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RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 2,051 posts (20,502 including aliases). No reviews. No lists. 1 wishlist. 9 Organized Play characters. 21 aliases.


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Perception to Aid Merlan?: 1d20 + 9 ⇒ (19) + 9 = 28
Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23

Fiona nods in agreement with Sahar's evaluation, her lips set grimly. She grips her weapon and motions the rest to back slowly away.


I've run a game with another DM where we alternated books, and the players were kind enough to either gift them to us or send us Paizo gift cards for a portion of them.


It took rather longer than expected, but I've finished rebuilding my backup of the PbP forums in their entirety (12.7 million posts). That said, I probably won't be able to get the output for you guys done this week... but it'll be on the agenda for next week, and I'll keep pulling new data in the meantime.


Yeah, you could open it with something like Excel and have access to each field of data individually: poster, timestamp, contents, etc. Much better approach if you want to do any analysis of the game (or configure your own presentation of it), but not great if you want to just read through it.


Got it all running. Went ahead and nuked my old (broken) database, so I'm re-pulling everything from scratch... right now we've pulled 15,035 threads (of ~24.5k), representing 2,033,858 posts, going back to 2007.

This means I've gotten all the more recent ones than that... and now it's time to talk about the format you want for your backups. I can do something "human readable" like HTML patterned after Paizo's aesthetics... or I can give you something like JSON/CSV which is a lot more flexible if you want to slice and dice things. There's a bit of a time investment either way... probably a bit more for the HTML approach.

Patrick Curtin's requests will be the first to get processed, probably this week sometime... I'll post updates as I have them.


Hmm, more interest than I counted on.

So good news... I hooked the code back up and it still runs, though it looks like it needs a few tweaks to pick up the correct page elements — that's not a big deal at all.

Bad news... the existing database of 35,000 threads is so big that it crashed when I tried to load it on my home desktop. I may end up having to rebuild it from scratch, and I'm also asking around to see if anyone has a more powerful server that I can use for it.


Patrick Curtin wrote:

I have to say this worries me as well. In the past I have attempted to get my PbP pages onto Archive.org, but the process is long and my time is constrained.

Does anyone know of a bulk downloading system where one could save a PbP in its entirety separate and archived? It would make me feel better if I had command and control over them, and had options for links and such like I do with my maps in google photos

I realize I'm late to the party, but I've built such a system and maintain a (somewhat out-of-date at the moment) full backup of the PbP fora. So if it's an older game I've probably got the whole thing... if it's a newer one I may not. Haven't had much motivation to run it lately... but I also have the ability to run it as a one-off on a specific campaign if you've got a particular one in mind. (I'd not object to "extrinsic motivation", either...)


Hmm, that's very strange indeed... could you post your Firefox version and the version of the extension you have installed?

Thanks for the report!


My pleasure! Please let me know if you have any feedback or run into any issues. :)


Hey, thanks!

It looks like you should be able to download the extension directly from the Chrome Web Store and use it in Brave as-is... is that not working for you?


1 person marked this as a favorite.
inara14 wrote:

Just wanted to say thanks - as I have just discovered this tool and its great! Even convinced my husband to download it and he loves it too!

My only issue is that if I make both an organized play and alias inactive, next time it loads up, all my aliases have become active again (only the organized play alias stays inactive)

Hmm, that's an odd issue... I'll investigate and let you know what I find. In the meantime, could you DM me your browser version and the version of the extension that's installed?

Thanks, and always happy to hear that people find it useful. :)


2 people marked this as a favorite.

Physical security key emulation to the rescue. Chrome version has been submitted — should be out soon as long as they don't randomly decide they don't like me.


1 person marked this as a favorite.

Version 2.7.3

(Yep, we skipped 2.7.2... my notes were mussed up and I had 2.7.2 as being in use in Chrome, sooo...)

This version adds a simple new feature: the ability to collapse "previous campaigns" on any "Campaigns" page. It's a persistent toggle (so if you collapse them, they'll load collapsed next time) across users (so if you collapse yours, everyone else's will load collapsed too). It may make sense to have this be page-specific in the future — let me know your thoughts.

The new version is not yet available to Chrome users, because Google is requiring me to set up 2FA and I'm not willing to give them my phone number... so I'm trying to figure out a workaround for that. Hopefully you'll see the new version in the next few days.

As always, I welcome your feedback.


Vurry strange indeed. Let me know if it recurs...


Sorry for the delayed response there, Andostre.

Hmm, that's odd indeed. Could you PM me with what browser and version of the extension you're using, so we can troubleshoot from there?

Thanks!


It was out almost all day yesterday, so you didn't miss a ton.

And yeah, they really need to fix it so it just /shows/ the nostore page instead of actually redirecting you there.


Minor suggestion: hide the rows instead of deleting, just "in case"?

I think in general I'd prefer that we "split up" the party items among ourselves, but if that's too much for us to carry (quite possible) I'm not against getting a BoH. I'd probably go type 1 for teh cheepz.


Fiona continues forward! Run (5x), horsey, run!

Motion, Distance, and Archery:
I think you're right if we were talking about firearms, but the relatively low velocity of an arrow means you have to arc the shot for the distance... and a moving target means the distance is constantly changing. Then again... maybe within a certain distance, an expert archer can intuit the arc without too much "calculation".

Btw, that was totally an idle thought and in no way intended as a complaint or anything like that. :P


You're right, he is... thanks! Ranks are there as the numbers in parentheses before the colon.

Flin Aranka-Relus
Male Human Fighter (Steelbound) 3
CN Medium Humanoid (human)
Age: 19, 5' 11", 196lbs.
Hero Points: 2
Init: +3, Perception: -1

Basics:
Defense:
AC 19, Tch 13, FF 16
CMD 20¹
HP 30/30 [10+2+8+2+6+2]
Fort +5, Ref +4, Will +0²
¹+3 vs disarm, grapple attempts
²+1 to Will saves versus fear

Offense:
BAB +3, CMB +7
Melee: dagger, +7 (1d4+4, 19-20/x2, P or S)
club, +7 (1d6+6, 20/x2, B)
Ranged: MW composite longbow (Str+3), +8³⁴ (1d8+3³, 20/x3, P)
longbow, +7³⁴ (1d8³, 20/x3, P)
dagger, +6³⁴ (1d4³, 19-20/x2, P or S)
³+1 to hit and damage within 30ft
⁴no penalty for firing into melee

Speed: 30ft
Languages: Common

Stats:
Str: 18
Dex: 16
Con: 14
Int: 11
Wis: 8
Cha: 8

(Includes Human adjustment(s): Str+2)

Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm

Traits:
Hooligan (Stealth): Despite the idyllic vision that most people have of Haugin's Ear, the town also has its own seedy underside -- and, in your youth, you contributed to that. While you were never dragged before the Justicar, you were certainly well-known to the members of the Watch. You were well connected with the town's rumour mill, and while you may have reformed (or at least seemed to) since then, the knowledge you gained and contacts that you retained provide you with a +1 trait bonus on Knowledge (local) checks which automatically becomes a class skill for you. You can also use Knowledge (local) in place of a Diplomacy check to gather information about happenings and people in Haugin's Ear. Additionally, the lessons you learned in hiding things from the Watch have stayed with you, giving you a +1 trait bonus to either Sleight of Hand or Stealth checks, which also becomes a class skill for you.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Alternate Racial Traits: (none)

Class Archetypes: Steelbound Fighter

Skills:

Acrobatics (II): +4⁶
Appraiseᵇ: +0
Bluff: -1
Climbᶜ: +3⁶
Craftᵇᶜ (bows) (II): +5
Diplomacy⁶: -1
Disable Device: —
Disguise: -1
Esc. Art.: +2⁶
Handle Animalᵇᶜ: —
Heal: -1
Intimidateᶜ (III): +5
Know. Arcana: —
Know. Dung.ᶜ: —
Know. Eng.ᵇᶜ (II): +5
Know. Geo.ᵇ: —
Know. Hist.ᵇ: —
Know. Loc.ᶜ⁶ (I): +4
Know. Nat.: —
Know. Nob.ᵇ (I): +1
Know. Planes: —
Know. Rel.: —
Linguisticsᵇ: —
Perception: -1
Professionᵇᶜ (Miner) (I): +3
Rideᶜ (I): +6⁶
Sense Motive: -1
Sleight of Handᵇ: —
Spellcraft: —
Stealthᶜ⁶ (I): +6⁶
Survivalᶜ: -1
Swimᶜ (I): +7⁶

9/9 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁵ +1 trait bonus to Knowledge (Local) and it becomes a class skill; can use Knowledge (Local) in place of Diplomacy to gather information in Haugin's Ear; +1 trait bonus to Stealth, which becomes a class skill
⁶ ACP: -1⁸ included
⁸ Reduced by 1 from Armor Expert (minimum 0)

Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.

Equipment:

Total Weight: 54lbs. (light encumbrance [<=100lbs])
Stowed items are carried in backpack; weight included in Flin's encumbrance.

Weapons and Armor:
+1 [forest drake] scale mail (worn) (30lbs)
MW composite longbow (Str+3) (3lbs)
longbow (3lbs)
dagger (1lb)
club (3lbs)
+1 arrows x10 (1.5lbs)
+1 arrow of distance (.15lbs)
arrows x40 (6lbs)
arrows, cold iron x20 (3lbs)

Magic Items:
(none)

Consumables:
acid flask (1lb)

Various:
backpack (2lbs; stowed)
bedroll (5lbs; stowed)
chalk x2 (—)

Cash: 291gp, 8sp, 6cp

Purchase History:

item — price paid (sell value)
backpack — 2gp
bedroll — 1sp
chalk x2 — 2cp
acid flask — 10gp
scale mail — 50gp
longbow — 75gp
arrows x40 — 2gp
arrows, cold iron x20 — 2gp
dagger — 2gp
club — FREE

whetstone — 2cp

+1 [forest drake] scale mail (loot bag) [worth 1050gp]
MW composite longbow (Str+3) (loot bag) [worth 700gp]
+1 arrows x10 (loot bag) [worth 400gp]
+1 arrow of distance (loot bag) [worth 40gp]
11 platinum coins (loot bag) [worth 11 platinum]

SOLD (received):

scale mail (25gp)

Total spent: 143.14gp
Total worth: 2465gp
Worth does not include non-purchased consumables.

Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way.

Misc:
FCB (fighter): +3 vs disarm, grapple

Header: Fighter 3 [ HP 30/30 (0 NL) | AC 19 Tch 13 FF 16 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]

Footnotes:
¹
²
³





Roginor, final with loot bag.

Roginor Mtalchkiniknz
Male Gnome Brawler 1 / Inquisitor 2
NG Small Humanoid (gnome)
Age: 93, 3' 0", 36lbs.
Hero Points: 2
Init: +6, Perception: +9, low-light vision

Basics:
Defense:
AC 19¹, Tch 14¹, FF 16¹
CMD 15¹⁺
HP 25/25 [10+1+6+1+6+1]
Fort +6²³, Ref +5²³, Will +6²³
¹+4 vs giants
⁺+1 vs goblinoids
²+2 vs illusions
³+2 bonus to remove negative levels

Offense:
BAB +2, CMB +2
Melee: unarmed, +4⁴ (1d4+1⁵⁺, 20/x2, B)
dagger, +4⁴ (1d3+1⁵⁺, 19-20/x2, P or S)
club, +4⁴ (1d4+1⁵⁺, 20/x2, B)
Ranged: longbow, +5⁴ (1d6⁵⁺, 20/x3, P)
dagger, +5⁴ (1d3⁵⁺, 19-20/x2, P or S)
⁴+1 vs reptiles & goblins
⁵50% weapon damage to incorporeal creatures
⁺+1 vs goblinoids

Speed: 20ft
Languages: Common, Gnome, Sylvan, Terran

Stats:
Str: 12
Dex: 16
Con: 12
Int: 10
Wis: 16
Cha: 13

(Includes [modified Bleachling] Gnome adjustment(s): Con+2, Wis+2, Str-2)

Feats & Traits:
Feats: Improved Unarmed Strike, Combat Reflexes, Pack Flanking

Traits:
Goblinblood Veteran: You lived through the horrors of the Goblinblood Wars, taking up arms to fight back - likely out of necessity - and you've taken the grim hard-won lessons to heart. As a result, you gain a +1 trait bonus to damage rolls made against creatures with the goblinoid subtype, and a +1 bonus to your CMD against manoeuvres made by such creatures. These are trait bonuses and stack with any racial, favoured enemy or studied combat bonuses you may have.
Clever Combatant: Your early training has emphasized that your mind is your most powerful weapon in combat, and that outwitting one's opponent can often count for more than skill at arms. You may use this trait as a pre-requisite to qualify for feats as if it were the Combat Expertise Feat, as long as your Intelligence is 13 or higher. You still need to meet the other prerequisites of those feats, as normal.

Alternate Racial Traits:
Bleachling: These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Class Archetypes: Wild Child, Sacred Huntsmaster, Infiltrator

Skills:

Acrobaticsᶜ (I): +6⁶
Appraiseᵇ (I): +1
Bluffᶜ (I): +8⁰
Climbᶜ (I): +4⁶
Craftᵇᶜ: +0
Diplomacyᶜ (I): +8⁰
Disable Device: —
Disguiseᶜ: +1
Esc. Art.ᶜ (I): +6⁶
Handle Animalᵇᶜ (III): +7⁷
Healᶜ (I): +7
Intimidateᶜ: +1
Know. Arcanaᶜ (I): +4
Know. Dung.ᶜ (I): +4
Know. Eng.ᵇ: —
Know. Geo.ᵇ (I): +1
Know. Hist.ᵇ: —
Know. Loc.ᶜ: —
Know. Nat.ᶜ (I): +4
Know. Nob.ᵇ: —
Know. Planesᶜ: —
Know. Rel.ᶜ: —
Linguisticsᵇ (I): +1
Perceptionᶜ (III): +9⁸
Professionᵇᶜ (): —
Rideᶜ (I): +6⁶
Sense Motiveᶜ (II): +8
Sleight of Handᵇ: —
Spellcraftᶜ: —
Stealthᶜ (I): +10⁶⁹
Survival: +3
Swimᶜ (I): +4⁶
Use Magic Device: —

16/16 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁶ ACP: -1 included
⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma
⁷ +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion
⁸ +2 racial bonus
⁹ +4 size bonus

Spells & Abilities:
Gnome Magic: Cast speak with animals 3/day as a spell-like ability with caster level equal to character level.

Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe).

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Domain (Healing [Restoration]):
Restorative Touch (Su; 6/day): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.

Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze.

Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track.

Necessary Lies (Su): An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

SLA:
speak with animals 3/day
detect chaos at-will
detect evil at-will
detect good at-will
detect law at-will

Orisons (5 known):
acid splash
create water
disrupt undead
sift
stabilize

Level 1 spells (3 known, 3 per day):
magic weapon
protection from evil
shield of faith

Equipment:

Total Weight: 26lbs. (light encumbrance [<=32.25lbs])
Stowed items are carried in backpack; weight included in Rog's encumbrance.

Weapons and Armor:
MW chain shirt (worn) (12.5lbs)
longbow (1.5lbs)
mithral scimitar (2lbs; stowed)
dagger (.5lbs)
club (1.5lbs)
MW javelin x2 (2lbs; stowed)
arrows x40 (3lbs)

Magic Items:
amulet of natural armor +1 (worn) (—)

Consumables:
acid flask (1lb)

Various:
beast whistle (reptile) (—)
belt pouch (—; worn)
bedroll (1.25lbs; stowed)
blanket (.75lbs; stowed)
small jet figurine worth 65gp (—)

Cash: 34gp, 9sp, 0cp

Suzi:
N Small Animal [velociraptor animal companion]
Init +4; Senses low-light vision, scent; Perception +5
Defense
AC 20, touch 15, flat-footed 16 (+4 Dex, +3 natural, +1 size)
HP 30 (8+3+7+3+6+3)
Fort +6, Ref +7, Will +2

Offense
Speed 60 ft.
Melee 2 talons +4 (1d6+1), bite +4 (1d4+1)

Statistics
Str 12, Dex 18, Con 17, Int 2, Wis 12, Cha 14
BAB +2 CMB +0 CMD 13
Feats Combat Reflexes, Improved Initiative
Skills (3) Acrobatics (I) +7, Perception (I) +5, Stealth (I) +11⁹
Other Gear leather armor (7.5lbs), backpack (.5lbs), training harness (5lbs), whet bone (2lbs)

Special Abilities
Link (Ex): Roginor can handle his animal companion as a free action, or push it as a move action. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): Roginor may cast a spell with a target of "You" on his animal companion (as a spell with a range of touch) instead of on himself. A druid may cast spells on him animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Tricks (8/6+2) attack (advanced), defend, down, exclusive, heel, sneak, stay

Purchase History:

item — price paid (sell value)
bedroll — 1sp
acid flask — 10gp
hide shirt — 20gp
longbow — 75gp
arrows x40 — 2gp
dagger — 2gp
club — FREE

beast whistle (reptile) — 5gp

leather exotic barding (Small) — 20gp
backpack — 2gp
training harness (Small, exotic) — 20gp
whet bone — 1sp

Mithral scimitar — FREE (loot bag) [worth 1015gp]
MW chain shirt — FREE (loot bag) [worth 250gp]
amulet of natural armor +1 — FREE (loot bag) [worth 2000gp]
MW javelin x2 — FREE (loot bag) [worth 602gp]
small jet figurine — FREE (loot bag) [worth 65gp]

SOLD (received):

hide shirt (10gp)

Total spent: 155.1gp
Total worth: 4102gp
Worth does not include non-purchased consumables.

Backstory:
How does one summarize ninety-three years of life?

Roginor was born to traveling folk: those gnomes who explore the world in their everlasting quest for new and exciting experiences. For a time, Roginor was fully one of them, but as the years passed he found himself growing more and more curious about other ways of life. Eventually, he took to staying behind when the travelers would stop, and catching up to them again months or years later, after his curiosity for that particular town was sated.

One such "stopover" left him in Umok, now of Isgerian infamy. As the goblins grew more and more restless he stayed, gnomelike, enjoying the moment and waiting to see what would happen next. Once the fighting began, he fought a few skirmishes and then tried to convince others to leave with him, but no one would, or the timing was never right — and so he stayed. At the end of all that, the constant stress and fear made him feel as though the walls of the world were closing in upon him. Perhaps worst of all was the monotony... and it affected him.

Even though the town was finally saved, by that time Roginor was a shell of his former self. He wandered the streets listlessly, and it was whispered that his skin and hair had begun to lighten. Not long after that he disappeared into the hills, and the villagers assumed him lost. They weren't entirely wrong... as the deep, dark throes of the Bleaching began to take him, Roginor grew weary and increasingly forlorn.

One gloomy, cloudy day, when the knowledge of his impending madness or death lay particularly heavy on him, he stumbled across a clearing containing a mother saurian. The creature had clearly just been in a terrible fight — her scales were ripped, her blood flowed freely, and yet, when she saw Roginor she struggled to her feet and made as if to do battle against him. The gnome knew his life was ended, and he felt profound relief, as well as a bone-deep fear.

He closed his eyes, took a deep breath, and waited. He felt the ground begin to pulse as the mother lizard limped toward him; knew that running would be pointless, even if he had wanted to run. As the pounding approached, he whispered, "Thank you."

And in that moment, he suddenly felt a change; perhaps it had happened long before, or perhaps that moment of complete vulnerability triggered it. However it happened, Roginor felt a sudden, momentary tightness at his very core... and a newfound awareness of his surroundings filled him. He was still trying to process that when a surprised voice asked, "What was that?"

Roginor opened his eyes and found himself staring into the face of the saurian mother. Her tongue flicked in and out, and he somehow felt that she still intended to kill him, but... had she spoken? As the two creatures watched each other—she warily, he thoughtfully—a third person approached the scene.

"Oh stop, you two. There's no need for this. Egg-mother-greatly-wounded, who will raise your egg if you kill yourself killing this helpless two-legs? And you, two-legs, why do you desire death?"

Roginor and the reptilian monster both turned to look. The elderly gnomish woman who had spoken looked a bit like a toad, with black, beady eyes peering out of a weatherworn face... and yet, her bearing was somehow imposing. She watched them for a moment, then began to scrounge among her pouches and vest pockets, as if unconcerned that there was an unfinished mortal combat before her — or perhaps as if she knew that the potential combatants would heed her words and refrain.

Over the next few hours, Roginor was sent to fetch water, collect herbs (which had to be described to him in painstaking detail—sometimes repeatedly), tend a fire, and finally apply poultices and bandages to the very creature which had so recently intended his death. The woman hardly spoke, and said nothing of herself; Roginor and the saurian were left to do most of the talking.

Almost as soon as the poultices were bound, the woman stood up and walked to the edge of the clearing. Turning to gaze at Roginor with those piercing black eyes full of portent, she said simply, "Care, Roginor."

With his new-found awareness of his natural surroundings, Roginor spent the next years in quiet study of the land and its inhabitants. The mother saurian survived and her wounds healed, and she and Roginor became friends; when her egg hatched, she joked (in her reptilian way) that you might think the gnome was the mother, the way the hatchling followed him around.

As more time passed, Roginor even began to visit inhabited towns again, though never too frequently. Haugin's Ear, being a convenient spot to resupply in his southern roamings, grew to recognize him — "Old Rog", they called him, or "Tall Rog" sometimes — the hermit of the hills.

Misc:
FCB (druid, brawler): 1/4 increase to uses of martial flexibility

Header: Brawler 1 / Inquisitor 2 [ HP 25/25 (0 NL) | AC 19¹ Tch 14¹ FF 16¹ | Fort +6²³ Ref +5²³ Will +6²³ | CMD 15¹ | Init +6 | Perc +9, low-light vision | Hero Points: 2 | Effects: none ]

Footnotes:
¹+4 vs giants
²+2 vs illusions
³+2 bonus to remove negative levels
⁴+1 vs reptiles & goblins
⁵50% weapon damage to incorporeal creatures
⁶ACP: -1 included
⁷+4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion
⁸+4 size bonus
⁹+2 racial bonus
⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma
⁺+1 vs goblinoids


Flin, final with loot bag.

Flin Aranka-Relus
Male Human Fighter (Steelbound) 3
CN Medium Humanoid (human)
Age: 19, 5' 11", 196lbs.
Hero Points: 2
Init: +3, Perception: -1

Basics:
Defense:
AC 19, Tch 13, FF 16
CMD 20¹
HP 30/30 [10+2+8+2+6+2]
Fort +5, Ref +4, Will +0²
¹+3 vs disarm, grapple attempts
²+1 to Will saves versus fear

Offense:
BAB +3, CMB +7
Melee: dagger, +7 (1d4+4, 19-20/x2, P or S)
club, +7 (1d6+6, 20/x2, B)
Ranged: MW composite longbow (Str+3), +8³⁴ (1d8+3³, 20/x3, P)
longbow, +7³⁴ (1d8³, 20/x3, P)
dagger, +6³⁴ (1d4³, 19-20/x2, P or S)
³+1 to hit and damage within 30ft
⁴no penalty for firing into melee

Speed: 30ft
Languages: Common

Stats:
Str: 18
Dex: 16
Con: 14
Int: 11
Wis: 8
Cha: 8

(Includes Human adjustment(s): Str+2)

Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm

Traits:
Hooligan (Stealth): Despite the idyllic vision that most people have of Haugin's Ear, the town also has its own seedy underside -- and, in your youth, you contributed to that. While you were never dragged before the Justicar, you were certainly well-known to the members of the Watch. You were well connected with the town's rumour mill, and while you may have reformed (or at least seemed to) since then, the knowledge you gained and contacts that you retained provide you with a +1 trait bonus on Knowledge (local) checks which automatically becomes a class skill for you. You can also use Knowledge (local) in place of a Diplomacy check to gather information about happenings and people in Haugin's Ear. Additionally, the lessons you learned in hiding things from the Watch have stayed with you, giving you a +1 trait bonus to either Sleight of Hand or Stealth checks, which also becomes a class skill for you.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Alternate Racial Traits: (none)

Class Archetypes: Steelbound Fighter

Skills:

Acrobatics (I): +3⁶
Appraiseᵇ: +0
Bluff: -1
Climbᶜ: +3⁶
Craftᵇᶜ (bows) (II): +5
Diplomacy⁶: -1
Disable Device: —
Disguise: -1
Esc. Art.: +2⁶
Handle Animalᵇᶜ: —
Heal: -1
Intimidateᶜ (II): +4
Know. Arcana: —
Know. Dung.ᶜ: —
Know. Eng.ᵇᶜ (II): +5
Know. Geo.ᵇ: —
Know. Hist.ᵇ: —
Know. Loc.ᶜ⁶ (I): +4
Know. Nat.: —
Know. Nob.ᵇ (I): +1
Know. Planes: —
Know. Rel.: —
Linguisticsᵇ: —
Perception: -1
Professionᵇᶜ (Miner) (I): +3
Rideᶜ (I): +6⁶
Sense Motive: -1
Sleight of Handᵇ: —
Spellcraft: —
Stealthᶜ⁶ (I): +6⁶
Survivalᶜ: -1
Swimᶜ: +3⁶

6/6 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁵ +1 trait bonus to Knowledge (Local) and it becomes a class skill; can use Knowledge (Local) in place of Diplomacy to gather information in Haugin's Ear; +1 trait bonus to Stealth, which becomes a class skill
⁶ ACP: -1⁸ included
⁸ Reduced by 1 from Armor Expert (minimum 0)

Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.

Equipment:

Total Weight: 54lbs. (light encumbrance [<=100lbs])
Stowed items are carried in backpack; weight included in Flin's encumbrance.

Weapons and Armor:
+1 [forest drake] scale mail (worn) (30lbs)
MW composite longbow (Str+3) (3lbs)
longbow (3lbs)
dagger (1lb)
club (3lbs)
+1 arrows x10 (1.5lbs)
+1 arrow of distance (.15lbs)
arrows x40 (6lbs)
arrows, cold iron x20 (3lbs)

Magic Items:
(none)

Consumables:
acid flask (1lb)

Various:
backpack (2lbs; stowed)
bedroll (5lbs; stowed)
chalk x2 (—)

Cash: 291gp, 8sp, 6cp

Purchase History & Worth:

item — price paid (sell value)
backpack — 2gp
bedroll — 1sp
chalk x2 — 2cp
acid flask — 10gp
scale mail — 50gp
longbow — 75gp
arrows x40 — 2gp
arrows, cold iron x20 — 2gp
dagger — 2gp
club — FREE

whetstone — 2cp

+1 [forest drake] scale mail (loot bag) (1050gp)
MW composite longbow (Str+3) (loot bag) (700gp)
+1 arrows x10 (loot bag) (400gp)
+1 arrow of distance (loot bag) (40gp)
11 platinum coins (loot bag) (11 platinum)

SOLD (received):

scale mail (25gp)

Total spent: 143.14gp
Total worth: 2465gp
Worth does not include non-purchased consumables.

Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way.

Misc:
FCB (fighter): +3 vs disarm, grapple

Header: Fighter 3 [ HP 30/30 (0 NL) | AC 19 Tch 13 FF 16 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]

Footnotes:
¹
²
³





Cool — much obliged.


Rog's gonna take bag 12. I'll get those added to the sheets and post the "final" versions for your inspection shortly.

One last question on the pack saddle... my understanding is that the weights given (20lbs for an exotic pack saddle) are for a Large-sized mount/creature. If that's the case, would the weight be halved for a Medium-sized mount/creature, and then further reduced for a Small-sized mount/creature? Sorry for the back-and-forth... just wanna make sure I understand.

Or maybe a better question... as a biped, can Suzi just wear a backpack? :P


Flin's definitely taking bag #1. Rog is still deciding...


Tilnar wrote:
1a) For the barding, it does -- per the rules -- barding for non-humanoid creatures costs twice as much -- and the size modifiers for weight still apply. [So, x2 cost, x.5 weight for a small creature -- I think UE actually even made a table for people who didn't like to do the math to stack the rules.] That said, your animal companion would need to sink a feat into armour proficiency, otherwise she's going to be facing NP penalties. (Cavalier mounts get it for free, but other ACs don't).

Right, that's what I meant by the "non-armor" specification — they address it for barding, but not for the pack saddle, the harness, and the whet bone.

She's not proficient, and the ACP from her leather armor applies to everything. ACP from leather armor is 0. :)

Tilnar wrote:
2) As class features, ACs get the same "at least half" hp as you do -- (I.e. Full at level one, then 4 + d4 hit points per HD).

D'oh, I assumed full at level 1, but then rolled full d8s for levels 2 and 3. Want me to reroll 'em as d4s?

Tilnar wrote:
[3—5]

Sounds fine. Do you want me to drop Shadow Hunter? I literally just took it because, as you noted, gnomish weapon familiarity is worthless. :)

Tilnar wrote:
6) Yup, sorry.

All good. Who knows, maybe I'll branch into druid later on! :P


Assumptions (read me first!):
In the interests of getting something built and overcoming my decision paralysis, I went ahead and made some (favorable and unfavorable) assumptions. I'm calling them out here so you can let me know if they're wrong (and hopefully not think I'm being presumptious). They are:

1) PF doesn't address the weight of (non-armor) animal gear scaling for size. I assumed here that the price doesn't change, but... I'm hoping the weight scales like character equipment (that is, 1/4 or 1/2 weight)? I've left the default weights for such gear, annotating them with "?!??!". :)
2) I assumed animal companions get full HD at first level, like players.
3) I assumed that three levels is enough time to have found/crafted some basic (leather) exotic barding for Suzi, using the rules for non-humanoid armor.
4) I assumed that three levels is enough time to have taught Suzi all her tricks.
5) I assumed I can use the trait replacement for Combat Expertise that you created for Lastwall, and that it'll play nicely with Brawler's Cunning.
6) I assumed switching the "druid" favored class from Bleachling (to Wild Child Brawler) is a no go, so I made Brawler my regular favored class.

I suspect I'll need to make some tweaks based on the above; just let me know and I'll get it adjusted.

Roginor Mtalchkiniknz
Male Gnome Brawler 1 / Inquisitor 2
NG Small Humanoid (gnome)
Age: 93, 3' 0", 36lbs.
Hero Points: 2
Init: +6, Perception: +9, low-light vision

Basics:
Defense:
AC 17¹, Tch 14¹, FF 14¹
CMD 15¹⁺
HP 25/25 [10+1+6+1+6+1]
Fort +6²³, Ref +5²³, Will +6²³
¹+4 vs giants
⁺+1 vs goblinoids
²+2 vs illusions
³+2 bonus to remove negative levels

Offense:
BAB +2, CMB +2
Melee: unarmed, +4⁴ (1d4+1⁵⁺, 20/x2, B)
dagger, +4⁴ (1d3+1⁵⁺, 19-20/x2, P or S)
club, +4⁴ (1d4+1⁵⁺, 20/x2, B)
Ranged: longbow, +5⁴ (1d6⁵⁺, 20/x3, P)
dagger, +5⁴ (1d3⁵⁺, 19-20/x2, P or S)
⁴+1 vs reptiles & goblins
⁵50% weapon damage to incorporeal creatures
⁺+1 vs goblinoids

Speed: 20ft
Languages: Common, Gnome, Sylvan, Terran

Stats:
Str: 12
Dex: 16
Con: 12
Int: 10
Wis: 16
Cha: 13

(Includes [modified Bleachling] Gnome adjustment(s): Con+2, Wis+2, Str-2)

Feats & Traits:
Feats: Improved Unarmed Strike, Combat Reflexes, Pack Flanking

Traits:
Goblinblood Veteran: You lived through the horrors of the Goblinblood Wars, taking up arms to fight back - likely out of necessity - and you've taken the grim hard-won lessons to heart. As a result, you gain a +1 trait bonus to damage rolls made against creatures with the goblinoid subtype, and a +1 bonus to your CMD against manoeuvres made by such creatures. These are trait bonuses and stack with any racial, favoured enemy or studied combat bonuses you may have.
Clever Combatant: Your early training has emphasized that your mind is your most powerful weapon in combat, and that outwitting one's opponent can often count for more than skill at arms. You may use this trait as a pre-requisite to qualify for feats as if it were the Combat Expertise Feat, as long as your Intelligence is 13 or higher. You still need to meet the other prerequisites of those feats, as normal.

Alternate Racial Traits:
Bleachling: These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Class Archetypes: Wild Child, Sacred Huntsmaster, Infiltrator

Skills:

Acrobaticsᶜ (I): +6⁶
Appraiseᵇ (I): +1
Bluffᶜ (I): +8⁰
Climbᶜ (I): +4⁶
Craftᵇᶜ: +0
Diplomacyᶜ (I): +8⁰
Disable Device: —
Disguiseᶜ: +1
Esc. Art.ᶜ (I): +6⁶
Handle Animalᵇᶜ (III): +7⁷
Healᶜ (I): +7
Intimidateᶜ: +1
Know. Arcanaᶜ (I): +4
Know. Dung.ᶜ (I): +4
Know. Eng.ᵇ: —
Know. Geo.ᵇ (I): +1
Know. Hist.ᵇ: —
Know. Loc.ᶜ: —
Know. Nat.ᶜ (I): +4
Know. Nob.ᵇ: —
Know. Planesᶜ: —
Know. Rel.ᶜ: —
Linguisticsᵇ (I): +1
Perceptionᶜ (III): +9⁸
Professionᵇᶜ (): —
Rideᶜ (I): +6⁶
Sense Motiveᶜ (II): +8
Sleight of Handᵇ: —
Spellcraftᶜ: —
Stealthᶜ (I): +10⁶⁹
Survival: +3
Swimᶜ (I): +4⁶
Use Magic Device: —

16/16 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁶ ACP: -1 included
⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma
⁷ +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion
⁸ +2 racial bonus
⁹ +4 size bonus

Spells & Abilities:
Gnome Magic: Cast speak with animals 3/day as a spell-like ability with caster level equal to character level.

Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe).

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Domain (Healing [Restoration]):
Restorative Touch (Su; 6/day): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.

Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze.

Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track.

Necessary Lies (Su): An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

SLA:
speak with animals 3/day
detect chaos at-will
detect evil at-will
detect good at-will
detect law at-will

Orisons (5 known):
acid splash
create water
disrupt undead
sift
stabilize

Level 1 spells (3 known, 3 per day):
magic weapon
protection from evil
shield of faith

Equipment:

Total Weight: 18.5lbs. (light encumbrance [<=32.25lbs])
Stowed items are carried in backpack; weight included in Rog's encumbrance.

Weapons and Armor:
hide shirt (9lbs)
longbow (1.5lbs)
dagger (.5lbs)
club (1.5lbs)
arrows x40 (3lbs)

Magic Items:
(none)

Consumables:
acid flask (1lb)

Various:
beast whistle (reptile) (—)
belt pouch (—; worn)
bedroll (1.25lbs; stowed)
blanket (.75lbs; stowed)

Cash: 19gp, 9sp, 0cp

Suzi:
N Small Animal [velociraptor animal companion]
Init +4; Senses low-light vision, scent; Perception +
Defense
AC 20, touch 15, flat-footed 16 (+4 Dex, +3 natural, +1 size)
HP 30 (8+3+7+3+6+3)
Fort +6, Ref +7, Will +2

Offense
Speed 60 ft.
Melee 2 talons +4 (1d6+1), bite +4 (1d4+1)

Statistics
Str 12, Dex 18, Con 17, Int 2, Wis 12, Cha 14
BAB +2 CMB +0 CMD 13
Feats Combat Reflexes, Improved Initiative
Skills (3) Acrobatics (I) +7, Perception (I) +5, Stealth (I) +11⁹
Other Gear leather armor (7.5lbs), exotic pack saddle (20lbs?!??!), training harness (10lbs?!??!), whet bone (2lbs?!??!)

Special Abilities
Link (Ex): Roginor can handle his animal companion as a free action, or push it as a move action. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): Roginor may cast a spell with a target of "You" on his animal companion (as a spell with a range of touch) instead of on himself. A druid may cast spells on him animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Tricks (8/6+2) attack (advanced), defend, down, exclusive, heel, sneak, stay

Purchase History:

item — price paid (sell value)
bedroll — 1sp
acid flask — 10gp
hide shirt — 20gp
longbow — 75gp
arrows x40 — 2gp
dagger — 2gp
club — FREE

beast whistle (reptile) — 5gp

leather exotic barding (Small) — 20gp
exotic pack saddle — 15gp
training harness — 10gp
whet bone — 1sp

SOLD (received):

Total spent: 160.1gp
Total worth: 180gp
Worth does not include non-purchased consumables.

Backstory:
How does one summarize ninety-three years of life?

Roginor was born to traveling folk: those gnomes who explore the world in their everlasting quest for new and exciting experiences. For a time, Roginor was fully one of them, but as the years passed he found himself growing more and more curious about other ways of life. Eventually, he took to staying behind when the travelers would stop, and catching up to them again months or years later, after his curiosity for that particular town was sated.

One such "stopover" left him in Umok, now of Isgerian infamy. As the goblins grew more and more restless he stayed, gnomelike, enjoying the moment and waiting to see what would happen next. Once the fighting began, he fought a few skirmishes and then tried to convince others to leave with him, but no one would, or the timing was never right — and so he stayed. At the end of all that, the constant stress and fear made him feel as though the walls of the world were closing in upon him. Perhaps worst of all was the monotony... and it affected him.

Even though the town was finally saved, by that time Roginor was a shell of his former self. He wandered the streets listlessly, and it was whispered that his skin and hair had begun to lighten. Not long after that he disappeared into the hills, and the villagers assumed him lost. They weren't entirely wrong... as the deep, dark throes of the Bleaching began to take him, Roginor grew weary and increasingly forlorn.

One gloomy, cloudy day, when the knowledge of his impending madness or death lay particularly heavy on him, he stumbled across a clearing containing a mother saurian. The creature had clearly just been in a terrible fight — her scales were ripped, her blood flowed freely, and yet, when she saw Roginor she struggled to her feet and made as if to do battle against him. The gnome knew his life was ended, and he felt profound relief, as well as a bone-deep fear.

He closed his eyes, took a deep breath, and waited. He felt the ground begin to pulse as the mother lizard limped toward him; knew that running would be pointless, even if he had wanted to run. As the pounding approached, he whispered, "Thank you."

And in that moment, he suddenly felt a change; perhaps it had happened long before, or perhaps that moment of complete vulnerability triggered it. However it happened, Roginor felt a sudden, momentary tightness at his very core... and a newfound awareness of his surroundings filled him. He was still trying to process that when a surprised voice asked, "What was that?"

Roginor opened his eyes and found himself staring into the face of the saurian mother. Her tongue flicked in and out, and he somehow felt that she still intended to kill him, but... had she spoken? As the two creatures watched each other—she warily, he thoughtfully—a third person approached the scene.

"Oh stop, you two. There's no need for this. Egg-mother-greatly-wounded, who will raise your egg if you kill yourself killing this helpless two-legs? And you, two-legs, why do you desire death?"

Roginor and the reptilian monster both turned to look. The elderly gnomish woman who had spoken looked a bit like a toad, with black, beady eyes peering out of a weatherworn face... and yet, her bearing was somehow imposing. She watched them for a moment, then began to scrounge among her pouches and vest pockets, as if unconcerned that there was an unfinished mortal combat before her — or perhaps as if she knew that the potential combatants would heed her words and refrain.

Over the next few hours, Roginor was sent to fetch water, collect herbs (which had to be described to him in painstaking detail—sometimes repeatedly), tend a fire, and finally apply poultices and bandages to the very creature which had so recently intended his death. The woman hardly spoke, and said nothing of herself; Roginor and the saurian were left to do most of the talking.

Almost as soon as the poultices were bound, the woman stood up and walked to the edge of the clearing. Turning to gaze at Roginor with those piercing black eyes full of portent, she said simply, "Care, Roginor."

With his new-found awareness of his natural surroundings, Roginor spent the next years in quiet study of the land and its inhabitants. The mother saurian survived and her wounds healed, and she and Roginor became friends; when her egg hatched, she joked (in her reptilian way) that you might think the gnome was the mother, the way the hatchling followed him around.

As more time passed, Roginor even began to visit inhabited towns again, though never too frequently. Haugin's Ear, being a convenient spot to resupply in his southern roamings, grew to recognize him — "Old Rog", they called him, or "Tall Rog" sometimes — the hermit of the hills.

Misc:
FCB (druid, brawler): 1/4 increase to uses of martial flexibility

Header: Brawler 1 / Inquisitor 2 [ HP 25/25 (0 NL) | AC 17¹ Tch 14¹ FF 14¹ | Fort +6²³ Ref +5²³ Will +6²³ | CMD 15¹ | Init +6 | Perc +9, low-light vision | Hero Points: 2 | Effects: none ]

Footnotes:
¹+4 vs giants
²+2 vs illusions
³+2 bonus to remove negative levels
⁴+1 vs reptiles & goblins
⁵50% weapon damage to incorporeal creatures
⁶ACP: -1 included
⁷+4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion
⁸+4 size bonus
⁹+2 racial bonus
⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma
⁺+1 vs goblinoids


Alright, been working on Roginor all afternoon and all that's left is typing up his backstory. I'm heading out at the moment but am planning to type that up and get him posted tonight.


1d8 ⇒ 6

(Should've just rolled 'em both...)


1d8 ⇒ 7


Tilnar wrote:
But, a small reminder, bipeds don't gain the strength bonus for quadrupeds, so the weight of their boarding, bridle, riders (and gear) can often slow them.

Hmm, good point...


Would you allow a velociraptor to serve as a mount, a la internet?


What if it knows how to dance?!

... or if I use disguise self to disguise it as a dog? :P


That's what I like to hear!

... so no objection to one as an animal companion? :D


Heya DM, how do you feel about velociraptors?


Happy New Year!

I'm getting close with my gnome... should be able to wrap him up tomorrow or Sunday.

In the meantime, do we want to get started with the ones we have? Hermit could always come in a few posts later than the rest with no harm done.


Treppa wrote:
[dice=HP]1d5

Whyyyyyyyyyyy, oh dice?!


8 + 2d4 ⇒ 8 + (2, 2) = 12


Flin Aranka-Relus
Male Human Fighter (Steelbound) 3
CN Medium Humanoid (human)
Age: 19, 5' 11", 196lbs.
Hero Points: 2
Init: +3, Perception: -1

Basics:
Defense:
AC 18, Tch 13, FF 15
CMD 20¹
HP 30/30 [10+2+8+2+6+2]
Fort +5, Ref +4, Will +0²
¹+3 vs disarm, grapple attempts
²+1 to Will saves versus fear

Offense:
BAB +3, CMB +7
Melee: dagger, +7 (1d4+4, 19-20/x2, P or S)
club, +7 (1d6+6, 20/x2, B)
Ranged: longbow, +7³⁴ (1d8³, 20/x3, P)
dagger, +6³⁴ (1d4³, 19-20/x2, P or S)
³+1 to hit and damage within 30ft
⁴no penalty for firing into melee

Speed: 30ft
Languages: Common

Stats:
Str: 18
Dex: 16
Con: 14
Int: 11
Wis: 8
Cha: 8

(Includes Human adjustment(s): Str+2)

Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm

Traits:
Hooligan (Stealth): Despite the idyllic vision that most people have of Haugin's Ear, the town also has its own seedy underside -- and, in your youth, you contributed to that. While you were never dragged before the Justicar, you were certainly well-known to the members of the Watch. You were well connected with the town's rumour mill, and while you may have reformed (or at least seemed to) since then, the knowledge you gained and contacts that you retained provide you with a +1 trait bonus on Knowledge (local) checks which automatically becomes a class skill for you. You can also use Knowledge (local) in place of a Diplomacy check to gather information about happenings and people in Haugin's Ear. Additionally, the lessons you learned in hiding things from the Watch have stayed with you, giving you a +1 trait bonus to either Sleight of Hand or Stealth checks, which also becomes a class skill for you.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Alternate Racial Traits: (none)

Class Archetypes: Steelbound Fighter

Skills:

Acrobatics (I): +2⁶
Appraiseᵇ: +0
Bluff: -1
Climbᶜ: +2⁶
Craftᵇᶜ (bows) (II): +5
Diplomacy⁶: -1
Disable Device: —
Disguise: -1
Esc. Art.: +1⁶
Handle Animalᵇᶜ: —
Heal: -1
Intimidateᶜ (II): +4
Know. Arcana: —
Know. Dung.ᶜ: —
Know. Eng.ᵇᶜ (II): +5
Know. Geo.ᵇ: —
Know. Hist.ᵇ: —
Know. Loc.ᶜ⁵ (I): +5
Know. Nat.: —
Know. Nob.ᵇ (I): +1
Know. Planes: —
Know. Rel.: —
Linguisticsᵇ: —
Perception: -1
Professionᵇᶜ (Miner) (I): +3
Rideᶜ (I): +5⁶
Sense Motive: -1
Sleight of Handᵇ: —
Spellcraft: —
Stealthᶜ⁵ (I): +6⁶
Survivalᶜ: -1
Swimᶜ: +2⁶

6/6 adventuring ranks
6/6 background ranks
ᵇBackground skill
ᶜClass skill
⁵+1 trait bonus to Knowledge (Local) and it becomes a class skill; can use Knowledge (Local) in place of Diplomacy to gather information in Haugin's Ear; +1 trait bonus to Stealth, which becomes a class skill
⁶ACP: -2⁸ included
⁸Reduced by 1 from Armor Expert (minimum 0)

Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.

Equipment:

Total Weight: 55lbs. (light encumbrance [<=100lbs])
Stowed items are carried in backpack; weight included in Flin's encumbrance.

Weapons and Armor:
scale mail (worn) (30lbs)
longbow (3lbs)
dagger (1lb)
dagger, cold iron (1lb)
club (3lbs)
arrows x40 (6lbs)
arrows, cold iron x20 (3lbs)

Magic Items:
(none)

Consumables:
acid flask (1lb)

Various:
backpack (2lbs; stowed)
bedroll (5lbs; stowed)
chalk x2 (—)

Cash: 156gp, 8sp, 6cp

Purchase History:

item — price paid (sell value)
backpack — 2gp
bedroll — 1sp
chalk x2 — 2cp
acid flask — 10gp
scale mail — 50gp
longbow — 75gp
arrows x40 — 2gp
arrows, cold iron x20 — 2gp
dagger — 2gp
club — FREE

whetstone — 2cp

SOLD (received):

Total spent: 143.14gp
Total worth: 300gp
Worth does not include non-purchased consumables.

Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way.

Misc:
FCB (fighter): +3 vs disarm, grapple

Header: Fighter 3 [ HP 30/30 (0 NL) | AC 18 Tch 13 FF 15 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]


Tilnar wrote:

The "subrace" package works fine:

- Academian replaces Obsessive
- Eternal hope replaces Defensive and Hatred
- Bleaching Magic replaces Gnome Magic
- Nature Affinity replaces Keen Senses

Heh, that'll teach me to try to read alternative racial traits late at night...

Tilnar wrote:

As for the other, semi-depricated trait - I would say it depends on what you're thinking - the link to druid is pretty set because Bleachlings who survive do so with a link to nature (hence the nature affinity thing in the new preferred package) - it certainly wouldn't work for a ranger, for example. I'd imagine a shifter would be okay, since they literally learn Druidic. Not sure anything else has that same level of bond.

Okay. It's a difference of 3hp, so I guess I'll just put it together without the change and let you take a look.


Alright, I spose I can work with Wis instead of Cha — thanks for the concession.

Sounds good on Mount and Steelbound.

Regarding the alternative racial traits, the "subrace" is actually the messed-up one... those four traits pretty much all replace or alter the same base abilities. :P

I'm actually interested in the non-subrace "Bleachling" trait, just wondering if we can switch the "druid" favored class to something more flavor-based, like "something else naturey-flavored". :P The character is totally naturey, but the druid /class/ doesn't fit. Thoughts?

(FYI: I'm trying to make the gnome/bleachling race choice less suboptimal got the character because I really like the concept — I'm not trying to make some overpowered monster.)


Aaand a few more questions as I start to flesh out Flin (say that five times fast)...

1. Any objection to the Steelbound Fighter archetype? I figure it may not be optimal but you could probably have a good bit of fun with it. (I'm not actually very familiar with the intelligent weapon rules, but it seems like a fun thematic thingy.)

2. Classes granting Mount ("as the druid animal companion ability") and Animal Companion would stack for the purposes of the companion's advancement (assuming the animal qualifies for both), right?

3. Any chance we can tweak the Bleachling gnome alternate racial trait a bit and say any two favored classes, instead of one having to be druid? :P Incidentally, it seems like whoever wrote the Bleachling "subrace" for gnomes had no understanding of how alternate racial traits work...

I guess that's it for now.


... or Garuda-blooded, for that matter? :P


DM, would you consider some alternative ability score modifiers for a bleachling gnome, such as the Aasimar Angel-Blooded or Azata-Blooded ones?


Tilnar wrote:
Oladon wrote:
"Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.)
Given that they're not actually at war, you'd not see the harshest of this happening - far more likely to get the crap jobs -- like cleaning up after fights, mindless patrols, the usual scut.-- and if there were enough incidents being told that the month didn't count toward the service -- extending the year (assuming he wants to be able to remain in the Ear as an adult). If it was bad enough, they'd want to kick him out (which would be the equivalent of exile since he'd no longer have a place in town) - but that's where family pressure or money could have influenced things.

Excellent — that's about what I'd envisioned. I suspect there was some family influencin' goin' on to keep him in... but since Flin wouldn't be likely to know about it, I'll leave that in your hands. ;)


2d5 + 10 ⇒ (3, 1) + 10 = 14

I can complain!


Stuck on the road with a closed highway between me and home... so probably won't finish today characters today, either. :)

(All's fine, just waiting for them to clear the road.)


Yep, sounds good. :)

Hoping to get Flin finished this weekend — unlikely to be today though. Other character continues to take rough shape.


I'd just as soon start by trying to keep it in my head — I'm hoping we can keep a good enough pace that that's mostly doable.


These are great! Nice variety too... now for more decision paralysis! ;)

Where I Am So Far...

Flin Aranka-Relus is a rebellious youngster who's just finished (or is close to finishing) his year in the militia... barely (I rather suspect it may have taken him more than a year to do so). His family's constant references to and comparisons of him with "Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.) Flin is ready to get out of town and away from "it all", and is likely on the path to banditry and an early death...

Flin's shaking out as a fairly-vanilla ranged fighter build.

<Insert Name Here> has been a hermit near Haugin's Ear for years, though is somewhat known in town. Not sure yet whether this character became a hermit due to trauma of the war, refugee status, or something else, but it's a wise older person who's been around a while.

Looking at an animal-companion-focused build.

I still might switch all this up and have the second guy be the archer and the first guy be something else... but based on what Treppa and I have discussed offline the above role "coverage" is fairly set.


DM, same creation guidelines as for Lastwall? Any differences other than (presumably) campaign traits?

I think I'm going to end up with two non-optimized characters... but hopefully that won't cause us to all die horribly.

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