Prof. Æthelweard Kendrick's page

31 posts. Alias of Black Dow.




Hey Folks

I started a campaign and put up a placeholder post in the gameplay thread just to get things started, and then deleted said placeholder post which has now caused the gameplay thread to essentially "disappear"...

Checked the site and now understand that this totally noodles the system - my bad, so needing one of you helpful tech goblins to assist me in getting the campaign live again if possible...

NIGHT BELOW - Black Dow's C&C Underdark Campaign

Thanks in advance

BD


“Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it.” ― Terry Pratchett, Reaper Man


"The enemy is within the gates; it is with our own luxury, our own folly, our own criminality that we have to contend." - Marcus Tullius Cicero


"Reaching an Inn after dark is the difference between life and death! Plain an' simple..." - Roadwarden, Otto Trevestein

"My lad I shan't tell you not to go gallivanting off to the Empire seeking brave adventure... No far from it... However my only advice would be to always seek out an inn rather than camping the forest. Inns are warm and safe... and ensure your bloody companions will not badger you into thinking it is your duty to cook for them!" - Retired Halfling Adventurer, Golo Shandymug

"I spent 'alf a day travelling a paltry six miles! I 'ad to personally push my coach on three separate occasions because ze road was so rutted zhat ze wheels kept getting stuck! My coat has been ruined an' my favourite wig was lost in a puddelle ze size of my own grande bath! After all of zhis out pops some boiled faced peasant who informs me I am to be sharged 10 crowns for "road maintenance"! Zut alors! Ez it any wonder I set my man upon 'im eh!?" - Visiting Brettonian Noble, Gaultier de Belloy


Hey Folks

This PBP Game is no longer active - GM ghosted on us.

Could you please deactivate the game for us.

Cheers

BD


Hey There

Could the following PBP Thread Starfinder: On Blade's Edge be shifted to Inactive please?

I dropped out just before GM ghosted and its still showing as active campaign in my (and presumably the other players) Online Campaigns

Cheers in advance

BD


5 people marked this as a favorite.

Just wondering if/when we could expect a drop of new avatar images?

There's been a tonne of Starfinder, PF2 and legacy PF1 art that's not appeared and by my reckoning its been a couple of years since the last big drop of art.

Appreciate other stuff takes priority, but for the pbp community they are like mana from the gods.

Even an ETA on when we some new images could be bestowed would go a long way :)

Thanks ahead of time

BD


D/O/T


Hi Guys

I'll direct you to a post that just appeared in a recruitment thread of a PBP I'm in: FInal Post - game is underway and the post itself is a word snatch from an earlier post from one of our group.

Spliced hyperlinks to stuff I have no intention on clicking mixed throughout. I'm a tech neanderthal so have no notion of what's gone on, other than it looks suspect.

Its the only game I'm in that I've noticed it crop up in - but thought it prudent to both flag and cross reference here.

Cheers

BD


14 people marked this as a favorite.

Hey All

Not sure if this is the right section of the website for this - so please reassign to the correct venue if not...

Sadly I've been involved in two games here on the boards where unfortunately players involved passed away.

Those we lost were: Nick Goodner (aka Thestrongangel) two years ago, and JustinLWarren only last month.

While the games themselves (and others they were involved in) mourned and offered thoughts, prayers and memories of the two gentlemen taken far too soon, I was struck by the notion that this is a fact of life - people do pass, suddenly and shockingly and (sadly) it has likely occurred many times to our online and wider community.

What also stuck me is there was no Paizo-centric thread or section of the website devoted to these sad announcements, or sharing creative memories of those members of the Paizo community we have lost.

Apologies if this has been broached previously - nothing I searched for flagged up (save threads set up in the memory of specific individuals by fellow players/GMs etc).

The announcement of the passing of both above players took me by surprise, and Justin's really shook me to the core, making me reflect on my own life and mortality. From my perspective these are individuals who built uniquely creative events in the games we shared - humour, excitement, pathos and above all else enjoyment.

Just wonder if an "official" corner of the boards to remember these co-creators and fallen friends would have merit?

Cheers

BD/Gary


Testing... Testing...


Hey Folks

Set up a new Starfinder pbp game and did some renaming of the campaign.

Activated the OOC thread for character development (its a closed recruitment) and gameplay thread to allow dotting and deleting.

One of my players flagged up that they tried to post in the gameplay thread and the post got eaten. Tried it as well and getting no preview and no visible post.

Could someone have a look and see what the issue/possible fix is?

Gameplay thread: GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH


Right here’s the OOC thread for my forthcoming PBP take on the Dead Suns AP. Game launch will likely be toward mid September, so we have plenty of time to prep characters and digest the rules.

For the meantime we’ll utilise this thread to discuss character creation, concepts, backgrounds and the AP itself.

From my pov I’ve always been a fan of sci-fi as much as fantasy, both in terms of gaming and as a broader genre. 2000AD and Starlord were my weekly fare for decades with strips like Judge Dredd, The VCs, Nemesis the Warlock, Strontium Dog and Ace Trucking & Co shaping my imagination for decades. Traveller, SpaceMaster, Shadowrun & Judge Dredd RPG were all staples of my halcyon days rolling the bones. Dune is, to me, the zenith of sci-fi writing, but I’ve been inspired by Neuromancer and Ready Player One to name but two. Everything from Space 1999 through to Firefly and The Expanse have ticked my box on the box, and movies like Blade Runner, Outland and Alien(s) to the more recent Rogue One, Dredd and Guardians of the Galaxy have all driven this decision to run Dead Suns.

While I can’t say if this game will be my typical grimdark[star] fare yet - I will be striving to make the feel of the game come alive. From post styles, to use of languages to maps et al… I’m aiming to give the setting a futuristic feel and vibe.

There’s already been some verbal interest given from my freebooting shipmates;

Mark ▸ Ysoki Mechanic
Voodoo ▸ Ysoki [pilot] Mechanic or Android [Merc] Soldier
Scran▸ ????
JW▸ ????

Won't hold you to the above concepts folks as I know reading into SF and the plethora of other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game] and I'll up-recruit from other games I'm in.

CHARACTER CREATION▸
Okay now onto the nitty-gritty [will reprint most of this is under my Galactic Master Black Dow profile for ease of reference]:

Classes▸ All classes from the Core StarFinder rules. This game will not be a mass bug-hunt, so character roles covering all types will be highly desirable. You will ultimately get access to ship[s] as the AP develops, but those can be covered and developed upon as you see fit.

Races▸ Core races only please. Appreciate dropping the legacy races into the mix would be fun, but with a tonne of new racial options and flavours I’d prefer to go with the new over the familiar.

Starting Level▸ 1st.

Ability Scores▸ Standard 10 point buy. Flaws are allowed [HouseRule #1: For every 2 points you drop in one ability, you may raise another by 1]

Feats▸ Core.

Languages▸ All characters start off with Common, Racial Tongue and Planetary Language regardless of any additional from INT or Skill picks. Fair warning here I’ve been looking at some of the more colourful and odd language options in Google translate. Some of these may well be attributed to Pact World tongues [but I’m open to discussion on which - would we agreed on a default for Akitonian or Vesk than me imposing it].

Alignment▸ No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Credits▸ 1000CR

Background▸ The Adventure Path starts on Absalom Station - which is the massive space station that is the epicentre of the Pact Worlds, and now system’s primary home of humanity. The PCs have come to Absalom Station for any number of reasons, but they should have a connection of some kind [be it professional/personal/vague/familiar/convenient/desperate] with a Dwarven Starfinder named Duravor Kreel.

Through data transmissions you have arranged to meet Duravor on Absalom Station (Docking Bay 94) where he has promised to show you round the station, assist in your assimilation to your new home and hopefully recruit you to the Starfinder Society…


Some flavour by Mr Kipling... draw from it what you will... ;)

The King's Pilgrimage - Kipling (1922)

Our King went forth on pilgrimage
His prayers and vows to pay
To them that saved our heritage
And cast their own away.

And there was little show of pride,
Or prows of belted steel,
For the clean-swept oceans every side
Lay free to every keel.

And the first land he found, it was shoal and banky ground -
Where the broader seas begin,
And a pale tide grieving at the broken harbour-mouth
Where they worked the death-ships in.

And there was neither gull on the wing,
Nor wave that could not tell
Of the bodies that were buckled in the life-buoy's ring
That slid from swell to swell.

All that they had they gave - they gave; and they shall not return,
For these are those that have no grave where any heart may mourn.

And the next land he found, it was low and hollow ground -
Where once the cities stood,
But the man-high thistle had been master of it all,
Or the bulrush by the flood.

And there was neither blade of grass,
Nor lone star in the sky
But shook to see some spirit pass
And took its agony.

And the next land be found, it was bare and hilly round -
Where once the bread-corn grew,
But the fields were cankered and the water was defiled,
And the trees were riven through.

there was neither paved highway,
Nor secret path in the wood,
But had borne its weight of the broken clay
And darkened 'neath the blood.

Father and mother they put aside, and the nearer love also -
An hundred thousand men who died whose graves shall no man
know.

And the last land he found, it was fair and level ground
About a carven stone,
And a stark Sword brooding on the bosom of the Cross
Where high and low are one.

And there was grass and the living trees,
And the flowers of the spring,
And there lay gentlemen from out of all the seas
That ever called him King.

'Twixt Nieuport sands and the eastward lands where the Four Red Rivers spring,
Five hundred thousand gentlemen of those that served their King.

All that they had they gave - they gave -
In sure and single faith.
There can no knowledge reach the grave
To make them grudge their death
Save only if they understood
That, after all was done,
We they redeemed denied their blood
And mocked the gains it won...

KRALJOTVORAC ACT 1: SKROMNI POČECI (HUMBLE BEGINNINGS)

1st Calistril, 4713 AR

In contrast to the bleak late winter that hangs, pall-like o’er the nation of Brevoy, the meeting chamber deep within the Lord Mayor of Restov’s mansion is warm and opulent. Tapestries drape the walls, their stories of the Rostland region’s history retold in rich colour and thread.

In the corner a fire glows bright, its heat providing welcome warmth to bones and spirits, while torch light makes shadow’s dance to a flickering jig. Underfoot the room’s lacquered timber floor bears detailed carvings of beasts and fey, each hallmarks of Brevic craftsmanship and tradition.

A finely wrought oaken desk finishes the room; each of its four stout legs a carved vista of snapping wolves chasing dancing fey. Atop its surface sit five pewter drinking mugs, each steaming in the room’s low light. Their unmistakeable bouquet confirms their content as Grzaniec – a potent mulled wine of Restov. A calm subtle voice cuts through the eve’s silence;

“Please, please do not stand on ceremony my friends... drink... drink... Let the grzaniec warm your bones.”

Leaning forward into the lamplight reveals the owner of the rich, crisp voice as a woman, lean and angular; perhaps some thirty winters old. Her night black hair frames a face noteworthy for the two pale scars that run from lip to crown; mementos to her martial profession. You notice she is dressed in fine russet robes of imported Tian silk and wears a fine cloak of ermine; all declarations of her status.

At her hip sits an icon of Brevic culture; the signature razor edged duelling blade of the famed Aldori Swordlords.

Idly the woman plays with a silvered letter opener; a miniature doppelganger of the sword she wears, as her eyes scrutinize each of you in deliberate measurement. Whether her gaze is one of the experienced soldier weighing up new recruits, or that a Katapeshie lioness weighing up its next meal you cannot yet distinguish...

Nodding as if the solution to a silent question had revealed itself, she finally speaks:

“Dobrý...Good... Anando seems to have picked adeptly for this particular endeavour we all embark upon.”

Her eyes glance to the leather journal open before her; the self-same journal in which the aforementioned Halfling scrivener “Anando” had judiciously noted names, professions and finer particulars during your initial selection regarding the venture. A venture that many had answered when Restov’s petition requesting “Privateers and Pioneers of a discerning nature, who seek expansionist profit and intrepid adventure” had been first issued to guilds, churches, taverns and upon placards. Yet now only you five stand...

“Ladies and Gentlemen, for those of you who do not know me - I am Swordlord Jasna Aldori, and will act today on behalf of my blade brethren and of course the City of Restov’s Lord Mayor Sellumius, to whom we all owe a debt for the warm hospitality on this cold winter eve”.

Those of you familiar with the nation’s language note the woman’s first name. In Old Brevic “Jasna” meant “clear or sharp”, an apt forename for a Swordlord; men and woman renowned throughout the Inner Sea for their duelling prowess in both the political arena and upon the battlefield.

“To business then, let us see what our astute Anando made of you all...”


Here’s the OOC/placeholder thread for all would be adventurer’s in my Kingmaker Adventure Path PBP. Game will be looking to begin in say a couple of weeks [want plenty of time to prep characters and intro scenes].

For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself.

As this is an AP I'm hoping it'll run slightly quicker than my Iobarian Saga game, but I'll be flexible to the party's needs.

Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously. That being said my version of Kingmaker will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Old Slavic and fey materials and mythos and also Tales of Old Malgreve sourcebook.

Recap of those interested in answering Restov's call:

Mark Sweetman: ????????
Drayen: Human Aldori Sword Lord?
Thanos Maximo: Elf Wizard (Diviner#?

Have a party of 4-5 in mind, and currently no-one is nailed down to any classes or concepts #hence the ?#.

May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here.

CHARACTER CREATION

Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]:

Classes: All classes/archetypes from Paizo sources.*/**

* Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this AP too well.

** Gunslingers... Am torn here. Not typically a fan, but the "frontier" nature of the class and the prospect of "cold iron bullers" may make me a believer lol###

#b#Races#/b#: Core ideally, but any fey/slavic flavoured would be considered#

#b#Starting Level#/b#: 1st

#b#Ability Scores#/b#: 20 point buy#

#b#Feats#/b#: Paizo materials are sound# Other sources must be approved by me#

#b#Traits#/b#: 3 traits #one of which must be a Campaign Trait - see below, other sources as above## Please ensure the Campaign Trait selected is reflected in/of your character's background# As with my Iobarian Saga I'll be awarding traits as part of advancement rewards #although unlike the Saga will choose those that fit individual characters particular in-game achievements##

Kingmaker Campaign Traits

Languages: All characters start off with Common and regional language.

Experience Track: Standard.

Hit Points: Max at first level, rolled or class average [PC choice] from their-on in.

Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Gold: Maximum for class.

Background: For those of you familiar with Kingmaker AP, you will probably begin the AP in Brevoy as prospective trailblazers selected to forge a realm in the wild uncharted area of the River Kingdoms. Consider a rationale why your character answered the call or was indentured into the venture #by guild, parent, punishment for crime, political alliance, divine inspiration - whatever#.

Part of the introduction will be the roleplay of the final stage of the selection process, so also give me a short self-summary that your character would have given describing their skills, background, heritage #whatever they would provide#; can be as succinct or verbose as your character would wish :)


Wee question regards pbp generally and my game specifically...

One of my players (Marcus Mayes/Drayen) has recently re-joined my Iobarian Saga pbp game. However his character Dísa Valbjörndóttir is not showing up as an active character...

Will this naturally happen after a number of posts or do you guys have a fix for us?

Cheers

BD


As a long time fan of Celtic mythos, wonder if anyone's came across rules/archtypes/rage powers for a Warped Warrior style barbarian?

Fundamentally thinking someone who "hulks up/warps" becoming a Large sized "warped" form (with all the bonuses/penalties that come with it)

Cheers ahead o' time

BD


Alright folks,

Am currently running a pbp set in Iobaria which is my Pathfinderised version of TSR's classic UK 2 & 3 series The Sentinel & The Gauntlet rebadged as northern saga.

The game has peppered swathes of Olde English/Dark Ages feel both in terms of language and setting. Its my first as a DM and a love-letter to the classic adventures of my youth and the legends and tales of the Norse and British Isles.

The party were recruited (pressed into service) from other games I'm lucky enough to be part of here on the boards. Currently we have a dwarven (dweorg) priest and human alchemist, barbarian, ranger and fighter.

Would really like a rogue or bard to fill out the ranks and join this saga...

Here's the link to the Campaign Info to give anyone interested a feel of what the games about.

From there check out the game play for an idea of how I GM and how the rest of the group play.

Pretty open to concepts and ideas. Start at 3rd level.

As its a Dark Ages style campaign, I'm keeping the black powder out of the snowy tundra :)

Queries, Questions and Characters welcome...


Hi Guys

Just moved house and trying to clear the decks a little coin-wise. Reluctantly could I ask you cancel my AP subscription until further notice.

I'm hoping to start again with the next AP, so is it easier to suspend by sub or just create a new one when I'm ready?

Cheers

BD


Hi Folks

Just a longshot here but are there any lawyers on the boards? (I can see the potential one-liners already) Particularly one with experience in employment law...

If your willing (and able) to offer some advice PM me please on:

dmblackdow@gmail.com

Cheers


Wealday 10th Lamashan (Late Autumn)
Late eve in village of Kustir

Weather Conditions: Deep lake haar punctuated with light sleet

The spectral glow from the numerous fishoil lamps does little to ease the eerie feel of Kustnir. And their stink does little to endear you further to this isolated place…

This small Iobarian fishing village, perched on the bank of the Lake of Mist & Dreams, is home to around 90 souls. Though the thick lake haar, and graveyard silence makes you wonder if that the number is wholly accurate…

Barring those villagers who greeted you at the gate or who now sit, morose in their cups within the drinking lodge of The Kelpie’s Net, there has been scant signs of life. Or indeed of death… as the murderous curse the village has apparently endured has also failed to materialise since your arrival.

You have of course seen little of the village since arriving, having been hastily installed in The Net as the village council argue the best course of action. Klenna Fiscsdohtor, the eolder’s daughter has checked on you once or twice, but for the main you’ve sat and waited for a decision and to be formally received in the longhouse. Until this eve. The council have made a decision and on the morrow you will be petitioned by the eolder Pater Fisc on behalf of the beleaguered village. For what purpose or reason remains unclear… as muttered gossip and rumour clouds the place more than the haar that enshrouds the place.

The Kelpie’s Net is one of the few stone buildings in the village. Most fisherfolk live in single storey wooden dwellings with turf roofs. A few of the buildings (including the village longhouse and the drinking lodge) have stone walls with blackened thatch roofs.

The Net offers food and drink, but scant else in terms of hospitality. The cots at the far end of the building are wooden stuffed with straw, whilst the longtables host but a sprinkle of locals.

The lodge is run by Wym Wínmann, a short, rotund man rumoured to have hin blood. Wym appreciates the custom, but like all those in Kustnir is as wary of outlanders as they are their own shadows.

As you enter he hails you in thick Auld Iobarian;

”Welcome… welcome to our gisthus. I shall be over presently with æfengiefl and drinc. Please sit and talk. Aye talk… Would be nice to hear men talk for a change…”

Okay , Kelpie’s Net, yourselves and 4 villagers (including Wym). The eolder will see you in the morning, so use the eve/night to meet, greet, RP… Game on :)

Haar = mist/fog
Wín = wine
Hin = halfling
Gisthus = place to hostel strangers
Æfengiefl= evening food/supper
Drinc = drink, draught


Okay as promised here’s the OOC thread for all would be adventurer’s in my Iobarian Saga (UK2/3: Sentinel & Gauntlet PFRPG Conversion)PBP. Game will be looking to begin late August [want plenty of time to prep characters and digest UC/Inner Sea Magic].

For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself.

This is my first time GM’ing a pbp, so they’ll no doubt be a feeling out process as we kick off. I’m a pretty regular poster as well so will hopefully keep the game ticking over nicely too.

Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously [see Kaul’s exploits for an example ;)]. That being said the Iobarian Saga will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Beowulf, Old Slavic, Old Norse and Old English mythos, horror and languages to create a feel of Iobaria as a place with an old, cold legacy.

This has been a labour of love for me for some time – finally coming to fruition, but I’m not going to be precious about it – if there’s something you don’t like or want me to address feel free to comment. Know there are at least two of you who are running pbp games, so all input is much appreciated [with that in mind any advice on combat map generation will be most welcome].

Recap of those interested in writing their names into this Saga:

Mark Sweetman: Ulfen Berserker?
Filios: Native Iobarian Ranger (Guide) or Ranger (Battle Scout); dependent on contents of UC.
Meowzebub: Native Iobarian; Knife Fighter Rogue (from UC), a Metal Oracle blacksmith, or a Lore Sorcerer (expert in Runes and Cyclopes ruins).
Randall793: Thinking of filling in as healer, either druid, cleric, or oracle (depending also on UC content)
Drayen: Aldori Sword Lord?

Won't hold you to the above concepts folks as I know UC & other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game].

May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here.

Character Creation

Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]:

Classes: All classes/archetypes from Core, APG, UM, Inner Sea World Guide, UC* & Inner Sea Magic. The only party proviso is that it would be hugely beneficial (hint-hint) to have an arcane spell-caster in the group.

* Gunslingers, Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this mini-campaign too well.

Races: Standard only please.

Starting Level: 1st [may bump to 2nd, but I’ll let you know as I fine tune the adventure, for time being presume 1st]

Ability Scores: 20 point buy.

Feats: Core, APG, UM, UC, ISMagic & ISWG. Other sources must be approved by me.

Traits: 2 traits [one of which must be a Campaign Trait - see below,other sources as above]. May well be awarding traits as part of advancement rewards [will choose those that fit characters particular in-game achievements].

Iobarian Saga Campaign Traits:

Campaign Traits

These character background traits for the Iobarian Saga campaign are available at first level and seek to add an Iobarian flavour to the characters involved:

1. Comfortably Numb
2. Conqueror’s Heart
3. Friend o’ Nomen
4. Hearth Wisdom
5. Ken of the Kodlok
6. Kodlak-blōd
7. Lochfolk of Lodovka
8. Proud & Free
9. Survival of the Fittest
10. Touch of Frost

Comfortably Numb: You have grown up in the harsh cold lands of the north and barely notice the chill of winter.

Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of cold environments. You also acquire energy resistance 1 against cold.
Drawback: Your senses are dulled also and you suffer a -1 penalty to Perception checks.

Conqueror’s Heart: The barbarians of Old Iobaria were renowned expansionists and subjugators. Their spirit still runs strong in your veins, granting in you a lust for battle and an air of intimidation.

Benefit: You gain a +2 bonus to Initiative when you personally instigate combat. Combat started by an ally does not count. You also gain a +1 bonus to Intimidate checks and Intimidate is always a class skill for you.
Drawback: In your eagerness to engage in combat you fail to fight as savvy as normal and suffer a -1 AC penalty in combats where the above initiative bonus is in effect.

Friend o’ Nomen: The centaurs of the Noman Hills recognise you as an ally and you are familiar with their ways and traditions. In addition you share their affinity with horses.

Benefit: You gain a +2 trait bonus on Diplomacy checks when dealing with centaurs. Ride is always a class skill to you and in the event that Ride is already a class skill you then receive a +1 trait bonus to Ride checks.
Drawback: Your admiration for these creatures makes it difficult for you to battle them. Anytime you engage a centaur in combat you take a -2 penalty on your attack rolls.

Hearth Wisdom: In the cold winter evenings your people would gather round the hearth to recount the tales and myths of Old Iobaria. These sagas fired your imagination and spirit of adventure, and continue to drive you to this day.

Benefit: You gain a +1 trait bonus to any two of Knowledge (History), Knowledge (Nature) and Knowledge (Religion). The two chosen skills are always class skills to you.
Drawback: Your hasty impatience in seeking to experience the old legends for yourself means you suffer a -1 penalty on one Dexterity-based skill check chosen from Ride, Sleight of Hand or Stealth.

Ken of the Kodlok: You possess a supernatural or scholarly understanding into what the Iobarian people call the Kodlok; humanlike creatures that possess animalistic qualities. Your proficient insight relates to both their behaviour and ecology.

Benefit: You gain a +2 bonus to Initiative, Knowledge (Nature) and Sense Motive checks with regards to any creatures of the Monstrous Humanoid type.
Drawback: Hostile creatures with the Monstrous Humanoid type encountered in Iobaria instinctively sense your keen acumen regarding them and target you in combat, gaining a +1 morale bonus on attack rolls whilst fighting you.

Kodlak-blōd: Someone in your distant family tree was a lycanthrope or an animalistic shape-shifter and you still carry their legacy in your veins.

Benefit: Animals have a strange reticence when they attack you, and as a result suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability you receive a +1 trait bonus to any wild empathy checks.
Drawback: Due to your legacy you suffer a -1 penalty to saving throws resisting lycanthropy, and take +1 point of damage from attacks with silvered weapons.

Lochfolk of Lodovka: Your kin has made a living off the Lake of Mist and Veil’s coasts since before Brevoy existed. Your family’s apt motto is “The Waters, Our Fields”.

Benefit: You gain a +1 trait bonus to Profession (Fisherman), Survival and Swim checks. Swim is always treated as a class skill for you.
Drawback: A proverbial “fish out of water” you struggle socially in areas devoid of a large body of water. As such you take a -2 penalty on any Knowledge (Local) checks in non coastal and lakeside locales.

Proud & Free: You are a descendent of the free folk who populate much of Iobaria’s hinterlands and you share their fierce and stubborn spirit of independence.

Benefit: Pride for your lineage fortifies your mind and soul. You gain a +1 morale bonus on attempts to intimidate you, saving throws against fear and mind affecting powers, spells and effects.
Drawback: You abjectly refuse to bend knee to any nobles that you encounter, and as a result suffer a -2 penalty to Diplomacy checks when dealing with them.

Survival of the Fittest: One of your ancestors was a survivor of the last great plague that swept Iobaria. Like them you are especially resistant to diseases, but are cautious when dealing with creatures that can spread sickness and pestilence.

Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of disease.
Drawback: You suffer a -2 penalty on initiative when in combat with creatures that are diseased or can inflict disease with a supernatural ability or extraordinary ability.

Touch of Frost: The cold fey of the North infused some of their essence into one of your forebear’s centuries past, but you still carry their boon, albeit now greatly diminished.

Benefit: You may cast the 0-level spell Ray of Frost once per day as a spell-like ability. This ability is cast at your highest arcane caster level gained; if you have no caster level, it functions at CL: 1st. The frost spell-like ability’s save DC is Charisma-based. Additionally any cold based damage you deliver by spell or spell like abilities does bonus +1 damage.
Drawback: Like the fey that empowered you, cold iron weapons are your bane and deliver an additional +1 damage to you in successful attacks.

Languages: All characters start off with Common and regional language. Auld Iobarian [a blend of Skald, Sylvan & Hallit] is also an optional regional tongue.

Experience Track: TBC, will be either Standard or Fast.

Hit Points: Max at first level, rolled or class average [PC choice] from their-on in.

Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Gold: Maximum for class. If we’re starting @ 2nd level you’ll get a bonus cache to reflect your experience.

Background: For those of you familiar with Kingmaker AP, you will probably begin the Saga in Brevoy as a group not selected to forge a realm in the wild Stolen Lands of the River Kingdoms. However another opportunity to slake your wanderlust will soon present itself ;) If you’re not I’ll provide an overview here to aid character background.

Missed anything? Let me know :)


Scratch the above - have just bumped it from my sidecart to "ship as soon as"...

All is good in the north again :)

BD


Hi Cos

You might remember me posting around Thanksgiving that my discount wasn't kicking in when I order something. You advised me that it wasn't a Thanksgiving glitch, and if I ordered something and it didn't apply to give you heads up... well...

Ordered the pdf for Cities supplement [thought it would be a good tester] - and no discount kicked in...

Hoping this can fixed [not just for this order but future ones too :)]

Cheers


Hi Guys

Just received my print copy of Pathfinder #11—Curse of the Crimson Throne Chapter 5: "Skeletons of Scarwall", but with an added bonus: a copy of Pathfinder Module LB1: Tower of the Last Baron :)

I already have got a copy of said module from a previous order, and as excellent as it is, it just wouldn't be honest to hang onto it...
[it was a freebie as I wasn't mistakingly charged of it or anything]

Figured you guys have been nothing but exemplar with me - so as a loyal piazite i thought it important to do the same and flag this "honest mistake" up.

What do you want me to do - send it back in the robust cardboard envelope that it came in? Don't mind paying postage - tis no biggie...

Gary


Just noticed that we're moving into Hook Mountain Massacre for the PF minis range - and we got ogres and plenty of em...

Based on the other minis i know they're gonna look great, but wonder when we might see pics? Anyone got any links to greens, concept art etc [outwith the interior art in Hook Mountain]

I for one can't wait to order these brutes, although the omission of a Mammy Graul diorama is disturbingly disappointing ;)


It didn't fit through the letterbox due to the quality standard of card envelope you guys sent it out in [which was excellent by the way]

I had to pick it up from my post office 48 hrs later [which is a 40 minute round trip on my way to work]

Any chance you can put a "if occupant not in delivery address, please leave by door or with neighbour" instruction or disclaimer on the envelope - or am I just gonna have to put a note to that effect on my door?

Tis ok if you can't do this - will adapt, but thought I'd ask anyways. Great service though - very impressed folks!

Cheers

Full Name

Nigel VanWagnen

Race

◆ | ◆◆ | ◆◆◆ | ◇ ◈ |

Classes/Levels

Speed: 25ft | Spell DC: 26 | Spells [1: 4/4 1/1] [2: 4/4] [3: 3/4] [4: 3/4] | Staff: 11/11

Gender

AC Mage Armor 24 | HP 80/80 | Fort (T) +13+1 (MA), Ref (E) +15+1 (MA), Will (E) +14+1 (MA)| Prcptn: +12 (+14 for Init) | Exploration: Detect Magic

About Nigel VanWagnen

Half-Elf Human Abjurer Wizard (Staff Nexus) of the Inverted Pyramid 8
LG Medium
This formatted Character Sheet can be found: https://github.com/mirkoRainer/PF2E-Character-Paizo-Profiles
◆ | ◆◆ | ◆◆◆ | ◇ ◈

Inventory Spreadsheet

Perception: +12 (+14 for Initiative)
Speed 25 ft.
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------------------------------
DEFENSE
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AC 23
Mage Armor(Heightened 4) 24
HP 80/80
Fort (T) +13, Ref (E) +15, Will (E) +14
Mage Armor (Heightened 4) +1 to all saves

------------------------------
------------------------------
Spells
------------------------------
------------------------------
Wizard DC 26
Prepared:
+++++++++++++++
Cantrips
Daze
Electric Arc
Detect Magic
Light
Read Aura
Mage Hand
Ghost Sound
Shield
+++++++++++++++
Level 1
Gravitational Pull
Gravitational Pull
Befuddle
Feather Fall
Inverted Spontaneous Slot
+++++++++++++++
Level 2
Scorching Ray
Scorching Ray
Invisibility
Dispel Magic
+++++++++++++++
Level 3
STAFF CHARGE
Haste
Fear H+2
Day's Weight
+++++++++++++++
Level 4
STAFF CHARGE
Resilient Sphere
Enervation
Mage Armor H+3 (Always cast at beginning of day)

------------------------------

Staff of Abjuration (Greater) (4 Charges per day + Spell Slots given up):

While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Cantrip shield
1st alarm, feather fall
2nd dispel magic, endure elements, resist energy
2nd dispel magic, endure elements, resist energy
3rd alarm, glyph of warding
4th dimensional anchor, dispel magic, resist energy


------------------------------
------------------------------
Cantrips
------------------------------
Daze ◆◆:

[dice=Damage (mental)]1d6+4[/dice]
Cantrip|Enchantment|Mental|Nonlethal
somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier (1d6+4); the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

Detect Magic ◆◆:

Cantrip Detection Divination
somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).


Electric Arc ◆◆:

[dice=Daze Damage]4d4+4[/dice]
Cantrip Electricity Evocation
somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 4d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.

Ghost Sound ◆◆:

Auditory Cantrip Illusion
somatic, verbal
Range 60 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

Infectious Enthusiasm ◆◆:

Cantrip Emotion Enchantment Mental
somatic, verbal
Duration 1 round

With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn.

Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.


Light ◆◆:

Cantrip Evocation Light
somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 60-foot radius (and dim light for the next 60 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Mage Hand ◆◆:

Cantrip Evocation
somatic, verbal
Range 30 feet; Targets 1 unattended object of Bulk 1 or less
Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Message ◆:

Auditory Cantrip Illusion Linguistic Mental
verbal
Range 500 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell's range increases to 500 feet.

Read Aura:

Cantrip Detection Divination
1 minute (somatic, verbal)
Range 30 feet; Targets up to 10 objects
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297-298).

If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.


Shield ◆:

Abjuration Cantrip Force
verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 10. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.


Sigil ◆◆:

Cantrip Transmutation
somatic, verbal
Range touch; Targets 1 creature or object
Duration unlimited (see below)
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Heightened (7th) The sigil never fades.

Tanglefoot ◆◆:

Attack Cantrip Conjuration Plant
somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.

Critical Success The target gains the immobilized condition and takes a -10-foot circumstance penalty to its Speeds for 1 minute. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.


------------------------------
1st Level Spells
------------------------------
Befuddle ◆◆:

Emotion Enchantment Mental
somatic, verbal
Range 30 feet
Target(s) 1 creature; Saving Throw Will
Duration 1 round

You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

Critical Success The target is unaffected.
Success The target is clumsy 1 and stupefied 1.
Failure The target is clumsy 2 and stupefied 2.
Critical Failure The target is clumsy 3, stupefied 3, and confused.


Charm ◆◆ (Inverted Pyramid):

Emotion Enchantment Incapacitation Mental
somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Magic section on page 305).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.


Fear ◆◆:

Emotion Enchantment Fear Mental
somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.


Feather Fall (R):

Abjuration
verbal; Trigger a creature within range is falling
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Gravitational Pull ◆-◆◆◆:

Evocation
material, somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude

By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell.

(somatic) The spell targets one creature.
(somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10.
(material, somatic, verbal) The spell targets up to 5 creatures.


Grease ◆◆:

Conjuration
somatic, verbal
Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of Bulk 1 or less
Duration 1 minute
You conjure grease, with effects based on choosing area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.

Gust of Wind ◆◆:

[dice=DamageOnCritFail]2d6[/dice]
AirEvocation
somatic, verbal
Area 60-foot line
Duration until the start of your next turn
A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.


Mage Armor ◆◆:

Abjuration
somatic, verbal
Duration until the next time you make your daily preparations
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

Mending:

Transmutation
10 minutes (somatic, verbal)
Range touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

True Strike ◆:

Divination Fortune
verbal
Duration until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

------------------------------
2nd Level Spells
------------------------------
Dispel Magic ◆◆:

Abjuration
somatic, verbal
Range 120 feet; Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

Enlarge ◆◆:

Polymorph Transmutation
somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 5 minutes
Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.
Heightened (6th) Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.

Invisibility ◆◆:

Illusion
material, somatic
Range touch; Targets 1 creature
Duration 10 minutes
Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 466). If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.

Scorching Ray ◆-◆◆◆:

[dice=Damage]2d6[/dice]
[dice=Damage]4d6[/dice]
Attack Evocation Fire
somatic, verbal
Range 60 feet; Targets 1 or more creatures
You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.
For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions.

------------------------------
3rd Level Spells
------------------------------
Day's Weight ◆◆:

Transmutation
somatic, verbal
Range 120 feet; Targets 1 living creature
Saving Throw Fortitude; Duration 1 minute

You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save.

Critical Success The target is unaffected.
Success The target is fatigued and enfeebled 1 for 1 round.
Failure The target is fatigued and enfeebled 1 for the duration.
Critical Failure The target is fatigued and enfeebled 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means).

Heightened (6th) You can target up to 10 creatures


Haste ◆◆:

Transmutation
somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.

Safe Passage ◆◆◆:

Abjuration
material, somatic, verbal
Range touch; Area 10-foot-wide, 10-foot-tall, 60-foot-long section of terrain
Duration sustained up to 1 minute
You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.

Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.


Slow ◆◆:

Transmutation
somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
You dilate the flow of time around the target, slowing its actions.

Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
Heightened (6th) You can target up to 10 creatures.


------------------------------
4th Level Spells
------------------------------
Dimensional Anchor ◆◆:

Abjuration
somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save.

Critical Success The target is unaffected.
Success The effect's duration is 1 minute.
Failure The effect's duration is 10 minutes.
Critical Failure The effect's duration is 1 hour.


Enervation ◆◆:

[dice=Damage (negative)]2d8[/dice]
[dice=Damage (negative)]4d8[/dice]
somatic, verbal
Area 30-foot line
Saving Throw Fortitude
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent negative damage.
Failure The creature takes 4d8 persistent negative damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.
Heightened (+2) The persistent negative damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure.


Freedom of Movement ◆◆:

Abjuration
somatic, verbal
Range touch; Targets 1 creature touched
Duration 10 minutes
You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.

Resilient Sphere ◆◆:

Abjuration Force
somatic, verbal
Range 30 feet; Targets 1 Large or smaller creature
Duration 1 minute
You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.

Critical Success The target disrupts the sphere's integrity, causing it to collapse entirely.
Success The sphere functions normally but has only 10 Hit Points instead of 40.
Failure The sphere has its normal effect.


------------------------------
Focus Spells
------------------------------
Protective Ward ◆:

Uncommon Abjuration Wizard
somatic
Area 5-foot-radius emanation centered on you
Duration sustained up to 1 minute
You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet.

Energy Absorption (R):

Uncommon Abjuration Wizard
verbal; Trigger An effect would deal acid, cold, electricity, or fire damage to you.
You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage.
Heightened (+1) The resistance increases by 5.

------------------------------
------------------------------
STATISTICS
------------------------------
------------------------------
Ability Scores:

STR 10 +0
DEX 16 +3
CON 16 +3
INT 19 +4
WIS 14 +2
CHA 10 +0

Arcana +18, Nature +10, Occultism +14, Religion +14, Society +14

Skills (Clever Improvisor):

[dice=Acrobatics (T)]1d20 +13 [/dice]
[dice=Arcana (M)]1d20 +18 [/dice]
[dice=Athletics (U)]1d20 +8 [/dice]
[dice=Crafting (U)]1d20 +12 [/dice]
[dice=Deception (U)]1d20 +8 [/dice]
[dice=Diplomacy (T)]1d20 +10 [/dice]
[dice=Intimidation (U)]1d20 +8 [/dice]
[dice=Lore:Heraldry (T)]1d20 +14 [/dice]
[dice=Medicine (U)]1d20 +10 [/dice]
[dice=Nature (U)]1d20 +10 [/dice]
[dice=Occultism (T)]1d20 +14 [/dice]
[dice=Performance (U)]1d20 +8 [/dice]
[dice=Religion (E)]1d20 +14 [/dice]
[dice=Society (T)]1d20 +14 [/dice]
[dice=Stealth (T)]1d20 +13 [/dice]
[dice=Survival (U)]1d20 +10 [/dice]
[dice=Thievery (T)]1d20 +13 [/dice]

Languages Common(Imperial), Draconic, Halfling, Jotun, Undercommon

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SPECIAL ABILITIES
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Abilities:

Encounter Abilities
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Agility Abilities
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Drain Bonded Item ◇
Frequency once per day
Requirements You haven't acted yet on your turn
You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
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Assured Identification
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.
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Counterspell (R)
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
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Courtly Graces
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
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Linked Focus
Frequency once per day
Prerequisites arcane bond, arcane school
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.
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Quick Identification
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
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Quick Recognition
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.
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Recognize Spell
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
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Staff Nexus
Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.

You begin play with a makeshift staff of your own invention. It contains one cantrip and one 1st-level spell, both from your spellbook, but it gains no charges normally during your preparations; you must expend a spell slot to grant it charges in the same way you would add additional charges to a normal staff. You can craft your makeshift staff into any other type of staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft.

At 8th level, you can expend two spells instead of one when preparing your staff, adding additional charges equal to the combined levels of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined levels of all three spells.
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Inverted Pyramid Agent Dedication
Prerequisites Trained in Arcana. Member of the Inverted Pyramid.
You devote much of your time to the study of arcane magic. You gain two common or uncommon arcane cantrips and two common or uncommon 1st-level arcane spells added to your spellbook or repertoire. You also gain one 1st-level Inverted Pyramid spell slot. You can use your Inverted Pyramid spell slot to spontaneously cast any 1st level arcane spell in your spellbook if you are a wizard or known to you if you are not a wizard.
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Prescient Planner
General
Cost the Price of the chosen item
Requirements You haven't used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased-you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.

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GEAR/POSSESSIONS
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Encumbered 5 Bulk
Max 10 Bulk
Current Load Carried 2 Bulk

Feather Token (Fan)
Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20).

Feather Token (Ladder)
When activated, this feather transforms permanently into a 20-foot-long wooden ladder.

Perfect Droplet
affixed to armor or a weapon
Intense blue water magically holds its shape-a perfect sphere. The spell DC of any spell cast by Activating this item is 17.
Armor You gain resistance 2 to water effects and attacks by water creatures.
Weapon After you cast a water spell by Activating the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way.

Activate Cast a Spell; Effect You cast spout.

Signal Whistle
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

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Worn
Material Component Pouch
Signal Whistle

Backpack
Bedroll
Chalk x10
Healing Potion Lesser x3
Rations x2
Soap
Wand of Alarm
Writing settlement
Candle x10
Flint and Steel
Mirror
Rope
Torch x5
Waterskin

Money 26 GP 8 SP 2 CP

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Build
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Background:

This section is under construction...

Appearance:

Middling height half-elf with longer dull white hair. Plain robes with a black leather bag slung over one shoulder. A slender perfectly straight staff with a small orb in one hand. The orb swirls with dull magical essence in a fascinating dance. His voice is melodious with serious undertones.

Build:

Level 1
Ancestry: Human
Background: Noble (Heraldry Lore)
Class: Wizard
Ancestry Boosts: INT, DEX
Background Boosts: INT, CON
Class Boost: INT
Free Boosts: CON, WIS, DEX, INT
Skills Trained Level 1:
- Acrobatics
- Arcana
- Diplomacy
- Lore Heraldry
- Occultism
- Religion
- Society
- Stealth
- Thievery
Heritage: Half-Elf
Ancestry Feat: Natural Ambition
Class Feat: Counterspell
Arcane School: Abjuration
Arcane Thesis: Staff Nexus
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Level 2
Skill Feat: Recognize Spell
Class Feat: Cantrip Expansion
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Level 3
Skill Increase to Expert: Arcana
General Feat: Incredible Initiative
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Level 4
Skill Feat: Assured Identification
Class Feat: Linked Focus
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Level 5
Skill increase: Religion
Ability Boosts: CON, WIS, DEX, INT
Ancestry Feat: Clever Improviser
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Level 6
Skill Feat: Quick Identification
Class Feat: Inverted Pyramid Agent Dedication
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Level 7
Skill Increase: Arcana to master
General Feat: Prescient Planner
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Level 8
Skill Feat: Quick Recognition
Class Feat: Advanced School Spell