Artistic Octopus

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Jason Nelson wrote:

Ultimate Armies is still on my list, but I've been mostly focusing on either development on other people's books or completing stuff for Kickstarters that people have already paid for.

This year I got the second of the Unholy Trinity off my desk with the release at long last of Fort Scurvy, with Ultimate Armies the last one on my list. It's still there, and I've done some more small bits on it as I've been able to, but we've got Kickstarter stuff still stacked up that needs to get out the door first.

Ultimate Strongholds is still being worked on as well, but that one's not me; rather, Ben Walklate (who did the terrific Ultimate Factions, which is on sale for just $2 this week at the Legendary Games website!) is doing that one. I've just emailed him today to see how far along he is and how close we are to getting it up and out the door.

Here's to hoping that you finish the other stuff soon so that you can't get back to working on these two products, after all PF2 is coming down the road! You always do quality work, so I'm really looking forward to how Ultimate Armies and Ultimate Strongholds come out.

And FYI, I picked up Ultimate Factions earlier today when it was mentioned that Ben Walklate had finished it in the Strongholds thread, couldn't resist the $2 bargain for such a great product LOL.


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I write this with some concern, since I was incredibly hyped to see both this and Ultimate Armies come out. However, after some energetic discussion about it being worked on, I have heard not a single peep about it in about a year. It was originally discussed nearly 3 years ago that it would be coming out, and yet nothing else has come about it. I've noticed that Legendary Games has been focusing more and more on putting out 5E versions of their products, so I wonder if that has been taking more of their time from doing Pathfinder products. Also, I haven't heard anything about Ultimate Armies since September. The real question is: have these products been greatly delayed, or have they been abandoned to work on other products instead?


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TMZ has now reported Tom Petty's death, and they were on top of everything from the start, even the false reports. This news is such a heartbreaker.


captain yesterday wrote:
But then we won't know what benefits an extra penis will bring!

Believe me, it's more trouble than it's worth.


Where do you remember seeing it last?


In the Forgotten Realms book Underdark, there was a variant rust monster called an annihilator. Medium aberration, 20 HD, where every feathery caress of its antennae was a disintegrate spell........sweet dreams, everyone.


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Asmodeus, Prince of Darkness wrote:
C'mon! Sign the contract! What have you got to lose! It's a sure thing!

He looks trustworthy.


I am sad that I will not be able to buy this right away. I've loved watching this kickstarter, it's a continuation of a long history that includes the Book of Erotic Fantasy and the D&D Netbook of Sex (yeah, I'm old). I hope to get this when my cashflow is positive again, so for now good luck to a great product!


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Goth Guru wrote:
Vidmaster7 wrote:
I started out giving out single use healing items when i did something similar like id call them lemba leaves or what have you and it would be a one shot cure light wounds item.
Naturally occurring Good Berries would be a good idea too. Maybe your herbalists could preserve their power in preserves.

That's my jam.


While my initial reaction was to poo-poo on the entire thing, I find myself intrigued by the idea and would like to see where this goes. It might end up being a disaster; but if it can be pulled off correctly, it would be a pretty epic campaign.

From how you describe it, a wizard would be as terrifying as a dragon flying overhead a group of 1st-level adventurers. It might not attack them at that point in time, but it would definitely give the party a good reason to wear the brown pants.


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Jason Nelson wrote:
Eric Hinkle wrote:

Even more great books are already in the layout queue, including Legendary Kineticists 2 by N. Jolly and Onyx Tanuki, Legendary Hybrids: Doomguard by Carl Cramer and Jason Nelson, Legendary Villains: Wicked Witches by Alex Riggs

I'm looking forward to those three in particular. I'm also hoping we finally get to see Ultimate Tournaments and Ultimate Armies, both of which I so badly want to read. Sorry, broken record, I know.

It may be sooner than you think... stay tuned.

*peeks out from behind Jason's couch and watches intently*


Are you, perhaps, referring to lay priests? They were a thing, back in the day.


If you really want to mess with others, you can pronounce it CAM-BEE-ON. :P Jack up the emphasis to 11!


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DungeonmasterCal has the right of it.


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John Napier 698 wrote:
I wonder if PETA will protest Boba Fett about the Wookie pelts he wears. Given that he is a walking arsenal, it probably would not end well for the protesters.

I think they'll be safe, considering that he's fictional. Just like PETA's ability to change anything.


I think this is what you're looking for, from the Advanced Class Guide:

Quote:


Undersized Mount (Combat)

You've learned techniques that allow you to ride beasts of smaller sizes than normal.

Prerequisite(s): Ride 1 rank.

Benefit: You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability.

Normal: Typically a mount suited for you is at least one size category larger than you.


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Merry Boxing Day, everyone!


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I knew my bending of the laws of probability would pay off. Happy Badgermas, everyone!


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Yay, I got a 3!...........wait, what does that mean again?


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Richard "Hamster" Hammond wrote:
ShadeKyubi wrote:
pezlerpolychromatic wrote:
Last day for prizes....... *summons epic wild mage powers to bend reality to his advantage*
-A horde of hamsters appear-

ShadeKyubi, we have hamstersign the likes of which even Cos has never seen. {cue Toto guitar riffs}

pezlerpolychromatic wrote:
*casts summon Velcro beneath them, resumes twisting the guidelines of the universe*
{ignores Great Convention ban, uses atomics to break through the Velcro Wall}

*brings out the Atomic Dachshunds*


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ShadeKyubi wrote:
pezlerpolychromatic wrote:
Last day for prizes....... *summons epic wild mage powers to bend reality to his advantage*
-A horde of hamsters appear-

*casts summon Velcro beneath them, resumes twisting the guidelines of the universe*


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Last day for prizes....... *summons epic wild mage powers to bend reality to his advantage*


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taig wrote:
pezlerpolychromatic wrote:
Darn, so close to getting something. :(

The dice roller can be cruel sometimes.

Most times.


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Darn, so close to getting something. :(


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N. Jolly wrote:
Oddman80 wrote:
That was the craziest Roll-Off i have ever seen. I feel bad for Trekkie9090... i am almost inspired to make my own 3rd party product, just to give to [insert gender-less personal pronoun here].

Them. The word you're looking for is 'them'.

Also man, I'm really racking up these nat 1s, I should be glad I'm not in a game with these rolls.

But you are.........the game of life........

Dun dunn DUNNNNNNN!!!!!!!!!!!!!!!


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Yidhra, Goddess of Paradoxes wrote:

*Casually bends reality back to where it should be - which is to say, capricious and entirely subject to the whims of an insane dice roller*

On the other hand, since a few winners are removed every roll, I think, the odds do technically get better as this continues along...

*Tries bending it back, accidentally breaks reality* Oh no, not again!


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*remembers to start bending reality so that the odds favour me for the rest of the draws*


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I got my gift from Day 1! Thanks, anonymous person!

lol At least that's how the email reads. Very much appreciated, Wraithguard, thank you so much!


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Wraithguard wrote:
Something in particular from them, or shall I surprise you?

It was really difficult deciding between Legendary Paladins and Legendary Rogues, but I think the Paladins have won out by a slim margin.


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Sorry I'm late, I was busy running in circles around a Christmas tree, chased by a raging badger.

Now where were we? Ah yes, the decision. Who could resist the awesomeness of Legendary Games? :D


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I'm awake! I'm alive!


CBDunkerson wrote:

James Jacobs saying bleed is a new concept for Pathfinder

That's all I've got.

Thank you for looking, I appreciate the effort. Got a game in the next day or two and I'll bring it up with the GM.


bump of desperation


That's quite true, and that's the argument I would make. But my GM is notoriously difficult to convince of RAI, he would rather have something resembling RAW instead. Hence the Search For Truth(TM).


bump


CBDunkerson wrote:

If it quacks like a duck... it's a bleed effect.

Official ruling? Nothing I can think of. Ask your GM.

Already did, and we haven't come to a decision on it. That's why I've posted the question here, in hopes that someone can provide a clear answer.


1 person marked this as FAQ candidate.

Hello everyone, it looks like my Pathfinder group is now getting back together again, and we're playing an evil campaign. Currently I will be playing a half-orc cleric of Zon-Kuthon, one who has the Loss and Murder subdomains.

He will be basing a lot of abilities around bleed effects and will be mostly front line, if he can. His first level feat will be Cruelty, which gives him +2 to hit & damage if he inflicts a bleed effect, among other things.

My question today is, is the 1st-level ability from the Death Domain a bleed effect? The name of it is Bleeding Touch, and the description of it is that "you can cause the living to bleed at a touch", and it even acts like a bleed effect. However, it still doesn't clarify if it's a bleed effect or not. Is there an official ruling on this? I've looked everywhere, but I haven't found any errata on it. I would really appreciate it if someone can point me toward an official ruling on this, and if that doesn't exist, please mark this as an FAQ candidate. I'm alright with the answer, no matter what it'll be, but I just need some clarification on this. Thank you, everyone.


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Free chance to have the opportunity to maybe win free stuff? You had my curiosity, but now you have my attention. Consider me interested.


Jason Nelson wrote:
Time for your PCs to meet their DOOM in the TOMB!!!

But I thought I was going to meet my realtor...........


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Chemlak wrote:

I think patience is the watchword when it comes to Jason's own projects. I get the impression that he spends the vast majority of his time being Jason Nelson, Publisher of Legendary Games, and relatively little being Jason Nelson, Designer.

Picture it like Mark Seifter, who has his day job at Paizo, and does freelancing stuff on the side. LG is Jason's day job, and the books he writes himself are freelancing work that he just happens to be the publisher for, but it's still "on the side".

Unfortunately this means that there are some projects which have languished in design hell for a looooong time, and includes three that I'm looking forward to (Legendary Fighter, Royal Tournaments, Ultimate Armies). It's a pain from a consumer perspective (I want to be all "SHUT UP AND TAKE MY MONEY!"), but a man's gotta pay his bills, and I can't begrudge him that.

I've got to agree with that sentiment. I've been looking forward to Ultimate Armies for over a year now, and have seen its deadline been pushed back at least four times. But I'm patient, because in the end I know that it's going to be a great product when it's done and that Jason has a lot on his plate already. Because, to make a point, it's never so simple as going from point A to point B when making a product. Sometimes (most times) Jason is quite busy with what needs to be done, rather what he wants to do next. All I can do is be patient and congratulate him on a job well done when Ultimate Armies comes out............shortly before I get on him about creating Ultimate Strongholds. :P

LOL no pressure, Jason. Keep the great work coming!


Jason Nelson wrote:

YES, we actually have movement on our "so very long past due" projects!

The long-simmering "Way of the Blade" for the Far East AP Plug-Ins is just about done, and it's been split into THREE books:

Oriental Options: Martial
Oriental Options: Magical
Oriental Options: Monks

Martial and Monks should be heading to layout this weekend and available by the end of the month. We're still adding more content to Magical, but I expect it should be ready in December. That should put a capper on the Far East Adventure Path series.

Fort Scurvy is next in line in the OLD PRODUCTS pile, and it should be ready to go in December as well.

I'm not sure if I'll get Royal Tournaments and Ultimate Armies done by the end of the year, but I very much will try!

*Happily cracks the whip to give emotional support* Glad to see the progress being made, Jason! I know that you've been wanting Ultimate Armies put out as much as I have.


The answer is simple: game balance. The X4 critical is what people will burn a feat for, and if they don't have to do that, why would they ever take a greatclub? Might as well remove greatclub from the list entirely then. Besides, do you really want to put tetsubos in the hands of ogres?


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Kobald Krump wrote:
Creepy Chromatic doesn't even have hands! He doesn't even know what hands are. If I had to go hand-to-hand to him, I would win, big league, like I always win big league.

Maybe, but you should try arm-wrestling with me.


I hear that Kobald Krump has tiny claws.............


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It's obvious that they're celebrating Canadian Thanksgiving Day, to give thanks for having Canadians.


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You know how you're like in the morning before you've had your coffee? Basically, that. :P


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Ultimate Armies?


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Teleporting it into that giant ball of fire in the sky seems to be a popular choice.

( I just had a chilling thought: in Starfinder, will there be the Space Tarrasque? "That's no moon,......"


Considering how high a level they are at this point, I'm rather surprised that they aren't putting up anti-scrying spells already.


Snowblind, Snarkwyrm wrote:
pezlerpolychromatic wrote:

I think we're missing a fine solution here: steer the rogue's sights toward a DIFFERENT paladin.

All's fair in love and interfaith conflict.

That's a great solution.

By the end of it, the Paladin will have probably traded in his Champion of Holy Light card for membership in the AntiPally club. He won't be retaining his place in the heavenly choir under any reasonable GM, that's for sure.

Then there won't be any reason at all whatsoever for inter-party conflict. None at all. Nope, Nope, Nope.

See? The plan takes the party paladin out of reach because he's no longer a viable target. It's perfect!

Full Name

Kayle Harrel

Race

Human (Eye for Talent)

Classes/Levels

| SKILLS | Diplomacy 3 | Handle Animal 6 | Heal 11 | Perception 8 | Profession(Baker) 8 | Profession(Cook) 8 | Sense Motive 9

Gender

Human Male | HP: 30/30 | AC: 18 (T: 12, FF: 14) | Perc: +8 | Init: +2 | Fort +5, Ref +2, Will +5 | CMB: +2, CMD: 14 | Spd: 20ft

Size

Medium

Age

26

Alignment

NG

Deity

Desna

Languages

Common, Druidic

Occupation

Druid, Healer

Strength 12
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 17
Charisma 12

About Kayle Harrel

Closest likeness I could find.

Attacks:

Club: +2 to hit | 1d6 + 1 | 20 x 2 Critical | Bludgeoning | Melee
Sling: +3 to hit | 1d4 + 1 | 20 x 2 Critical | Bludgeoning | 50'

CMB = 2

Defense:

HP: 30/30 (8 Class, 2 mod, 1 FC per level, 1 racial HD)
Fort: 5 ( 3 base, 2 stat) Ref: 2 ( 0 base, 2 stat) Will: 5 ( 3 base, 2 stat)
AC: 18 (10 base, 2 Dex, 4 armor, 2 shield, 0 misc)
Flatfooted: 14
Touch: 12
CMD: 13 ( 10 base, 0 BAB, 1 Str, 2 Dex)

Special Notes:

Class Features:

Weapon and Armor Proficiencies: 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 wooden ones.

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.

Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Healing Touch: A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.

This ability replaces nature sense.

Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

This ability replaces spontaneous casting.

Wild Empathy: 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. 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 able to study each other, which means that they 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.

Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Jinx (Su): Kayle gains the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. Kayle can take feats that require the Halfling Jinx trait as a prerequisite.

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.

Traits:

Healing Touch: A local child ate an herb from the nearby Fang Wood and became very ill, collapsing in the town square. You used your knowledge to quickly purge the child of toxins and save her life. Pick one of the following skills: Heal, Knowledge (local), or Knowledge (nature). You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Helpful (Halfling)*: You see nothing wrong with letting others achieve greatness so long as the job gets done.

Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

* = This trait was acquired via the adopted trait.

Feats:

Combat Reflexes: You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Skills:

( Base 4, Mod -1, Racial +1, FC +1, Background 2) 2 level = 14 SP

* = Class Skill
ACP = 4

Diplomacy (CHR): 3 (2 ranks, 1 mod)
Handle Animal (CHR)*: 6 (2 ranks, 1 mod)
Heal (WIS)*: 11 (2 ranks, 3 mod, 1 trait, 2 EX)
Perception (WIS)*: 8 (2 ranks, 3 mod)
Profession [Baker] (WIS): 8 (2 ranks, 3 mod)
Profession [Cook] (WIS): 8 (2 ranks, 3 mod)
Sense Motive (WIS)*: 11 (2 ranks, 3 mod, +2 racial, 1 trait)

Special Notes: When a restorer uses Heal to provide first aid, the bonus increases to +3. A druid receives a +4 to handle animal checks to handle their animal companion.

Spells:

A druid casts divine spells, which are drawn from the druid spell list. 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.

Prepared Spells:

0 (Orisons)- Create Water, Light, Purify Food and Drink
1st- Cure Light Wounds (Spontaneous), Stone Shield x2, Thunderstomp


Equipment:

Desna's Star
Scroll of Barkskin
Wand of Lucky Number (10x charges)
Scarf, silk- 5 GP, 0 lbs.
Outfit, Explorers(?)*- 10 GP, 8 lbs.
Hide Armor*- 15 GP, 25 lbs.
Shield, Heavy Wooden*- 7 GP, 10 lbs.
Club*- 0 GP, 3 lbs.
Sling- 0 GP, 0 lbs.
Sling Bullets (17)- 1 SP, 9 lbs.
Kit, Druids(!)- 14 GP, 44 lbs
Kit, Grooming- 1 GP, 2 lbs.
Kit, Shaving- 15 GP, 1/2 lbs.
Brush, Dandy- 2 SP, 2 lbs.

* = Worn Equipment
? = Provided outfit 10 GP or less, weight not factored when worn.
(!) = Swapped out the ten torches for firewood/cooking utensils to go with the pot.

1 PP, 1 GP, 16 SP, 9 CP

Current Weight = 90.5 lbs.

[Light = < 43 lbs.] [Medium = 44 - 86 lbs.] [Heavy = 87 - 130 lbs.]

Weight Notes: Kayle will drop his pack if entering combat. His sling and bullets are in his belt pouch with his coin.


Background:

Kayle was not born in the Seven Silvers tavern, but he has spent most of his life there. His parents stopped in one night for refreshments and purchased their toddler a plate of food. Shortly after they left, and before anyone was the wiser they had spirited themselves out of town. His mother had been a secretive and unremarkable women. The only one of the two anyone had gotten a good look at was his father. A handsome Taldan man with the same wheat blonde hair and features that Kayle sported.

Several hours later, well into the evening, and the boy was still sat patiently at his table. Seemingly unconcerned with where his parents had gone. He was taken in for the evening, and come morning he was up early to help prepare the morning meal. During the day he simply took up a stool and helped Jimes on occasion. It became natural for the young child to follow the halfling about, and was reluctantly taken in "for a few nights".

So it went like that for a while. Kayle helping out around the inn. Being taught what he didn't know about the kitchen or serving customers. Perhaps a few things he was too young to learn. Generally being helpful to a fault. Eventually it was reasoned he shouldn't be spending so much time in the tavern. Once he was older he was turned out most afternoons to find something else to do.

Most of the time that meant disappearing into the woods. Rather than try to fit in with the other children Kayle would spirit away with a few items, ironically taken from his foster father, and spend most of the day gone from town. Occasionally returning with a hand carved fishing pole and fish. Other times with fresh foragables. His pittances earned at the tavern were saved, added to by the occasional sale of his foraging. He did not spend much of it, only purchasing goods for the most part.

Except for his puppy. Kayle was already grown and had begun training under the druid Olmira when he bought Owens. Presenting the cheerful pup to his master's surprise and bringing the little tank home to the scepticism of his adopted father. While Kayle had always been good with animals, it was as if he could speak to his dog. Or more accurately, that Owens always knew exactly what Kayle was thinking. The large dog became his shadow, and outside cooking meals at the tavern Kayle was often in the woods most of the time by then.

The young man remained a bit of a puzzle to everyone. Much like his master he spent most of his time with animals, but when he was in town he was outgoing and friendly. He would bake and cook for others, share in his game and foragables, and even practiced healing from a young age. Still, he was often seen as a recluse, if a welcome one. There was never anything bad to be said about him, something that unnerved his adopted father to no end. Everyone had faults.

Description:

Kayle is somewhat tall standing at six feet, and of average build. He has wheat colored hair that falls just past his ears and forehead in loose bangs. One short braid hangs down the side of his head in front of his left ear. He has a cerulean blue silk scarf wrapped loosely about his collar. One end of it trails freely off a shoulder to his waist. Underneath is a white linen shirt tucked neatly into his gray woolen trousers. A leather belt with a brass buckle secures them, as well as gives his pouch a place to be secured. His feet are covered in calve high leather boots. They are a weathered and faded tan, bearing a multitude of stains.

His bulky pack rests on the ground, with an iron pot tied across the back of it with twine, and his stitched hide armor propping it up straight. A large round wooden shield and club are leaned against the weighty mess.

Progression and Party Role:

Definitely looking to go the route of teamwork feats. At least taking one to qualify for Harrying Partners. Will also be looking into spells that can be cast as less than a standard action, or taking metamagic to quicken spells.

The general idea is to assist allies as much as possible. Ensuring they are aided, given flanks, buffed with spells, and that their enemies are debuffed. All from the front line with his dog. It's a very flexible build on feats and spells. Depending on the party/campaign.