Probably my final questions, regarding both archetypes and the the offer of a free regional feat:
1) Would the Invoker archetype of the witch be permitted?
2) Would the Emissary archetype of the familiar be permitted?
3) I'm a bit confused by your requirements to gain a free regional feat. You say that if you choose a region and the region's preferred character class that you can get a free background feat. As far as I can tell, there are no preferred character classes for regions. Instead, each class lists a Preferred Character Region.
Details on Background Feats:
For instance, Barbarians...
Barbarian Preferred Character Regions, p. 22 wrote:
Regions in which barbarians are commonly found include the Chondalwood (ghostwise halfligns and wild elves), Chult, the Hordelands, the Moonshaes, Narfell, the Nelanther Isles, the North, Rashemen, Vaasa, and the Western Heartlands. In addition, some shield dwarven, wild elven, wood elven, and half-orc cultures give rise to barbarians.
There are also Favored Classes for some of the races. For instances, wild elves have a favored class of Sorcerer, wood elves Ranger, ghostwise halflings Barbarian, tieflings Rogue, and kir-lanans Fighter. Pathfinder changed this so that any PC can choose any favored class. I don't know for certain, but the Player's Handbook may specify additional favored classes for different races.
What I think you mean is about this part:
Regional Feats p. 28 wrote:
Regional Feats: If you choose a home region referred by your character class, you may select regional feats appropriate to that region. These feats represent the common sorts of talents that people from that region learn.
If you did not choose a character class preferred in your home region, you cannot begin play with one of those regional feats. You are still limited by the number of feats available to your character based on class and race.
You can acquire regional feats later in your adventuring career. With a few exceptions, any regional feats appropriate to your race or homeland that you don’t select at 1st level are still available the next time you gain the ability to select a feat.
You may even learn feats from a new region altogether, whether or not you belong to an encouraged class for that region. After 1st level, each 2 ranks in Knowledge (local) pertaining to the new region you have allow you to select feats from a single region (other than your home region, if applicable).
So that can sort of work for the core classes. But for any of us (like me) who are looking at base classes, are we just not able to gain this background feat?
Or do you mean that, if we select a home region that aligns with where the race is from that you can choose an aligned regional feat? For instance:
Wild Elves Regions p. 15 wrote:
Wild elves favor warm southern forests and jungles, such as the Chondalwood, the Methwood, the Forest of Amtar, and the Misty Vale. Wild elven characters may use the wild elf entry on Table 1–4: Character Regions or choose the Chondalwood, Chessenta, Chult, or the Shaar as their home region.
Ideally, with the change to the Dalelands, my witch PC would be from Cormanthor, and possibly the abandoned Elven Court, and take the Strong Soul feat.
Strong Soul (General) wrote:
The souls of your people are hard to separate from their bodies.
Regions: Dalelands, Moonshaes, deep gnome, ghostwise halfling, lightfoot halfling, moon elf, rock gnome, strongheart halfling, sun elf, wild elf, wood elf. Benefit: You get a +1 bonus on all Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.
I have a long list of Level 1 spells that I'm interested in. By virtue of base rules, my witch will begin with 10: 3 + Intelligence (4) + 2 (Level) + 1 (Patron). For each additional spell that I want to start with beyond that, what cost should I pay out of the starting 1000 gp?
Here are a few benchmarks:
Adding Spells to a Witch’s Familiar:
Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.
Familiar Teaching Familiar wrote:
A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
Learn from a Scroll wrote:
A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.
A Level 1 scroll is 25 gp, but that is generally far more than the cost for a wizard to scribe spells into his spellbook (which would be 10 gp for level 1).
Spells Copied from Another’s Spellbook or a Scroll wrote:
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Which suggests that wizards pay 10-15 gp for each new spell.
So, considering the ways that witches have of teaching their familiar new spells, how much should I write off per spell? And should I roll Spellcraft checks or assume that with a starting +9 that I just nail the learn checks up front?
I'm spinning up a wild elven witch based at least partially on Enter Sandman. Ye olde Slumber Hex and all that jazz.
I thought about making the witch's familiar an emissary and was initially drawn to Angharradh for the pseudo-coven triumvirate aspect, but the individual aspects of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow seem to hold little particular care or interest for a wild elf (with the possible exception of Sehanine).
So I have a concept of the witch-elf drawing up their own triumvirate with different aspects from Fenmarel Mestarine, Labelas Enoreth, and Rillifane Rallathil, the first and third of whom are explicitly affiliated with wild elves.
This is all on the way to choosing a Patron, of course, of which several are quite appealing and I'm just trying to narrow it down.
Does this concept make sense at all? I know next to nothing about Faerun except for what I have skimmed on the various fan-made wikis and source books I have been able to browse copies of. A wild elf seems to be too be one of the best elven races for a witch in a world made without the class, given their predilection for sorcery and communion with nature. So yeah, please let me know whether it makes sense to continue developing this idea or not.
Is there an inciting event that is bringing characters together? Or are we just creating characters that could feasibly exist within Faerun (and Luskan)? It might help to have a hint about the motivation, or else we might go accidentally creating characters who have no particular affinity for the story.
I don't know if I'm going to be able to develop and submit a character, but I did have a question about the races. I was able to find the Races of Faerun 3.0 book, along with a handful of races that give racial ability score adjustments. For instance, a gold dwarf has -2 Dex and +2 Con, while a Deep Gnome has -2 Str, +2 Dex, +2 Wis, -4 Cha. Are we using those ability score adjustments, or the regular Pathfinder 1E adjustments for the core races with the lore of the listed races?
I haven't built too many evil characters, so color me intrigued.
At the bottom of the window where you write, you'll see a bit that says "How to format your text" with a button that says "Show". If you click the "Show" button, it will show you the BBCode markup used on the Paizo forums. They're all based on square brackets [], including the dice roller.
So if you wanted roll the 3d6 for an attribute, you would type:
[ dice]3d6[/dice]
But without the space in front of the first "dice." Delete that space and it formats as follows:
3d6 ⇒ (3, 1, 4) = 8
DeJoker has explained character creation for this campaign on the first page of the Discussion Thread.
It looks like you're eager to join a game, which is great! We all started there. It'll probably help to start reading through some threads so that you know how people tend to game here. I usually recommend that new players read this linked guide, which gives a run-down on some best practices. That post was followed up by another great guide that has also been pinned as a Sticky on the general discussion forum. I read those when I first joined the site and they were incredibly helpful to me!
I humbly present Mehrab al-Zahra, a.k.a. Rooster, a.k.a. Golzar al-Sahar: the Keleshite relic hunter of Sarenrae just trying to figure out his life.
Backstory:
Mehrab al-Zahra was not a righteous man.
His mother and father were powerful merchants of the Padishah Empire of Kelesh, given the high honor of representing the satrapy of Qadira as diplomats at the embassy in far-off Magnimar. This assignment came when Mehrab was young. Mehrab came of age within the ornate embassy in the Ordellia district of Magnimar. Magnimar was no metropolis—not like Absalom or Katheer—but it was a reasonable place to grow up. Foreigners were not necessarily ostracized so much as separated. And there were some Keleshites, like Sabriyya Kalmeralm, the “Princess of the Markets” in the Bazaar of Sails, who were actually able to achieve power and recognition.
Mehrab had no interest in continuing in the family business, with little facility for economics, wit, or wordplay. Besides, his home culture was matrilineal, so he stood to inherit nothing, unlike his well-prepared sisters. As a young man, Mehrab demonstrated three redeeming qualities: adaptability, curiosity, and a certain brutishness that let him bully his way into getting what he wanted when his lack of charm failed. These, and the fact that Mehrab had begun to style his hair in a red-dyed mohawk, led to an early nickname: Rooster.
These aspects attracted Rooster to another group within the city: the Sczarni. Even though predominantly comprised of ethnic Varisians, a particularly forward-thinking, progressive leader of one of the gangs (to be potentially filled in by the GM) thought it would be useful to have someone else that the Magnimar City Guard might not recognize. Rooster didn’t have to be particularly stealthy. He just had to be not Varisian and go places where the Sczarni couldn’t.
So Rooster developed a reputation as an enforcer with golden ears rather than a silver tongue: the sort of person who could go into places, listen for important information, and then punch his way out if he got caught. And he knew enough about enough to not be a complete dullard to talk to. The job didn’t matter much to Rooster: theft, extortion, murder. As long as he got paid, it was fine.
Rooster, son of Zahra (who had since disowned him), was not a righteous man.
Unfortunately for Rooster, his curiosity proved to be his downfall. On one job, he overheard some completely irrelevant piece of incorrect history and felt positively compelled to correct the speaker, simultaneously giving away his position and his status as a spy. This hadn’t usually been a problem. But against this particular gang (to be potentially filled in by the GM), Rooster had met his match. His reputation had grown enough by this point that the gang decided to make an example of him to send a message to the Sczarni that they were onto their shenanigans. If they were going to send their Rooster into the henhouse, they’d send him back with feathers. Dipped into burning tar and covered with chicken feathers, Rooster was found hung by his ankles, in agonizing pain, barely clinging to life.
The Sczarni did their best with their resources to help Rooster. He came out of the incident horrifically scarred, and no amount of healing magic seemed capable of completely undoing the damage. After saving his life, the Sczarni realized that Rooster was no longer safe in Magnimar. He was also a liability that they needed to hide. They would not abandon him: he was Family now. But they had to set him up with someone else who could take care of him for a while.
That someone was Jubrayl Vhiski in nearby Sandpoint. Jubrayl took Rooster in. He wasn’t keen to play nursemaid, hiring someone else (to be potentially filled in by the GM) to get Rooster back in shape. But once Rooster was doing better, it would be time to introduce him to Sandpoint and start helping the local Family.
But the Dawnflower had other plans in mind.
During his recovery, one of Rooster’s only pleasures was reading books. Books of history, of lore, of arcana, and more kept his mind sharp while his body suffered. One such book was The Birth of Light and Truth: the principal holy book of Sarenrae. His family had been Sarenites growing up, but Rooster had had little particular care for the ideas of religion. He still didn’t know how much he believed that the gods had any particular interest in human affairs. But this book had stories that he had never read before. Sure, there were the usual stories of redemption, people turning their lives around and doing good. But there was something else hand-written in the back by the previous unnamed owner of the book. This story spoke of a horribly-scarred follower of the Dawnflower who assembled a series of artifacts together and conducted a ritual that bathed them in restorative flames.
If Rooster could do the same, maybe he could replicate the deed. The clues were all in this book, waiting to be uncovered. Until then he would follow Sarenrae and do as she commanded. If she was willing to use him, he would use her in turn. But he couldn’t be Rooster anymore. And he couldn’t rightly be Mehrab either, or at least not Mehrab al-Zahra. He took on a new name: Golzar al-Sahar: the flower of the dawn.
Golzar al-Sahar was not a righteous man. But he was trying to be.
Character Sheet:
Golzar al-Sahar
Human relic hunter inquisitor of Sarenrae 4
N Medium humanoid (human)
Init +5; Senses Perception +11
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 shield, +2 Dex) (+2 with shield cloak raised) hp 43 (4d8+9)
Fort +8, Ref +5, Will +9
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Offense
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Speed: 30 ft. (20 ft. in armor)
Melee: +1 scimitar +9 (1d6+6/18-20/x2)
Special Abilities: aegis, deific focus (abjuration: 4, divination: 2, transmutation: 3), energy shield (20), healer’s hands, legacy weapon, mind barrier (8), precise strike +1d6, sudden insight +2
Spell-Like Abilities
At will--detect [alignment] Inquisitor Spells Known (CL 4th; concentration +7)
2nd (2/day) focused scrutiny, see invisibility (DC 15)
1st (4/day) ears of the city, heightened awareness, protection from evil, shield of faith, false face (DC 14)
0 (at will) detect magic, detect poison, guidance, read magic, resistance, sift (DC 13)
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Statistics
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Str 20, Dex 14, Con 14, Int 12, Wis 16, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats: Extra Mental Focus, Healer’s Hands, Power Attack, Precise Strike Traits: Family Ties (campaign), Scholar of the Great Beyond (faith), Burned (drawback), Blade of Mercy (religion) or Merciful Scimitar (combat) Skills: Climb +9, Heal +10, Intimidate +8, Knowledge (history, planes) +9 (+12 to ID creatures), Knowledge (local) +6 (+9 to ID creatures), Knowledge (arcana, dungeoneering, nature, religion) +5 (+8 to ID creatures), Linguistics +5, Perception +11, Sense Motive +12, Spellcraft +5, Survival +10 (+12 to follow/identify tracks), Swim +9; (ACP -3) Languages: Common (Taldane), Elven, Giant, Kelish, Shoanti, Thassilonian, Varisian, VSL (Varisian Sign Language)
SQ: cunning initiative, deific focus (9), focus powers, monster lore +3, relics, resonant powers, solo tactics, stern gaze +2, track +2
Gear: +1 breastplate, +1 scimitar, +1 shield cloak, healer’s kit, gold holy symbol of Sarenrae, 185 gp
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Special Abilities
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Relics (Su): At 1st level, a relic hunter gains the occultist’s implements class feature and learns to use two occultist implement schools as relic schools. At 4th level and every 3 levels thereafter, the relic hunter learns to use one additional relic school drawn from the same source, gaining access to that school’s resonant power and base focus power and opening up that school’s focus powers for her to select. Like an occultist, a relic hunter can select the same school twice, but it is far less useful for her to do so.
Relics do not need to be magic items, and nonmagical relics do not take up a magic item slot. Relics that are not magic items are often of some religious significance to the relic hunter or her church, such as the battered shield of a saint, a bishop’s robe, or the finger bone of a church martyr. This ability replaces judgment.
Deific Focus (Su): At 1st level, a relic hunter learns to invest divine power into her chosen relics. This acts like the occultist’s focus powers and mental focus class features, with the following adjustments. This ability replaces domain, bane, greater bane, second judgment, and third judgment.
Each day, a relic hunter has a number of points of deific focus equal to her inquisitor level + her Wisdom modifier, and she must spend 1 hour in prayer with her relics to invest them with divine power. These points refresh at the start of each day.
At 1st level, the relic hunter learns the two base focus powers from her chosen relic schools and can select one more focus power from the list of those made available by her chosen schools. Whenever she gains a new relic school, she gains the base focus power of that school. In addition, at 4th level and every 4 levels thereafter, she learns a new focus power selected from all of the powers granted by all of the relic schools she knows. She can use these focus powers only by expending points of deific focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the inquisitor’s class level + the inquisitor’s Wisdom modifier. She cannot select a focus power more than once. She uses her inquisitor level in place of an occultist level to qualify for focus powers.
Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Ability: Strength.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
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.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Traits Family Ties(campaign): While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Scholar of the Great Beyond(faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Burned(drawback): You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Blade of Mercy(religion): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
or
Merciful Scimitar(combat): You learned from worshipers of Sarenrae to cut foes with a scimitar without killing them. You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls.
Human Racial Traits
+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 Fear: 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).
I still need to finish putting together the backstory and character sheet, but I have the highlights.
A Keleshite (human) Relic Hunter Inquisitor of Sarenrae
Child of a merchant family originally from Qadira, moved to Magnimar at an early age
Family Ties campaign trait, and definitely got involved in some Sczarni shenanigans as a young person
Trait 2 is Scholar of the Great Beyond, expressed in large part by a deep interest in the empires of the Inner Sea that preceded even the Padishah Empire of Kelesh.
Possesses Sarenite relics of the Abjuration, Divination, and Transmutation schools, with a heavy focus on Abjuration above the other two in both focus powers and spells known
The divination relic is a deck of illustrated cards with poetry on them, in keeping with the real-world Persian tradition of فال حافظ/fal-e Hafez. This will be the character's way of connecting with the Varisian Harrow deck and will allow me to occasionally write or quote some fragments of poetry.
Rocking a scimitar and a shield cloak to toggle back and forth between offense (+8 1d6+8/18-20/x2 + 1d6 --> +8 1d6+11/18-20/x2 + 1d6) and defense (AC 19 --> 21).
Strength-based scimitar? Strength-based scimitar.
I would be very interested in taking the Burned drawback even if it doesn't give me a third trait, because it just fits with the background I'm tooling around with. This is someone who has benefited from the Dawnflower's redemption after getting involved in some shady criminal enterprise and is now trying to do better. They wear bandages all over their body following an accident and are driven by a desire both to banish their pain and restore their appearance, believing an ancient Sarenite relic lost somewhere in Varisia holds the key.
If I do get another trait, I'd probably take blade of mercy (or merciful scimitar if the former is disallowed) to lean into the nonlethal stuff and build towards Sarenrae's Mercy (the divine fighting technique).
I'll finish putting together the character sheet and the backstory and post back here tomorrow.
I wasn't sure if I was already in Threshold or if I was going to be found elsewhere.
That Den of Vice, though: that sounds awesome. I would like to go there, yes.
In truth, if he is in Threshold already, <Secret PC> would probably not find out about the call for scouts for a while and would assume that he wouldn't be particularly useful. But he'd try to show up eventually, just in case, sort of last minute.
The build is secret, but I do have a question for the group.
I am planning to bring in a fetchling character. They are typically medium-sized and humanoid-appearing, but I was wondering if it might be possible to downsize to small.
There is lore precedence for this in 2E, as one of the fetchling heritages is the Wisp.
I'm more interested in this from a roleplaying perspective than a mechanical one, but if there are mechanical changes they'd probably be the typical:
Small Creatures wrote:
+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Along with smaller weapon damage die and the like.
Gear: +4 adaptive composite longbow, +4 amulet of natural armor, +4 belt of incredible dexterity, +4 buckler, +4 headband of vast intelligence, masterwork thieves’ tools, +4 mithral shirt, +4 ring of protection, automatic writing planchette, boots of striding and springing, bracers of falcon’s aim, efficient quiver, eyes of the eagle, handy haversack, prismatic crystal, ring of feather falling, lesser rod of metamagic (logical), spring-loaded wrist sheaths (2), talking board, 1165 gp
Special Abilities:
Panoply Specialization (Trappings of the Warrior): At 1st level, the panoply savant must choose (but doesn’t learn how to use) a single panoply. When learning new implement schools, he must choose either schools associated with his chosen panoply or the chosen panoply itself. Once he has learned to use the chosen panoply, he can learn any further implement schools freely.
Focus/Resonant 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.
Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Combat Trick (Ex): As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.
Danger Sight (Sp) : As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
Distortion (Sp): The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
Globe of Negation (Sp): As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power.
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1).
Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Mind Eye: As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.
Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Ability: Strength.
Planar Ward (Sp): As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures. This ward lasts for 1 minute.
Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Shadow Beast (Sp): As a standard action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus. This functions as shadow conjuration, but it can be used to duplicate only the effects of summon monster spells. Creatures created with this spell deal 50% of the normal damage to those that disbelieve the illusion, and their nondamaging effects have only a 50% chance of affecting disbelieving targets. This can be used to duplicate any summon monster spell up to summon monster V. For every 2 additional levels you possess beyond 9th, the maximum spell level you can duplicate with this ability increases by 1 (to a maximum of summon monster IX at 17th level). Regardless of the spell duplicated, the creatures remain for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
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.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Panoply Focus (Su): At 4th level, a panoply savant gains 1 additional point of mental focus each day, which can be invested only in implements associated with his chosen panoply. At 8th level, and every 4 occultist levels thereafter, the number of additional points of mental focus he gains increases by 1 (to a maximum of 5 points at 20th level). This ability replaces shift focus.
Aura Sight (Su): At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
Implement Specialist (Su): At 8th level, a panoply savant learns to use his mastery over the implements in his chosen panoply to unlock greater power from magic items associated with that panoply. For a number of times per day equal to 3 + his Intelligence modifier, when he uses a magic item that matches one of his chosen panoply’s associated implements (crystal balls, robes, and wands for the mage’s paraphernalia, for instance) and produces a spell effect, he can have the item use his caster level instead of its own. If the magic item doesn’t produce a spell effect, the panoply savant can use his caster level against attempts to dispel that item. Additionally, if the item has any abilities that can be used at least three times per day or has three or more daily charges, the panoply savant can spend 1 minute quietly meditating on the item and expend 2 points of mental focus to restore one daily use or one charge to the item. This ability replaces outside contact.
Panoptic Harmony (Su): At 8th level, a panoply savant can empower his abilities by harnessing the harmonic resonance between his chosen panoply’s associated implements. Whenever he casts a spell or uses a focus power with one of his chosen panoply’s associated implements, he treats it as though his caster level were 2 higher than it actually is, but only if on his previous turn, he cast a spell with or used a focus power from a different one of his chosen panoply’s associated implements. This ability replaces magic circles.
Panoptic Call (Su): At 12th level, a panoply savant’s mastery over his chosen panoply’s associated implements is so strong that he can call similar items to him. By taking a standard action and expending 1 point of mental focus from any of his chosen panoply’s associated implements, he can cause a single item he can currently see that matches one of his chosen panoply’s associated implements (such as a weapon or shield for the tools of the warrior) to fly through the air toward him at a rate of 30 feet per round, landing in his outstretched hand. If the item is unattended, the panoply savant automatically succeeds, but if it is held or worn, he must attempt a special disarm or steal combat maneuver check, using his occultist level as his base attack bonus and his Intelligence modifier in place of his Strength modifier. If the item in question is an implement he currently has 1 or more points of focus invested in, he gains a bonus on this combat maneuver check equal to twice the amount of focus currently invested in it. This ability replaces binding circles.
Traits Clever Wordplay [Diplomacy](social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Minor Technological Knowledge(campaign): You can use Knowledge (engineering) to determine the principles powering a given technological device. If you are trained in knowledge (history), you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device. (This does not imbue the character with any skills in the use of the device. It doesn’t teach to use firearms or welding machines, etc.)
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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.
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. An elf can take this trait in place of racial weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Occult Skill Unlocks:
Automatic Writing: You can produce mysterious writing that pertains to the immediate future, either under the influence of enigmatic guiding spirits or by unleashing your subconscious intuition.
Check: Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate.
Writing Results Ranks Required DC
As augury spell 1 20
As divination spell 10 30
Action: Automatic writing takes 1 hour.
Try Again: Yes. You can attempt to learn more about a subject, but can still attempt only one check per week.
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Hypnotism: You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories.
Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Action: Hypnotism takes 1 minute of calm interaction.
Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
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Phrenology: You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull.
Check: Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD.
Task DC
Determine race and age 10
Determine gender 15
Determine alignment 15 + creature’s HD†
Determine class 20 + creature’s HD†
Determine level or HD 25 + creature’s HD†
† A dead creature’s skull uses the HD the creature had when alive.
Action: Reading a creature’s cranium requires 1 minute of uninterrupted study.
Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day.
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Prognostication: You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames).
Check: Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune.
Task DC
Determine alignment 15 + creature’s HD
Determine class 20 + creature’s HD
Determine level or HD 25 + creature’s HD
Determine fortune as augury spell 25 + creature’s HD
Action: Reading a creature’s fortune requires 10 minutes of uninterrupted contemplation, and the subject creature must be present.
Try Again: Yes. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours.
Special: Specially crafted items purchased for the exclusive use of this skill grant a +2 circumstance bonus on Sense Motive checks to prognosticate.
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Read Aura: Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.
Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
Task DC
Read alignment aura 15 + creature’s HD or item’s caster level
Read emotion aura 20 + creature’s HD or item’s caster level†
Read health aura 15 + creature’s HD
Read magic aura 20 + creature’s HD or item’s caster level
† Intelligent items only.
Action: Reading an aura requires 10 minutes of study.
Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.
Concept:
The Curator had accumulated quite the collection of curios for curious commonfolk to canter through at a colossal gallery. He had seen fit to catalog history and culture from not just his home plane but many others as well. Some acquisitions had been won, some had been taken, and others had been requisitioned through...less savory means. And yet the Curator knows that these treasures were in better hands in his museum than they would be if they were ravaged by this interdimensional conflict. After all, he retained certain objects in his collection from pockets of existence that have been utterly wiped out in the war! Who would remember their civilizations if not for the Curator?
It was because of the books that he had published and the conferences that he had spoken at that the Curator came to the attention of The Organization. In the process of amassing his collection, The Curator had become an expert on a score of useful topics. He could make remarkable leaps of logic and connect disparate data points. At times, it made him seem almost prescient, able to anticipate enemy battle plans with uncanny fidelity by referencing three separate events separated by centuries and entire tangles of planar substrate.
Still, the Curator never expected to be called to the front lines. He had been content to remain in the comforts of his Collection in relative safety, summoned by The Organization only when they needed his Counsel (or an item from his collection). But when [big event TBD] shattered his relatively peaceable existence, the Curator was forced to respond. And in taking up some of the items of his collection, he has found skills he could have never anticipated. The memories of the items' previous owners had left impressions on the items. Some of them were not at all pleased with the Curator. But despite their differences, the Collective recognized the threat posed to the multiverse and sought to lend their strength to the Curator.
I didn't have a concrete monstrous PC in mind, but figured I would ask anyway!
After reading up on a bit of lore, some recent posts, the characters, etc., I have a tentative concept:
I don't know how long the Dimension Wars have been going on, but either way--this character is quite an old elf. If the Dimension Wars are recent, then that doesn't matter so much. If they have been going on since long before the average lifespan of an elf, that wouldn't matter much either. But if the entirety of the Dimension Wars so far could fit into the lifespan of an elf, then this character would (ideally) remember a time before the war.
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Character Concept
The Curator had accumulated quite the collection of curios for curious commonfolk to canter through at a colossal gallery. He had seen fit to catalog history and culture from not just his home plane but many others as well. Some acquisitions had been won, some had been taken, and others had been requisitioned through...less savory means. And yet the Curator knows that these treasures were in better hands in his museum than they would be if they were ravaged by this interdimensional conflict. After all, he retained certain objects in his collection from pockets of existence that have been utterly wiped out in the war! Who would remember their civilizations if not for the Curator?
It was because of the books that he had published and the conferences that he had spoken at that the Curator came to the attention of The Organization. In the process of amassing his collection, The Curator had become an expert on a score of useful topics. He could make remarkable leaps of logic and connect disparate data points. At times, it made him seem almost prescient, able to anticipate enemy battle plans with uncanny fidelity by referencing three separate events separated by centuries and entire tangles of planar substrate.
Still, the Curator never expected to be called to the front lines. He had been content to remain in the comforts of his Collection in relative safety, summoned by The Organization only when they needed his Counsel (or an item from his collection). But when [big event TBD] shattered his relatively peaceable existence, the Curator was forced to respond. And in taking up some of the items of his collection, he has found skills he could have never anticipated. The memories of the items' previous owners had left impressions on the items. Some of them were not at all pleased with the Curator. But despite their differences, the Collective recognized the threat posed to the multiverse and sought to lend their strength to the Curator.
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Improved Example 1: General (responding to the sample/recent post)
The Curator sits with Jocinth in his office, rolling his eyes. "Well that should have been sufficiently obvious so as not to even warrant mentioning. Didn't you read in my latest book about the gentleman who erased himself from existence by going back into his past and killing his grandfather by trying to help him earn lots of money? He tried to create a paradox by becoming his own grandfather, but time paradoxes don't play well. I'm sure it's happened more than once, too."
The Curator huffs and clinks some whiskey in his glass and takes a sip, trying to keep his eyes from rolling backwards as he deigns to explain this to Jocinth. "Obviously they should avoid their future selves as much as their past selves. We don't yet have enough historical data about the successful resolution temporal anomalies to manage a current one for obvious reasons. If the anomaly was resolved, it either did so by eliminating the loop by closing it or reverting to a previous stable state. Frankly, I was lucky to find the scrap of evidence that I did. And you are too, Jocinth."
Ah, and the whiskey was out. He clinks the ice back and forth, waggling for Jocinth to refill as he gestures to move the glass telekinetically across the desk. "I still think you should send me out, you know. It sounds like they're struggling. You know I know what I'm talking about, yes? And I don't have to disguise myself as a dog like Terex. Can you imagine? A dog. Ah, but I don't have to tell you. There are more dignified ways of going about The Organization's business. Have I convinced you? I've convinced myself. My things are already packed. Naturally. Anything further, Jo...oh, of course, the whiskey. Well, I suppose I'll finish this."
---
Improvised Example 2: Combat
"I don't think you understand your situation," the Curator says, drawing his bow out as he stares at the eldritch abomination before him. "I might not have killed one of your kind before, but plenty of you have died. You think you will outlive the heat death of the multiverse. That you're special."
The Curator draws two arrows from his quiver, setting them into a pair of grooves barely apart on the wood of the bow. "Don't get me wrong--you're strong. I'm sure you've killed many of my kind, too. But you're just you. Alone."
The Curator takes a deep breath, reminding himself that the Bow responded more to calmness than any other emotion. He taps into that calm, like a meditation, and envisions his arrows piercing through the floating void before him. He sees himself do it, sees others do it as well--with this bow, with blades, with cleansing fire, with teeth--all united in a purpose. And in his hands, the Bow remembers.
Move action: Combat Trick, expending 3 mental focus to gain [single appropriate combat feat]; Standard action: Legacy Weapon, expend 1 mental focus to grant +1, Bane, & Planar to the +4 adaptive composite longbow.
---
I'm leaning significantly into the gentleman adventurer lane while still trying to access the elven flair. A near-immortal with somewhat fewer moral qualms about his actions could be an interesting archetype to play. Haughty, rich, deeply privileged, highly knowledgeable, and often almost insufferable about it. One of those "I'm glad he's on our side because otherwise I could strangle him" types. The Collection would be like having an almost infinite supply of angels and devils on his shoulder trying to sway him, chastise him, praise him, and so forth. I'd hope that they could be an interesting way to delve into the story's history, and a playground for the GM to screw with the Curator (and therefore me as a player).
Having a Collection of disagreeable implements also provides an interesting reason for when things don't work in terms of bad rolls. Maybe it's not necessarily lack of skill represented when the Curator's PC rolls a 1, but rather the particular Implement of the Collection rebelling against the Curator's choices. "Really? Now? You want to make a statement now?!"
Mechanically, I'm envisioning an elven occultist. In combat situations, they are a formidable ranged combatant who can become a fierce melee fighter in necessary situations. They have spells of many sorts from the schools of abjuration, conjuration, divination, illusion, and transmutation, as much focused on augmenting their ability to function as a soldier as a spy and a diplomat. They would take the Minor Technological Knowledge campaign trait (along with Clever Wordplay [Diplomacy]). I have a sketch of a character sheet that I just need to polish up whenever you would like to see it.
This is partially inspired by another character I made previously for a Wrath of the Righteous campaign: Pakk Holstad. Pakk was curious about the structural resonance of different extraplanar substrates. So while the backstory, lore, and race will all be very different, the intellectual drive of Pakk will be quite present in the Curator.
A few more questions:
Is there any specific lore on elves for Planescape that would be useful to know about? The closest thing that I was able to find quickly was a bit about Arvandor, which helped me to track down a copy of The Complete Book of Elves published in 1992 as the 2nd Edition Player's Handbook Rules Supplement for AD&D. But it's 128 pages and I haven't had a chance to read too much of it yet. So anything that could inform this concept would be very useful! [ooc](It seems reasonably like Cuiviénen from Tolkien's The Silmarillion, but I could be fairly off.)
To clarify: when you say [NO I'm only here for the melee" characters], do you mean more A) this character should be able to operate in multiple spheres including but absolutely not limited to combat, B) this character should be functional but not optimized for combat, or C) do not focus on combat very much? I assume it's somewhere between A and B. But I'm looking for the shade of nuance. If most of the WBL and feats are dedicated to items and abilities to contribute to combat, is that seen as a problem?
I briefly considered the planar harmonizer archetype, but it's so limiting, becoming a locked-in conjurer with no good way to do much else. It's flavorful, but I assume it would not fit in as well.
Big fan of Blades in the Dark, though I'm admittedly unfamiliar with Planescape. It sounds like quite the story you're telling here!
I have a few characters involved in campaigns that match this sort of vibe (just to offer a sense of where I'm coming from):
Samples:
Gaius Ignatius V - investigating the secrets of the Tower of Ages while searching for his long-lost father
Hadda Sogard - a librarian chasing the secrets of other worlds following a mishap with eldritch knowledge when she was younger
Ronan Del'Arte - who remembers (or so he says) past lives before a cataclysm destroyed everything
Olenna Tucca - a guardswoman who got in over her head investigating the criminal underbelly of her city and had a vision calling her to bring light to the darkness
Albert Glazier - an professor with over a dozen research projects of interest at any given time, working on a theory to unite all elemental races
A few others in my profile also match bits and pieces, but that should provide at least a base sense (with a few samples) of what I would try to bring to the table.
Note: two of those are in Paizo APs, while the other three are in homebrew worlds/campaigns.
I want to take a closer look at the current party to see what sorts of abilities they're currently bringing to the table before I pitch a well-developed concept, but at first glance a bard does seem appropriate. A time oracle or occultist could fit as well. Maybe even an arcanist. But I'm getting ahead of myself.
Initial Question:
How are you handling monstrous PCs like the pseudodragon? Are there limitations on what creatures can be chosen (e.g., no greater than base CR 1), trade-offs based on HD to class, etc.? Are the base creature's stats over-written by the 25-point buy, or are they handled on the {+4, +4, +2, +2, 0, -2} array in the PFRPG CRB for adding class levels to monsters?
More questions to come after I've had a chance to read.
While some people do recruit for Discord or other off-site games here, this subforum is mostly for games that will be played here.
Personally, I had to look up both Westmarch and Battlezoo, as those terms weren't familiar to me. (I'm clearly not the audience for this.)
You're going to have an easier time searching Google with those terms. For instance, Disboard has a list of 11 servers tagged with Pathfinder 2e, two of which are explicitly tagged as Westmarches and another two which mention Westmarch in their description. My intuition is that you'll also have an easier time searching for these terms over on the 2E subreddit.
You'll have to ask about 3rd party content and house rules individually in any servers that you want to try out.
But like you got told in other subforums you posted this in, this is a highly specific ask and it might not exist yet. If all of these are must-haves for you, you might have to start this yourself and see if you can get other people interested in it. Maybe repost this here with a tag like [Interest Check].
It's not even close to what you're looking for, but its worth searching through the recruitments here for Discord, Westmarch/West March, Battlezoo, etc. to see what has been posted previously. For instance, there was a post about three and a half weeks ago recruiting for a West Marches Discord server. There's only one post other than yours for another person interested in Battlezoo content on this subforum, but you could contact them directly.
My last advice would be to look through some of the recent recruitment posts to see what sorts of posts have attracted interest and which have fallen flat. Some of the interest checks posted in the last two months have gotten dozens of follow-up posts, while others didn't draw any attention. You could use that to figure out how to frame your own interest check.
And if your interest check doesn't draw enough attention here, don't give up. Good luck.
Greetings and thank you for the invitation! I will get Nubnonk's alias up and running ASAP, read through the guidelines posted here, and start to think through some finalized decisions!
I have been looking for an engaging 2E PbP game for a while!
Experience:
Most of my experience on these boards has been 1E, but I have been playing 2E with my core in-person group since the system debuted. We started picking and choosing from different parts of Doomsday Dawn and have since run a couple of PFS scenarios, The Fall of Plaguestone, The Slithering, and Fists of the Ruby Phoenix. We're looking to run Strength of Thousands after we finish Fists....
For high-level play, I have played a level 15+ champion, druid, and gunslinger. (I have also played a lot of the classes at low- to mid-level play, with notably fond memories of a halfling barbarian of the giant instinct, a ratfolk duskwalker witch with an owl familiar, and an aasimar human bard converted for a halfway-through play of War for the Crown when we decided to switch to 2E.) We mostly use Roll20, so I'm quite familiar with that system.
As for my PbP experience, I have been doing PbP roleplaying since the late 90s, first in system-free/system-agonistic games, and then developing our own rulesets based on TTRPGs that we enjoyed. Many of these early experiences lasted for years. I started playing on the Paizo boards a little over 2 years ago. I have a resume of sorts in my profile with my current and past stable of PF characters, along with some writing examples from each of them.
Character Concept: Nubnonk:
Reading through the player's guide, the concept that stuck out the most to me was a goblin thaumaturge with the Crown of Chaos background and a Loremaster free archetype. I have sketched up a statblock that I'm happy to share.
I want to flesh out Nubnonk's background and personality a bit, but here's an initial sketch:
Goblins have a long cultural fear of reading and writing, often said to stem from a belief that the mere act of writing words steals them from one's head. But Nubnonk was not afraid of books. Nubnonk was a smart goblin who knew lots of things. Like the best way to sort through garbage to find something tasty instead of rotten. Or how to set a fire without burning yourself up in it. Or that iron nails from a dwarf's scrap heap were really good at getting a nasty fey to leave you alone.
One day Nubnonk found a book in the trash. But the book was empty. He took it with the idea that it was be good for burning, but then the weirdest thing happened: words started to appear on the pages--about burning itself! Nubnonk screamed--the book was stealing his thoughts! The elders had been right! He should run! But these ideas about burning were things he didn't know! (Imagine: something about fire unknown to a goblin!) Maybe--just maybe--the book was stealing thoughts from someone else's mind. As long as the book didn't steal Nubnonk's thoughts, he wouldn't burn it.
Life hasn't been easy since Nubnonk found the magic book, but he's learned a lot of useful stuff. Sometimes he forgets it after a day or two, but the book always gives it back if he asks nicely. And he's got a collection of stuff like you wouldn't believe! He's stolen some of it, or bargained for it, or won it in games of gambling. There's lots of ways to get the things you need to survive in Absalom, especially when so many longshanks still think you're dumb. But Nubnonk isn't dumb. Nubnonk is gonna show the longshanks and the gods and everyone that goblins are the best!
Like I said, I want to flesh this out more, but it's a first step. Clearly he's a chaotic little thing, and I envision him speaking in third person and regularly dropping the copula be while speaking. He may become one of the more hyperactive characters I've written, but I can always dial him back.
I also have a question regarding rituals.
I don't see specific rules for learning rituals, so I don't know how to interpret the clause "that you can afford" with regards to starting with "up to three uncommon...rituals". However, the thaumaturgic ritualist feat provides some guidance, in terms of learning rituals "with a level no higher than half your level" with the stipulation that "you must meet all prerequisites for casting the ritual to choose it." Can we use this feat as guidance for selecting rituals?
Otherwise, the only uncommon item I was looking at was a boomerang. (There are a few other uncommon items of interest, like the Crown of the Companion, but I can't afford it with the other things that I want.)
As some others have been submitting multiple PCs, I have also been toying around with multiple builds for submission. I have also been looking through some of the approved 3rd party material to see if any of it would better help to bring any of my concepts to life more effectively. To that end, I have been looking at the Legendary Kineticist. I know that you have approved all Legendary Classes by Legendary Games. But what about some of the other Kineticist-related supplements, like Kineticists of Porphyra by Purple Duck Games?
N. Jolly wrote both Kineticists of Porphyra (I - IV) and the Legendary Kineticists series (at least I and II) (with Onyx Tanuki as a secondary author on two int the series). A lot of the websites that collect 3rd party stuff together (like d20pfsrd and Library of Metzofitz) lump them together, and the Kineticists of Porphyra line was largely (if not entirely) republished in the Ultimate Kineticist Compendium. So are the wild talents from the Legendary Games UKC also okayed, or do they need to be approved on an individual basis?
(To head off the most obvious power-creep, I'm not interested in the dimensional ripper archetype or any of the related talents, nor stuff like oppressive or crushing atmosphere, choking vacuum, cantikinesis, advanced kinesis, and other talents generally regarded as overpowered. Those examples would all need some discussion to balance, so I'm happy just ignoring them in favor of stuff like seeking infusion, high- and low-gravity infusion, and unweave magic. I even want to stick with 1st-party elements; I'm just interested in some of the 3rd party expansions to 1st-party elements.)
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Also, if someone did take the Deaf curse as an Oracle, what features would enable them to understand and be understood? More to the point, how would the translation effect of Kisarta affect people who are deafened, whether temporarily or permanently? What about in areas affected by silence-related effects?
If someone is trained to Read Lips (such as through a rank in Linguistics), are they able to understand as though in their native language? An old PFS FAQ (no longer accessible directly but quoted in different places) said the following:
Old PFS FAQ wrote:
Any PC may learn to read lips with a rank in Linguistics as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.
There's also a spell on most spell-lists caled speechreader's sight, and other spells that specify skill checks to understand speech in zones of silence.
In previous games where I have played deaf characters, it has been ruled that my PC could understand others if they invested a rank in Linguistics to learn to Read Lips, and that this enabled them to understand spoken speech in any other language that they knew.
However, you specify spoken language, which seems to suggest that the automatic translation effect is based in some way on vocal-auditory modalities rather than manual-visual ones. So would a deaf person no longer be deaf in Kisarta? Would an Oracle need to choose a different Curse to function in the game?
Anyone knows an angel-like race other than Aasimars? Being an angel fits the concept, but Aasimars are a bit... boring.
Angel-like in what way? Celestial heritage specifically, or just other brethren of non-evil outsiders?
For the latter, as far as Paizo-official, you have aphorites, the children of the axiomites of Axis; duskwalkers, the not-children-of-but-still-accepted-by resurrected souls ushered onto the Material Plane by the psychopomps of the Boneyard, and ganzi, the children of the proteans of the Maelstrom.
For the former, there are a few 3rd party options. Little Red Goblin Games have Angels, Alluria Publishing has the Muse (originating from the dreams of angels), and Samurai Sheepdog released the Nephilim, children of angels and devils.
TarkXT wrote:
Is there an official Azlanti subrace? I thought I saw one long time ago. Don't think it'd make a huge huge difference to the character but ill look for it.
Also when you say clarification needed is that asking me for some or is that a general "does not know" word.
Although technically the last of the pureblooded Azlanti was Aroden, Golarion is nothing if not a magical place. Ancient Azlanti could be introduced into a game via a number of different methods, such as by being released from a temporal stasis effect, restored to freedom from an imprisonment, or even resurrected by powerful artifacts or ancient magic capable of restoring life to someone thousands of years dead. There could even be pockets of pureblooded Azlanti dwelling still in remote and well-hidden locations.
Unlike a typical human, a pureblooded ancient Azlanti gains a +2 bonus to all six ability scores. Such powerful humans can become player characters only with the permission of the GM.
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I'm working on conversion of a character I've tooled around with once before. The character has an origin in the Jade Regent AP as a half-sibling of one of the BBEGs, so spoilers for that AP will appear in my background (though none that aren't visible on the Pathfinder Wiki). I have a character sheet mostly done (as an oni-spawn tiefling perfect scholar unchained monk gestalted with the relic hunter inquisitor), but I'm working on adjusting the background to be appropriate here. I probably won't mess with any of the 3rd party stuff unless I find something inspiring in that massive list of approved content.
All right, I have a draft of Al's character sheet! I haven't changed any of the flavor text to reflect the organo-mechanic-alchemy that Al is trying to do, but I figured I would at least lay down some of the mechanical details to look over. One big thing to look over is the feat instant alchemy from the Alchemy Manual, which uses the spontaneous alchemy optional ruleset. It's basically a way of trading money for speed and versatility, so that if I'm carrying raw ingredients around I can make some things on the fly. If you'd rather not deal with that system, I'd probably replace it with one of three feats: combat reflexes, wanderer's fortune, and flickering step.
(All of those interest me more than stand-bys like shield brace, weapon focus, cleave, step up, and lunge, although those are all good feats. Since I'll already have a method to fly, wings of air doesn't quite appeal either. I was looking at the armor adept and creative armorsmith feats, but they just didn't fit the bill for what I was looking for. I'll probably take Signature Skill at level 11, maybe retraining Incredible Healer because the 10th-level unlock for Heal will outstrip Incredible Healer starting around then.)
As for Message and Whispering Wind, Albert would have developed some finicky prototypes of small portable devices using stored celerity that enables short- to medium-distance two-way communication. The stored celerity is in an object that he tentatively calls a battery, named after the military term for the weapon battery of items functioning together, since the method requires running a copper wire through alternating plates of silver and zinc soaked in salty water. He has been running experiments to release this celerity in incredibly fast alternating vibrations and has recently discovered a way to produce vibrations well outside the range of elen hearing. He has also been toying around with ways to change the signal through its pitch or loudness, and theorizes that it might be possible to layer something else--like speech--in the high-frequency signals through careful amplitude and frequency modulation. The sunmetal has probably been an absolute breakthrough in this, perhaps because it responds more readily to the changes he is trying to implement.
Yes, he's working on batteries and radio.
For now, he has determined an imperfect way of sending a message through a system of taps correlating to sounds--not unlike Morse code. But for Whispering Wind, he has been trying to set up receiving nodes in different locations so that he could use one of his batteries and preserve the signal even where the Celerity Spires do not reach.
It's really fun having an electricity-focused being in a city heavily-focused on metals and chemistry because it's approaching and pointing towards what we have been able to accomplish in the last 250 years in the real world. I'm gonna industrially revolutionize this crazy world come Vulco or dark waters.
Albert Glazier
Sylph Beastmorph Alchemist 8/Fighter 1
N male medium outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +12
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Defense
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AC 23, touch 13, flat-footed 21 (+11 armor, +2 Dex, +1 deflection); +2 vs nonmagical ranged attacks; +2 natural w/ mutagen; +3 natural w/ barkskin; +4 w/ shield
hp 72 (8d8+1d10+26)
Fort +12, Ref +10, Will +4
Resist electricity 5
Defensive Abilities poison use
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Offense
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Speed: 30 ft. (20 ft. in armor); Climb 20 ft. (15 ft. in armor)
Melee: +1 Falchion +12 (2d4+7/18-20), Gauntlet +11 (1d3+4)
Ranged: Bomb +9 (4d6+4)
Special Abilities: bombs (12/day DC 18; frost, tanglefoot), improved beastform elemental mutagen (+4 Str, +2 AC (natural), -2 Int, fly 30 ft (average), swim 30 ft, resist fire 5, acrobatics +2, 80 minutes), elemental strike (+2), emergency attunement, healer’s hands (9/day), infusion, instant alchemy, throw anything (+4)
Spell-Like Abilities (CL 9th)
1/day—feather fall, gust of wind [bull rush or trip] (DC 15)
Alchemist Extracts Prepared (CL 8th; concentration +12)
3rd—channel vigor, protection from energy, remove curse (DC 17)
2nd—barkskin (x2), lesser restoration, resist energy (x2) (DC 16)
1st—enlarge person, hightened awareness, long arm, shield, tears to wine (DC 15)
0 (at will) message, polypurpose panacea (DC 14)
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Statistics
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Str 18, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Base Atk +7; CMB +11; CMD 24
Feats: Brew potion, elemental strike, emergency attunement, healer’s hands, heavy armor proficiency, incredible healer, instant alchemy, martial weapon proficiency, power attack, throw anything, tower shield proficiency Traits: precise treatment, scholar of the great beyond Skills: climb +12, craft (alchemy) +16 (+24 to craft alchemical items), disable device +16, fly +6, heal +17, knowledge (arcana) +14, knowledge (dungeoneering) +14, knowledge (engineering) +9, knowledge (nature) +14, knowledge (planes) +17, perception +12, spellcraft +16, swim +8, use magic device +11
Languages: common, ifrit, maker script, oread, sylph, undine
SQ: alchemy, bomb (4d6), breeze-kissed, brew potion, discoveries (elemental mutagen, frost bomb, infusion, tanglefoot bomb), improved beastform mutagen, poison use, throw anything
Gear: +1 sunsilver full plate, +1 falchion, +2 cloak of resistance, +1 ring of protection, +2 belt of giant strength, +2 headband of vast intelligence; final remaining gp, formulae book, and miscellaneous items TBD
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Special Abilities
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Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. (See AoNPRD for more.)
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discoveries (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Elemental Mutagen (Fire): The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.
Frost Bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
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Racial Traits
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+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Energy Resistance: Sylphs have electricity resistance 5.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
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Traits & Feats
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Precise Treatment (Magic): You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Scholar of the Great Beyond (Faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Albert blinks. "Are you sure you want your mouth sewn shut? I'm told there's a spell for that discussed in esoteric arcana, but I've never known anyone to be able to cast it. A magus might be able to figure it out, though. Anyway, I have needle and threat, but...oh, you thought I was calling you fat? I clearly need to work on my bedside manner. No, no, no, I merely meant that I haven't seen you playing Caith or anything like that. You could, of course."
Then he remembers all those times that Zephyr prattled on about Fallen Sky still being alive and rethinks the proposition. "So about that gold..."
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Very cool stuff! I'm looking at a few other potential fun feats to diversify my options. I'll probably nail down a draft of character sheet by tomorrow.
An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.
Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.
Obviously the Golarion-focused lore elements are subject to overhaul, and the abilities could also be changed, but I just wanted to offer an initial precedented option. (It's also very silly to mention that silver doesn't rust since it isn't ferrous, but eh.) This could have been a material (or process) that he was working on due to a potential flaw in the silver golems that Light was sending to the warfront, something unrelated to the eventual corruption.
(Maybe there was something going on with tarnishing, or a weakness discovered while they were in the heat of battle. Silver has a melting point of 1,763°F/961.8°C, so it's probably not at major risk of melting outside of insanely extreme heat. It's highly malleable, ductile, resistant to oxidation and other chemical reactions, and has the highest electrical and thermal conductivity of all known metals. So in a world of elements, it is a dang safe bet. That's probably a big part of why you chose it.)
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I have another question! This time about the "Important" Spells by Effect. You note that the Message, Air Bubble, Commune with Birds, and Whispering Wind as sometimes being an inborn talent in sylphs. Is this a racial trait, spell-like abilities that may be gained, or are they added to the alchemist formulae list as things that can be learned?
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To assist with the native electricity druid spells, here's a short list:
There are plenty of other lightning- and electricity-themed spells on other spell lists (e.g., chain lightning, lightning arc, lightning bolt, ride the lightning, shocking grasp, etc.), but these are native to druid spellcasting.
Huzzah for sylph goodness!
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I'll work with Fluid and Zephyr on some potential backstory linkages as well! Fluid and I could have worked together on the armor, working hard to build trust despite their divergent backgrounds and beliefs. If Zephyr is from Light, he might not be an intellectual with the Int of 12. Doesn't seem like too much of an athlete either with the highest physical stat at 12. What is Zephyr's story?
I don't think we're too similar. Albert is not religious and has focused much more on the healing arts than armoring. The armor is more out of necessity since the arrival of Moon and would be a reflavoring of native alchemist abilities. Mechanically, the alchemist and warpriest are very different. Have at it.
@Miner Cotren: I'd love some initial conceptual feedback to know whether who I have pitched is a viable, setting-appropriate character to develop or whether I should begin looking at other options.
Armor Mechanics:
If I'm going for the super-armor route, then the eventual goal would be to have mithral comfort full plate armor with a steelbone frame. That grants a +9 armor bonus with a maximum dexterity bonus of +3 and 0 armor check penalty...for 21,500 gp before enchantments. So it's obviously infeasible for starting out with 23k. If we had 46k, I'd buy it in a heartbeat. But wanting to also have a magic weapon, a belt, a headband, a cloak...not gonna happen (yet)!
+1 mithral full plate for 11500 gp (half of the incoming 23k) would be an investment for the future. It's worse for the defensive stat array than coming in with +2 regular full plate, a +2 cloak, and a +1 ring, but not [i]hideously[/u] worse.
I have a revised concept now that I've had time to read through the campaign diary and lots of the supplementary material!
This sylph (tentatively named Albert Glazier, with parents who were prolific glassmakers) is/was a faculty member at the University of Alchemy in Light, specializing in the Order of Blood but with collaborative projects in the other departments. As a student, he was a polymath courted by multiple Orders, and was also a star Caith player. He continued more on the academic trajectory and has served as a mentor to many students in Light, especially those with dual athletic and intellectual merits. (He may have even served as a coach for a couple of years.) When Moon overtook Light and drove people mad, he was there at the forefront trying to protect the survivors and prevent a widescale massacre as the city tore itself apart. He stayed for a long time, unwilling to give up the city and its people, so many of which were his students. But he was ultimately an academic, not a resistance fighter capable of going against a god. And so he tried to lead a group of survivors out and was mostly successful (with input from the GM on the level of success of this operation).
Part of my concept is that Albert has developed a suit of armor that serves as the conduit for his current protective research. I would be interested in re-flavoring/reskinning his alchemical abilities as being more mechanical. (This is by no means a requirement and would be purely fluff.) For instance, his mutagen could be a combination of mechanical and chemical components. He puts on his suit of armor and then activates it to enhance his physical capabilities, usually augmenting his strength. The mental penalty comes about more as a result of chemicals he injects himself with to stabilize his brittle sylphan bones and prevent them from snapping from the increased physical stress of the transformation. Extracts could be a similar combination of chemical and mechanical elements, designed to work best for him and his physiology but consumable by another person for adequate effect (i.e., infusion). This also provides a fun design for the bombs as projectiles fired from the suit, with a rotating batch of reagents to alter their makeup as needed (in keeping with the discoveries).
Some of this flavor would be similar to the scavenger archetype of the investigator, especially with the Gadgetry feature. I would also be happy to flavor any of the allowed conduit feats that I mentioned previously as being similarly biomechanical. They would be experimental features of his suit of armor that allow him remarkable freedom of movement or the ability to teleport short distances.
The primary sticking point of Healer's Hands is that you indicated in The Planes, Items, and Magic that positive energy is missing from this world. The flavor of the feat is that you serve as a conduit to the positive energy plane and use that to bolster your healing. If there is no positive energy plane, then this incredible healing could be tapping into some alternative energy source. I think that the biomechanical gadgetry is one possible way of doing this. Every day, he can construct only so many gadgets that allow for this to take place and has been using that to enable the survival of those not driven mad by Moon.
I figured I'd check on that concept before I develop it any further--what works vs doesn't work.
Everyone makes assumptions. I looked (briefly) at what people indicated in their character sheets and made a judgment call in an attempt to provide something potentially helpful and/or interesting.
I consider most rogues to be strikers, especially with their high burst-damage potential. Most of the ways to achieve reliable sneak attack tend to close the gap between 3/4 BaB and Full BaB. Yes, rogues are skill monkeys, but I was just applying a schema to differentiate the characters and demonstrate the diversity of builds. Most of us have some ability to function in combat and non-combat scenarios, and in combat to function in melee and at range. But yes, all valid points.
They are quite potent! Planar Adventures was the final core book released for 1E and had some delightful goodies, especially for the planar races and other planar adventurers! They're mostly collected under the conduit feats, some other favorites of mine which include wanderer's fortune and flickering step.
I'm traveling at the moment, so time to read/write is a bit more limited, but my current concept is someone who has been studying planar phenomena and developing theories about planar substrates, energy dynamics, and the interactions therein. Noting that some of the current party members have quite literally changed from who/what they were when they were born, he would be fascinated by them. I would be interested in potentially reflavoring some of the beastmorph capabilities as trying to find ways to change himself (and potentially others), testing the idea that the self is much more mutable than it appears at surface level. So maybe genius with a bit of madness from glimpsing the fabric of reality where the gods dwell.
Another potential archetype might be the dimensional excavator, more for its exploration of dimensional phenomena than its ability to spam pit spells.
I am still looking through the materials in this thread and in the campaign info pages of the currently-active campaign, but after looking at the party's current composition and considering the established needs, I am most strongly considering a strength-focused sylphan alchemist with a fighter dip (i.e., fighter 1 / alchemist 8). Sort of going with the mutation warrior theme but focusing much more on the mutation by picking up all of the extract goodies while running off with martial weapon proficiency and heavy armor proficiency.
While the alchemist has all of the cure X wounds on their formulae list (along with heal, regular & lesser restoration, and remove blindness/deafness/curse/disease), the above feats unlock tremendous healing potential for any character that can meet the prerequisites. I have Healer's Hands and Incredible Healer on twoshamans that I'm running, and they have been absolutely fantastic at healing in parties without clerics. I have also built two strength-focused alchemists (one, two) here on the boards, though unfortunately both campaigns died before I could level them up.
Then there are three archetypes of potential immediate interest:
Beastmorph Alchemist: for improved maneuverability, senses, and eventually other abilities (e.g., pounce)
Grenadier: to keep bombs useful even if they're not my focus High Guardian: This would make Fighter a tempting two-level dip for pseudo-step-up and strength-based combat reflexes
More later after I hear about these (and read up on the rest of your campaign materials).
Diablo IV open Beta interfering with people's applications?
Well, the only people without completed applications now are pad300, Mokmurian the Great, and RIZZENMAGNUS. Looks like the rest of us have ample time to tweak and/or Beta as desired!
With so few changes or posts since I last posted the list/q&a, I wanted to leave them as they were. If there are a significant number of changes or posts between now and the 31st, I'll update accordingly.
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Of note, I wrote Frydda to have a shield made of paueliel wood, which is silver-barked and grows in the Palakar Forest surrounding Macridi.
Inner Sea Guide pg. 255 wrote:
Towering above most other trees, the lofty paueliel are widely held as the “first trees.” Lumberjacks superstitiously connect them to the fey races of the woodlands and, despite the strength of the wood, often avoid harvesting them. Nature enthusiasts revere them. These silver-barked hardwoods grow to immense heights, but never spread to more than a few feet in diameter. Stats: As darkwood but with hardness 7 and 150% as expensive.
I can scale that back to being merely darkwood if we'd rather a paueliel shield be earned, but it looked like a fun connection.
*Everyone I have listed here has rolled or declared that they’re taking the rounded-up average on 2nd-level hp, rolled for starting wealth, and provided a character sheet and at least some background
natloz: Doran Romiro, LG male human cleric of Abadar; Rolled 2 sets, needs hp & starting wealth
Dots/Inquiry
DeJoker
Camris
Q&A Answered
Q: Does "mercenary" imply more martial-leaning classes?A: no mages are welcome too, in fact all the classes are pretty much welcome but if you want to play a ninja or something less standard we can talk
Q: What about races?A: same thing for races core and featured are all a go, standard advanced or monstrous we can talk and see what the plan is
Q: Any more context about the setup, or major goings-on that the band of mercenaries could become entangled in?A: The Kalistocracy of Druma is a merchant nation where the rule of coin is paramount. a nation of merchants has the same problems all things mercantile. Merchant trains attract bandits... small trading villages have problems... The government for the most part will help if the coin is right, which in turn has caused a lot of mercenaries.
Q: Any 3rd party material allowed?A: case by case basis... ask about it and I will look into it
Q: Is this Pathfinder 1e or Pathfinder 2e?A: Pathfinder 1E
Q: Do you have any restrictions on classes (e.g., No occult or No Summoner & Gunslinger or whatever)?A: I don't know the occult classes that well... but they can be used... same thing with gunslingers or the like. I'm not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.
Q: Are you using any optional rules/popular modifications (Background Skills, Elephant in the Room feats, etc.)A: Background skills are a yes. The elephant in the room feat tax rules are fine as well.
Q: Standard EitR extensions? For example, class granted Finesse from classes not listed in EitR become Deft Maneuvers, just like Rogues, or something else?A: yup
Q: Any suggestions on favored enemies?A: Humanoids like orc are a safe choice as are actual humans. If you put something rare in there like dragons I'll make sure you see one.
Q: Is the Valiant halfling paladin Colewin Binderbook fairly well traveled or should our characters have met him after they moved to the Kalistocracy of Druma?A: It can be pretty simple... especially for a halfling like you.. a "He my 3rd cousins brothers ex roommate and they mentioned he ran a mercenary company to "I ran across him in a tavern one night as he was recounting tales of his journeys and talking about looking forward to a new generation of young mercenaries to mold..."
Q: How long are you keeping recruitment open?*NEW* A: We will shoot for a decision on the 30th
Unanswered
Q: How do the Silver Shields play in the market obviously dominated by the black-clad Mercenary League?
Q: Proposed 3rd party Material Legendary MediumsA: haven't had the time to look into as much as I want
Q: If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.
*NEW* Q: How much optimization do you fancy overall?
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And while we’re looking, we have 14 characters in contention, with:
Q: Does "mercenary" imply more martial-leaning classes?A: no mages are welcome too, in fact all the classes are pretty much welcome but if you want to play a ninja or something less standard we can talk
Q: What about races?A: same thing for races core and featured are all a go, standard advanced or monstrous we can talk and see what the plan is
Q: Any more context about the setup, or major goings-on that the band of mercenaries could become entangled in?A: The Kalistocracy of Druma is a merchant nation where the rule of coin is paramount. a nation of merchants has the same problems all things mercantile. Merchant trains attract bandits... small trading villages have problems... The goverment for the most part will help if the coin is right, which in turn has caused a lot of mercenaries.
Q: Any 3rd party material allowed?A: case by case basis... ask about it and i will look into it
Q: Is this Pathfinder 1e or Pathfinder 2e?A: Pathfinder 1E
Q: Do you have any restrictions on classes (eg. No occult or No Summoner & Gunslinger or whatever)?A: I dont know the occult classes that well... but they can be used... same thing with gunslingers or the like. Im not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.
Q: Are you using any optional rules/popular modifications (Background Skills, Elephant in the Room feats, etc.)A: Background skills are a yes. The elephant in the room feat tax rules are fine as well.
Q: Standard EitR extensions? For example, class granted Finesse from classes not listed in EitR become Deft Maneuvers, just like Rogues, or something else?A: yup
Q: Any suggestions on favored enemies?A: Humanoids like orc are a safe choice as are actual humans. If you put something rare in there like dragons I'll make sure you see one.
Q: What are the rules on firearms?A: Firearms are a think they exist [so, yes]
Q: Is the Valiant halfling paladin Colewin Binderbook fairly well traveled or should our characters have met him after they moved to the Kalistocracy of Druma?A: It can be pretty simple... sepecially for a halfling like you.. a "He my 3rd cousins brothers ex roomate and they mentioned he ran a mercenary company to "I ran across him in a tavern one night as he was recounting tales of his journeys and talking about looking forward to a new generation of young mercernaries to mold..."
Unanswered
Q: How do the Silver Shields play in the market obviously dominated by the black-clad Mercenary League?
Q: Proposed 3rd party Material Legendary MediumsA: haven't had the time to look into as much as I want
Q: If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.
Okay, I think that about does it for Frydda! If nothing else, this was a fascinating blast to write.
I tried to link anything lore-related to the Pathfinder wiki and anything mechanical to Archives of Nethys.
A dwarven Rivethun rises...:
During his childhood, Fryd Tar Macridi listened to the tales that his father told him about the great dwarven empire, Tar Taargadth. His father pointed to the vast mountain ranges visible to the east, south, and west, and told him that he was descended from greatness. And if he worked hard, he, too, could accomplish great things when he got older.
But why, Fryd asked, were he and his family here in these fields instead of up there in the mountains? And why were they named for the town they lived in instead of one of the dwarven clans father talked about in the stories?
Well...that was complicated.
Druma’s history with the dwarves of the Five Kings Mountains was complicated, and the dwarves came out of it all looking neither like heroes nor villains. They were just people, as flawed as any other race above or below the surface of Golarion. It might be easy to paint the Kalistocrats as the villains, but Fryd’s father didn’t want him to be angry with their benefactors. Instead, Fryd’s father burned with resentment towards the tyrant Ordrik Talhirk and his dreadful Forge War as the reason why Fryd’s once-proud clan had fled to Druma. Fryd’s father had been just a wee lad, then, making the original trek. They had settled in Macridi and taken on a new name, seeking to be proud surface dwarves working in the region that ancient Tar Taargadth had transformed into the empire’s breadbasket. There was no shame in working the land as their ancestors had worked the mines. The time for heroism was past. There was now a need for stability in the face of the eons of fractures. (And the patriarch had to give the Kalistocrats at least one thing: their strict dietary needs at least made farming more interesting. Millet, vetch, tubers, and even pitted fruits all grew on the Tar Macridi farm.)
Fryd’s father had abandoned the old dwarven gods, but he could not bring himself to follow the Prophecies of Kalistrade and could not in good conscience encourage his children to follow the prophecies either. Even though this would forever make them second-class citizens in Druma, the strictness of the Kalistocrats’ beliefs and practices was too much. And so Fryd’s family were strong Erastilians. This was a god as stubborn as Torag, but one more suited to a life in the fields. From his parents, Fryd learned all of the important skills of farming. And when his parents became too old to tend their fields themselves, Fryd took ownership of the farm. He plowed the fields, he scattered the seed, and he prayed for Erastil to send the gift of rain. He met a good dwarven girl, got married, and settled down, raising seven children to carry on the Tar Macridi line and tradition. He lived the right kind of life: the life he was raised to believe he was supposed to lead.
But he was deeply unhappy and could not understand why.
He kept all this from his wife and children, even after the children were all grown. Three had left home to pursue their own lives, but four had stayed to learn farming. Two of them were even married, but there were not yet any granddwarves to grace the Tar Macridi fields. Fryd was still strong, or at least strong enough. He was not wealthy, nor was he destitute, but he was comfortable. There had not been a major famine in Druma in many years. On paper, everything was fine. Fryd prayed and prayed for insight into this deep depression, but never received an answer.
One harvest season, Fryd found that nearly all of his crops had been decimated. He pulled up little but diseased rot in field after field. But he had been so careful! He had rotated his fields, let some lie fallow, judiciously used alchemical remedies, and followed all of the other methods he had learned as a boy. And yet the ground had failed him. Nevertheless, Fryd prayed.
Then some of his cattle began to grow ill. This wasn’t entirely unusual—diseases spread across fields now and then, and a farmer had to be a veterinarian as much as anything else. What was unusual was the scale of the spread and the speed of the devastation. Entire herds were collapsing without warning, and few recovered in spite of how many resources Fryd poured into trying to help them. One of the few animals to make it through the devastation was his favorite old sow, Mora. Nevertheless, Fryd prayed.
And then the worst happened. While caring for the animals, one of Fryd’s sons and one of his daughters both took ill with fever. Fryd traveled to Kerse and pleaded with the Prophets to please send healers. The Tar Macridi farm had served Druma loyally for years! He was soon to be destitute because of this unforeseen, unpredictable failures, and his family was to be fractured. Anything that they could do, anything that he could offer, he would do! But the land his farm was on was poisoned and worth mere coppers on the acre according to the Prophets’ equations. He could sell off his remaining assets to afford healing services, and it would still not be enough. He could indenture himself, though, and this would be sufficient for the Prophets to send healers to his farm. And so Fryd agreed.
But he no longer prayed. He would not pray again until pigs flew.
Despite the efforts of the clerics that came to his farm, his two children still died. Of course, the contract that he had signed made no exit clause for the failure of the bought services to work. And so, Fryd entered a year of servitude, separated from his wife and his five remaining children. With their farm destroyed, the two living children who had stayed took their mother and migrated back to the Five Kings Mountains: to Highhelm, where their clan had originally dwelt. After a year of servitude to the Kalistocrats, Fryd went to the mountains to meet his family. But he was not the same. He had become embittered. He felt useless in his ancestral homeland, not truly belonging there and having few skills to provide for his family. Under the stress of the collapse of his life and the year of indentured servitude, his beard had become patchy and eventually stopped growing in altogether. He was no longer certain what it meant to be himself.
Fryd met with some elders in Highhelm, seeking aid. Most of them started going on and on with religious parables or lessons of dwarven history. Few had any actual counsel or bothered to help him understand the depths of his pain. But then one asked if Fryd had ever undertaken the gladdringgar. As a surface dwarf, he never had—he had never been under the mountain! This wise elder encouraged Fryd to undertake this rite of passage—that it would help him to find out who he was. And so Fryd embarked on a journey to the Darklands: something no member of his family had done for at least two generations.
When Fryd returned, they were changed. They had not been gone more than a couple of months at the most, but looked as though they had aged years. The hair on their head, formerly brown and wispy, was now thick and silver, while the hair on their face was gone. Yet though they appeared older, they seemed to glow with some energy, simultaneously youthful and ancient. It wasn’t just their physical appearance either: they still recognized their pain and the bad things that had happened to them, but their bitterness was dulled. They could not explain everything that they had experienced on the gladdringgar, but they now asked to be called Frydda. They had met with their ancestors below the mountain and felt as though their spirits still lingered with them. One such spirit flowed from them into the (by now very old) sow, Mora, the last tie that the Tar Macridi family had to their agrarian life. As this spirit entered Mora, the old sow lifted up into the air, looked at Frydda, and said: "Ready to pray yet?"
The Elder that had sent Frydda on this journey recognized the change that had come over them. They were a Rivethun: one cultivating strength and empathy through knowledge, self-control, and willpower. They could, if they wanted to, learn to invest their pain and discord into a spiritual companion and take on the spirit’s burden in exchange. Their ancestors could speak through them, bringing ancient wisdom to bear wherever Frydda directed them. The journey would be a difficult one, for few records of the Rivethun still existed in the libraries of the Five Kings Mountains. But if Frydda trusted Mora on this journey, they could accomplish great things. Frydda’s father had been right. They would prove him right.
Communing with their ancestors, Frydda divined that the first step in this journey would be to return to Macridi. It might not be possible to regain their old farmland—old Drumish law required a grace period for farm soil to remain undisturbed—but something or someone might await them there. Their wife and children were just happy to see life in the dwarf’s cheeks again. They wanted to stay in Highhelm, but would always welcome Frydda if they decided to return, and—more importantly—would consider returning to Druma if greener pastures could be found. With their family’s blessing, Frydda left the Five Kings Mountains once more.
Sure enough, Frydda found an old family friend in the local Macridi tavern: Braendar Stoneshield. And they did mean old: Braendar was nearly twice Frydda’s age! At first, Braendar didn’t recognize Frydda. Why should he? But Frydda offered to buy him a drink and reminisce about old times. By the end of the evening, the two very drunk dwarves were leading the entire tavern in a jolly sing-along.
Come the next morning, nursing mutual hangovers, Braendar asked Frydda if they were looking for any work. He remembered well the hard times that their family had fallen in in the last few years. Frydda said they they weren’t sure, but that they would probably need to earn some coin while in Macridi learning what was next for them. And the spirits whispered yes. So Braendar introduced Frydda to Colewin Binderbook and the Silver Shields. And the rest, as they say, is the future.
tl;dr - Dwarven farmboy (Fryd) grew up in Macridi following Erastil, got marrried, had kids, and was miserable. Awful things happened to him and his family and he lost his faith. He moved to Highhelm and had a spiritually eye-opening experience, embarking on the ancient dwarven shamanic path of the Rivethun. The changed dwarf (Frydda) returned to Macridi and reunited with Braendar Stoneshield, who invited them to join the Silver Shields.
Frydda Character Sheet:
Frydda Tar Macridi Dwarfshaman 2
LG genderfluid medium humanoid (dwarf)
Init +2; Senses Darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 19 (2d8+6)
Fort +3, Ref +2, Will +7; +3 vs poison, spells, and spell-like abilities; +2 to remove negative levels
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed: 20 ft.
Melee: mwk clan dagger +4 (1d4+1/19-20)
Ranged: mwk clan dagger +4 (1d4+1/19-20)
Special Attacks: ancestor’s council (+2, 4/day), hexes (evil eye [-2, 7 rounds, DC 15]) shadowhunter (50% weapon damage vs. incorporeal creatures); shadowplay (CL +1 for darkness, light, and shadow spells)
Shaman Spells Prepared (CL 2nd; concentration +6)
1st unseen servant(S) (DC 15)
0 (at will) spell (DC 14)
S Spirit spell; SpiritAncestors
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Statistics
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Str 12, Dex 14, Con 16, Int 12, Wis19, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats: Breadth of Experience, Medium Armor Proficiency, Simple Weapon Proficiency; Elephant in the Room feats: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Glory of Old Skills: Craft (carpentry) +5, Diplomacy +11, Handle Animal +5, Heal +8, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +8 [+10 for undead], Perception +8, Profession (farmer) +11, Ride +6, Sense Motive +10, Spellcraft +5, Survival +8; Other Knowledge +3 (can be rolled untrained); Other Profession +6 (can be rolled untrained)
Languages: Common, Dwarven, Gnome
SQ: barrow scholar, defensive training, fey thoughts (perception, sense motive), hardy, hexes (evil eye), iron citizen, orisons, shadowhunter, shadowplay, spirit (ancestors), spirit animal (pig), spirit magic (unseen servant)
Gear: masterwork clan dagger, masterwork steel lamellar, heavy paueliel shield
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Special Abilities
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Race Traits
Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
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 dwarf can take this trait in place of hatred.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Dwarves can take this trait in place of greed.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training. You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
Ancestors Spirit: A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.
Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. A shaman can select from any of the shaman hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. This is a mind-affecting effect.
Mora Character Sheet (Spirit Animal):
Mora Pigair elementalsage familiar
N female small magical beast (air)
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 9 (2d8)
Fort +6, Ref +3, Will +4
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Offense
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Speed: 30 ft.; fly 20 ft. (good)
Melee: Bite +3 (1d4/x2)
Special Abilities: empathic link
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Statistics
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Str 11, Dex 12, Con 15, Int 7, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 11 (+4 vs trip)
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Special Abilities
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The raw power of an elemental plane suffuses the body of an elemental familiar.
Elemental Type (Ex): An elemental familiar gains a subtype that matches its element: air, earth, fire, or water.
Elemental Manifestation (Ex): An elemental familiar gains one or more special abilities based on its element. An air familiar gains a fly speed of 20 feet (good maneuverability); an air familiar that already has a fly speed instead improves its maneuverability by one category or increases its fly speed by 10 feet. An air familiar is considered three size categories larger than its actual size when calculating whether it can be moved by wind. This replaces improved evasion.
Elemental Speech (Ex): An elemental familiar gains the ability to speak and understand a language based on its element: Aquan (water), Auran (air), Ignan (fire), or Terran (earth). This ability replaces speak with animals of its kind.
Sages are masters of useful facts, able to recall them for their masters’ benefit, though this leads many to become haughty and proud.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Spirit Animal (Ex): At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
GM Only:
I suspect, and maybe Frydda does as well, that the failure of their farm was supernatural. The Rivethun Emissary prestige class eventually enables the rivethun to detect and parley with undead, fey, and outsiders. The Spirit Beacon feat required also grants bonuses (and a penalty) versus these types of creatures (but just one). Since Macridi is in the middle of the fey-infested Palakar Forest, I have an inkling that it was fey meddling. But that's why I chose several of the dwarven alternate racial traits like fey thoughts, shadowhunter, shadowplay, and barrow scholar. Everything about Frydda is built to understand and deal with the spiritual realm, but they'll be more than capable of dealing with natural threats as well.
I read the prompt and immediately had an idea. I know that I play a shaman in the other game I'm in with you (hello from Ronan in An Old and Broken World), but this should be a vastly different concept.
Main stats will be Wisdom and Charisma, Normal stats will be Constitution and Dexterity, and Sub stats will be Intelligence and Strength. Let's see how that shakes out with the RNG.
Main A:10 + 2d4 ⇒ 10 + (2, 2) = 14 Cha - 2 = 12
Main B:10 + 2d4 ⇒ 10 + (3, 4) = 17 Wis + 2 = 19
Normal A:10 + 1d6 ⇒ 10 + (4) = 14 Con + 2 = 16
Normal B:10 + 1d6 ⇒ 10 + (4) = 14 Dex = 14
Sub A:14 - 1d6 ⇒ 14 - (2) = 12 Str = 12
Sub B:14 - 1d6 ⇒ 14 - (2) = 12 Int = 12
Wow. Yeah, that's pretty freaking perfect. I'll get to work on actually building this person, but I can't ask for a much more perfect batch of stats than that. Charisma was always gonna be a bit more challenging, but that gives room for growth!
And let's see how that 2nd level HD would turn out.
HP Lv 2:1d8 ⇒ 3
So we'd be going with 5 + Con for 8 (since I don't know yet where I'm putting the FCB).
Hi Nex: I understand the mental block! I recently had a bad episode writer's block--not specific to Pathfinder, but general to everything. I hope that you are better able to enjoy 2E. If you wanted to rejoin as a 1E player, you'd be welcome!
I would also love a Discord transcript!
I haven't taken over a game before, but I assume that it involves either posting or emailing someone somewhere. I'm a bit busy the rest of the day, but I'll take a look tomorrow.
For the players: my profile has a few writing samples, including some of my GMing style.
One thing that would help me would be a brief (in-character if possible) summary of the events of the story so far by the remaining PCs. Something like, if you were all sitting around the campfire one night discussing things, bragging in a tavern, or writing a letter to a family member back home, what would you say?
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Special Abilities
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Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis),earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis,basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
Basic Geokinesis Element earth; Type utility (sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Earth Blast Element earth; Type simple blast (sp); Level—; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
Extended Range Element universal; Type form infusion (sp); Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Since this will be mostly combat, I assume that a lengthy bio isn't needed, but I can't not give a bit here.
Brief Bio:
Nokhir has excitedly watched the birth of Oprak, the new Avistani nation of, by, and for hobgoblins, at the hands of the Ironfang Legion. He traveled across Varisia to pledge his services to Azaersi and the Legion. Along the way, one of the Varisian travelers introduced him to the worship of a curious deity: the primordial inevitable, Jerishall, one who holds sway over both planes and planets, celestial orbits and portals. On discovering that the Ironfang Legion's successes came through the use of the Onyx Citadel and multiple portals between Golarion and the Plane of Earth, Nokhir recognized that the circumstances of his travel may have been preordained. He has joined the army with the intent, as Jerishall would command, to monitor these portals and ensure that the borders remain fixed. Little does he know that portals are fickle, and he could be dragged to another plane at any moment.
You'll see in my character sheet an example of an interpretation of (part of) the Elephant in the Room feat tax system. I listed Nokhir as having Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse. However, I crossed out Combat Expertise, Deadly Aim, and Power Attack, as Nokhir does not have a BaB of +1 yet. These are the feats simply granted by the feat tax, i.e., they are combat options for anyone who meets the prerequisites. Any light (or finessable) weapon uses Dex to attack by default, as do combat maneuver checks. Anyone with a BaB of +1 or higher can sacrifice accuracy for either defense or power. Most significantly, the different improved combat maneuver feats have been consolidated into two to three feats: Deft Maneuvers, Powerful Maneuvers, and (in the most recent printing) Unarmed Combatant (Improved Grapple + Improved Unarmed Strike).
Hey there. This is Erebus the Slip from your Strange Aeons game and Karina Rotarescu (waiting in the wings) from your (and MordredofFairy's) Rise of the Runelords game. Iron Gods is one of those campaigns that I have been wanting to run for a while but couldn't quite get up the gumption to pull the trigger on.
I have a general preference for bringing things back to these boards, because it's easier for me to search and cross-reference previous events and keep track of things. However, I do like having Discord to keep up and chat.
It looks like you all went gestalt a little over three years ago after some attrition and are otherwise playing with a 20-point buy. Two of you have been around since the beginning, with Thawm joining about two years later at the invitation of your recently-departed GM. If you all would be willing to have a slow restart while we figure out each other's playstyles, I would be interested in GMing for you all!
For kicks, I'm tooling around with a hobgoblingeokineticist. I haven't played the class before, but ripping chunks of the ground up to smash a demon's face in sounds like a blast.
The inclusion of the Elephant in the Room feat tax rules will allow him to have precise shot from level one instead of waiting until level three, which is awesome. No idea on traits yet, but I'll keep thinking through the concept if this sounds amenable.
There have only been 3 full characters put in, and the GM indicated that he was looking for 4. So anyone is welcome to throw another in, and then we can ping the GM to see if he's still interested in running.
Alessandro: I'd recommend not continuing to change your character concept or mechanics. Just submit a character and have that be that.
Alessandro, I agree with you, but of 9 people who stopped by to express interest, I'm still the only person with a complete application. There was one other character sheet posted with no answers to the questions. If you're inclined towards this game, then answer the 7 questions that the GM asked and post a character sheet.
I'm surprised that this hasn't gotten more traffic. It might be worth PMing some of the dots of interest and incomplete characters to see if they can answer the questions. It's also possible that 10 days was too quick for some to put together 5th-level characters.
I'd still be interested if we can put together a team.