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![]() I would like to put in a request for subsection. This is not based on P2E playtest, where intrigue heavy campaigns have not come up, but on my regular pathfinder game I ran today. I would like a subsection under perception, after detecting creatures, for detecting spells. This needs to go through the four ways to detect a spell. I believe these are. 1. A spellcaster using a V, S or M component can be detected casting a spell. Explain how hard this is. How much does distance effect it? What about if your normal senses cannot detect them (eg S M spell cast in darkness). Please add a reference to Conceal Spell. 2. Manifestations. How do you adjudicate if a spell has a manifestation? How does this work if your normal sense cannot detect it (eg a thrown ball of acid in complete darkness). How do you know where it comes from? Can I indentify a spell from the manifestation, and is that an action? It is worth noting some manifestations go long enough someone might wander on the scene and see them - can they work out it is a spell, or what spell it is, and if so how? 3. Being affected. e.g. If a concealed, manifest free charm person spell is cast on me, it has an effect if I fail. Do I notice this? What about if I make the saving throw? Do I know I threw off a spell? Do I know what it was supposed to do? 4. Extra sensory perception. e.g. If I have continual detect magic (which some monsters do) and someone casts a spell, presumably even a manifestation-free effect cast from concealment (or distance) on someone else it will be detected. Is there a way to stop this? (This is the place where it might be okay to mention detect levels, and things like Nondetection, maybe? This area in P1 is a poorly defined minefield where a lot of the way to discover how the rules work was by finding the feats that said they got rid of a problem you did not know you had! This doesn't need to be a large subsection, even explicit "is up to your GM to determine" would help. What I'd love is a section where, when my players do something crazy, I can put my head in my hands and read through the section to see what the recommendations are. Edit: there were previous discussion on the manifestation part of this, and on how they interact with invisibility. They asked for more in general, where I'm asking four a four stage parallel to the Detecting Creatures section. Edit2: If spells had a "Manifestation" trait for perceivable manifestations, that'd be amazing. ![]()
![]() This might be too late to suggest.
Could Wizards get proficiencies in schools, instead of just Spellcasting?
specialist progression:
1 5T 2 6T 3 5T 1E 4 4T 2E 5 3T 3E 6 2T 4E 7 2T 3E 1M 8 2T 2E 2M 9 2T 1E 3M 10 2T 0E 4M 11 1T 1E 4M 12 1T 0E 5M 13 0T 1E 5M 14 0T 0E 6M 15 0T 0E 5M 1L 16 0T 0E 4M 2L 17 0T 0E 3M 3L 18 0T 0E 2M 4L 19 0T 0E 1M 5L 20 0T 0E 0M 6L 'old type' specialist:
1 5T 2 6T 3 5T 1E 4 4T 2E 5 3T 3E 6 2T 4E 7 2T 3E 1M 8 2T 2E 2M 9 2T 1E 3M 10 2T 0E 4M 11 1T 1E 4M 12 1T 0E 5M 13 0T 1E 5M 14 0T 0E 6M 15 0T 0E 5M 1L 16 0T 0E 4M 2L 17 0T 0E 3M 3L 18 0T 0E 2M 4L 19 0T 0E 1M 5L 20 0T 0E 0M 6L true universalist:
1 7T 2 8T 3 7T 1E 4 6T 2E 5 5T 3E 6 4T 4E 7 3T 5E 8 2T 6E 9 1T 7E 10 0T 8E 11 0T 7E 1M 12 0T 6E 2M 13 0T 5E 3M 14 0T 4E 4M 15 0T 3E 5M 16 0T 2E 6M 17 0T 1E 7M 18 0T 0E 8M 19 0T 0E 7M 1L 20 0T 0E 6M 2L This grants 3 things. 1. it makes the sorcerer's ability to pick and choose from the Arcane list and cast all the disparate spells at the same level much more impressive 2. wizards could get a higher proficiency faster than other casters - but in a very narrow range. Unlike sorcerers these aren't necessarily thematically tied either, but are instead mechanically similar. 3. it gives a resource that can be traded away for 'specialisation' bumps. The school abilities, for example. Quick preparation type abilities. These can even be tied to proficiency (for example if you need to have a school at expert). This gives a slot for the half-useful arcane discoveries, and at a minimum could be used on lores as well as schools to create Sage type characters. This does come at the cost of additional work to create a wizard. It may be worth keeping universalist "as is" as an option. I'm not sure people signing up to play specialist wizards are necessarily intimidated by one more thing to keep track of, given they need to keep track of spell schools anyway. ![]()
![]() TLDR Question;
We ended up spending our first session on character creation. We had a group of 5 with something like 150 years of communal experience in a lot of different systems. Three of us were PF1 GMs. All of us have run games. It took all session to make characters. We had some technical issues, no hardcover books, not enough tablets and some socialising. All up we believe it took 2 hours per player. Feedback so far was that making a character was hard. Upon reflection it was not intrinsically harder than PF1. We put this down to four things
I am very interested in using software to assist, but I want to check that this will not invalidate the playtest feedback. If the intention is to find out just how hard it is to make characters without software assistance then we can push through. Note that we have made the first characters. As an incidental if five players is an issue then I will ask someone to step out. I would prefer not to do so. ![]()
![]() Hey,
These are two completely separate orders with the same order number.
I've sent two emails.
I know that you're snowed under, but the UA books are christmas presents and delivery takes a long time to Australia sometimes. More than happy to reorder them, but I don't want to reorder them if it means I'm somehow going to end up with two copies. Thanks ![]()
![]() I submitted a Winter Witch concept to three different play by posts for Reign of Winter before a GM finally took pity on me and explained it was actually a terrible concept for the game. Is it possible to find out what cool-sounding concepts are actually terrible for Strange Aeons? The Player's Guide gives some clues, but I'm wondering about something much more blatant but still spoiler free. Like "Don't play a summoner who summons tentacle monsters" or "don't worship any of the evil Great Old Ones, except X". (Note: I'm guessing here.) I don't want to just read the modules to work it out, because, y'know, Spoilers. Sort of hoping GMs who have character concepts in their campaigns that prove disastrous can post hints for their successors. ![]()
![]() I posted in the wrong thread last night (because I am an idiot). Didn't notice it until I woke up this morning.
![]()
![]() I keep getting this error: 'You have made too many requests for the same page too quickly'
I'm guessing this is not the website so much as the way I am interacting with it, but any advice would be very welcome. ![]()
Qantium, capital of Nex, is the largest, most magically advanced city in the world. The masses of citizens contained in the walled city are seeded with rogue alchemist experiments, escaped summonings and unlicensed monsters. Every day a hundred crimes are reported, and another hundred aren't.
Inspired by Simon R Green and Jim Butcher. More details here Crunch:
Fluff:
This is a continuation of our campaign. We have lost some players and are looking for replacement characters.
All submitted characters will be considered by GM and remaining players. The approval will be done by consensus. The recruitment will probably be opened till April 24th, but if we find suitable characters before that time, we might close it earlier (but prior notice at will be given). ![]()
![]() I'm interested in running a magical investigators game.
![]()
DM
![]() This is a thread to discuss the formation of a game.
I would like a city with enough people to start to run into metropolis problems. I would like a large class of poor, and a small class of very rich, and Tammany Hall politics. I would like the death of pretty much any individual to be something that gets investigated. For pretty much everyone to have rights. But I would like there to be an oppressed subclass. I would like it to be primarily human and human-like races. I would like it to be in the early stages of an "industrial revolution" using alchemy and magic. I would like the PCs to be elite members of the "Guards", which are a police type force. The guards also do military and crowd control, PCs unit would be responsible for investigating unusual crimes. ![]()
![]() This is the Kingdom Phase 2, 4714-4715AR for the Rise of the New Runelords game at http://paizo.com/campaigns/RiseOfTheNewRunelords
![]()
![]() This is the Kingdom Phase 1, 4713-4714AR for the Rise of the New Runelords game at http://paizo.com/campaigns/RiseOfTheNewRunelords ![]()
![]() Previous recruitment was at here The game is an epic game about the creation of a new Thassilon (based loosley on Xin’s original vision). The game is strongly based on Kingmaker (but I will have to raise some threats a lot to actually be a threat). The premise is that a rich dwarven wizard named Hargran Stonebound ran a small (and illegal) ‘cult’ of Lissala in Cheliax, out of Egorian academy. He has seven apprentices/acolytes who are as much lab assistants as anything else. A few nights ago he arranged a contract with Brevoy to claim the Stolen Lands. He grabbed his students and ran, but the Cheliax government tried to stop him. He is now near death and his students are largely on their own. There are Seven students (obviously) but three have or are dropped out, so I am looking for three new characters. Characters should be ex-students and cultists of Hargran who have answered his call to arms. The group is about to go Mythic. Recruitment ends when just before they do. I'm guessing a week. I would like everyone to think about why their character was in the ‘cult’;
This is also a Mythic game. Resurrect the true Lissalan Church and in return you will become her Champions on Golarion. I think a strength of PbP is that it can cope well with many NPCs on the player sides, so Leadership, Familiars, Golems, Summons etc are all fair game. Be warned that means that this is a large party starting to verge on a small army. I hope this will be a game where a lot of discussion and planning takes place, so be prepared for it. Currently we have
Available runes and virtues are
Character creation
* have craft wondrous and & prof in a martial or exotic polearm
Special
![]()
![]() FOREWORD Almost certainly you - dear reader - have heard of the New Runelords. You may even know certain dry facts, or been subjected to the propaganda posing as historical evidence the current Runelords promulgate. Rest assured that this history is different. I have taken the facts and evidence, statements from various summoned beings and a lifetime of work in the field of Divination and used it to construct - in never before detail - the true story of the Rise of the New Runelords. ![]()
![]() Rise of the New Runelords. Eustace Thrune, The History of the Egorian Academy of Cheliax, 4800AR wrote:
Catechism of Reformed Lissalan Church, 4815 AR wrote:
I’m looking to run an epic game about the creation of a new Thassilon (based loosley on Xin’s original vision). The game will be strongly based on Kingmaker (but I will have to raise some threats a lot to actually be a threat). I’ve run Kingmaker before from 1 to 20 tabletop, and there’s a few changes to the kingdom building I’d like to make, but these are mostly expansions and clarifications.The premise is that a rich dwarven wizard named Hargan Stonebound runs a small (and illegal) ‘cult’ of Lissala in Cheliax, out of Egorian academy. He has seven apprentices/acolytes who are as much lab assistants as anything else.
I would like everyone to think about why their character was in the ‘cult’;
I would also like everyone to think about a reason why your character would stick it out. This should be in addition to the fact have sworn certain oaths that might be binding, have no easy way to travel out, and are working for a wizard who has Teleport, Scrying, Nightmare and Baleful Polymorph. This is also a Mythic game. Resurrect the true Lissalan Church and in return you will become her Champions on Golarion. Don’t worry about mythic tiers for now though. I have plans for post-kingmaker play, but as that is a long, long way away so don’t worry about that for now either. I think a strength of PbP is that it can cope well with many NPCs on the player sides, so Leadership, Familiars, Summons etc are all fair game. I hope this will be a game where a lot of discussion and planning takes place, so be prepared for it. I would prefer academic characters, with little survival (you can pick it up later), and while Caster level is NOT required, it is probably a good idea. You can strongly link your character to a virtue at this time, but actual virtue picking will happen after characters are chosen. Character creation
* have worshipped Lissala * not be a dedicate of another god (or religious philosophy) * be lawful House rules:
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![]() A couple of threads have been grabbing my attention lately and I am strongly considering running a game based on it. Kingmaker campaign based around the rise of seven new PC 'Runelords'. I figure the game would start at about level 5 and go from there. Some of book #1 could be used (with increased CR, obviously) and quickly hit book #2. Kicker would be starting with seven (probably arcane) casters who are not optimised for wilderness adventure. After re-reading a lot of Kingmaker I think maybe it could work. The two questions I can't resolve are
Any thoughts? ![]()
![]() I've done a PbP Playtest of Ashes At Dawn and introduced the rules to my tabletop group in Broken Moon. The update was not brought into play. Broken Moon
Ashes at Dawn
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![]() Four days ago you left ill-fated Illmarsh, and your minds rebel at remembering the horrors you faced there. Four days of hard travelling along the winding coastal road to Caliphas. You were met at the gates of Thrushmoor by the Bishop of Versex. Looking somewhere between awed at having been visited by his goddess and insulted at being used as a mere messenger he stopped the guards from allowing you entrance. "Oh no - Thrushmoor is not for you. The Lady of Graves appeared to me in a dream last night, telling me to meet you at this spot with two gifts and a warning." At a word healing energy washes over you, dispelling your tiredness. At a gesture five pharasmin novices, each leading a fine fresh horse, come forward. "I was told to tell you this: 'The hunters have become the hunted. Death seeks. Darkness comes. Make haste to Caliphas." ![]()
![]() Alright, let's do this! Can everyone sound off please - want to check we've got everyone. Sound off question: Do we use individual or shared Mythic Weaknesses. As for Ascension events, my suggestion is everyone has ended up with a patron (Ustalavic) deity helping them on. Pharasma and Desna are the obvious choices, with Morrack being given the big thumbs up by Abadar. Sound okay? ![]()
![]() Hey all,
Full Character Creation Rules: 15 point buy Core rulebook + APG only. No Traits. 82K equipment, no more than half in any one item. ![]()
![]() hey
This doesn't say bonus, and seems to imply it increases the die result.
Guessing I'm just misreading it. ![]()
![]() THIS IS NOT A RECRUITMENT THREAD * I really like these rules.
I'm interested in suggestions in how to best craft a PbP that actually showcases the lesser trials in order the get the best feedback. I think not just running combats is important. Part of me thinks a sandbox might be the best way to do it, but that might be my favouritism towards showcases. ![]()
![]() It is nearly 6:30 when the gate-guard screams out. Grandmother has been trying to make dinner, but the coughing has gotten so bad one of the older kids has had to take over while she sits down. Thom-Thom is sitting out on the seat in the front garden watching the gate; his vision means he often pulls night shift, though the silver sky has not yet darkened to black. Everyone else is bustling around the house but Minnow, and some of the younger kids are grumbling about Minnow being late - mostly because they want to get to the pastries Tarek brought home from work. Suddenly Thom-Thom screams out "Minnow! Trouble!" Those who run out into the street or garden see Minnow, arms pumping, covered in sweat, running like the wind away from the gate. A few seconds behind her, just emerging, are a pack of large but mangy long-haired dogs. You have initiative. Put yourself on the map starting in Thom-Thom's square and move from there. Anyone who wants can look out a second story or first story window, but that has limits where you can see. NOTES Anyone want to volunteer to be helping out in the kitchen? Knowledge Nature DC 12, trained only:
These appear to be a feral dog with a bit of wolf in them. Maybe a quarter or an eighth. Knowledge Local DC 20, trained only:
These dogs belong to the War-Wolves, a gang of crazy Ulfen thugs and mercenaries that live out 5 gates past High Road. The War-Wolves often use a pack of dogs to run down quarry while they follow behind. Dinner at Grandmother's House:
At Grandmother's house dinner is not just a meal, it is a tradition. It starts about 6pm when the various kids with jobs start coming home. Those who can bring food for the table, or toys for the little ones. Grandmother brings out the main meal and for an hour or so the family talks about their day. Grandmother tells a story. Sometimes someone sings. The kids who are too young to go out talk about what they've been taught by an older kid that day. Anyone who can show something off does. After dinner Grandmother kisses every child on the forehead and sees them off to baths or bed. Grandmother's kisses are special - not just a symbol of affection but imbued with healing power that soothe aches and heal scratches.
Minnow: Minnow is thirteen (almost fourteen, as she'll be quick to tell you). She looked gnome sized when she came under Grandmother's care two years ago, a tiny urchin living in East Markets. Grandmother bought her home and fed her up, and discovered Minnow's Talent. Minnow can run. Minnow can run. Minnow can run faster than any other kid at Grandmother's house. She can slip through crowds "like a fish through water" - that, and her size, is where her name comes from. Minnow is quick - but she's also grown a lot of size and muscle with regular feeding. She's cheerful, and friendly, and loyal. Generally no-one has a bad word to say about her... but no one has ever said anything good about her smarts either. Minnow is trying to get a job as a runner, but she's been known to fall back on her old occupation of snatch-and-run thief. ![]()
![]() Setting
No one would have believed in the last years of the Age of Lost Omens that the wars and conflicts plaguing Golarion world would vanish into insignificance compared to what was to happen. The stars came into their conjunctions and the Others fell to earth, the Old Ones rose from their tombs and seas, and the Outer Gods returned once more. Those who did not flee Golarion died, save for some small areas overlooked or protected by the gods or the most powerful of magics. The City is chaos - every district is distinct. Buildings, streets, even whole suburbs were ripped out of Golarion and placed into a demiplane. Collapsing demiplanes have dumped buildings from one district into another. The laws of geography and geometry apply strangely in some places within the city. Even time can run differently in some districts. Law is applied haphazardly, and in places gangs are the only law. An emergency council claims to represent and govern the various districts - a claim often met with derision. You were only a child at the time. Half trained in some apprenticeship, or simply living your life. You don’t really remember clearly what happened, just shattered images and memories, but you remember your parents. You were roomed with other refugee orphans, and you banded together in self defence through those first three years - the hardest years. Your gang now holds a tiny bit of territory and you eat almost every day. But your “grandmother” - the old witch woman who has looked out for you all since you arrived - has gotten sick. Her minor magics can’t cure the cough that racks her night after night. Unless someone does something, soon she will die. Behind the curtain This is an urban, high magic sandbox game (like an urban Kingmaker). Golarion still exists, and you might even be able to save it one day, but at the start you need to concentrate on making sure your gang survives. The game setting is inspired by Simon R Green’s Haven & Nightside, Steven Brust’s Adrilankha, James Blish’s New York City, and the Cthulhu Mythos. I love games where I can work my way up, and build something in the setting - not just follow an adventure path. Something where I can be proactive in seeking power within the game. I love Kingmaker for the sandbox kingdom building elements in it. I have tried to build a game for people looking for this sort of thing. I am looking for people who want to build a deep and rich world in an urban setting.
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![]() I've got an idea for a game that's been exciting me, but I'm not sure if it would work. I love games where I can work my way up, and build something in the setting - not just follow an adventure path. Something where I can be proactive in seeking power within the game. I love Kingmaker for the sandbox kingdom building elements in it. I also really like the idea of an urban but high magic setting, like the cities in Stephen Brust and Simon R Green's settings. Somewhere people live and work, but anything is possible. Within Golarion the two obvious choices are Kaer Maga and Whitethrone. I'm tending towards Whitethrone. I want to build a rich and deep world and I am really want players to want to sandbox inside it. While this sounds like a great game for me I'm just not sure if people are interested in this style of game. What do you think? ![]()
![]() I am considering running a campaign in Whitethrone in Irrisen.
I was planning on saying that die to the extreme cold, cold spells (and class spell like abilities, but not monster abilities) are extra effective in Irrisen. This would be for both PCs and non-PCs. Not sure if I should, or how to do it. Considering
What do people think?
About Elmar TarathielStatistics:
Male Half-Elf Arcanist 8
CN Medium Humanoid (Elf) Init +2; Senses Perception +17; low-light vision ------------------------------ DEFENSE ------------------------------ AC 12, touch 11, flat-footed 11 (+1 armor, +1 dex) hp 50 Fort +5, Ref +5, Will +9 (+2 vs illusion, -2 vs evil) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Dagger +2 (1d4-2) Defensive Abilities Aegis of Recovery (if HP drops below 0)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Sophisticate Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local). Alert for Betrayal You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light. Fey Thoughts Diplomacy and Bluff are always class skills for the character. Taldan Patriot You love your country, its history, and its people... even though they may not love you back. Whether you’re a bureaucrat, a minor noble, or a soldier, you want your community to be the best it can be and you channel that love into a position in service to the people of Taldor. You gain a +1 bonus on all Sense Motive and Knowledge (history) checks, and these skills are always class skills for you. In addition, once per day you can recall a specific fact about a Taldan noble’s personality—quirks such as a hobby or pet peeve—including information you would normally learn as a discovery check in social combat. Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Extremely Fashionable You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. Haunted Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy. You take a –2 penalty on saves against spells with the evil descriptor. Arcane Reservoir (1/10) The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day when preparing spells the reservoir resets to 3 + 1/2 her arcanist level. More points can be gained but can never exceed the max. The arcanist can expend 1 point as a free action when casting a spell to increase the caster level by 1 or increase the spell’s DC by 1 (both by +2 due to Potent Magic Exploit). She can expend no more than 1 point from her reservoir on a given spell in this way. Consume Spells (1/2) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. Arcanist Exploits At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier. Quick Study The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. Obfuscated Spellcasting When casting a spell, the arcanist can spend 1 point from her arcane reservoir to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that the arcanist knows. This exploit raises the DC for a Spellcraft check to correctly identify the spell being cast by double the arcanist’s caster level. Identification attempts that fail by an amount less than double the arcanist’s caster level mistakenly identify the spell being cast as the false spell chosen by the arcanist. Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1. Aspect of Innocence An arcanist can expend 1 point from her arcane reservoir as an immediate action to gain the benefits of innocence, with a caster level equal to her arcanist level. Charmer An arcanist can expend 1 point from her arcane reservoir as a standard action to gain the benefits of glibness, with a caster level equal to her arcanist level. Familiar An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. Spells:
------------------------------ Spells ------------------------------ 0th (Prepare 8 | Cast at will | all known) Detect Magic Light Read Magic Prestidigitation Message Open/Close Scrivener's Chant Arcane Mark 1st (Prepare 5 | Cast 3/6)
2nd (Prepare 3 | Cast 1/6)
3rd (Prepare 2 | Cast 0/5)
4th (Prepare 1 | Cast 2/3)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb. Current Load Carried 17 lb. Money 13 GP 0 SP 0 CP
Handy Haversack (2000gp) (5 lb.)
Expenses:
Background:
Elmar was born to Edwyn Lotheed and Alenia Tarathiel. Edwyn was from a cadet branch of the Lotheed dukedom, and "Removed as many steps as drinks I'm having tonight". Alenia was a young elf who was hired by the family as one of their scholars, working in the vast Lotheed arcane libraries. Edwyn was stricken by Alenia's beauty and sharp wits, the latter a sharp contrast with most of his regular consorts. Alenia found Edwyn's passion and appetite for life enchanting.
The courtship proved mutually beneficial. Edwyn helped Alenia get a firsthand experience of human culture and gave her a kind of excitement she had never experienced, as well as give her inside tips on how to succeed as a scholar in his family. And Alenia helped tame Edwyn's rabble-rousing nature, both allowing him to somewhat settle as well as improve in his own studies. It was not long until Elmar was brought into the world. When the rest of the Lotheed family learned of the situation, there was a certain tense reserved judgement. While Alenia was low in the scholarly ranks, she was still a respected elven mage, and while Edwyn was indeed a Lotheed, he had always danced the knife's edge of causing too much trouble for his family. But having a half-human child out of wedlock was enough for the family to no longer tolerate his behavior, and an intervention with the senior members of the family sharply curtailed Edwyn's reckless nature. It also came at the cost of his relationship with Alenia and the legitimacy of Elmar, as the family forced Elmar to take her name and for no official connection to be made to the child's real father, but they would be permitted to raise him in the privacy of their estate. As the years went on Edwyn and Alenia thought they would be able to maintain their relationship in secret, living a life of comfortable solitude. Through Elmar's early years this desire was a reality. Although he grew up with loving parents he had no friends his own age, and soon became bored. To combat this he dove into the Lotheed arcane libraries along with Alenia, and with little else to entertain him his studies pushed him to surpass his mother's skills by the time he was a teenager. However his education caused complications; Elmar became aspirational, and he became curious. He pushed to attend more family events and see more of the wider world, pressuring his hesitant parents to allow him off the grounds. His sheltered life did not teach him the implications of his birth and the wider politics of his family and Taldor. But his parents reluctantly acquiesced, quietly letting him see more of Taldor and carefully bringing him to select family gatherings. Elmar fell in love with everything about Taldor, eagerly throwing himself into the culture. He began sneaking out to see more than what his parents allowed, and grew bolder with every passing day. He also began to experience the darker side of Taldor, particularly the night life and underground since he usually snuck out at night. The parts that shook him to his core were how many non-human races were treated, particularly the open enslavement and discrimination. The nation that he was falling in love with was flawed, and it cut him deeply. He became increasingly vocal at the Lotheed gatherings, not truly understanding the political implications of his words and his family, but vying for positive change to the most influential people he knew. However the only thing he accomplished was bringing attention to himself. Things only became more tense until finally Elmar pushed one of his elders too far, and he was loudly called a "bastard mongrel" in front of the whole family. That was a turning point for Elmar in more ways than one. In a single shocking moment the truth of the world and his family had been exposed to him. At the same time the covert life Edwyn and Alenia had fostered was torn away, and the Lotheed's increased their scrutiny. This caused resentment to build in Edwyn, the constant pressure and judgement of his extended family causing him to grow angry and distant from Alenia and Elmar. Elmar's early years had been sheltered and loving, but now the rest of his childhood was destined to be cold and hostile. Alenia did what she could and still retained a decent relationship with Elmar, but her unwillingness to stand up to the Lotheeds frustrated Elmar. He was openly critical of how they were treated and he only grew more vocal about the problems of Taldor, further angering his father over the years. Eventually Elmar had enough, and recognizing that solitude was the Lotheed's most important control over his life, he fled home to find out what life held for him out from under their thumb. Elmar went into Taldor without a copper to his name, but he had made friends with many of the disgruntled downtrodden of the lower class, and so while his life was hard he had a community to share it with. They spent as much time struggling to get by as they did rousing unrest and engaging in civil disobedience. Elmar was young with little direction besides following his anger and sense of justice, so all he really accomplished was some property damage and a lot of attention from the guard. That could have easily lead to a short and brutal end to his story, if he was not rescued from certain capture by the guard by Gloriana Morilla. Morilla kept tabs on the unrest around the nation and Elmar had gotten her attention. He was inexperienced and his skills unpolished, but his passion and force of personality and sheer arcane acumen showed a patriotic force to be reckoned with. Appearance and Personality:
Elmar cuts a slim figure dressed in a sharp but practical set of well-tailored black and silver robes, the cut decidedly at the modern edge of Taldan fashion but the pattern and trim from old elven culture. His wavy blond hair is cut short and combed forward with just a bit of messiness. His facial features are sharp, pointed ears showing prominently past his short hair and adorned with a mixture of modern and classical earrings. His eyes are a piercing sea green, and there is a certain loose intensity to his posture.
Elmar is a deeply passionate man with a fierce sense of justice. He cares little for rules and procedures but does respect certain traditions, and is openly proud of his half-elven heritage, intentionally presenting himself in an unambiguous representation of both halves of himself. He has experience hobnobbing among the elites as well as slumming it with working man, and knows how to tailor his mannerisms to both, although a keen observer may notice certain tense moments and not-so-joking comments made in the former settings. Although Elmar has deeply rooted convictions and huge aspirations for the future of Taldor, he often wrestles with how principled the approach to change should be, and what kinds of means justify what kinds of ends. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Familiar Statistics:
Female Familiar 8
CG Tiny dragon Init +3; Senses Perception +13; darkvision 60 ft., low-light vision ------------------------------ DEFENSE ------------------------------ AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size) hp 25 Fort +4, Ref +6, Will +8 Immune paralysis, sleep; SR 13 Defenses improved evasion ------------------------------ OFFENSE ------------------------------ Speed 10 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +4 (1d3-1) Space 2-1/2 ft.; Reach 0 ft. Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 3rd; concentration +6)
Spells Known (CL 3rd; concentration +6)
Familiar Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Breath Weapon 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based. Alertness While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak With Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. |