Armond was born in Korvasa, to Ilsa Zeferrin a “barmaid” (and whore), whose who’s alchemical protections failed her with a customer. He has never met his father (a visitor from the Meirani Forest); thus the surname Caydenson. She ended up leaving the world’s oldest profession as she got older, becoming a seamstress. She did not marry afterwards; things were tight while Armond grew up (and he assuredly doesn’t like it tight now).
His active mind and curiosity drew the attention of a disreputable drunk; the sage Ricabbede Vospiculus. Armond has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Much of the treasure from the initial looting of the Cain Hills made it to Korvosa, where Riccabede has significant contacts earned with his esoteric skills (object reading). He has been allowed to examine some of the artifacts that were found. Among these artifacts was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede).
Mauro can feel the power of the coin, and is convinced the coin holds more secrets to be unlocked…He values the silver coin greatly, and keeps it held against his skin, typically under gloves or his cestus. He is also convinced there are more such relics still to be found in the Cairn Hills (as most objects of occult significance are not lootable treasure in their own right, and are difficult to identify without psychic senses...)
Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Diamond Lake and found a position as clerk to Dietrick Cicaeda, the town cartographer. (This position is particularly of interest to Armond as it allows him to look at Diamond Lake’s historical records of the cairns opened, including where they are.). Since he has come to Diamond Lake, he has been having disturbing dreams of writhing things rising in the dark...
What Armond doesn’t know: how old that silver coin is. It’s actually one of a pair of funeral coins that were placed on the eyes of a ranger who fell fighting against Kyuss when he first rose to power, millenia ago. The coin is actually haunted by the spirit of said ranger, who is attempting to warn Armond about the threat posed by the coming ages of worms (thus the dreams).
Motivation:
Armond has come to the Cairn Hills on the theory that there are still items of occult significance in the Cairns, which could make him rich. It also promises a limitless field for his curiosity…
Goals:
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…
Appearance:
A youthful (29 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. Blonde hair, piercing green eyes, no facial hair. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of brown skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
Demeanour:
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mechanics:
Mauro Ocella
N Male ½ Elf
Occultist 1 (Haunt Collector)
Init +2 (dex)
Speed 30 ft
Low Light Vision
Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 8 + 2 (con) = 10
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +3 = +2 Occultist + 1 Wis
CMD 16 = +0 Bab+4 Str+2 dex
Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4Str
Spells Prepared
L0 (DC 13, *): Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 14 (5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 16 = 16 (10 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats:
Skill Focus: Perception (adaptability):
Extra Mental Focus (1st)
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (33.11 gp): Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp),
22 gp, 8 sp, 9 cp
Future Mechanical Development:
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th
At 2nd level, his Necromantic Instrument will become a Haunted Implement with the Champion Spirit.
Not sure how "old" (in D&D terms) the various people in this thread are, but I have the first edition Greyhawk folio...
With that said, Age of Worms is a reference to something other than worms or wyrms.
This is a hint:
K(Religion) is going to be skill the party should have an expert in.
Erebechi Bol Kon, revised background with new names...
Background:
When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Nkechinyere) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters (Chiamaka, and Kianga, twins, 11 years old) presumably among them. He made a pyre of the dead, and then set off in pursuit...
The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn...
He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...
1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
Trap Finder, Finding Haleen
2) Is a Drawback allowed for an extra Trait?
I'm going to say no to both of these. In regards to campaign traits from other APs, there is just really no way to incorporate them into your backstory unless you are playing that ap. Haleen doesn't exist in AoW so how would trying to find her work for your backstory? Campaign traits are supposed to tie you into the story, give you a reason for being there. I couldn't find a set of campaign traits I liked that did that and that's why there are none in the players guide
For drawbacks, I'm just not a fan of them. They are too situational and are often forgotten. I think paizo really missed the mark with them. They really should have been like 3.5 flaws
1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
Trap Finder, Finding Haleen
Wow, that's extremely sufficient. What I get is that your character are after some slavers that took your people, including your daughters. Is that correct?
Yep. But right now he has a problem.
In the wilds, he could follow the slavers, no problem. He was able make his way through, and get the information he needed in Port Nyanzaru with magic and few judicious threats to eat people from the feet up... He can't play that game in Athkatla. He needs help from someone who has the skill to play in an urban environment, to find wherever his daughters got shipped off to...
Also, I really need to put names on his daughters, but I wasn't getting anywhere with Chultan girl's names... I don't really like the name I came up with for his wife, so that may change as well.
Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard, with mild greying. Is rapidly wandering towards middle aged (33 years old).
Demeanour:
Quiet, depressed and angry. If and when he catches up to the slavers, folks are gonna get hurt!
Background:
When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Ufala) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters presumably among them. He made a pyre of the dead, and then set off in pursuit...
The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn...
He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...
Stats:
Erebechi Bol Kon
CG Male Human
Druid (Saurian Shaman) 10
Deity: Ubtao
Init +3 = +2 dex +1 competence (ioun stone)
Speed 30 ft
Feats:
Spell Focus (Conjuration) (Human Bonus)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Vaporous Potion (Lvl 1)
When you brew a potion, you can brew it in such a way that when exposed suddenly to air and force, it diffuses into a cloud of vapor that can be inhaled. The potion can still be consumed normally, but it can also be delivered by throwing it at another creature as a splash weapon. The potion vial has a range increment of 10 feet and is considered an improvised weapon. On impact, the vial breaks and a cloud of barely visible potion vapor fills the square it lands in (this vapor does not obscure normal sight in any way). If a creature is in that square, it gains the benefits of the potion immediately as though it had imbibed the potion.
Otherwise, the vapor persists for 1d3+1 rounds in only that square before dissipating, and the first creature to enter the square before the vapor dissipates gains the potion’s benefits. A creature entering the vapor’s space can hold its breath to refrain from inhaling the potion. No more than one creature can benefit from a potion’s vapor, and if more than one creature is in the potion’s space after it is thrown, the potion is wasted and has no effect. The thrown potion deals no damage to creatures or objects it hits. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.
Augment Summoning (Lvl 3)
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Craft Wondrous Item (Lvl 5)
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Natural Spell (Lvl 7)
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Superior Summoning (Lvl 9)
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Vital Strike (Saurian Shaman 9 Bonus Feat)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Traits:
Snake Blood (Regional Feat): The taint of the Yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more – or less – than entirely human. You gain a +2 bonus on fortitude saves vs poison, and a +1 bonus on all reflex saves
Finding Haleen (Campaign):
(Druid) This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Skills (10*(4+1 int +1 human+1 Finding Haleen) /lvl) (NOT INCLUDING ACP)
Perception 10 rank +3 trained +6 wis
K Nature 10 rank +3 trained +1 int +2 Nature Sense
Survival 10 rank +3 trained + 6 Wis +2 Nature Sense
FCB: +1 HP * 10 + 1 Skill Point * 10 (Finding Haleen)
Class Abilities:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. (Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.)
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. (She can apply the young template to any reptile/dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.)
Wild Shape (Su) (12th level Dinosaurs, 8th level all others, 3/day +1 vestements +2 dinosaur shapes): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. This ability replaces wild shape.
At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.
Race Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Equipment (62000 gp, ):
Magic Items
8750 (CWI) Shifter’s Headband of Wisdom +4
5000 (CWI) Belt of +2 Con +2 Dex
16700 +1 Wild Agile Breastplate (Dragonhide)
1000 (CWI) Handy Haversack
4500 (CWI) Cloak of Resistance +3
1875 (CWI) Druid’s Vestment
3500 Ring of Eloquence
8000 (CWI) Amulet of Mighty Fists +1 Guided
4250 (CWI) Triceratops Helm (Renamed Helm of the Mammoth Lord)
2500 (CWI) Polymorphic Pouch
2250 (CWI) Cauldron of Overwhelming Allies
250 (CWI) Cracked Dusty Rose Prism Ioun Stone
375 (CWI) Snapleaf
750 Wand of Cure Light Wounds
200 (CWI) Feather Token: Tree
(59900)
Armor:
Darkwood Heavy Shield (257 gp)
Weapons:
Sling, 20 bullets
@Elton, can you give us some idea of what the adventure is about? What are we doing? This enables writing backgrounds that justify our participation/interest in the adventure... (Eg. if we're fighting slavers, a PC could have escaped slavery, and thus is carrying a grudge....)
Since it appears AoW is the fan favorite, is there any interest in playing RotRL for PF2?
I don't particularly like PF2; a PF1 version would be much more of interest.
PF2 is ,I think, suited to PbP much like dmd 4e was, with spells and effects and conditions short, well-defined, and with very "gamey" mechanics with resists at the start/end of the turn.
Well suited it may be... But that doesn't mean I like it as a game. I am not well fond of fourth and fifth edition either.
@Elton, is arcane magic illegal in your version of Amn (unless, of course, you're a member of the cowled wizards)? If yes, does Alchemy count as arcane casting?
"If you find yourself cackling madly while making a PC who can more or less do it all, and thus ruin other player's fun/stories, perhaps this game isn't for you."
...
This may be a problem - I currently have 20 levels of Legendary Medium (Spiritdancer); I pretty much can do it all... and I can do it well.
Since I'm already playing in a Rise of the Runelords game, I too would enjoy an Age of Worms game! The question is, would you be setting the game in its original home of Greyhawk or shifting it to Golarion, or something else entirely?
I would be shifting it to golarion. It has been ages since I have played in greyhawk and don't remember much of it
That'll be a fair bit of work - there's a lot of classic Greyhawk references in AoW. Although to be fair, converting it to PF1 (it's 3.5) will also be a bunch of work...
@VoA, more equipment buying question...
1) Can you buy combined magic items? Boots of Friendly Terrain cost 2400 gp. But there are 10 terrain types (not including planes; got something else for that). I can buy 10 pairs of shoes (and get real practiced at changing shoes) for 24000 gp, or can I buy a combined item Boots of All Terrains for 34800 (2400+9*1.5*2400)? How about combining a Frontovik’s Gas Mask 17000 gp, a Helm of the Mammoth Lord 12750 gp (+50% price for combined item), and a Circlet of Persuasion 6750 (+50% price for combine item), total 36500 gp?
2) WRT to crafting, with the leadership, and thus cohorts, does the PC have to do the crafting, or can it be a cohort?
For example a PC who wants to have a
Wild, Spirit Bonded, Mithral Breastplate +5.
Normal pricing would be 74350 (+8=64000, 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate)
In pure ABP, this would require 2 Legendary Gifts (and you could add another +1 armor ability, or have a shield as well), and 10350 gp 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate).
Would the Legendary Ranger Natural Gift: Shapeshifter qualify for the entry requirement: "Wild shape* or equivalent class feature at druid level 7th"? (Note that despite the name, Shapeshifter doesn't actually change your form, nor is a polymorph effect; the ranger is only "taking on the aspect of a wild creature".)
Even without considering spontaneous casters, Eidetic Spellcaster is pretty insane. Consider a druid who has access to all the good bits of the wizard spell-list...
Also, a follow on question. Consider said Druid (with Eidetic Spellcaster). He observes a bard cast Overwhelming Presence. Does he learn it as a 6th level spell (Bard 6), or as a 9th level spell (it's a 9th level spell for all 9 level casters)?
As both and Andreww and I asked about Eidetic Spellcaster, I figure we might as well pre-emptively ban it...
Also, is the only 3ed party material permitted the expanded class list, or are we considering things (with GM review, of course) like 3ed party feats and magic items?
Are there any caps or benchmark limits you want to put on PC's? These things do tend to get a little out of hand...
also,
HOP Feats, detail question:
Ok,
Voice of Awesomeness wrote:
...
Eidietc Spellcaster:
You possess a knack for being able to learn spells by watching another spellcaster cast.
Prerequisites: Caster level 5th, Spellcraft 5 ranks.
Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required
for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.
...
How does this interact with a spontaneous caster like a sorceror? I mean it's adding to your spells known...
@Rizzenmagus, deadline was the 10th, but you also only wanted 6 (and have sent 6 to the discussion thread)... Do you want another submission or are you good with what you have?
Yeah, I've been working on this angry crafter cleric. I hope there's still room for him.
I guess not getting a reply is in fact enough of a reply...
@Rizzenmagus, deadline was the 10th, but you also only wanted 6 (and have sent 6 to the discussion thread)... Do you want another submission or are you good with what you have?
(I up thread rolled,
and I am thinking alchemist...If that helps. But the submission won't be ready much before the 10th.)
5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.
Demeanour:
Stern, aggressive.
Background:
Fionn was born in the Sielwode, product of a coupling between his lady mother ( the Marchioness Fiona Caeloran, an elven noblewoman ) and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province…
It was his mother who got him his apprenticeship with High Mage Aelies, his older half -brother (on their mother’s side). Fionn usually claims Aelies is his uncle (and himself Aelies’s nephew), due to the several century age difference. (It should be noted that Fionn has a lot of distant relatives out there; the Marchioness is at least 2000 years old, and usually has a kid every 50 or so...She remembers times before humans had set foot on Cerilia).
This apprenticeship became particularly welcome, as the bloodline he inherited from his father, was of Masela. Coming to the Erebannien brought him to the sea for the first time. It calls to him, and fills hole in his soul that he didn’t know he had... Now having spent a couple of decades in human lands, his attraction to the sea brought him to the faith of Nesirie.
As Aelies’s active apprentice, he inherited the High Mage’s source network, when Aelies dissappeared (what happened is up to the DM; magical accident? Assassins?
Stats:
Fionn Caeloran
NG Male Half-Elf
Wizard 2 (Air Elementalist > Smoke subschoool)
Deity: Nesirie
Init: +1 (Dex) +2 (trait) +4 Improved Initiative
Speed 30 ft
Low Light Vision
Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana 1 ranks +3 trained +4 int +3 skill focus
Spellcraft 2 ranks +3 trained +4 int
Perception 2 ranks +3 trained +2 keen senses
Diplomacy 2 ranks +3 trained +4 int (trait)
K Planes 1 rank +3 trained +4 int
K religion 1 rank +3 trained +4 int
K Local 1 rank +3 trained +4 int
K Nature 1 rank +3 trained +4 int
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
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 can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
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 (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while 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. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Arcane School (Elemental Air > Smoke Subschool, Opposition School:Earth): 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.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Race Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
I have heard they are smart. So I think we have to set up something that attracts them, not traps them.
When we wanted Bats to be near our homes, we set up a place they could live and ready access to with food and water.
I think we might have to do the same thing for the drakes. Make it just comfortable enough for us to have them next near us, and like us, but not so easy they get lazy…
Does anyone know if they can talk?
Narciso delves into the depths of his education, to answer Tisha's question, and too see what other relevant details he can bring to the discussion:
K Arcana, bun-bun, aid another, take 10:10 + 5 - 1 = 14
5 ranks -1 int
K Arcana:1d20 + 5 + 3 + 4 + 2 + 2 ⇒ (5) + 5 + 3 + 4 + 2 + 2 = 21
5 rank +3 trained +4 int +2 bloodline+2 aid another
I repeat, the easy option is a cat... A small cat that will know better than to muck with Bun-bun.