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* Pathfinder Society GM. 404 posts (8,855 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 22 aliases.


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Have fun going crazy, ladies and gents.


On that topic, I didn't really distribute skills so far. But there is a modicum of intent behind the decision - some coordination with other players. Assuming I make the cut, of course.

That said, I will not muddy the waters here and keep the thread clear for actual applications. Good luck, everyone, and see you on Saturday.


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This is an optional rule, but if 3 or more stats are below 50, some keepers may allow a full re-roll.


Alright, I made something. Let me know if that hook works for you. I, um, took some liberties.

~~~~~~~~~~~~~~~

Catherine Callahan is a pale, wiry woman in her mid-thirties whose sharp angles and tired green eyes make her look older than her years. Her red hair is usually pinned back in a severe twist, more out of habit than style, and her thin metal-framed glasses lend her a bookish, clinical air. She moves with a kind of nervous precision: every gesture small, contained, as though she’s trying to take up less space than she occupies. Though her health has always been fragile, she hides it well behind long hours, rigid discipline, and a stubborn refusal to appear weak in front of anyone.

Socially, Catherine wants very badly to fit in, but she simply never learned how. Her quiet voice and awkward manner make people underestimate her, and she often tries to bridge that gap with generosity: small gifts, paid lunches, favours she can afford only because she lives frugally and has no spouse or children of her own. The sincerity is real, though the execution is sometimes clumsy. She keeps trying, anyway.

She resides in the household of her older brother Neil Callahan, a seasoned detective in the Brooklyn PD; his wife Eileen, a homemaker with a warm but watchful personality; and their son Evan, a twenty-two-year-old baker who is the first to make her laugh on most days. After graduating from Boston University School of Medicine, Catherine struggled to secure a position. Her aloofness and frail appearance often overshadowed her skill. Neil stepped in, pulling strings at the precinct morgue and vouching for her competence until she was taken on as a mortician and, eventually, a full forensic surgeon. She has worked under the NYPD umbrella ever since, grateful for the chance and determined not to let her brother down.

Catherine met Professor Elias Farnwright only once, and only because an act of exchanging favours between Columbia University a the City Hall. A strange corpse had surfaced at an archaeological dig in the Coastal Lowlands of New York State. A body far older than the site’s timeline allowed, preserved in a condition that none of the researchers could adequately explain. Farnwright formally requested a forensic surgeon from the city who could examine the remains without damaging them, and the assignment found its way to Catherine.

She travelled upstate, expecting a routine consultation. Instead, she found Farnwright standing beside a narrow excavation trench—and a corpse that was human only in the broadest sense. Its bones were subtly misproportioned, the joints articulated in oddly flexible ways, and the preserved tissue seemed resistant to decay beyond anything she’d encountered. Farnwright watched her work with unnerving intensity, scribbling notes and prompting her with highly specific anatomical questions that no ordinary archaeologist would think to ask.

Catherine conducted the examination meticulously and returned to Brooklyn with a report that was factual but cautious, deliberately avoiding speculation. In the weeks that followed, Farnwright sent her three letters requesting clarification on certain structural details. She responded each time with crisp professionalism. After the final exchange, the correspondence stopped. The corpse vanished into academic storage—or so she assumed—and Farnwright receded into memory.

That was the extent of their relationship. Now, years later, a telegram arrives. She is invited to his memorial and to the reading of his will.

A man she barely knew, a corpse she never fully understood.


Okay, I will try to pitch something for each of them. Let me know whether these work:

Aviator/Mechanic - met Farnwright on a night road in the recent past. The professor's ride broke down and the character happened to move through and provided a fix, then gave Farnwright his details to arrange some form of reimbruisment. I see a pilot submission above, and don't want to step on any toes. Scratch this one.

Reporter/Photographer - character was working on a piece describing the cooperation between Columbia Uni and the American Museum of Natural History (established 1869). The character interviewed some of the faculty, Farnwright being one of them. The professor kept the cutout column, seeing the PC's name regularly, even if only in passing.

Forensic Surgeon - I am having a bit of trouble with this one. Can we say that Farnwright employed a medical examiner to "autopsy" a mummified body (from a dig) at some point, and that was their one and only interaction?

Nurse - I don't know whether Farnwright has children, but if he does, they could have tried to arrange a regular house nurse service for him (introducing the professor and the PC in the process), but Farnwright promptly nipped that for whatever reason.


Do we have free reign in creating the tie-in with Farnwright? Within reason, of course.


I realised I have made a calc error in the INT line. Fixing.

STR: 3d6 ⇒ (2, 5, 4) = 11 * 5 = 55
CON: 3d6 ⇒ (3, 3, 2) = 8 * 5 = 40
SIZ: 2d6 + 6 ⇒ (4, 1) + 6 = 11 * 5 = 55
DEX: 3d6 ⇒ (5, 3, 2) = 10 * 5 = 50
APP: 3d6 ⇒ (1, 4, 2) = 7 * 5 = 35
INT: 2d6 + 6 ⇒ (4, 5) + 6 = 15 * 5 = 75
POW: 3d6 ⇒ (2, 2, 6) = 10 * 5 = 50
EDU: 2d6 + 6 ⇒ (4, 6) + 6 = 16 * 5 = 80
Luck: 3d6 ⇒ (3, 4, 6) = 13 * 5 = 65


STR: 3d6 ⇒ (2, 5, 4) = 11 * 5 = 55
CON: 3d6 ⇒ (3, 3, 2) = 8 * 5 = 40
SIZ: 2d6 + 6 ⇒ (4, 1) + 6 = 11 * 5 = 55
DEX: 3d6 ⇒ (5, 3, 2) = 10 * 5 = 50
APP: 3d6 ⇒ (1, 4, 2) = 7 * 5 = 35
INT: 2d6 + 6 ⇒ (4, 5) + 6 = 15 * 5 = 90
POW: 3d6 ⇒ (2, 2, 6) = 10 * 5 = 50
EDU: 2d6 + 6 ⇒ (4, 6) + 6 = 16 * 5 = 80
Luck: 3d6 ⇒ (3, 4, 6) = 13 * 5 = 65

Age 20-30 - 20s or 30s (20-39 years of age): Make an improvement check for EDU.

Edu vs 80: 1d100 ⇒ 2

Damage Bonus None
Build 0
Hit Points 40+55/10 = 9
Movement Rate Mov 8

Occupation - With these rolls, I am thinking about these:

Aviator - aeroplane mechanic doing airship sightseeing flights on the side
Reporter/Photographer - freelancing, always looking for a story
Forensic Surgeon - medical examiner in training, employed by the city and/or police force
Nurse - a home nurse (Possibly employed by Farnwright?)

Let me know whether any of those work for you.


Hey there. Interest dot. I'll bust open the handbook tomorrow and see what I can make.


Good luck, indeed. Let's see who walks the plank.


Yeah, there's also that. But that is assuming I make the cut, so no promises.

Note to self - Fix language selection if I get in the game


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If it fits the vision of the character, do it. That's what archetypes are for, after all.


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All right, everyone, here's my boy, Aamu Madha - a wisened (not mechanically) Vanara historian with a monastic background. Originally a student of history and jungle guide, he ended up passed out on the floor of a questionable establishment in Port Peril. How did this happen? See below.

I have made this LN Monk to offer some support to the frontline. I plan on pulling pants off the enemies (dirty trick) and turning the enemies into pretzels (grappling - chart provided).

As for ship roles - the man can climb. So I would assume rigger? We can talk about that, no trouble.

Visuals:
Aamu is a middle-aged vanara, his once-deep brown fur streaked through with threads of gray that gather most heavily around his muzzle and the crown of his head like the first mists of dawn. His eyes are a warm amber, bright with curiosity even behind years of quiet discipline. The fur on his face and hands has thinned slightly with age, revealing dark, expressive skin beneath. A face prone to thoughtful smiles and long silences before speech. He dresses in the flowing attire of his Mwangi monastery: wide-legged pants of deep marigold and crimson, wrapped with a sash of turquoise silk. Over these, he wears a light, robe-like garment that flares almost like a skirt when he walks or sits cross-legged, the fabric catching light and movement alike.They mark both celebration and reverence, echoing the aesthetics of his order.

He carries himself with an easy, deliberate grace. The quiet poise of one who has trained body and mind in harmony. A simple string of prayer beads hangs from one wrist, worn smooth from years of touch. His tail moves constantly, betraying thought and focus, flicking or curling when he reads or debates historic events. An aura of pensive calm surrounds this man, hinting at depths of contemplation, tempered by a gentle warmth. He seems to view the world as both a mystery to be studied and a feast to be savored. The scent of spice markets, the laughter of children, the sound of an evening rain. He takes quiet joy in these things, though he never clings to them. Beneath that appreciation lies a deliberate stillness of a man who has tasted life’s flavors, but chose a stoic path, finding contentment not in abundance, but in balance.

Story time:
Born beneath the dense canopy of the Mwangi Jungles, Aamu grew up among vines, roots, and ancient stone. A child of both wilderness and wisdom, his early years in the monastery were filled with lessons of balance, patience, and contemplation. Yet between meditations and scrolls, he found freedom in climbing the towering trees that surrounded his home. His body grew strong and sure-footed, his tail as much a tool of movement as of thought. As part of his scholarly training, Aamu devoted himself to the study of history. Not merely the stories written by victors, but the truths buried beneath moss and ruin. His monastery, though ascetic, occasionally served as guides to explorers and scholars seeking relics deep in the Mwangi interior. Aamu became invaluable in this role, equal parts pathfinder and philosopher. He learned to read the jungle’s moods, to trace the language of stone and vine, and imagined how civilizations rose and fell like the monsoon tides.

Among his studies, the legends of the Ghol-Gan empire seized his imagination. The idea of a lost cyclopean civilization: vast, mysterious, and long forgotten, called to both his scholarly curiosity and his monkish sense of duty to preserve knowledge from oblivion. With the blessing of his order, Aamu left the monastery, following whispers of crumbling ruins scattered across the Shackles.His journey led him to Port Peril, the notorious pirate haven, where a contact promised to sell him a weathered map said to lead to ancient Ghol-Gani vaults. He met the contact at a raucous tavern called the Formidably Maid, but the drink there was stronger than he anticipated. Somewhere between his second and third cup, the world went black, and Aamu’s carefully planned expedition began to unravel before it even started.

Crunch:
LN Male Medium Vanara Sensei Monk 1
Init 3; Senses Perception: +8 Low-Light

Defense
AC 18, touch 18, flat-footed 14
HP 10
Fort 4; Ref 5; Will 6

Offense
Unarmed Strike +3 (1d6+1) Bludgeoning

Speed 30 ft.
Climb 20 ft.

Statistics
Str 13, Dex 17, Con 15, Int 13, Wis 18, Cha 8
Base Atk + +0; CMB +1; CMD 19

Skills
(* background)
-------
Acrobatics +10
Climb +13
*Knowledge (History) +6
Perception +8
*Profession (Sailor) +8
Stealth +9
Survival +8
Swim +5

Feats
Unarmed Combatant (Combat) - Monk 1
Improved Grapple
Improved Unarmed Strike

Dirty Fighting - Level 1

Dodge - Monk Bonus 1
Dodge
Mobility

Stunning Fist - Monk 1

Feat Specifics
Unarmed Combatant (Combat)
You are skilled at grappling and fighting while unarmed.
Prerequisite: Dex 13.
Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

-------

Dirty Fighting (Combat)
You can take advantage of a distracted foe.
Benefit: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

-------

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

-------

Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Unarmed Combatant, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Class Features

Vanilla Monk wrote:

Weapon and Armor Proficiency

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Sensei wrote:

The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Skills: A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex)
A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex)
At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.

Mystic Wisdom (Su)
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).

At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round. This ability replaces the bonus feats at 6th, 10th, and 14th level.

Racial Traits

+2 Dexterity, +2 Wisdom, –2 Charisma
Vanaras are agile and perceptive, but are also rather impish and mischievous.

Vanara
Vanaras are humanoids with the vanara subtype.

Medium
Vanaras are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Vanaras have a base speed of 30 feet and a Climb speed of 20 feet.

Low-Light Vision
A vanara can see twice as far as a human in dim light.

Nimble
Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.

Prehensile Tail
A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Languages: Vanaran, Taldane, Polyglot, Cyclops
Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following languages: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Traits
Acrobat (Basic - Social)
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Jungle Guide (Region - Sargava)
You’ve made your living outfitting and guiding expeditions deep into the Mwangi interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.

Ancient Explorer (Campaign)
You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Sigh. If only there were Vanara avatars on these boards.


Sweet, thanks for the confirmation. Well, now that we have confirmed I won't get keelhauled for the alignment, I have a concept in mind.

I'll jot down some words and post later today. Are you okay with Vanaras? Mwangi jungle guide turned treasure hunter?


GM, how would you feel if I went a BIT against the grain and made a monk?

I am specifically referencing the lawful alignment restriction.


Oh, alright. Second set coming right up.

4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (5, 5, 3, 1) = 14
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (5, 3, 4, 6) = 18
4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (1, 3, 3, 2) = 9

4d6 ⇒ (5, 5, 2, 6) = 18

13, 13, 10, 15, 15, 8 16

Well... that certainly is an improvement. I will retreat to the drawing board and return with a proposal.

Ahoy for now.


I could give this a shot. Let's see.

4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (6, 1, 5, 5) = 17
4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (3, 1, 4, 1) = 9

4d6 ⇒ (3, 2, 5, 5) = 15

14
6
3 13
16
6
8

Ahahah, oh my. I mean I could maybe make it work. Maybe. I'll see what I can come up with.


Fair enough. Will leave things as they are for now, and see how mangled we get. Was there anything else you needed from me? What would you prefer to have in the post header? Status tags, etc?

As for other stuff, I am in Europe, so if you are super active throughout your evenings, there could be issues with timezones, but other than that, I do WFH, so I can post on a daily basis.

If I am to become unavailable, I will give you a notice in advance, but that happens very rarely.


I feel you. I just recovered from a deadly case of the man flu myself. Get well soon.


Alright, everyone. Good luck. I see some nice ideas here, and will check in tomorrow.

Small print: Reserving the right to make minor adjustments if picked to be more cohesive with the party. I will consult any such POTENTIAL changes, Sarah. No worries there.


Alright. So I know NOTHING about Magnus Archives. Should I read up on that a bit? Or can you give a brief rundown of what you are intending to do initial scenario-wise?

So that I can start looking into investigator options Or rather what should be avoided? For example, (picking a random occupation here) a Mountain Climber would make no sense in this setting.


Interested, but there is a caveat. I may need a refresher on character creation .The last CoC game I was in was years ago, fairly brief, and I had a lot of help from our keeper creating the characters (I was new to TTRPGs at the time).

But if that's a hurdle you're willing to jump over, hell yeah let's go.

Reading the investigator's handbook as I write this.


GRIM*! Gaming Network wrote:

Recruiting for Starfinder Society Scenario #1-02: Mystery of the Frozen Moon. I'll have the game thread up Sunday or Monday

VampByDay has a reserved seat; all the other seats will be first come. Until I get the game thread set up, you can just reply to this comment.

If you still have slots, I dabbled in the playtest and liked the character I made for it. I'd make the plunge into organised play again.


I'll bite. I have the same questions as Thaumascourge. Are you using any variant rules? What are the pre-picked people going for in terms of party roles?


Sarah the GM wrote:

@NotEspi - Ah, but as my old GM told me "Only named NPCs count!"

Feel free to add as much or little information as you like, there's no obligation to write entire paragraphs on people who may or may not even feature in the plot :)

Hmm. Alright. I'll leave it as it is for now. If you need more, you know where to find me.

For now, Taniel Sea and Basher Wax will have to be enough. Personality and role-wise, I will say that the inspirations for both of them are in THIS IMAGE. Bottom middle and top left respectively.


Sarah the GM wrote:
@NotEspi - Great, I think we're getting there! One more question: what about the 8 who went in and haven't been seen since? Anyone there that Shamsi had ties with or would miss? Or maybe is secretly glad they're gone?

I think the proposed backstory suggests they we a well oiled machine, so friendly relationships at least.

I know I am giving you a lot of ammunition here. Go ham.

An entire family and 10 people she cares about + 1 rowdy avian.

If you want me to save you trouble, I can come up with the names and some semblance of personality/purpose in the team.


@Sarah

Sounds good to me.

As for the two named members of the Briney Dozen, I would go with good friends.


Sarah:
Thanks for the feedback.

Quote:
First, you left the story on a cliff hanger which is probably intentional but I'm not sure what you want in terms of resolving it. Are you planning to have that lead in to the opening scene of the game?

The cliffhanger is set up to be tied to the opening scenes of the game, yes. Since I am not exactly sure how the entire thing starts. I may have a suggestions for you, but I am not sure whether they would apply. (see below)

Quote:
Second, which is related to the first, your Quest on escaping the guild isn't very likely to see much action after the first part of the AP. Without wanting to spoil things, youre going to be moving around Taldor a lot and you'll be out of Oppara very quickly. My worry is that you'll be left with a Quest that is just hanging there and not giving you any chance to earn XP.

In this case, escaping might not necessarily mean relocating. It could also be obfuscating one's presence, or gaining allies that would act as a deterrent for the time being (cough Martella Lotheed cough). Potentialy related to this, I was checking the timeline for War of the Crown AP (to find out how long Taldor and Qadira had a truce, pinky-promise), and the first line is:

Quote:
The War for the Crown was a civil war of succession in Taldor that occurred in 4718 AR. It began with Grand Prince Stavian III ordering the murders of half of the Taldan senate (...)

Soooo, I put in a little thing for you, in the form of a list of people to kill that happened to end up in her hands. What happened to the 8 members of the Briney Dozen that went into the house to do the heist? Who knows, but at least they did give the bird the list they stole. Somehow.

And who is this mysterious man who introduced himself as Callio Scapula?
Is it someone who opposes the Grand Prince, figured out this "cull the senate" plan and made a counterplay?

Is Scapula after Shamsi now? Is Scapula's organisation the guild in the quest?

Can we say that finding this list of names to be murdered is what finally broke the camel's back. Shamsi has witnessed the contrast between the living conditions in the poor and wealthy, and is fed up, finally, the young reformer trait comes into play:

Quote:
Young Reformer: Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken

And I don't know if Shamsi actually knows -of- Martella Lotheed. I am envisioning Lotheed as someone working from behind the curtain. But Shamsi definitely wants to approach someone with influence, so maybe her name is on the list, and that's where they meet?

LMK


Alright. I got a minor lore dump. I will split it into sections. First, a name and a little visual. (Yeah, it's AI. I can't draw to save my life.)

Shamsi al-Khay:
At first glance, Shamsi al-Khay obviously isn't of Taldane ancestry. Despite being born in Oppara, this mid-20s woman's skin colour shifts between tones of limestone and honey, depending on the amount of recent time spent in the sun. Her dark brown, wavy hair flows down to her shoulder blades. Her inquisitive chestnut eyes scan her surroundings as she traverses the city districts via canals, dark alleys and rooftops. Her clothes consist of layers of beige, almond, and hazelnut tones, though the fabrics have seen better days. Her left arm is wrapped in cloth secured by scratched leather straps. People who know Shamsi know the origins of the scratches. Her beloved pet - Saada. A male kestrel, small by stature, but with a large personality. In fact, Saada often flies off to gods-know-where, but he either comes back to Shamsi, or she finds him after a long enough time has passed to start worrying.

The al-Bitar family:

Father - Hirmand
Mother - Pareeva
Brothers (Twins) - Parsham and Karimund

Shamsi's blood family lives in Eastport. While it may seem like a bad part of town with its wooden construction, it is actually an upgrade from the good old Narrows. Some money appeared in their house once, with a note from their estranged daughter. Not a fortune, but enough to get out of the Narrows.

Hirmand works as a carpenter in the docks, and Pareeva has a mobile bread stall. The twins both run deliveries for the local bakeries, purchase products at a discount and forward them to their mother. While they are an enterprising family, many people in Oppara frown at the southerners, proving that Taldane collective memory is quite good, but come on, guys, it's been over a century. Move on.

Anyway, you may have noticed that their nisbah (a surname-ish thing) does not match. This is because Shamsi opted not to endanger her kin when she was transitioning to the path of a career criminal. Shortly after joining the Briney Dozen, she cut ties. Name included.

Speaking of Career:
Living in the Narrows is tough, and it was no easier when Shamsi's mother miraculously survived the birth of twin boys. Her father, Hirman, was a carpenter, taking whatever jobs came his way - fixing broken doors, repairing roofs that were falling apart, and sometimes even patching walls that had started to collapse.

But people in the Narrows only pay what they have, and that was never enough to feed five mouths. Pareeva had to tend to the younger children, so Shamsi had to step up. And what can a late-teen girl do in the Narrows? Well, you don’t really want to know. She started picking pockets. First at the edges of the Narrows, then in the Port districts, and eventually in Crownsgate itself.

The girl could hide in a crowd. Not always perfectly, but she was never caught. Shamsi wanted to climb higher, to leave behind the rickety cots of her childhood. She looked at the houses in Canal Row, not polished marble, but still a world apart from the Narrows. She searched for accomplices, and she found them, joining a group known as the Briney Dozen. The numbers didn’t add up. Even with Shamsi, there were eleven of them. Perhaps someone had died. Twice. Better not think too hard about it. It was a catchy name.

The Briney Dozen had a rhythm. They had plans, skills, courage, and above all, each other’s backs. They carried out jobs in Crownsgate, Canal Row, and Grandbridge. Nothing reckless. No need to poke a sleeping lion.

For years, they worked independently, and Shamsi managed to save enough to move her family out of the Narrows. But Eastport was not enough. Around this time, a fence suggested they contact a local named Callio Scapula. The Dozen dressed in their finest and went to the edge of Lionsgate. They met a finely dressed man, probably someone of influence, probably not named Callio Scapula. At least that’s what Shamsi assumed.

Scapula offered them a job. Just one job. The kind of job that promised the last score, the kind of money that could set them for life. "There’s this house in Imperial Square. Find a way in, search for some important-sounding paperwork, probably hidden under floorboards or some other clichéd spot, bring it to me, get paid, and you’re set for life. Super easy, barely an inconvenience."

Shamsi felt uneasy. She wanted time to plan. Scapula refused. It had to be done that night. The papers were moving, and they could be gone by morning. They voted. Shamsi said no, Taniel Sea said no, Basher Wax said no. The rest wanted in. The three of them left the building and returned to the Narrows, grabbing a cheap drink and finding a place to sleep. Shamsi sent Saada, her pet bird, to keep watch on the rest of the gang, just in case.

Sometimes, that kind of caution pays off. The next morning, Shamsi awoke to find Saada perched nearby, a tiny leather scroll case tied to his leg with a short string. She took it, opened it, and her eyes widened as she read. She looked at Saada.

"Well, someone should see this."

She stood, turned east, and saw the sun rising over Senate’s Hill. In her hand was a kill list containing the names of prominent figures as she began moving toward the eastern districts.

Theme cards:
Companion: Saada (Kestrel)
Power: Linked Minds
Power: Acrobatic
Weakness: Roamer
Quest: "I should really train this bird more."

People: Friends in Low Places
Power: Back-Alley Brawling
Power: Improvised Hideout
Weakness: Second Class Citizen
Quest: Improve the family's standing.

Skill or Trade: Infiltrator
Power: Sneaky
Power: Observant
Weakness: Distrusted by Highbred
Quest: Find someone to place your trust in.

Trait: Clever
Power: Polyglot
Power: People Reader
Weakness: "Sorry, kid, but you know too much."
Quest: Escape the guild.

And I guess that's my submission, maybe done? Let me know.


Well, I had the same thought a few days back and added Back-Alley Brawling into the mix. So there is something there, but it's not a focus.


Quote:
@NotEspi - I'm going to take back something I said before, based on the words of a GM I gamed with - I would prefer you not use the "Qadiran scum" drawback. It means you literally only gain XP in that theme by having something racist happen to you and as the GM who has to make that happen, it's just going to depress the hell out of me.

Sure, not an issue. As long as I can still be Qadiran. ^_^

How about this. The bird likes to meander in the area, and I would need to go find it. Climb buildings, jump from roof to roof.

Acrobatic?

So how about this update on the companion card?

Echo (Kestrel)
Power: Linked Minds
Power: Acrobatic
Weakness: Roamer
Quest: "I should really train this bird more."


Hahah. What am I, Disney corp? Go ahead.

@Oceanshieldwolf - Some examples were linked here.


Oh, she's Keleshite? I didn't see that in the player guide. Okay, okay. I'll sleep on it.

Re:Brotherhood of Silence - Looked them up, and it seems like it's a big player. I would start smaller, then perhaps move up. I'll think of something and give you my notes.

Re:Theme cards - I did some updates, see below.

Meanwhile, updated theme cards:

Companion: Echo (Kestrel)
Power: Linked Minds
Power: Sharp Talons
Weakness: Qadiran Scum
Quest: "I'll care for you while I draw breath."

People: Friends in Low Places
Power: Back-alley Brawling
Power: Improvised Hideout
Weakness: Second Class Citizen
Quest: Improve the family's standing.

Skill or Trade: Infiltrator
Power: Sneaky
Power: Observant
Weakness: Distrusted by Highbred
Quest: Find someone to place your trust in.

Trait: Clever
Power: Polyglot
Power: People Reader
Weakness: "Sorry, kid, but you know too much."
Quest: Escape the guild.

If you can work with this, I will start adding details to the background.


Yeah, it made sense in my head when I was making them. I was bouncing off a skeleton of a backstory I did not provide.

To elaborate:

The backstory tie-ins:

I was contemplating a familiar-ish creature to help this character with the information gathering stuff. I chose a falcon, as falconry has a long tradition in our real life Arabic culture. (Falconeer theme)

This moved the origins of the character to Qadira, since Taldor had a long conflict with that part of Golarion, and I read in the player guide that the locals still have some issues with Keleshites or their descendants.

So the character's family (the "unusual" full family - father, mother, a pair of siblings) essentially lives in slums due to their origins, trying to make due but they keep being pushed back down when the catch a break because Qadiran origins. (Qadiran scum)

So this character is forced to make some quick money from a young age, going to usual route - small-time crime (cloak and dagger theme). They don't live with their family anymore (to not throw suspicion their way), and are kind of squatting around town. In sewers, on rooftops, in abandoned buildings at the docks, etc (Improvised hideout).

So they work for some local crime organisation, but are of a curious mind. At some point, they read/overhead/see something they should not, and has to get scarce. (Weakness: "Sorry, kiddo, but you know too much." + Quest:Escape the guild)

So they SOMEHOW (I admit I did not figure out this part yet) end up working for another shady organisation, but this time their strings are pulled by one of the govt' more clandestine actors. Perhaps even unbeknownst to this new organisation. They might just be sabotaging other crime syndicates and consider it a turf war.

So that's about where I got. Hope that sheds some insight. I have more notes in the specific spoilers.

Friends in low places:
Quote:


I think I see how the theme tag and the "I know a guy" tag would be used. I don't know when you'd use the "improvised hideout" tag, can you give me some suggestions for how it would be used to help you on an action roll?

The "second class citizen" weakness looks straightforward. The Quest looks fine too, I can see some choices having to be made between what's best for family and what's best for the mission :)

Improvised hideout would be something like finding a place to sleep or hide quickly when the situation calls for it. I tried to go for synergies here, at the cost of not being a jack of all trades, but instead trying to apply more tags to rolls when it makes sense narratively. In this case, it would be improvised hideout + get off the street, etc. Hope that makes sense?

Falconeer:
Quote:

Sounds like this is more than a pet, some sort of familiar? The "sharp talons" tag is simple enough, I can see that coming into play for combat. The "linked minds" is a bit more complex but it will do.

The "Qadiran scum!" weakness - is your character Quadiran, or are they prejudiced against Quadirans? Also, I'm not sure how this weakness ties into this theme. How does having a falcon and being Quadiran relate?

The Quest isn't one I can see you marking as a Milestone very often, unless it's your plan to have a theme that you will be marking Abandon on quite regularly?

Yes, the bird would be more akin to a familiar than a simple pet. The linked minds tag is for something like the ability of the character and the familiar to be able to communicate reliably, perhaps even share senses. Let me know if that works for you.

Qadiran scum - yes, the character is of Qadiran origins, and Taldor supposedly doesn't like them that much. That's why one of their quests is to raise the family status.

Yeah, the quest is a WIP. I kind of walled myself in with this one. I need to think on it some more, but I'm very open to suggestions.

Cloak and Dagger:
Quote:

I can see "sneaky" having a lot of use, I'm not sure about "get off the street!" Can you give me a bit more detail of what that one might be used for?

I'm also wondering how the "recluse" weakness would come into play, you only get XP by having the weakness used against you and so it would help if I understood how that could happen. Also, I'm not sure that "recluse" and "friends in low places" is fully consistent but if you're happy that your character fits both then go for it.

The Quest "uncover a plot" will definitely see use in this AP! I guess I'm wondering if you would ever mark Abandon on this one? It may not matter of course but I'm just throwing that out there.

I guess recluse is not the right word. What I had in mind was something like Mistrusted in high circles, if that makes sense.

The plot quest - I could link this to the guild they are running from somehow. Again, more than willing to do a back and forth and see what we end up.

Clever:
Quote:

Again I can see how that tag would be used, and the "polyglot". I don't know how "book scrounger" would be used in play, can you give me an example of what action(s) that might help with?

The weakness is nicely evocative - and that quest, ok you had my interest but now you have my attention :D

Tell me more about this guild you need to escape!

book scrounger - yeah this is another WIP. I would actually like to switch it to something like Discern intent.

Guild - I dropped some details up in the backstory spoiler. I can expand on it, if we want to.

So yeah, this was a a very quick draft and I wanted to bounce ideas off of you to see what's workable and what needs changes. Love the feedback. Hope my comments help.

I have also found a neat tool. It looks simple enough to use. THIS is what it looks like for this particular character.


Alright, well. I have four theme cards for you. Let me know your thoughts.

Spoiler:

Quote:

People: Friends in low Places

Powers:
-Improvised Hideout
-"I know a guy"

Weakness: Second Class Citizen

Quest: Improve the family's standing

Quote:

Companion: Falconeer

Powers:
-Linked Minds
-Sharp Talons

Weakness: "Qadiran Scum!"

Quest: Operate an aviary

Quote:

Skill or Trade: Cloak and Dagger

Powers:
-Sneaky
-"Get off the street!"

Weakness: Recluse

Quest: Uncover a plot

Quote:

Trait: Clever

Powers:
-Polyglot
-Book Scrounger

Weakness: "Sorry, kiddo, but you know too much."

Quest:Escape the guild


Alright then. Well, I don't know what you need from candidates, but I was looking at the player's guide for inspiration, and like the young reformer background/trait. That said, DIBS!

So I am considering an information procurer type. Someone who grew up in a bad neighbourhood, but knows (or knows how to contact) people in those circles. So kind of a streetwise fellow working for one of the nobles to keep a finger on the general mood and sentiments of the commoners. A field agent for one of the spymasters, I guess. I was thinking about integrating some sort of animal into the mix. Something like a pet (familiar?) rat or bird to help with the information gathering part of the job.

As for the player (me), I've been playing rpgs for about 15 years at this point. A bit longer if we're talking about crpgs. I dabbled with a few systems, then settled on Pathfinder (switched to 2e soon after release). I run tables these days, but I prefer to do that live. I mostly use these boards to scratch the player itch.

I can post daily (with a heads up for short periods of absence), but I am completely new to Legend in the Mist. That said, I've had it in my sights for a while and would like to give it a shot.


Sarah the GM wrote:
@NotEspi - I'm still a beginnier at this game too, although I was part of one that looks like it has just died. I'm happy to help you learn it but it would be ideal if you have a copy of the rulebook for yourself.

That is fine. I was honestly waiting for the physical print to purchase the book, but if I am picked for this table, I will get the PDF.


I am interested in this system, and as it is pretty much the best method, I would love to learn it during play.

Consider my name pinned to the board.


Have fun, folks!


Hey there! Getting right into the meat here, but just wanted to say hi.

1) What draws you to this game, with all of its potential pitfalls, in particular?

An actual sandbox is very rare to come by on these boards. It brings the opportunity to explore (and potentially further develop) the usually ignored areas of the world (perhaps even planes). At the same time, if the party does put down roots in already explored/developed areas, I still found most adventure paths that I have played relatively constrictive.

I would like to point out that both systems (AP and sandbox) have their pros and cons, but I feel like participating in a PbP medium sandbox is something I would enjoy very much.

2) Do you feel that you will have the time and energy to come up with hooks for the group?

Very much so. I do run live (and sometimes online) tables from the GM chair, so I guess that kind of qualifies. The question is how much leeway would the GM of this particular game allow for that kind of stuff and whether it would need to be pre-arranged before approaching other players with it.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

Absolutely, assuming it makes sense to do so for the story narrative. Such as not immediately chasing a jewellery thief down the street when the party is being pursued by an angry mob for crashing a boat into the pier. Then again, the thief might be on their way to a good hiding spot. Damn. Now I'm conflicted...

You get my point.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

Posting at least once per two days, if not more often. PbP games live and die on player activity. It's simple to throw a die at someone when you're all sitting down at a table. If someone just disappears from a PbP game without some a heads up, nobody knows what's happening, players sort of lose interest and the game usually just dissolves into limbo.

Being able to participate in IC discussions. And I know this can be a huge time sink in PbP (see my previous point about posting frequency) if someone is left out. Being able to give the character's input can be the difference between a week of twiddling thumbs and playing the game.

Unfortunately, I can't really do anything about post frequency. Real life is always there to meddle with the game, but I can pose questions to specific characters if I feel like they've been silent for an extended period of time.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?

What do you think of the significance of having a towel on hand during space travel?

AND

Are you able to separate character and player relationships? Characters and their philosophies can clash. Players should really not.


I'd be down for it.


Would love to get in on this, assuming you are not yet locked in.

I would nominate a human pilgrim psychic. A support focused party face.

The character is a traveling preacher of Shelyn and proselytizes in the area.


I mean if you still have slots, I have the bandwidth.


Final stretch. Good luck, everyone!


Kintargo GM wrote:


NotEspi: You could have Yassen’s ex-Order the Order of the Rack, if you’d like to tie him into the AP more directly, as they’ve just arrived with Barzillai a week prior to game start, and they’re his favorites.

Damn. Okay. I picked Chain because they are bounty hunters, but HELL yeah, Rack sounds like it could be tangentially related. In addition to seeing some of his old unit, perhaps. Let's do that. I'm gonna be a paranoid lad.


Alright, everyone, my entry for this would be Yassen the Turncoat - a dromaar inquisitor of Iomedae, formerly a hellknight armiger that found a conscience and is looking for his contact at the protest.

Very much a frontline fellow, sword and board, some party buffs and scare tactics for the opposition at a later point.

If something seems off, let me know, and I'll look into it.

That being said - Good luck, everyone, and see you at the finish line!

Storytime:

Yassen was born near Pezzack, into a family steeped in military tradition. His father, Yavor Cragtooth, had ascended through the military ranks before meeting Yassen's mother, Viatrix Aiello, a Hellknight Paralictor of formidable reputation. Naturally, their beloved child was steered toward a similar path. Inspired by tales of valor and adventure, Yassen eagerly embraced the idea of following in their footsteps. His training began humbly, progressing from wooden sticks to dull blades, and finally to an old sword once wielded by Yavor himself.

When Yassen came of age, he was drafted into the military—a moment of great pride for his parents. True to Chelish tradition, subtle indoctrination was woven into his education. He studied the storied victories of House Thrune, marveling at their cunning strategies that crushed the "cowardly" Davians during the Civil War. Yassen also found himself nudged toward the Asmodean faith, though he never truly considered himself a man of religion. Secretly, however, he devoured tales of a different kind of hero—the exploits of Cheliax's most famous knight, whose name was scarcely spoken: Iomedae. Once a Chelish soldier, she had joined the Shining Crusade and led the Knights of Ozem against the great evils of Ustalav. Valor, honor, justice—what more could a man aspire to? Surely, his parents would be proud. Right?

"I'm just studying strategy," he would claim when caught with redacted history books from the library. The excuse seemed to suffice. With military training behind him, Yassen decided to join the Hellknights, reasoning that unlike the state military, they wouldn't force him to kneel in prayer. Yassen, my sweet summer child...

Viatrix used her influence to expedite his acceptance into the Order of the Chain, securing a coveted position as an Armiger. At last, Yassen could do some tangible good in the world: capturing brigands and bandits, bringing them to trial. Or so he thought. The reality was harsher. The Chain’s missions often extended beyond outlaws to entire streets, cut down or "interrogated" based on whispers of harboring fugitives. Yassen often found himself standing guard while his superiors worked the "truth" out of suspects. "It's all for the greater good," he would whisper to himself in his tent, preparing his bedroll. "Lest we descend into lawlessness." Then he would open his books, seeking inspiration to be better.

Years passed, yet Yassen was never called to slay his devil and formally join the ranks of the Hellknights. During his leaves, his mother would ask about his progress. He had no answers. Frustrated, Viatrix promised to investigate. What she uncovered sparked a tense, emotional confrontation. "You are a good soldier, but you lack conviction," she said, reading from the response she had received. "Nobody has seen you venerate the Archfiend." Yassen had never realized this was a condition, but he vowed to try harder.

The opportunity soon presented itself. The Order received intelligence about a Bellflower Tiller—one Hene Vuisep, said to be operating in Whiterock. Eager to prove his devotion, Yassen volunteered for the mission. Arriving in the quiet town, he prowled its streets night after night, eyes sharp for suspicious activity. One night, he spotted a man fitting Vuisep's description leading a group of halflings through the shadows toward the river. Yassen followed the tracks for hours, trudging through the muddy banks of the Yolubilis until he reached a cave.

Inside, the scene was almost serene: Vuisep ladling soup into bowls for a group of exhausted halflings, many of them children. Yassen froze, torn between duty and conscience. He knew what he was supposed to do. But was it the right thing?

"Citizens..." Yassen’s voice rang out, calm yet commanding, as he stepped into the firelight in his distinctive armiger plates. The cave fell silent, save for the clatter of a ladle dropping into the soup pot. Vuisep moved swiftly, placing himself between the Hellknight and the group. "Just my slaves taking a dinner break, sir," he said, his tone a careful blend of deference and falsehood.

Yassen raised an eyebrow. "At four in the morning?"

Vuisep hesitated. "Yes, sir. Summer days are hot. We avoid heatstroke by working at night. Quotas must be met."

Yassen chuckled softly. "That's the dumbest thing I've ever heard, Mr. Vuisep. Do you have paperwork, at least?"

With trembling hands, Vuisep presented a set of documents. Yassen skimmed them, noting inconsistencies, but he reached for his ring to stamp them nonetheless. "Carry on," he said, handing the papers back. "But be quick about it. You're not as sneaky as you think."

Relief flooded Vuisep's face, but the tension in the cave remained thick. Yassen broke the silence. "Where are you headed?"

"Nisroch Bay. Kintargo," Vuisep replied after a moment, his voice barely above a whisper.

The armiger chuckled again, a hint of warmth breaking through his stoicism. "Can I come?"

Block:

Yassen

Lawful Good Medium Half-Orc Sanctified Slayer Inquisitor 1;
Init 2; Senses Darkvision; Perception: +6

Defense
AC 19, touch 12, flat-footed 17
HP 10

Fort 5, Ref 3, Will 5

Offense:
Speed 20 ft. (30 w/o armor)

Melee Longsword +4 (1d8+4 19-20)
Melee Dagger +4 (1d4+4 19-20)

Ranged Dagger +2 (1d4+4 19-20) / Throw

Inquisitor spells known (CL 1; concentration +3)
1st (2/day)- Cure Light Wounds (DC 13); Keep Watch (DC 13);

0th (at will)- Detect Magic (DC 12); Light (DC 12); Mending (DC 12); Oath of Anonymity (DC 12); Stabilize (DC 12);

Statistics:

Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
Base Atk + +0; CMB +4; CMD 16

Feats
Divine Fighting Technique

Traits:
Memorable
Ex-Asmodean

SQ:
Charm of Wisdom
Monster Lore
Stern Gaze
Studied Target

Domains: Conversion Inquisition
Inquisitor Favored Weapon: Longsword
Divine Fighting Techniques: Inspiring Sword;

Skills:
Bluff +6
Intimidate +9
Knowledge (history) +0
Knowledge (nobility) +0
Knowledge (religion) +3
Perception +6
Sense Motive +7

Equipment:

Backpack
Belt Pouch
Bandolier
Spell Component Pouch

Bedroll
Mess Kit
Waterskin
Flint and Steel

Scroll case x3
Journal
Charcoal
Chalk

Outfit (Traveler's)

Dagger
Longsword
Light Steel Shield

Chainmail

Rations, Trail x3

Money: 48.25 GP


I would love to throw my hat into the ring here.

But I have a quick question, GM. How would you run animal companions? Would investment into handle animal be necessary?

Just checking for skill diatribution purposes. Thank you.


It feels like aeons, doesn't it?


I'm genuinely thankful for your comment. I didn't actually know wizards can keep the scroll if they fail and I was able to learn something from it.

Did I come across as being harsh? Because that was not the intention.

Tone in text only communication and all that.


Dr. Ethyl "Doc" Ermengarde wrote:
The scrolls aren't wasted, they're only used up if you successfully learn them. You can try again at least. Or use them as scrolls.

You're thinking wizards, but thank you for looking out.

Mechanics:
Quote:

Adding Spells to a Wizard's Spellbook

Source PRPG Core Rulebook pg. 219
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another’s Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must f irst decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Quote:

Adding Spells to a Witch’s Familiar

Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.

Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.

Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.

Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.