If I understand correctly (not a given, by any means), you've got fewer than 4 spell points either way, so you'll still only have a single one to use until we rest. Still, it's a good question to get answered for the future.
@Jereru: I'd like to point out that there is a mechanic around "consumable" resources that is being used in this campaign. Basically, it's randomized, to an extent; take the number that you would normally have and round down to the nearest "normal" die size (e.g., d4, d6, etc.). When you use that resource, roll that size die; if you roll a one, then the next time you use that resource, you will use one smaller die size.
For example, Milah has 7 points of Panache. Every time she uses it, she rolls a d6. If she rolls a 1, she will then have to roll a d4. If she rolls a 1 on that, she will then have a single point remaining. My point being, dependent on how you roll, you might have a ton of spell points, or not many at all... :-P
RACIAL FEATURES Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Common, Draconic, Goblin, Orc
CLASS FEATURES Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
TRAITS Chernasardo Hopeful: You’ve pledged your skills and your life to the Chernasardo rangers, studying to protect your homeland from foreign invaders. You currently remain a neophyte in this secretive guerrilla army. You have yet to be entrusted with many of their secrets, and spend a great deal of time training with the old ranger Aubrin in Phaendar to hone your skills of hunting and tracking. In forest or plains terrain, you may reduce a single target’s effective level of concealment against you (from total concealment to concealment to not concealed) by studying your natural surroundings as a move action. This reduced concealment ends immediately once the target moves from its current location. At 10th level, you may study your terrain as a swift action instead.
Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
FEATS Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Malkk Dilkash was born in Urgir, in the Hold of Belkzen. He was never considered a particularly large or strong child, but he wasn't weak or sickly, either. He suffered through the other kids' ridicule and derision until, when he turned 7, he was chosen to become an apprentice to the tribe's shaman.
...
How humiliating... thinks Malkk as the tribe's shaman moves down the line of 7-year-olds. Four young boys stand next to the shaman thus far, full of pride, ugly smiles on their ugly faces. A sickly-looking one, whose mother had obviously bribed the old orc to take him on, grins foolishly as he joins the others. He won't last a year.... As the decrepit shaman's shuffling gait brings him closer, the young half-orc's pulse quickens. Why am I so nervous? Everyone knows he hates half-breeds; no chance he's going to choo... His thoughts are interrupted by a stern voice echoing in the small room. "You will come with me, half-breed." The old orc's finger points at Maligoth, unwavering. The young half-orc quickly looks around him, confirms there is no mistake, no misunderstanding, then steps forward to the shaman's side. Well, this should be interesting...
...
"You are weak! A failure! You will never succeed, in this or anything!" the old orc screamed at Malkk, his eyes crazed. Again, Malkk's lessons had degraded into name-calling and other expressions of his master's boundless frustration. "You are not deserving of my time, my food, or my shelter! You will sleep outside from now on, fend for yourself, train yourself! Go, I have wasted enough time on you!"
Malkk left, then, smiling. He knew that this was his final victory over his master. Former master, that is. Through all of the pain, torture, exhaustion, as well as the attempt on his life not three days ago, he had survived. Of course, it had taken three years to get to this point, but that was better than another two years to finish out his apprenticeship. Now he was free.
Well, free might not be the right word... He realized that, despite the reasons behind it, this "failure" would reflect badly on him. He would suffer for it, but he was determined to make the most of the situation. In fact, now that he was getting bigger, he could start training himself for other, more fitting jobs. Scout, for example, had always sounded intriguing.
...
Malkk's bow creaks quietly and his bowstring shudders under the strain as his hand nears his cheek. He looks along the arrow at his targets: two human children who have wandered off on their own, too near the area he was scouting. They're completely oblivious to his presence as they pick wild flowers and sing softly to each other; their giggling echoes off the nearby trees as they begin playing some game or another. He holds the string for five seconds, then ten, twenty...then he sighs and releases the tension in the string. If I leave them, the next scout will surely kill them, or follow their tracks back to their home. It would be as if I had killed them myself. He sighs again and steps forward to reveal himself to the children, to warn them and theirs of the need to move or defend themselves.
...
Years have passed since those days, and, once the people got over their initial distrust of him, Maligoth was accepted into their society. He doesn't live in town, but keeps mostly to himself, living in the lands near Phaendar. Given his past, he is understandably uncomfortable around people. He spends quite a bit of time with Aubrin, the old ranger, honing his skills and learning what he can about the Chernasardo rangers, having pledged himself to the defense of these lands that are his new home.
I'll admit; had I realized that the rest of the party was this charismatic, I may have made a different choice of character. Still, though, I think this works.
Sorry, to get back to the conversation around forbidden equipment. Could I get a ruling on:
- Fake Licenses (if we don't have these, then any Restricted equipment would also get you arrested, no?)
- Fake SINs
- Hot SIM module
Also, I'm assuming that we can only go up to availability of 12, and that the following would probably not work too well?
- Jammers (area or directional)
- Sound suppresssor
As a husband and father of 4 myself (with 2 full-time jobs, to boot) I certainly understand the sentiment. As much as I enjoy those games that you've GM'ed for me, RL comes first. That said, I'll second EndlessForms' thanks; you're one of the best GM's I've had the pleasure to play with on the boards here. I appreciate your efforts, and hope that adjusting your priorities helps!
Is the general consensus to play it up or down? If down, I can bring Darvan (3.2 Keleshite Saurian Shaman Druid) or Cressyk (4.0 Half-Orc Inquisitor of Gorum). If up, I'd probably end up bringing Castien (6.0 Half-Elf archer wizard).
I've only got a few characters in that range as well:
- Boram (alchemist, 7.1, not currently engaged)
- Holman (rogue, 9.1 when he finishes Order of the Gate)
- Elindriel (bard, 10.2 when she finishes Sulfur Gulch)
If we were to go a little lower, I could pull out:
- Castien (fighter/wizard, 6.0, not currently engaged)
- Anaristiel (oracle, 5.0, not currently engaged)
I have a number of available low-level characters, including an oread cleric that is just starting out, and a couple of level 2 characters. I would certainly not turn down the opportunity to run through it again!
Gear:
150gp
-39gp Light Crossbow, Bolts (20), Dagger, Club
-60gp Alchemist's Fire (2), Acid
-58gp 7sp Backpack, Bedroll, Blanket (Winter), Case (Map or Scroll), Flint and Steel, Grappling Hook, Ink (1 oz. vial), Inkpen, Mirror (Small Steel), Parchment (5 sheets), Pouch (Belt), Rations (Trail, 4 days), Rope (Silk, 50'), Waterskin, Spell Component Pouch, Spellbook (Wizard's, blank)
---------
2gp 3sp remaining
Backstory:
Eriethiel, though she was born shortly before her parents fled Echo Wood, spent the bulk of her childhood in the city of Hajoth Hakados, on the southern edge of Numeria. When she first arrived, she was pestered daily by the local children. That said, she was usually able to outsmart her tormentors, and escaped more often than not.
She spent her childhood helping her parents eke out a living in their small shop, helping to gauge the worth of items brought to them in trade and learning a number of common - and not so common - languages. It was a simple life, but she had a sharp mind and a boundless curiosity of the world around her; eventually, she became bored and longed for more exciting endeavors. Her parents saw this and, when she came of age, apprenticed her to a kindly mage - not one of those Technic League mages, mind, but a human that was too old for those sadists to care about, and too old to care what might happen to him if they began.
During her apprenticeship, Eriethiel was taught the basics of magic and spellcraft, and of the natural and unnatural creatures of the world. Some of her studies revolved around the history surrounding Numeria and the Rain of Stars. Over the course of her apprenticeship, she was continuously drawn to study the lands to the north; she was fascinated by the thought of mountains of skymetal falling from the sky. What had they been? From whence did they come? If they were, as she had been taught, vessels from other planets, she simply had to learn all that she could about the creatures native to those other planets!
And so, as she grew in years and power, and as she caught whispered stories of caverns beneath the lands of Numeria, she considered the possibility that she might discover signs of alien life within them. So, the day her apprenticeship was complete, she packed her gear, said her farewells, and made her way deeper into Numeria - up the Seven Years River, to Torch - to find her destiny.
As interested as I am in doing Quest for Perfection, Elindriel actually completed the entire trilogy a while ago, and I have no way to replay scenarios at this time (unless we were to play it with core characters or something).
I'll look through some things and see what jumps out at me, Lithrac, but if nobody else steps forward, I'll lean towards something that would lend itself to that paradigm.
I sent you a couple of PM's, DMK, and was hoping for a response before starting 7-04 with Elindriel (it will determine whether I make a purchase before the scenario).
I'll be ready to join 7-07 once I know (based on Karrion/Tiaburn) whether we'll be playing it up or down.
GlennH got me curious...I'm up to 69 reported games with DMK as GM, going back to PbP GameDay 2; this one'll make it an even 70, with nary a complaint or day missed (on his part, anyway). Congratulations on your (soon-to-be-acquired) 5th star; it's truly well-deserved!
70? That seems high. My database gets me to 42...
Ah, 42 is the right answer, of course - I did a search on my sessions tab for "Kludde", and didn't scan down quite far enough to confirm that it only showed up in the GM column. Still, though - congratulations. :-)
EDIT: Also, waiting to dot in for 7-07 until I know whether we're high or low-tier.
GlennH got me curious...I'm up to 69 reported games with DMK as GM, going back to PbP GameDay 2; this one'll make it an even 70, with nary a complaint or day missed (on his part, anyway). Congratulations on your (soon-to-be-acquired) 5th star; it's truly well-deserved!
I've got characters I can put in School that are low or high - what's the preference?
DMK:
Not trying to be picky or anything, I know you've got a lot on your plate. However, could I get you to generate a 7-01 Chronicle for Anaristiel instead of Castien? :-)
I hadn't even looked at the new faction cards, sorry.
Boram can also get the "Participate in an adventure in Cheliax for which you receive the full Prestige Point award." tick.
Elindriel will tick the "Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or
preserving the reputation of the Pathfinder Society in the eyes of another nation or organization." goal.
Chukka Bloodbeak
PFS #: 70085-12
No Day Job
Sovereign Court
Faction Card: Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
I've got several level 3's (Darvan Moll, Cressyk Shadowscar, Anaristiel Teladren) and a couple of level 5's (Castien Galondiir, maybe Boram Sandyfoot) available, so I should be okay with either.