere...
Thanks for sharing this, Shaonir! It's a very different and exciting take on the AP, and one that I would love to read more about as you guys get to play it. :)
So, Turin, have you had a chance to convert anything new now that Ruins of Azlant has completely released? I have to admit, having not yet read the RoA AP, your postings have inspired me to definitely consider using it as a Starfinder setting, and I would thoroughly enjoy seeing what you would suggest for the remainder of the Adventure Path.
In our Jade Regent game, one of the players is playing a Drow bard who wants nothing to do with the "party face" role, primarily because he was the sole survivor of one of the drow's frequent "house cleansings". He sings and plays his flute to buff us, heals with cure light wounds spells or his wand when needed, but otherwise avoids social interactions to the very best of his ability.
Any non-core race, or any core race in a highly-unusual setting (such as a goblin PC in Sandpoint, or a human/elf/half-elf on the run from someone) will generally want to avoid the spotlight, and therefore would be a poor choice for the group's interaction specialist.
I would love to see official APs added to RealmWorks. I think that the number of integrations we saw thanks to the Kickstarter stretch goals might be useful in helping Paizo to gauge the profitability of adding RealmWorks support. APs for RealmWorks could easily be another subscription service, or perhaps available as a third option for each AP module (Book, PDF, RealmWorks files).
I thought the voices from the early 2000's series on 4KIDS were better than the current Nickelodean cast. And I've quite enjoyed re-watching the original series, and thought their voice acting was quite acceptable. The video doesn't always match the voices (showing a blue-bandana'd turtle talking while listening to Raphael), but the voice acting itself was just fine. And the 4KIDS' voice acting was even better.
Having said that, how did the BBEG manage to capture two PCs? That is extremely difficult under the D&D or Pathfinder rules system.
My group had it happen where 3 PCs were captured by Fatmouth's band in the Beginner Box encounter. :D One of our members decided he wanted to GM the Rise of the Runelords Anniversary Edition, and we ran the Beginner Box module with full Pathfinder rules. Since the caverns were dark, and we had a dwarven wizard with darkvision leading the way, we ended up in a fight with Fatmouth's goblins without any lightsources when the dwarf failed both a Stealth and a Diplomacy roll to try to talk to the goblins (and was subsequently rushed and beaten unconscious in the first round).
In our case, it was player stubbornness (we were trying to be sneaky, so we didn't have any light sources handy) and rotten luck that resulted in three PCs being captured while the fourth ran away under the influence of a fear spell (or so she would have us believe ;). It did make for a memorable game, though, and Fatmouth has come back to haunt us since, giving us a memorable recurring villain. :)
That said, my group seems to be happy enough with intra-party conflict, at least to a limited degree. In pretty much every campaign we play, no matter who runs it (there are three of us that alternately - or sometimes concurrently - run games in various systems), one player ALWAYS tends to be "different" from the mainstream. Often, it's my character that is "odd man out", and not necessarily by design. I'm actually the newest member of the group, as the rest of the guys have been playing since high school (which is close to twenty years ago now for them), and some of our campaigns take place in settings that I have little knowledge of. So playing a character to whom everything and everyone is new and exciting works well, and we have a great time with it.
Done well, I think intra-party conflict provides a way for characters to grow in a role-playing, organic sense in addition to the mechanical growth afforded by levelling up. If your players are good/mature/experienced enough to separate character actions from player actions, your campaign can grow significantly more engrossing through the interactions of your various characters. We typically only get a chance to play face-to-face once a month, and whatever campaign we play tends to vary based on who can make it and what the majority wants to play, but we use forums as a way to continue our games even when we aren't at the table, and they've added a tremendous amount of character development for us.
Count me in as a HeroLab user who would be willing to pay more for HL files. While I would love to get the information for free, I wouldn't mind a "PDF and HeroLab Bundle" that charged a little extra for the HL file in order to ensure that everything from the PDF was included. That's not always easy to do (as someone who has played around with the HL editor a bit, adding a new archetype is rarely as easy as it sounds), but would certainly be appreciated.
That said, I was actually the opposite. I purchased the PDF, and was pleasantly surprised to find the HeroLab file included. This lead to a bit of disappointment that the next two New Paths documents didn't have HeroLab files included, until I read through the forums and saw that the HeroLab files were created and shared by a volunteer. I think that shows the strength of the Pathfider and Kobold community, that a user would not only take the time to create this for him- or herself, but that they would then contact the company behind the PDF and offer that datafile for distribution to the community at large. Bravo for that!
HeroLab makes things much easier for those who have a limited amount of time for prep-work, those with a LOT of characters to track, or those who just love a quick-and-easy way to try out new (or higher-level) builds for characters. It's also quite handy for those who often miss or skip the minor things, like encumberance for gold or whether you are still under the effects of the ACP and how that modifies which skills. It's certainly not a requirement for Pathfinder play, but it can make your play much more fulfilling by taking a lot of the minor inconveniences and tracking them for you, allowing you to concentrate more fully on the adventure and how your character can shine in it. :)
I think the surge in tablets/laptops-at-the-table, widespread availability of internet access, and the cratering prices of computers and consumer electronics that function like computers affords a fantastic opportunity. Since HeroLab is the officially-licensed character creation software for Pathfinder, having 3rd party publishers such as Kobold add support for it along with their products benefits everyone. If the work is unfeasable to do for free (for whatever reason, and they could be legion), I like the idea of offering the file as part of a separate offering for those willing to "put their money where their mouth is" by being willing to support the development of the things they want. Like Kickstarter, but on a much more personal scale. Just my two coppers' worth.
Looks like things are back up, guys. I just downloaded the Reign of Winter Player's Guide and my most recent subscription PDFs. Thanks for the hard work, Paizo! Now, go home and enjoy a bit of rest after your hectic couple of days. :)
Though I would like to ask that next time the warnings come with a bright red background with bold white letters. I didn't see the warning until just now.
That's PERFECT, Vic! We need one of those on the site for times like this! :D
Kevin Andrew Murphy wrote:
On the subject of delays, as a project for later (obviously not today, when the tech team is busy putting out fires) would it be possible to tweak the interface so as to check a number of different files for personalization and downloading at once? This would be especially useful, for example, when you've got a new laptop and are trying to update all your PDFs on it. Also it would be useful as housekeeping so you're not caught without a needed PDF later when there's a server error, an internet outage, or assorted other troubles.
A "check and download all my new purchases" button would also be useful rather than manually clicking to personalize each one.
Kevin, you're aware that you can click on multiple file names individually and have them personalizing at the same time, aren't you? I often do that after a subscription shipment is readied and I have multiple PDFs available at once. By the time I've finished clicking the last one, the first file is usually personalized and ready to download.
And as for browser issues, I've found that IE8 tries very hard to protect me from downloading my personalized files, to the extent that I often have to click the "Click Here" link in the "Having Problems?" box after telling IE to let the site download a file. That's why I prefer using Firefox or Chrome whenever possible, neither of which generally give me any problems getting my PDFs.
This sounds similar to the storyline behind the old "Dark Angel" TV series. Looks quite interesting, Trup. I may submit a character for consideration if you don't mind.
Who needs me when you have these other extremely helpful souls around? :)
And yes, at first blush, HeroLab does things in a way that seems not quite logical. However, after you've had a chance to play with it a bit, the logic becomes more apparent, and designing and building characters becomes much less of a chore. :)
I'm glad to help, Arknight. If I become a bother, just let me know, and I'll butt out. But if I can help you deal with a busy schedule, I like to to try. :)
If you use HeroLab for Pathfinder, I HIGHLY recommend it for MnM. If you already own HL, another dataset (for, say, MnM3e) costs another $20, which I found quite reasonable (though I went the other way - I bought HL for MnM first, then for Pathfinder). It makes building characters much simpler, and helps with the niggly little issues like minor math problems.
I put in several randomly-rolled characters in a matter of minutes, and they all added up correctly, so it was really great.
Star_Light, one thing to be aware of with MnM, is that healing is not such a big deal, and is certainly not a necessity like many Pathfinder/D&D games. Like comic books, injuries in MnM tend to put you out of action, but are rarely fatal. Even the greatest of injuries are typically healed in a matter of minutes after a combat is complete. Longer-term injuries are handled by assigning complications to a character, granting them Hero points when the GM invokes them rather than becoming a serious detriment to the character.
If healing is central to your character, it's certainly useful. But it is by no means required in a group, if you would prefer to emphasize other aspects of Starlight.
I'll jump in to help Arknight out, and apologize if I end up stepping on his toes. If I have, Arknight, let me know, and I'll butt out from now on.
2nd edition suggested taking complications, but 3e requires 2 for each character. Complications are good things, though - while they typically require a minor setback (such as a Secret Identity - if a battle breaks out while you're in your "normal" identity, you get a Hero point because you have to find a place to change), they grant you Hero points, which are awesome.
Mundane gear is bought with the Equipment advantage, which provides 5 equipment points per rank. Things like phones require 1 ep (or 2 for a smartphone), while guns, weapons, and armor tend to be more expensive depending on what you're looking for.
Freedom City (think Metropolis or New York) is practically crawling with superheroes, but in the campaign that Arknight mentioned, the West Coast has seen rather few of them. I guess the super-powered bad guys don't care for the MidWest and Pacific Coast. :)
You guys look to have a nice group going, I hope you have a lot of fun.
Xzaral, the random table is from the GM's Kit, which is available from Green Ronin or DriveThruRPG. To the best of my knowledge, no free version is available.
Also, with regards to encumberance, until you can afford a Handy Haversack or a Bag of Holding, the Masterwork Backpack is awesome. It's in the Advanced Player's Guide, costs 50 gp, and lets you treat your STR score as one higher (though only for the purposes of calculating Encumberance).
I hope that wasn't too rude of me to pop in, Joana. I apologize if it was.
What do you think of this character? I want to know what to tweak with before I post his backstory. ** spoiler omitted **...
Arknight can give his take, but at first glance, it looks like you may need to pay closer attention to your power level limits.
* Your active defenses and your Toughness (with your Hex Shield active) add up to 21, which is 1 point too high.
* Where did you get a +13 on your Hex Blast, I only see +10 from the Ranged Combat? As long as that is your only ranged bonus, then your Hex Blast is +10 (10), and falls within power level limits
* What level is Evil Eye? You're limited to Power Level in ranks of abilities that cannot benefit from tradeoffs. Also, remember that unless you add the Ranged or Perception modifiers, you have to touch your target to activate the power.
* Regeneration 20 is insane, and probably significant overkill. It also exceeds the power level (Again, it's limited to rank 10 by the power level).
I count 12 points in abilities, not 14. Did I miss something?
As a MapTool user myself, I also agree with Evil Lincoln. A barebones (free) VTT program, with free framework and low-to-moderately priced expansions (such as the types of packages Lone Wolf offers for HeroLab) and moderate-to-high-priced Adventure Path releases for the VTT (perhaps another Subscription offer?) would be fantastic. Some of the 3rd Party developers (Rite Publishing, I think?) already include MapTools-compatible maps in their map packages, this could also provide additional options for other 3PPs as well.
You could really look at any of the current Subscription lines as potential sources of paid content for GameSpace - Adventure Paths, Modules, VTT-Pawns packages, VTT-Map Packs, VTT-Pathfinder releases adding new core book options (such as Ultimate Combat/Magic/Equipment, Advanced Player's Guide/Adv Race Guide, etc) and more.
Ok. It looks like there is a lot of interest, so think I can manage a reboot of my Emerald City campaign. Here's the synopsis of the concept:
Emerald City Chronicles wrote:
Details:
- The game will take place in Emerald City, a west coast companion to Freedom City.
- The campaign will begin with the 'Silver Storm' series of modules, but will also involve stories and themes unique to the players.
- The PCs will take the place of the Sentinels as one of the very few hero teams based in the area.
It will be 3rd Edition, PL 10. Newbies to 3E are welcome, and I will gladly assist in statting out a concept or even helping randomly generate a character using the charts in the GM Kit.
I'm looking for more typical, 4-color heroes along the lines of Avengers, JLA, Youngblood or even WildC.A.T.s
Thoughts/Comments?
TC
Great campaign, I'm running that for my face-to-face group now. And we ended up with some pretty interesting characters, including "Captain Freedom" - a Captain America for the MnM scene, a Rocketeer that can use magic, and a robot sent back from the future to find the magical Rocketeer. :)
I don't believe the armor, restoration potion, or insignia were ever stated as being recovered by anyone. For that matter, no one actually stated anything about the gold, either. I assume that one of us will get the insignia and stash it in a pack, and the rest of the stuff can be put in the corpse's handy haversack with the bones if no one wants it. If no one else wants it, Solniss will take it.
You're more than welcome to the shuriken, if you want them. I figured that Solniss was the only one who could wield the katana and shuriken, but I forgot the shuriken were monk weapons as well. We can split the stack if you want a ranged attack option, you can get thirty or so and I'll take the rest. Solniss' primary ranged weapon will be her shortbow.
I might be able to get a game going, but want to see how the next week goes as far as timing and everything. I'll keep an eye on the thread, and if a game hasn't come together by then, I'll see about setting something up. Even if it has, and there's enough other interest, I'll see if I can run it. I currently run a few games for different systems IRL and am in a PbP here, so my schedule may or may not cooperate.
M&M 3e is a lot of fun, and HeroLab makes it extremely easy to build and maintain characters. While things may LOOK complicated, 3e streamlined a LOT. The only die you need is a d20, and the typical modifiers are conditional ones for +/-2 and +/-5. There are no hit points, just degrees of damage/effect and success/failure.
The rule set itself is also generic enough to support many different settings, and my group and I have run a wide variety of games using it, including Earthdawn, Vampire-esque, and sci-fi in addition to standard comic book fare. It also makes map-less games (such as PbP/forum games) much easier, since some comic powers can allow you to cover full states or nations in a single turn.
I'm working under the assumption that we are. I also pictured the four of us "newbies" not necessarily knowing that, only knowing that we were to reinforce the original and given directions to where they were last seen heading, but that may just be the way I picture things and might not necessarily reflect the actual current situation.
Whoa. Since when is phoning someone direct human contact? I suppose it is more direct than email, but its not exactly the most direct form of human contact.
True, but this thread is PG-13, so that's the most direct form of human contact we will be discussing. :)
I love rolling dice too. I miss being able to roll dice for ability scores.
I despise rolling dice for ability scores. Dice (doesn't really matter whether they are real or virtual) tend to hate me, and I always get stuck with a ridiculously low score, typically in the ability that defines my class. I built an archery ranger once and had to roll up ability scores (roll for each score, not roll all six and then assign them where you want), and I rolled up an 8 in Dexterity. I MUCH prefer buying abilities, and fixed HPs at new levels.
But "randomness" tends to be "how low can you roll" in my case, so I know that I'm special. :)
Thank you, Javell. That's what I'd been doing, but I was hoping there might be a better way. And you guys and gals have been most helpful in assisting me in finding one. :)
Yeah I would suggest you just google pathfinder golarion gods. They give you the once over on gods, best know about the god you pick. Calistria is a lustful vendictive goddess, that could spell inter-party conflict real fast. Best to be warned. xP
Will do, thanks for the tip. I'll update and post here when I have one.
Maverick, if you use the Focus button on one of the main messageboard screens, it will give you a list just of threads you've posted in and threads you've read that have new posts since your last visit. That's the easiest way to use your dot.
Ah, okay. But the thread still has to be visible, so if it's not on the front page (say, among the most recent dozen or so threads in a given group, like Recruitment), there's no easy way to track them? And there are no email updates or the like for the Paizo forums?
Thanks, therealthom, I appreciate your assistance. :)
Not at all, Maverick; still working my way down the list. The submissions I've listed on the Campaign Info tab are the ones I've read through and asked for further information on, if I need it. The final party will not be selected until Monday, at the soonest.
Happy news, then. :) I've noticed that occasionally, my posts tend to be overlooked (maybe due to the lack of an avatar), so I thought I would ask. This sounds like a very interesting campaign, I'm looking forward to seeing how it progresses even if Calathis is not accepted.
By the way, since I'm still new to the forums, would one of you kind folk mind explaining to me what "dotting" a thread entails? Most forums offer an option to subscribe to the thread so that you can see the replies, but I can't seem to find one for the Paizo boards. Am I overlooking the option some where?
Well you dont have to worship any god. If you feel the need to please stick with PF sense the setting is Golarion.
Gotcha. The primary reason I wanted one was to justify the Indomitable Faith trait, and I was looking for one that would be unusual among the drow. To that end, I was looking for mostly neutral on one axis or another, but I'm unfamiliar with much of Golarion and the drow in particular. How about Calistria? As an elven CN goddess, she probably would not be held in high esteem by the drow.
I have a half-elf ranger build that I've wanted to run for a while now that I would like to submit. I'm thinking of using the Freebooter archetype, combined with another archetype (such as Skirmisher, Battle Scout, or Trapper) depending on group needs. Here's a brief bio of him.
Calathis has never really "fit in". The son of a human ranger and an elven bowyer, he was constantly harassed as a child by the other elven children, and would spend weeks away from the city on hunting and scouting expeditions with his father and mother as soon as he was old enough to hold a bow. Learning the fine art of bow-crafting from his mother and wilderness survival from his father, Calathis disappeared on the same trip that saw his parents killed by a marauding band of orcs. He discovered an affinity for the sea during his travels, and signed on with a ship at the first port he came across. He proved an able seaman, and the game he caught during periodic port calls was well-received by most of the crews he served with.
Unfortunately, his most recent vessel has run into some money troubles, leaving him and the crew trapped in the town of Riddleport until and unless those troubles are solved. To that end, he has begun looking for ways to earn his keep during the enforced exile.
I've done some thinking, and tweaked my gear selection a bit. Solniss should be a bit more survivable now. Also, I figured out where the DR was coming from, it was apparently an additional trait granted by the Dark Sun campaign setting, which I have removed.
Revised Stats:
Solniss
Female Drow, Noble Ninja 7
NN Medium Humanoid (elf)
Init +8; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+5 armor, +1 shield, +6 Dex, +1 natural, +1 deflection)
hp 52 (7d8+14)
Fort +4, Ref +11, Will +4
Defensive Abilities Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Melee Masterwork Cold Iron Wakizashi +11 (1d6+1/18-20/x2) and
. . Masterwork Kusarigama +8 (1d4+3/x2) and
. . Silversheen Wakizashi +11 (1d6+2/18-20/x2)
Ranged Darkwood Shortbow, Composite (Str +2) +12 (1d6+2/x3) and
. . Shuriken +11 (1d2+2/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
Statistics
--------------------
Str 14, Dex 21/23, Con 12/14, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 24
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Wakizashi)
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +16, Bluff +13, Climb +14, Diplomacy +12, Disable Device +18, Disguise +14, Escape Artist +16, Perception +13, Sleight of Hand +16, Stealth +21 Modifiers Ki Jump (Running Start), No Trace +2
Languages Common, Elven, Undercommon
SQ Bandages of Rapid Recovery, Ki Movement, Ki Pool, Ki Stealth, Poison Use, Poison Use
Combat Gear +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Darkwood Shortbow, Composite (Str +2), Masterwork Cold Iron Wakizashi, Masterwork Kusarigama, Shuriken (10), Silversheen Wakizashi; Other Gear Amulet of Natural Armor +1, Bandages of Rapid Recovery, Bedroll, Belt of Physical Might, DEX & CON +2, Caltrops, Candle (2), Chalk, 1 piece, Climber's kit, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (37 @ 53.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
Special Abilities
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Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
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Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.
Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.
When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.
Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
BAB +7, Dex +6, +2 Longbow, +2 Weapon Training(Bow), +1 Weapon Focus(Longbow), +1 Point Blank Shot.
19/14 With Point Blank Shot, 18/13 Without it, 17/17/12 Rapid Shot+Point Blank Shot, 16/16/11 just Rapid Shot. Manyshot for all of these, it adds another arrow on the first iterative attack.
Cavern Snipers get Weapon Training for only one weapon group, but get +1 more than they would otherwise get.
Do note that I do not have Deadly Shot yet, so those arrows are not terribly damaging.
Damage Calculation is 1d8+4(Composite)+2(Enchantment Bonus)+2(Weapon Specialization)+2(Weapon Training)+1(Point Blank Shot).
So 10/11 +1d8(average 4.5) equals 14.5/15.5
Laele Tuin is a non-caster archer. Ignoring her 3 skills and her racial abilities, supported though they may be by the Cavern Sniper alternate class, her only contribution to combat is consistent damage. She has no excuse whatsoever that would justify being bad at it.
Neat. I'm still fairly new to Pathfinder, so many of the options are not second-nature to me. Nice damage possibilities. :)
You should consider picking up Common, where did you get DR 15/magic? Also what role do you see your guy playing?
Switching Drow Sign Language for Common is easy enough.
I use the HeroLab program for building characters, especially those whose races/classes I don't know very well (or if I intend to play around with gear on), so most likely it is either an artifact of one of the magical items I was playing with before making my final gear choices, or it's simply a bug in the program. I don't see anything that actually grants me DR 15, so that line can be removed.
As for party roles, I see her being useful as a scout, an infiltrator, a flanking buddy, and a liaison with non-Drow in the absence of a bard or other "face" character. She can disable mechanical traps, deals decent damage (especially with 4d6 sneak attack and the ability to go invisibile at least once an encounter), and has a wide variety of skills. While Disable Device makes sense for an infiltrator in my mind (you might need to disable traps or open locked doors to find what/who you are looking for), I can certainly change some of the skill points around to build up another skill if there is no need for it.
Laele Tuin wrote:
@3 Laele Tuin will use her 17/17/12 for 4 attacks with average 15 damage each to deal damage. She will also dispense Darkness/Deeper Darkness across the battlefied as a swift action so the party always can take advantage of everyone having Darkvision.
Laele, I know I'm not terribly familiar with drow, but how do you get four attacks at 17/17/12 with a BAB of 7, a +6 Dex mod, and a +2 composite longbow? Isn't that 15/10, or more attacks at lower bonuses when using feats like Multishot or Rapid Shot? Or have I missed a rule somewhere that says composite longbows let you add both Strength and Dex to your attack?
I'm interested in joining. How about this character?
SOLNISS CR 7
Build:
Female Drow, Noble Ninja 7
NN Medium Humanoid (Elf)
Hero Points 1
Init +7; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16. . (+5 armor, +1 shield, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +4
Defensive Abilities Uncanny Dodge; DR 15/magic; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft., Light Steps
Melee +1 Agile Wakizashi +10 (1d6+6/18-20/x2) and
. . +1 Keen Wakizashi +10 (1d6+2/15-20/x2) and
. . Unarmed Strike +10 (1d3+2/20/x2)
Ranged Shortbow +10 (1d6/20/x3) and
. . Shuriken +10 (1d2+2/20/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
STATISTICS
--------------------
Str 14, Dex 21, Con 12, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 22
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Wakizashi
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +15, Bluff +13, Climb +12, Diplomacy +12, Disable Device +17, Disguise +14, Escape Artist +15, Perception +13, Sleight of Hand +15, Stealth +20 Modifiers Ki Jump (Running Start), No Trace +2
Languages Drow Sign Language, Elven, Undercommon
SQ Hero Points (1), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Poison Use (Ex)
Combat Gear +1 Agile Wakizashi, +1 Keen Wakizashi, +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Shortbow, Shuriken (10); Other Gear Bedroll, Caltrops, Candle (2), Chalk, 1 piece, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (35 @ 47.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Arrows, Flight - 0/10
Dancing Lights (At will) (Sp) - 0/1
Disguise kit (10 uses) - 0/10
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Everburning torch - 0/1
Ki Pool (Su) - 0/5
Rations, trail (per day) - 0/7
Shuriken - 0/10
Suggestion (1/day) (Sp) - 0/1
Sunrod - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (15/magic) (Su) You have Damage Reduction against all except Magic attacks.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
--------------------
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.
Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.
When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.
Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.