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It's just another modifier to keep track of (and remember) and doesn't seem to swing the result enough to matter. I honestly believe the amount of modifiers needs to be pared down as much as possible in this edition and this a perfect example IMO.


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i cannot scream this more than enough: LESS MODIFIERS PLS!!!!


5 people marked this as a favorite.

i'm 100% on board to tear the vancian wall down


ok back of the book(299):
Rounding
You’ll often need to calculate a fraction of a value—most often halving damage or calculating a fraction of a cost when crafting. Always round down when you halve or create a fraction or percentage of something. For example, if a spell deals 7 damage and someone takes half damage from it, they would take 3 damage.

EXAMPLE:
Poison Antidote
...this specific antidote attempts to counteract that poison or venom using a counteract level equal to half your level rounded up.

Could we just have one rounding rule for everything? It is odd to look up rounding in the index and then find a bunch of things that don't follow the explanation. I understand the rounding rule is basically saying "unless otherwise noted round down" but it's much easier to remember "always round down"


I would really like to see the number of different possible modifiers condensed into a basic array like +2/+4/+8 (and-2/-4/-8) and that's it. no +1 here +5 there, +3? why not! As someone who left PF1 because the number of modifiers was bewildering and annoying to keep track of as a GM (and for teaching new players), I'd like to be able just have a baseline idea of where the modifiers could be rather than a seemingly arbitrary number for everything. This helps a lot with GM adjudication situations, I would know -2 is a minor hindrance and -8 is a big problem. I know it sounds like I am clamoring for advantage/disadvantage, but while I do appreciate the simplicity, it is often a cudgel where one isn't needed.

Let's be real, the d20 die roll matters more than anything, stop with the +1s!!!! :-)


Would love a copy

Ureshiichris (at) hotmail.com


Alright well, at least one person is waiting breathlessly!


Any plans for Carrion Crown paper minis?


Pol Mordreth wrote:
chrids wrote:
Could always ban dervish dance. It's from a fluff source.

Best way to really turn a player off. You approved it at the beginning, you allow it to be run thru the entire camoaign. Banning a concept after the fact is garbage.

[/QUOTE

I agree it would be better to do beforehand. But sounds like the GM didn't know what he was getting into. However, it is bigger BS if one player ruins it for everyone else IMO.


Could always ban dervish dance. It's from a fluff source.


APG Mobile Fighter archetype:

Fleet Footed (Ex) has a hyperlink to the feat fleet, but they are unrelated


RuyanVe wrote:

Aaaaaaaaand it's the friendly 2-weeks-later-bump!

Any news on #3, Crystal, Liz?

Ruyan *keeps fingers crossed*.

Seconded,

spoiler:
this biclops needs some cyclops'

I'd rather see bigger maps. I need maps I can extract and that I can blow up and print out...when there are 6 tiny maps on a page it makes them impossible to manipulate. It's a digital world now and more emphasis should be made to cater to it.

If this cost space for fiction, I'd be all for sacrificing it.


Tony Steel wrote:
This was too funny. The party just hit the island last night and they are pretty beat up. I may cut and past your FB chat to show them that they are not alone.

Yeah morale was still low at the beginning of the next session, so I let them level up after the next fight (eel). Unfortunately, one of the PCs (Grogg) was killed then. I let them get their spells and hp back after the level (some divine intervention) and so they were a little more upbeat entering the cove. Unfortunately another PC (who wasn't in this chat) didn't make it out...it's rough out there for would-be pirates!


gsubear97 wrote:


I know that the Player's Guide warns them against this, but should I discourage this by having storms come up and having them fight in a storm or something along those lines? I guess mainly I want to know if there are rules that I should be looking at to govern them wearing the heavier armors?

Heavy Armor (or any armor above leather) just has the armor check penalty, applies to swim, climb, etc.

And as Bad Sintax mentioned, having a PC get bull rushed overboard (maybe a NPC as an example) is a good demonstration of why it's dangerous. Then again if the PCs have really good swim checks...more power to them.

The easiest swim check is DC 10, with chain mail you are looking at DC 15 (really it is -5 to the roll but same thing). Pretty tough for a low level character.


I would like to add my voice and say, I'm perfectly capable of deciding how to implement the rules in my game and work with the people I play with. Paizo rules clarifications are nice, but not necessary for a pen and paper role playing game.

Paizo, you do a great job and there will always be problems or misunderstandings in a complicated rule system. I will never lose any sleep over monks. :)


HangarFlying wrote:
No, the only one that has an associated flip-mat is the opening encounters of Rise of the Runelords.

Actually that is not true, Skull and Shackles also has a flip mat (pirate ship) and map pack (ship's cabin) associated with the first book. I believe that is the first AP they started the tie-ins.


Karmatrooper wrote:


I am about to run this AP myself and was wondering what other GMs have done with introducing the influencing of NPCs on the Wormwood..
Did you break it down to the PCs before starting that they will need/or can change the attitude of the other pirates on board and what benefits it could give them or did you let them find out by themself?
And did you keep them updated at all times with how the NPCs felt about the players?

During character creation, I would mention some form of social skill (diplomacy, bluff, intimidate) is a good idea (some players may still want to play an oaf, that is fine)

My players did ask me on occasion who "is on our side" and I would let them know who is friendly, but I didn't keep them updated real time or anything.

There will always be a balance of mechanics and roleplaying to handle, I would just see how it goes with your group and adjust as necessary. Start with hints and if that doesn't work, feel free to flat out tell them.


I did it similar as mearrin69, hinted through NPCs that making friends is important, but if the PCs don't get it right away, you can probably outright tell them. I usually like to gauge PCs reactions to situations, then based on that I will react. It may be hard on the PCs at first since players often expect to be #1 from the start, so lots of hinting may be necessary that they will need to bide their time. I would say don't be afraid to beat a few unconscious if they act out of line (not to death!), it is one way for them to understand that people are tougher than they can handle at the beginning.

Someone on the board made an excellent excel sheet which helps track the NPCs attitudes, if you use a computer at the table.

I also made some google docs with pictures of the crew (from the paper minis) with their names and a short description for the players to look at before game. Unfortunately, can't share it because the images are not mine.

Wormwood Mutiny NPC Helper Excel


Crafting is considered part of the normal game (outside of PFS) so it should not have an adverse effect. They still gotta pay for the crafting costs (probably from selling the normal loot@50%) so it should not tip the scales. It would also depend how much downtime you give them to do the actual crafting.

To be honest, most of the loot in APs is pretty stale, so there will definitely be things they will want to buy or craft themselves. For example, if there are small characters (halflings etc.) in your campaign, after the first book, they won't find much that fits.


Sad to report two deaths in one night during my game

Name of PC: Grogg
Class/Level: Human Barbarian (Sea Reaver) 2
Adventure: Wormwood Mutiny (Bonewrack Isle)
Catalyst: Nobody would follow him into the water
Story: The player had missed the previous weeks session, so he was "watching the boat" during that time. The rest of the party had takin a pretty good beating on the island, so he was the only member who was 100%. After discovering the wreck of the Infernus, only he would jump into the water to investigate (quote "I can hold my breath for like 5 min"). The Moray eel attacked and by the time the other adventurers had got into the action, the eel had managed to bite the head off of the poor barbarian. The party got their revenge on the eel, but alas poor Grogg's time had already come.

Name of PC: Beaks
Class/Level: Tengu Witch 2 (Sea Witch)
Adventure: Wormwood Mutiny (Bonewrack Isle)
Catalyst: Going toe-to-toe with a Devilfish
Story: Lacking their frontline fighter after the death of Grogg, the party none the less forged ahead into the Grindylow caverns. Beaks met his end at the hands (tentacles) of the Devilfish, it's savage bite tearing him to shreds. The Devilfish was defeated, but not before Beaks' untimely death.


I'm sure it's just narrative and nobody bothered to calculate it for real. But from my reading the route is a little circuitous and you can throw in some calm wind days for measure.


Yeah no offense OP, but I think you mis-played this one.

-Does true strike even work with hydraulic push? True strike is attack rolls and H push is a CMB check

-As mentioned, the cabin girl checks the food for poison

-Even if the officers got pushed off the boat, it is only a DC 10 Climb check to get back on

The NPCs are just out of league for lvl 2 PCs, they should have absolutely no problem dealing with the PCs, even if they rolled 10 1s in a row.

You can put Bonewrack isle anywhere you want, so they could wash up there at some point to continue the main story. You will probably need a real boat of some sort to arrive/get stranded near there so the PCs can get an actual ship. You could even make the Infernus (the Chelish wreck) salvageable.


Reading through Riptide cove, I noticed a few "inconsistencies"

Interrogation: Grindylows only speak aquan, so probably difficult for them to interrogate anybody

Seaweed: As photosynthetic organisms, it doesn't make much sense for seaweed to be growing in what I am understanding to be lightless caverns. This would mean no snag traps.

Easy enough to fix, but just pointing it out.


I considered the time limit a bluff, so if the PCs don't go back in time, Plugg will send another party (consisting of his supporters) with the other boat. If it happens I'll probably let the PCs find out about the plot to kill them when they return by interrogating them.

Right now my group has spent 1 day on Bonewrack and haven't found the water yet.


Below is a FB chatlog after our most recent Friday night game that I GM. I thought it was a nice illustration of PC thinking and thought I would share. I changed the names to the names of the characters, to protect the innocent of course. Not edited so excuse the grammar and typos if necessary.
Theoretically the group is seven (!!!) players but so far the max has been 5 at one time. The ship setting really helps when it comes to PCs being in the background, as they can just be off doing ship things and reappear whenever the player shows up. This was the night that the two missing players happened to be the Ftr and Barb, so the party was lacking in front line firepower. Needless to say morale is low, so I'll need to try and help them get their mojo back. Bonewrack Isle is a great time, if deadly.

The session ended with half the PCs on the coconut crab beach waiting for the other half to come by in the rowboat. Just as the rowboat team was approaching shore, they spotted 4 grindylows (I described them as squid goblins, i realize now it should have been octopus goblins) approaching quickly in the water...

I made some comments in ITALICS

GM
The heroes had a rough time of it last week without any frontline support
Krakeneye (Grippli Ranger)
One tiny frog can't hold back all the ghouls and crabs. Especially when he has West Nile. (actually it is Ghoul Fever)
Norah Nearwaters (Human Rogue (Charlatan))
but at least we have coconuts! (The plan is now to bring a bunch of coconuts instead of water to the boat since they have been beat up pretty badly)
Emon (Dwarf Cleric of Gozreh)
It remains to be seen if we can get our nuts off of the island
Krakeneye
Hydration is hydration, am I right?
Squid goblins may cut our campaign short.
GM
Whoever wasn't there last week will also be on the rowboat. (The players went back for the rowboat and rowed to the coconut crab beach).
Krakeneye
I also need to find an amulet of protection against attribute damage. I feel like I'm only at my normal attributes 25% of the time.
The rest of the time I'm poisoned by mummies, or curses, or some virulent insect.
GM
Need to buy some potions of lesser restoration
It's a dangerous world!
Krakeneye
Yeah. Pirate ships are known for their great selections in potions and finery.
Norah Nearwaters
you know what goes great with malaria? centipede poison.(they have been dying to use the centipede poison they stole from one of the lockers on the Wormwood).
Krakeneye
Maybe if I drink a bunch of poison they'll all fight each other and keep me alive.
GM
You'll never know unless you try
You guys notice that one of the grindylows (squid gobs) is wearing a tricorne hat
GM
Curiously like the one Sandara wears
Norah Nearwaters
the plot thickens.
GM
Did you eat your chunky soup?
Krakeneye
Maybe they're here to help. Probably not, but I'm trying to look on the bright side.
Norah Nearwaters
maybe it's just a new kind of cosplay. maybe it really is Sandara!
GM
I guess you'll have to ask to find out!
Krakeneye
I've been thinking. Maybe we're starting too big. We could steal this 30ft dinghy and start our pirate life small.
GM
Not exactly built for long voyages
Emon
It would take us weeks to get anywhere and one good storm would end our journey quickly.
We will have to wait on the island til I can create food and water.
Krakeneye
Just as long as we don't have to fight anymore crabs.(crabs really messed them up, constrict is rough on 2nd lvl dudes).
Emon
Hehe
GM
Giant crabs are pretty rare and you doubt the island could support any more than you encountered trying to give them some good news.
Lots of tiny ones though!
Emon
I'm sure the crabs are the most intimidating thing on this island.
This island is a great place for my dude to commune with nature.
GM
It's just a lonely little island, what else could possibly be here?
Emon
If we live who wants to stay and take our chances. I think they may come after us.
They will need Water to get to land. You can only live 3 days without water.
3 weeks without food. 3 min without air.
GM
Emon does have a point. Despite the ultimatum the ship needs water to survive
Emon
If we had more time we could set a trap for them
Exploding Coco nuts!
Norah Nearwaters
where's an alchemist when you need one?(I had an aborted RotRl campaign previously and one of the players played an alchemist that did more damage to the party than the bad guys).
GM
The ship had some small amount left, but they would be hard pressed to try any long sea voyages without stocking the reserves up again
And right now nobody knows how far off course they are. definitely an uncharted island
Krakeneye
It's a cat and mouse game. We could set up some Home Alone style traps and whack Mr. Plugg in his stupid face with a can of paint.
Grogg (Human Barbarian (Sea Reaver))
Did I miss something? Are we stranded on a deserted isle?(he missed this session).
Krakeneye
We aren't really stranded. The boat that we were sent to sell was kind of hijacked by Mr. Plugg or Scourge. I can't remember. It has some of our pals, and some of our enemies on it. There was a terrible storm, we crashed the boat, and then we were sent to get fresh water from a nearby island.
We have 2 days to return with water.
Norah Nearwaters
and we got our asses handed to us by some crabs.
Krakeneye
And ghouls. And I have West Nile/Malaria/Hep C.
And Lissie (Drow Sorcerer)came pretty close to death. And Norah almost got her ass ate up by a frog.
Emon
36 hours have passed and we have a. Few Coconuts
Krakeneye
And now we have to deal with a bunch of goblin squids.
Norah Nearwaters
things are looking bad.
Krakeneye
I humbly bow down to our new squid goblin overlords.
Emon
Oh and I have expended all of my healing for the day.
They might treat us better than plug
GM
Two crew members (Fipps and Sandara) also went missing during the storm right before the ship ran aground on a reef


maxgravity wrote:

Hi,

New to PF, and therefore know very few of the details about Golarion. I was curious if anyone knows if the knight on the back cover of the core book is representative of a certain order/faction or just random artwork?

thanks,

-MaxGrav

It is a Gray Maiden

Found in:
Knights of the Inner Sea
Shattered Star AP (second book)

Originally from: Curse of the Crimson Throne AP


Tadeus wrote:

Hi guys,

My players just landed on Bonewreck Island and they are about to meet the first mosquito swarm. One of the player characters has a trait that lets him use dyplomacy on vermin (wasp whisperer - it functions like wild empathy). If it funtions like diplomacy I will need to set an attitude for the swarm in order to calculate the DC. The swarm is mindless but (I guess) hungry, would it be unfriendly or hostile? If i set the swarm to hostile there isn't really any chance the player will save the group from the swarm (with no critical succes it will just go from hostile to unfriendly - that's not enought to stop an attack). How would you rule this?

How do you do it with animal empathy? Is an hungry animal (predator) hostile?

And another question: The players have a chance to be infected with ghoul fever by mosquitos every time they sleep. Could the player with wasp whisperer help with this and spend the night repeling them? How would you set the DC for such a task? I guess the individual mosquitos that come at night aren't really hostile?

According to the druid entry for wild empathy, wild animals start as unfriendly default, so I would set the swarm as the same.

For the night, I would probably just make the mosquitoes not attack the wasp whisperer character, but you could go either way and let him repel all night (of course, he wouldn't get any rest...)


The next Adventure Path (#64) takes place there.


There is a gearforged race in the Midgard Campaign setting (PFRPG 3PP).


eric simrose wrote:
I was looking at the Grindylow Tangling Tentacles (Ex) ability and i was wondering is it even possible to be tripped while swimming and what happens if you trip a swimming PC.

From the Wormwood Mutiny GM thread:

Rob McCreary wrote:
Robert Jordan wrote:
Oh also while reading through it all it says in The Cauldron (area D8) that characters tripped must start making swim checks, according to the low tide marker on the map there's still a good 40-50ish feet of water. So 2 parts A) wouldn't they already be swimming? and B) can you be tripped if you're in/under water?
The PCs are likely already swimming. A trip attack represents being pulled below the surface, thus requiring another Swim check to recover.


Maglok wrote:

We had our first session and it was awesome. This book is really good. It feels quite hard to run though, with all the things to track and the balance you have to strike between making sure they know who is in charge and them not just going for a mutiny right off the bat.

Awesome adventure!

If you use a computer while running, there is a spread sheet floating around that is extremely useful for keeping track of the crew, PC jobs, etc.


Monk (Sensei) 2:
Insightful Strike (Ex)
At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.


Ravingdork wrote:
What's wrong with having a wet crossbow string?

+1 At the Siege of Malta, the only thing that worked in the rain was the old crossbows they had (guns and bows had problems)

http://www.amazon.com/Empires-Sea-Battle-Lepanto-Contest/dp/0812977645


Callous Jack wrote:
chrids wrote:
Will be there be a paper minis bestiary for S&S next?
Yep, I am working on it right now.

Awesome. I'm slowly working through Book 1 with my group now, but I'm looking forward to adding a few extra encounters


Will be there be a paper minis bestiary for S&S next?


1) The drinking rules are REALLY bad. I would gloss over them or look at the board for different suggestions.

2) I could tell by around Day 11 my players were getting sick of life on the Wormwood, so I compressed the last week into a few days. So, I would say don't be afraid to adjust on the fly depending on the temperament of your players. I'm not very familiar with Serpent's Skull, but the players are basically stuck on the pirate ship for a good majority of the first book. Their egos will be bruised, but hopefully they can see the light at the end of the tunnel.

3) Social skills are awesome in this AP and especially in the first book, let your players know that CHA is a bad choice for that dump stat this time around :) Personally, I really enjoyed the social emphasis in the first book, very rare for a low lvl adventure.


greysector wrote:

So I started running The Wormwood Mutiny on Tuesday night for six players.

By the end of the session we had finished Day 1 and got a bit into Day 2.

Two problems have cropped up that I'd like some advice on.

The first is that none of the PCs have Diplomacy and even the somewhat charismatic...

The second problem is how the PCs handled getting jumped by Master Sourge's toadies...

1) Maybe give them a chance to move some skills or stats around? I gave my players a heads up that diplomacy, intimidate, etc. would be important off the bat. I have 6 players and about half ended up with stronger social skills. The book should probably suggest that GM's emphasize the social aspect.

2) I'd give them the lashes. Capt. Harrigan needs bodies, so he won't be happy about the beatings, even if the PCs were ambushed (which of course they can't prove and Scourge wouldn't admit he sent the NPCs). Were the PCs also late because of the ambush? I always leave left over lashes for PCs if they fall unconscious. This might be a lesson for them to be a little more sly about causing trouble. The Wormwood is basically a big ego beat down for the PCs until they get some hope later on. It is also a way to introduce Sandara as she can heal unconscious PCs.


If you class dip with Ftr (archer archetype) you can feint at range, so it is one avenue for being able to sneak attack at range. But it requires a 3 lvl Ftr dip. Probably better off with ninja tricks for invis.


vikingson wrote:


* I actually have read the sources referenced to by the article's author, and I strongly disagree with his "take". Actually quoting Stevenson's fictional "Treasure Island" is an incredible joke at the cost of the reader's expense

Personally, using fictional sources for a fictional game seems just fine to me. You won't find the AP in the nonfiction section of the library.


chopswil wrote:
chrids wrote:

just throwing it out there, would love to see the new Rise of the Runelords material added to the monster DB.

Super duper x 1,000,000 love CM!

working on it

I've got all the stat blocks from the 6 modules done and started on the appendix, wher the new monsters and magic items are

I'll be posted my updated DBs on d20pfsrd.com this weekend with what I have.
New APs take precidence over hardbacks...

Thanks for the heads up, I appreciate all the effort!


just throwing it out there, would love to see the new Rise of the Runelords material added to the monster DB.

Super duper x 1,000,000 love CM!


I'm also interested in generic stuff like summoned monsters and familiars. They could also pinch hit for generic animals too most like.

How about sets like demons, devils, etc. etc? I imagine a small set of them of 1 or 2 pages is worth a $1


TriOmegaZero wrote:
Here.

Thanks


TriOmegaZero wrote:


Go for it! Orrick is a blast to play.

ToZ, do you have a blank version of that e-sheet you could share?


DemonicEgo wrote:
Considering that the races from Bestiary 2 are already balanced against the core races, as well as already being a part of the Pathfinder rules, I would suggest a simple plug-in. If someone wants to play one of the genasi races, just inform them of the replacement. Simple as that.

Aren't they a little more powerful than a core race? Same as tiefling/aasimar.

But they are the closest things in PF. Also, the Advanced Race Guide hits the shelves soon, probably plenty of info in their to tweak the elemental races or make your own.


Played in a playtest game last night (used Caves of Chaos as a test run module), my thoughts as a player:

I liked that BAB got eliminated. I think every class will be much more relevant in combat, though I am interested to see how they make Fighters stand out (min. dmg is one way).

I like the elimination of AoO and the flexibility to play a "no tactical map" style (it could be argued that this can be done in any RPG, but they have considered it from the get-go).

I never played 4E and have no desire to, but this has definitely peaked my interest for the next edition. It feels like they are heading in a rules lite/flexible direction which I am definitely interested in.


i need an "old crackjaw," stat! :)


chrids wrote:
Magus archetype Kensai in UC has an ability called Perfect Strike. In the PRD it links to the feat perfect strike from the APG, but they are unrelated.

Link got removed, but now "Perfect Strike" needs bold added like the other abilities.


RobRob wrote:
Arnwyn wrote:

I see you're new to messageboards! In any case, essentially telling a poster to 'shut up' isn't a very smart thing to do on internet messageboards.

In any case, mentioning such things now may not affect this particular AP, but it is a good thing to get it into the heads of the developers for future APs. (Further, if Paizo has anywhere to improve, managing expectations is fairly high up the list.)

Whatever dude...

The very same thing has been posted ad nauseam in virtually every thread about Jade Regent and every time James hurries out to apologize... Magnuskn has expressed his opinion... it has been noted by Paizo... he has gotten several apologies and explanations... stop beating the horse it is dead!

+1

horse=dead
This just in, sometimes you have to change things to suit your style (gasp).

About Allandír Dinúvriel

Elf Wizard (Conjuration School Specialist) 1
Alignment: Neutral Good
Deity: Yuelral
Languages: Celestial, Common, Draconic, Elven, Gnome, Sylvan

Initiative +7; Senses Perception +3, Darkvision 60 ft (dazzled in bright light)

_______________
DEFENCE
_______________

AC 13, Touch 13, Flat-footed 10 (0 Armour, 3 Dex)
HP 8 (d6 +1 Con +1 favoured class)
Fort +2, Ref +3, Will +2 (+3 vs mind affecting effects, +5 vs enchantment)

_______________
OFFENCE
_______________

Speed 30 ft
Melee Dagger -1 (d4-1) or Staff -1 (d6-1)
Ranged Dagger +3 (d4-1) or Acid Dart +3 v Touch AC (d6 Acid)

_______________
STATISTICS
_______________

Str 9, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 12

_______________
SKILLS
(2 Class, 4 Int, 2 *Background)
_______________

*Craft (woodcarving) 8 (1 point, Class Skill, 4 Int)
Knowledge (arcana) 8 (1 point, Class Skill, 4 Int)
Knowledge (local) 8 (1 point, Class Skill, 4 Int)
Knowledge (nature) 8 (1 point, Class Skill, 4 Int)
*Knowledge (nobility) 8 (1 point, Class Skill, 4 Int)
Knowledge (planes) 8 (1 point, Class Skill, 4 Int)
Perception 3 (1 point, 0 Wis, 2 racial)
Spellcraft 8 (1 point, Class Skill, 4 Int)

_______________
TRAITS
_______________

Issian: You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

_______________
FEATS
_______________

Scribe Scroll (free class feat)

Spell Focus: Conjuration (free racial feat)

Improved Initiative (level 1 feat)

_______________
SPELLCASTING
_______________

Prepared Spells

Cantrips: Light, Mage Hand, Prestidigitation

1st level spells: Colour Spray, Grease, Mirror Image

Spellbook

Cantrips: all (except for enchantment and necromancy school)

1st level spells: Colour Spray, Feather Fall, Grease, Mage Armour, Mirror Image, Protection from Evil, Shield

_______________
ABILITIES
_______________

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (bonded object, Staff): At 1st level, wizards form a powerful bond with an object. This bond can take one of two forms: a familiar or a bonded object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.

Arcane School (Conjuration, opposing Enchantment and Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbook: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

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GEAR
(16.98 gp remaining)
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Special

Bonded item (staff)

Scrolls

2x Mage Armour (50 gp)

Weapons

2 daggers (4 gp)

Other gear

Artisan's outfit, woodcarving (1 gp)
Artisan's tools, woodcarving (5 gp)
Backpack (2 gp)
Bedroll (0.1 gp)
Cold-weather outfit (8 gp)
Explorer's outfit (free)
Grooming Kit (1 gp)
Holy symbol of Yuelral, iron (5 gp)
Ink (8 gp)
2x Inkpens (0.2 gp)
Mess Kit (0.2 gp)
5x Parchment (1 gp)
Scroll box (5 gp)
2x Soap (0.02 gp)
Spell Component Pouch (5 gp)
7x Trail Rations (3.5 gp)
2x Traveller's outfit (2 gp)
2x Waterskin (2 gp)

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BACKGROUND
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Allandír’s birth, a little less than two centuries ago in Kyonin, was a source of embarrassment for his parents once it became clear that the young elf (already marked by pale skin and dislike of sunlight) could see in the dark – revealing a drow heritage that had previously gone unremarked in the family line. His childhood and youth were not especially enjoyable, lived as they were under the constant shadow of suspicion, and he doesn’t care to remember them. He did however gain a thorough grounding in magic, which (always seeking to show his allegiance to a family and nation that seemingly disdained it) ultimately led him to fight at the Worldwound.

In that Abyssal, demon-ravaged realm, horrors almost beyond imagining and beyond number tore at his body, mind and soul; but he held fast, although ultimately after two decades of conflict he had to leave lest he fall to become the very things he was fighting against. He has two legacies of his time there, although he is only aware of one of them: saving the life of a human warrior and captain of men, Halvar Brandt. Now retired, this grizzled veteran is one of the few friends Allandír has, of any race. His second, more insidious legacy is when he battled against a cult of humans who had willingly given over their souls to demon lords – he defeated them, but unknown to him their leader survived and fled, down to the Stolen Lands.

At this point weary beyond measure, and in search of rest, Allandír’s journey took him to the serene wilderness of Brevoy and the unspoilt forests which belong to House Medvyed. He doesn’t measure time exactly, but a decade – possibly even two – passed happily as he set up a woodcarver’s shop, which gave him respite from the horrors of battle and brought in some funds to supplement his war treasury. Peace, he had been looking for, and found; love unlooked-for, however, found him. Elinor Medvyed, a spirited soul at odds with her family and looking to do something with her life other than intrigue and scheme endlessly, entered his shop one day and he was lost to her. The two found they had much in common despite the difference in backgrounds, and Allandír found himself telling her things he had not told any other soul. Their marriage was the final straw for her family, who (already furious that she had spend much of her allowance on funding an orphanage) disinherited her; not that the two of them cared.

Several slow, enjoyable years passed, all too few, before tragedy struck again when they tried for a child of their own: the complications in childbirth killed both Elinor and their daughter, Miranda (Allandír insisted on a name for the gravestone).

In the 18 months since, Allandír has wandered aimlessly; unable to leave the land where his wife and daughter are buried but unable to move on. At the urging of Halvar Brandt (who was best man at his and Elinor’s wedding), he accepted the charter for exploring the Greenbelt because it is a fresh start, and a chance to do some good.

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DESCRIPTION
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Reference image

Whoever wrote the book about immortal, wise, fair, noble, beautiful elves didn't give a copy to Allandír: his pale, sallow skin (sunlight burns him, and he avoids it) is shrouded in a black cloak and he wears a hood both for warmth and as protection against the glare of daylight. His eyes are alert, seeing further than most - even in pitch-darkness, which is a sign to those who know such things of his drow ancestry. He tries not to draw too much attention to that. An iron holy symbol of the Elven deity Yuelral (not that most humans would recognise that) hangs from his belt; it travelled with him to the Worldwound and, like Allandír himself, it survived but much the worse for wear - pitted and scarred from years of exposure to demonic toxicity.

Allandír is softly-spoken, when he does speak, choosing his words carefully; although when he is angry, his turn of phrase can be bitter and stinging without having to raise his voice. While he is ultimately a good person, he has suffered much, both at the Worldwound and more recently with the loss of his wife and daughter; and although he is not seeking to die, exactly, he currently feels that he has little to live for. If he can take a few bandits with him to make the world a little safer, than so much the better.

In his spare time, when he is not poring over scrolls and books of magic in an attempt to regain the skills that he has lost (he honestly didn't realise that his power would atrophy so quickly - it's barely been three decades), he loses himself in wood-carving. He is quick with a knife and can whittle both with and against the grain as he pleases to create a beauty that he himself does not have (and knows it). He also knows the ins and outs of carpentry, but that is more physical labour than he generally cares to exert.

His early memories of living in Kyonin under the sting of suspicion have not abated significantly, and he feels both a keen resentment and a need for acceptance that has led him to accept the role of informant for his former homeland, reporting on the events of his current homeland. So far, he has seen little division of loyalty in this since the affairs of Brevoy and the interests of Kyonin are not in conflict. Exactly what would happen if that were to occur... well, that will be an interesting day.

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KEY NPCs
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Friendly: Halvar Brandt. Now quite old, for a human, Halvar served alongside Allandír at the Worldwound and was lucky enough to survive the conflict and retire. He insists that it was Allandír who saved his life and the elf never has to buy a drink whenever he is with Halvar. Halvar was best man (and one of the only guests) at Allandír and Elinor’s wedding, and it was Halvar who suggested that perhaps it was time for the elf to stop moping and do something useful with the remainder of his life (“You were always going to outlive her, boy, eh?” For some reason, he calls the elf “boy” and Allandír for some reason puts up with it.) Halvar pulled some strings to ensure that Allandír was awarded the charter.

Friendly: Sarvir Noldren. An elf merchant who periodically travels through Brevoy; he is also Allandír’s contact for passing information back to Kyonin. Sarvir has no doubts about Allandír’s loyalty – in his view anyone who fights at the Worldwound is a hero and should get medals from their homeland, not suspicion and effective exile. Sarvir is increasingly tired of the endless politics within Kyonin, and finds himself travelling more and more in the outside world as a way of escaping.

Hostile: Karl Medvyed. Elinor’s brother, and in line for succession of the House of Medvyed. He despises Allandír both because he had no business in marrying a noblewoman but also, less snobbishly, because he believes that if his sister had married someone else she would still be alive. Whether or not that is true is irrelevant: grief takes many forms and is rarely rational. He will hate Allandír until his dying breath.

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GOALS
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Player: At the moment, Allandír cares very little about whether he lives or dies – he's not actively seeking death but he doesn’t see much to live for. My goal would be to see that change, as he forms bonds with his new companions and they adventure together and he rediscovers some of the pleasures of life.

Character: Allandír has long had thoughts of setting up a magical academy that trains Good-aligned wizards, as some sort of counter to the Infernal binders of Cheliax. That goal faded when he arrive in Brevoy and allowed his memories and magical skills to atrophy; but it could easily be re-kindled now that he has taken on the life of an adventurer once again.