ruemere's page

1,042 posts. 11 reviews. 1 list. No wishlists.


RSS

1 to 50 of 1,042 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

4 people marked this as a favorite.

13th Age SRD, traps:
http://www.13thagesrd.com/running-the-game/#Traps_Obstacles

Pathfinder SRD, pit trap:
https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/t raps/pit-trap-cr-1/

Verdict:
New version has very complicated, very _gamist_ description.
What is the advantage of putting so many tags for such a simple effect?

Comment:
It looks like there is a Java developer working on a Hello World program. Also, as any engineer is would tell, there are no systems that cover all corner/niche cases, so trying to describe everything is not a step in right direction.
The instructions should be simple and general.


1 person marked this as a favorite.

"If you succeed and the target is alive, anytime during the duration you can spend a Verbal action to speak a word of death that could instantly slay it, depending on its Fortitude save."

This is really awkward method of expressing the dependencies. It also does not state whether the target must be able to hear the word of death or be within a range of hearing, or...

Moreover: this casting deals no damage. So why would the target become NOT alive at the end of the casting, huh?

Also this section (below) is not clear whether it relates to QUIVERING PALM casting or target's Fortitude save.

"Success The target survives, the spell ends, and the target is bolstered against it.
Failure The target is stunned for 1 round but survives. The spell's duration continues, but the target is bolstered against being killed by quivering palm for 24 hours.
Critical Failure The target dies."

Verdict: Really bad. As in back to the drawing board.

----
Upon successful casting, the target is affected by a spell effect. The effect is dormant until activated by a caster with a Verbal action (the target must be within a range of hearing and alive, though not necessarily able to hear the caster).
----

*sigh*


1 person marked this as a favorite.

I will probably invest into playtest edition to see how it measures up to my favorite two games, 13th Age and Shadow of the Demon Lord.

If it is as good, as lean and elegant, then great. Otherwise, well, I'll be a happy owner of shiny playtest edition.

NOTE:
This means, in plain English, that I expect the people behind PFRPG 2nd edition to follow modern trends in RPG design, and slaughter sacred cows hailing from 3rd edition era.

A few examples:

- all-warrior party remains viable throughout all levels in 13th Age. Yes, warriors can support themselves without healers and wizards.

- adjudicating complicated combat in SotDl takes 45 minutes... if you're a beginner GM that is.

- magic items are not be all and end all of a character. Character abilities are more important than trinkets.

- feats that grant +1 to _something_, feats that grant +1 every N levels... GONE!

- there is place for epic magic, but it is not in combat. You don't cast reality altering stuff in seconds. On the other hand, Wizards don't need to run out of magic during a day, forcing everyone to take a long rest.

And so on.


Any chance for 13th Age or Shadow of the Demon Lord support, even as a small PDF?

(I know they're not listed in stretch goals...)

Regards,
Ruemere


Berselius wrote:
Generic Villain wrote:
Berselius wrote:


Nope, what's in that sack are the children of evil-aligned worshipers to foul gods (like Asmodeus or Zon-Kuthon).

Oh I know that's the Earth myth. I'm just thinking, maybe Krampus got tired of the competition and decided to take out the big man himself. And with Chris Kringle out of the way, that'll make child abduction that much easier.

Work smart, not hard.

Nah, the Krampus is no match for Father Christmas! He's a mythic kickbutt master of holiday cheer that will come to town on Krampus's behind! Cause he's got a list and he's checking it twice and when it comes to Krampus Santa's definately not nice! :D

(warning: not entirely SFW)

A few witnesses may disagree...


1 person marked this as a favorite.
seekerofshadowlight wrote:

Ok, beside the bounded accuracy good/ no its the work of arch devils argument. I am gonna go ahead and put down what I feel PF 2e should go in. Recall guys this is just my opinions based off my own taste.

1: Something akin to Bounded accuracy. I want the mods cleared out, reduced and the math capped. It need not be done in the same way as 5e, but the lack of balance, rocket tag rules and the sheer amount of work at high end and with optimization drove me away from 3.x at last.

2:Spells need heavily redressed and the caster/non caster divide closed. Caster should not rule the game

3: BAB needs fixated and the ever worse extra attacks need dead. If you grant an extra attack its just that. Not a way worse attack

4:No more magic xmass tree/no need to have magic items. Magic should be cool and fun, not required.

5: I want healing for every class. You should not have to have a healer. If you want to call HP's vitality to make it not magical, cool.

6: Fewer classes but more customizable/ robust classes. Bake in the archtype concert and allow for broader classes

7: Please for the love of all that is holy, if you can not kill the evil that is Vancian casting. At the very lest add another non-vancian spellcaster class option.

8: Feats should be cool, not a +2 to this or a +1 to river dancing. They also should not be traps and all should be about the same power level

9: Some of those "feats" should be basic class abilities

10: Fix freaking saves

11: Ditto wth sklls DC and make fewer, but broader skills

You have just described the reasons why I switched to 13th Age.

The game has quite a lot more going for it than these but with the exception of #7, all fits.
Instead of pure Vancian spellcasting, we have Arcana Evolved readied slots. And everyone can learn Ritual Spellcasting to do magicky stuff (it's a feat that let's you grab a book and be a wizard, it's just that casting anything takes ages - on the plus side, you can do anything as long as you research your ritual).

Regards,
Ruemere


Ran a campaign there for ten years (with breaks).
That said, I would prefer a new system.

Regards,
Ruemere


1 person marked this as a favorite.

Do you like our owl?
It's artificial...
Of course it is.

An illusionist wizard with clockwork owl familiar?

Regards,
Ruemere


Oceanshieldwolf wrote:

@Ruemere - more good analysis. I realised after I posted it might seem like I was inferring you were turned off by saying I wasn't. That wasn't my intent. Like I said, I agree with much of your analysis - I'm familiar with Numenera, but I found it not easy to "get into" as a new player. It might play easier once you are in and playing but what I'd dearly like to see from FMRPG is lots of concrete examples of play with options and variables explained - the PF Beginner Box did not have this.

Interesting that the art is a real winner for at least a few of us. The aesthetics are important to me, as much as the crunch.

Thanks for sharing.

Regarding the art. It's fresh, simple and conveys the 'true power resides within' message. The characters are the focus, not their stuff. One could argue that pointy hat guy looks kind of, well, let's settle for obvious, but given Sean's fair warning about video game inspirations, I'll chalk it up as fetish or homage type of the thing.

So, let's see what comes next.

Regards,
Ruemere


1 person marked this as a favorite.
Oceanshieldwolf wrote:
ruemere wrote:

Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.

Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).

Tentatively interested. Needs more passion and wonder to make me back it up.

Regards,
Ruemere

An interesting summation, and I agree up to a point, but it doesn't turn me off.

Personally, I'm glad to see structure kept for "classes" and a certain closeness kept to DnD/3.5/4e - I'm not fond of completely new mechanics all the time for everything. Boosts look like a nice resource option for limited power increase, and characters having at-will options (kinda like 4e from my limited experience of 4e and total lack of FMRPG experience) is something I think can increase "narrative power".

Dispensing with "realism" (crossbows!!!) is also something I like - personally my only hurdle with Gunslingers is having to track and pay for ammunition. I'd rather play them as
a Warlock...

As for passion, I guess that is a personal thing. I have seen Sean on the messageboards, argued with him a few times - he is obviously very engaged with the philosophy of game design, and FMRPG seems to be his passionate attempt to address things he feels could be made...different. How different it is or needs to be is up to each person to determine.

I'm not turned off either, merely not interested enough to commit.

Please allow me to elaborate a bit on the reasoning behind my opinion:

1. Sean is trying to get into very tightly packed market. Moreover, the presentation of the system makes it look like it is going to be really close to its esteemed predecessors. And so I look at his blog entries and measure them against his ideas:
- readied abilities? - work like a charm, already implemented in Arcana Evolved and 5E.
- simplified monster statblocks - 4E, Trailblazer, 5E, Swords and Wizardry
- retraining for all classes - PFRPG
- wands? - marginal issue, not really worth a blog entry

2. Stuff mentioned, but not revealed yet:
- Power moved from items to characters - already done by 13th Age, Fate, Dungeon World - I would really like to see Sean's take on this. This is something that really changes the way you play the game.

3. Important but not addressed so far:
- Magic has the answer to everything, Skills and Martials don't - Does Sean intend to tackle this issue or not?
- Compatibility - Does Sean plan to implement some level of compatibility or not?
- World changing magic - Fly, Teleport, Scry, Invisibility, Maze, Dimensional X (where X - most spells with Dimensional in their name), Magic items, Wish, Antimagic (I know, I read about this one), Curses, Magic Healing, Magic that Creates Items, Magic that Summons - This is Pandora box of Magic legacy - Are these items going to be replaced (see Arcana Evolved), tamed (see Eberron, Zeitgeist), removed (4E, 13th Age) or ?
- Full-attack actions and Multiaction rounds - disparity (and time-wasting) present when a character does long, tedious and boring things (iterative attacks) vs. moments of ownage (timestop, or just move/spell/quickened spell with a sugar effect on a top) - are we going to see something to that compares to 4E, Fate, Dungeon World or 13th Age?
- Prep time - the moment a GM realizes that he or she are going to spend days to put together an adventure to be played over the course of one session. - Seriously, this is something important for those of us, who have jobs, lives and are not retired yet :)

Honorable mentions:
- crafting
- ability, traits, saves, DCs and scaling
- multiclassing

4. Altogether new toys:
- Narrative power in hands of PCs - Numenera, Fate, 13th Age - Ability to introduce new narrative powers into the game.
- New setting - Islands floating a sea of ether is nice, so how about some tips how w can go straight to the story? Remember Oldenhaller Contract from WFRP? And to make myself absolutely clear - I don't want 40 gods, 20 cities and elaborate maps. I would like to see conflict, corrupted NPCs, real and present dangers. For tips, check Numenera, the Strange, 13th Age and of course, the grand daddy of this approach, WFRP 1st edition.
- How long does it take to make a new character?

NOTE: I would like to emphasize that I expect Sean NOT to tackle all of these or most of these. These example only serve to point out why, with Five Moons looking dangerously similar to its predecessors, Sean's work seems very daunting (leaving me somewhat undecided).

I have had the privilege of reading Trailblazer, a most interesting take on d20 weaknesses (Keith Gersen's stuff also comes to my mind), but despite good stuff, it lost me when it made me add even more work to prep time. I have scavenged some of it, but I was not able to fully benefit.

5. The good stuff that makes me want to buy into Kickstarter so far:
- the art. It's very original.
- the prose. Sean knows how to put things into words.
- the small size of the crunch book. Sean knows how to be brief about stuff.

6. The stuff that would make me go boom with enthusiasm:
- mission/vision/goals - a short and well thought out executive summary of what we should expect and what is definitely out of scope. This is not a list of specific changes. This is not a list of "we're going to do this better than our predecessors". This is the list of what Sean loves about his new toy. The intro movie does contain some of these, but hey, I want some strong statements like "Expect to learn new rules in a single reading", "Your magician shall be able to fit his abilities on a single page", etc.
- a few words on setting - how do the adventurers fit the game world? This may be of some surprise to many, but actually this topic is seldom addressed. So, what makes the adventurers appear?
- a few words on the setting - do we get social strata? Magitech? Steampunkish? Stone Age?
What's the genre? And how are we going to support it? (horror - sanity, heroic fantasy - bags of hitpoints and hero points, etc)

----

I could go on. But generally, these are the things I look for before I back an RPG Kickstarter. And I backed quite a few.

Regards,
Ruemere


Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.

Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).

Tentatively interested. Needs more passion and wonder to make me back it up.

Regards,
Ruemere


There is an rpg for Witcher (link) but it's in Polish and it's closer to the books than the crpg.

Savage Worlds of Solomon Kane sans gunpowder would be probably close enough.

Regards,
Ruemere


You'll be missed, KT7fish.

Regards,
Ruemere


Scarred Lands.
Eberron.
Planescape.
Birthright.


Locke,

I'm flagging your post. Chill out, there is no need to attack people like this.

Regards,
Ruemere


You worry too much. Unless there's already a secret project for 2nd edition, we are at least two years away - consider that the hit for the next GenCon is to be the Occult Adventurers... or something like that.

On the other hand, being vocal now about changes needed is good as it helps Paizo to learn, and hopefully manage your expectations.

Personally, I feel there's strong need for parallel Pathfinder product that would allow for more narrative style of gaming. Modern systems focus on making GM's side of screen have more to do with building a story than statblocks.

Regards,
Ruemere


2 people marked this as a favorite.

Me, I see Final Fantasy. Also bits of Blade Runner, Cyberpunk and, possibly, the Stalker.

Regards,
Ruemere


NOTE:
The opening post was not about creating a Pathfinder successor, but rather an alternative product line, to address the need for a simpler system with fewer design issues:

Captain Marsh wrote:

I want them to earn their next pile of bucks by producing a streamlined, narrative-rich version of Pathfinder.

Not just a "beginner's box," but an actual parallel rule structure that exists comfortably side-by-side with the more byzantine version of Pathfinder that's come into existence.

And my comment would be: why not go there? The time it takes to fully prepare an adventure or browse through options for NPCs or PCs grows longer with each new supplement. Judging by the design issues of mythic products, or the recent ACG, designers get lost themselves from time to time now.

The ban-hammer method, the PFS-legal restrictions, etc, can go only so far until people get tired.

----

I'll give a few examples, 13th Age and True20 based, how the game can become much, much simpler, while still retaining compatibility:

1. Make character damage, skill bonuses and saves a function of character class and level (i.e. a hero built around boxing people to death does the same damage as the one using two handed greataxe).
Note: It's already happening - just check Brawler class from ACG.

2. Ditch, or make cosmetic all spell buffs, magic item bonuses. Let the power come from within the character, not from their items.

3. Decrease class list to the two archetypes: the specialist and the caster. At each level, the archetype picks three abilities (offensive, defensive, utility) and assigns priority to each.

Do you want to play a tough warrior?
As a specialist, pick defensive stuff first, damage second, and appropriate weapon/armor/tactic/feat utilities.
Use melee, ranged and defense options.

Do you want to be a crafty, yet, backstabbing rogue?
As a specialist, pick utility first, damage second, defensive third.
Use expert and melee options.

Would you like to be a controller mage?
As a caster, pick utility first, damage second, defensive third.
Use arcane caster options.

Would you like to be a protective cleric?
As a caster, pick utility first, defensive second, damage third.
Use divine caster options.

----

This way the game would become very streamlined (picking abilities at the level-up, no need to worry about gear or specific spells, or spells). If the options would adhere to general guidelines on character power, the characters would be still compatible with d20 system, but all complicated stuff would be gone.

NOTE: It's just a proposal, a proof that such concept can be made into a working product.

Regards,
Ruemere


Interesting. I'd like to ask you a question about Numenera - I've been bothered a little, that the same resource is used for hitpoints and powering up various abilities. Didn't your players feel penalized for this?

Secondly, I have experienced similar issue - my players at some point refused to read PFRPG supplements when making characters. Since then I have switched to 13th Age (a d20 variant with a few narrative mechanics, and most certainly rules-light system). If you want to take a break from PFRPG, I would recommend it for a nice change of pace *.

Regards,
Ruemere

PS. * - 13th Age is not perfect. But it's quite simple, casters most certainly do not dominate the game (anyone can pick a Ritual Magic feat, and then, Buffy style, produce a magic effect after several hours of intense research; combat spells are mostly limited to blasting; utility spells are very limited), the statblocks are sweet and simple, and conversion from PFRPG is quite easy (though you still need to address caster's superpowers).


3 people marked this as a favorite.
EltonJ wrote:

Reddit posters have nailed it.

"This is the D&D we deserve."

Yes, I concur. It's the D&D we deserve. :) WotC finally got it right this time.

MM is not here yet.

DMG is not here yet.

No APs. No OGL. (yet?)

Hold your horses, dude.
Don't let the pretty pictures go to your head.

Regards,
Ruemere


3 people marked this as a favorite.
Ravingdork wrote:
Trying to build a 9th-level brawler and it is increasingly reminding me of the rogue, in that it's supposed to be a combat class, but it seems to be failing to do anything better than other combat classes out there.

That's because the progression should've been something like... human, gorilla, rhino, ..., Rhino, the Thing, Hulk.

In the game, where magic reigns supreme, classes extending mundane abilities should become superheroes, not +1 item users.

Apologies for this derail... it's just that seeing yet another class with fighter issues is really vexing.

Regards,
Ruemere


Caron was lucky that there was no nearby caster to charm, sleep or blind her. However, had she been a ranger (sneak, maybe some ranks in perception) or barbarian (improved speed and combat ability), she would have stood a better chance.
No love for the fighters in rules nor fiction.

Regards,
Ruemere

PS. Liked the story, would have liked it more had Caron had some better options at her disposal. For ideas, please refer to Brotherhood of Wolves.


wicked cool wrote:
for those of you who live outside the US and in Europe do you believe most are waiting for action from United States? Are your leaders going to do anything such as speak up at UN? Do you think US sanctions will work? If the US believes in any way that Russia is behind this then why haven't we done things such as closed embassy's in Russia? Is there any outrage of what happened with the plane?

This is politics. Sanity, common sense or fairness need not apply.

All I can say, as a citizen of neighboring country is that I support Ukrainian government in their fight against so-called separatists (too many of them come from Russia, use high grade Russian weapons and exhibit military tactics), though I strongly prefer peaceful solution.

Sadly, as long as Russia keeps meddling, hope for peace is slim. The "separatists" keep getting supplies (gear and soldiers) and so the war can continue.

Regards,
Ruemere


2 people marked this as a favorite.

Unchaining Fighter should mean , IMHO:
- removing dependency on magic items, for example: ability to turn nonmagic weapons into temporarily magical ones (ditto for armors)
- ability to recover from nasty magic and nonmagic effects
- power to circumvent magic-only advantages (invisibility is 2nd level spell only, but it is just as effective against 20th level fighter)
- skill points
- support for dexterity and constitution based viable builds (for example, ability to base attack and damage bonuses on these statistics)
- support for gaining tactical advantage through use of intelligence and charisma based action rolls
- more defensive and offensive options... that are available at lower levels than critical mastery, and that stay relevant longer than combat maneuvers

Regards,
Ruemere


How about inviting someone new to join your grognard group? Make the switch gradually... start with your family and their friends.

I have recently started GMing for a group of four, two parents and two kids, and it is working pretty well.

Regards,
Ruemere


thenovalord wrote:

Yeah we own two copies of 13th age

Read it, played it. Meh. And it's ugly and badly organised publication with lots wasted white space

While I agree that the book may have benefited from more editing, one has to remember that it's mechanics and GM that make a game.

That's why I chose a different world (the original was too logical, too artificial) and allowed for much more horizontal advancement for class progression (I built skill conversion system for hundreds of class abilities from the source game... This allows everyone to mix and match combat options to their heart content).

I feel also that real strengths of the system are in:
- rigid and balanced combat rules
- freeform magic for everyone outside of combat
- class balance... class background skill means that fighters no longer need to be dumb, mooks work better than 4e minions, statblock takes one-twelfth of a page while it can still get pretty complicated and I can decompose it back to base stats
- fewer rolls
- damage scales with level and class abilities, the role of the equipment is reduced... This means that epic paragon can choke a worm for damage close to the one he could do with +3 spear
- yes, this means that magic items may become inconsequential...

And so on. My players are currently at champion levels, leading a huge number of people away from their doomed homeland (for those who care, this is somewhat changed storyline of Prophecies campaign) toward uncertain fate in the traditionally hostile lands of Kryta, and they are about to embark on a mission of clearing pass in Shiverpeaks. And they love it.

Regards,
Ruemere


thenovalord wrote:
Gorbacz wrote:
We really need a new version of that video, with a bunch of people trying to figure out if the wizard is casting vanilla magic missile, errated magic missile, essentials magic missile or errated essentials magic missile. ;)

Or cast a dazing one, but that would break the camera

I'm hoping to switch, my chums are a bit mixed due to how much they have spent on PF. I am nearly 50 now and I want my high magic fantasy to be a bit simpler and faster.

Give 13th Age a read. It may be the book you need. And thanks to the rules, it's easy to pick up or convert to.

Regards,
Ruemere


Already switched to 13th Age (custom world based on Guild Wars with some special rules to bring over skill set and magic). Pathfinder is fine but I got burned out a bit (high level gameplay is tiring, among other things) - still retaining my subscriptions though, for the sheer quality of Paizo products.

IMHO, I would like Paizo designers to release Pathfinder 2.0 based on 13th Age system (and expanded toward 30th level).

One thing more: no OGL, no game from WotC. Sorry folks, but I don't like living in walled-off garden.

Regards,
Ruemere


Vendetta spanning generations.

The priest learnt a secret and was silenced for state reason.

The priest offered his life in exchange for someone else's.

The priest lost a poorly worded gamble, and the other party demanded life.


If the train goes faster than flying characters, flying will be useless.

Wall spells of any kind may block access very efficiently.

The bomb trigger may be located inside an extremely mobile automaton, designed to evade pursuers lacking correct identification.

Regards,
Ruemere


I would like to mention another of my personal favorites, 101 Not So Random Encounters: Urban.

The shortest way to describe it: The Godfather. With all implications of this being a monster encounter book.

Regards,
Ruemere


There's Faces of Tarnished Souk Kickstarter going on. This is an incredible resource for mining characters to wrap whole campaigns around.
Each of the NPCs comes with intermediate statblocks, so you can have them earlier, use them as recurring opponents or file away serial numbers to use them for other purposes.
The NPCs, in addition to memorable concepts, backstories and gear, are also built to be really challenging in combat.

Heartily recommended.

Regards,
Ruemere


Drejk wrote:

But they wouldn't need to create Scarred Lands for Pathfinder from scratch... Only update existing d20 materials to it.

They might make their own system though.

There is a lot to convert. Literally years of work of fiendishly creative freelancers.

That's why I would prefer them to start with something smaller, not steeped in system-mastery like Pathfinder (13th Age's Archmage Engine is much more entry-friendly) and with a gripping story (like Enemy Within).

Regards,
Ruemere


Keeping my cheerleading pom-poms on standby for now.

For many reasons, I do not see Scarred Lands flying under Pathfinder banner (and system) right now, so I will remain cautiously optimistic (or even close to pessimistic right now).
IMHO, the best we can hope now for is for Onyx Path to lease Scarred Lands licenses to an established RPG company.

Regards,
Ruemere

PS. For those who would like to check it out, this is Onyx Path publishing schedule for 2013-2014.
No evidence of d20 experience whatsoever.
Being a former Vampire Dark Ages GM, I would say that they produce highly stylish WoD / Trinity stuff.


Oh, and in case someone forgot to mention, the book is beautiful...

Regards,
Ruemere


Choo-choo. Train's coming. Get on while you still can :)

Regsards,
Ruemere


2 people marked this as a favorite.

I think that the source of your issue is discrepancy between ability first sentence and actual ability meaning.

Under standard logic "no alignment" would render any type of alignment-based comparison or requirement meaningless. Therefore, your character would rather fail to meet any alignment requirements.
Consequently:
1. Divine Source - since no domain can match your alignment, you cannot select any.
2. Your cleric would not be able to be within one step of deity's alignment, because your cleric has no alignment, just like you cannot measure distance between here and nowhere.
3. Your PC would not be a valid target for atonement, because your PC's alignment is not opposed to caster's alignment. Again, it's a case of attempting to measure distance between here and nowhere.

HOWEVER, the actual meaning of the ability can be paraphrased as follows:
- your alignment matches any comparison or requirement in the most favorable for you way
- the only way for you lose anything due to mis-aligned action, is that when someone else can judge morality of your action and consequently declare you not eligible

As per this interpretation:
1. Divine Source - select any domains you want. Good and Evil, Chaos and Law - it's all the same to you.
2. Your cleric is always within 1 step of deity's alignment, UNLESS the deity (or its properly empowered representative) declares you're not.
3. Your PC is always a valid target for atonement if the atonement is something your PC would like to be a target of.

IMHO, the first sentence should be stricken out, or replaced with "Your alignment matches any requirements and restrictions, as long as you deem this favorable."

Regards,
Ruemere


My copy reported for duty yesterday (Krakow, Poland) along with Freebooters Guide.

What a beautiful pair!

#308

Regards,
Ruemere


2 people marked this as a favorite.

Trove of Treasure Maps, i.e. short writeup of location + puzzle + guardians + legend. Fakes, baits welcome.

Cursed Lineages, a bunch of secret backgrounds to pin on player characters to invite them on journeys of dark discovery of skeletons in closets.

Flowers of Evil, objects of art with dark history and terrifying haunts.

Mysterious Societies, 10 secret groups or cults to upset balance of power in your campaign.

PR is Everything, short list of good deeds for your villains to win over local populace so that the job of the PCs became that much harder.

Regards,
Ruemere


thejeff wrote:

[...]As for "is a police state", that depends very much on what your definition is. We're definitely more of one than we were 20 or 30 years ago. Probably less of one than we were much of the time before that. It also depends on where you live and what color your skin is. Obviously the surveillance has increased with technology, but that's not the only marker.

But calling us one also diminishes the term when applied to actual police states. [...]

Guantanamo. Imprisoning citizens of different country (possibly countries) while denying them right to due legal actions. Confirmed cases of torture.

This is one terrifying proof how easy it is to quickly establish an instrument of repression. After all, the facilities can be adapted to allegedly criminal individuals of any type.

Note: I am not claiming nor considering US to be a "police state". I would however urge to remember Bradley Manning & Wikileaks, and Edward Snowden, as symptoms of issues that should be officially addressed and cleaned up. Though, if I were to speculate, the case of Agent Orange bodes ill for any reasonable resolution (hint: major financial compensation and official acknowledgement of blame for Agent Orange victims would be a start).


*casts animate thread, lesser...*

I have just began my test campaign in Guild Wars 1 setting using 13th Age rules. To facilitate painless rules transfer, here are the hard and fast rules, quite possibly applicable to your situation.

1. There are three arcane caster specializations (applies to: Sorcerer, Wizard and other arcane classes, be it full arcane or half-progression): Elementalist, Mesmer, Necromancer.

2. All specializations have access to all spells as per class standards, however in order to be actually to use them, the spells need to be converted as per class specific template. If the conversion is not possible, the spell is beyond the reach of a given specialization.

3. Mesmer spell template:

Limitations and changes:
- your spells can affect only living creatures (note: under GW1 setting, the undead, elementals are living beings)
- damage type of all spells is converted to psychic damage
- saves against your spells are always against Will (at GM's discretion, Reflex can be used against visible attacks; note that this means that Phantasmal Killer requires two Will saves)
- spells which inflict force damage or allow for telekinetic manipulation may be allowed, however they should take a slot at least two spell levels higher (that means that magic missile either inflicts psychic damage or requires 2 levels higher to inflict force damage)

Benefits:
Upon completion of full rest, Mesmer can select one of the special abilities from the list below. Once the Mesmer reaches 11th level, two benefits can be selected.
- Fast Casting - as long as you have access to spell slots of appropriate level, you can use Quickened Spell feat (1+Charisma bonus) times per day. Additionally, you can apply this feat to spells cast from magic items (potions, wands, staves, rings).
- Domination - +2 to spell penetration or spell save DC (your choice at the moment of casting)
- Inspiration - at the end of the encounter, you may recover one of the spells cast during the encounter.
- Illusions - at the time of the casting, you may attach a Bestow Curse or beneficiary spell to any of your illusions (use a spell slot for the effect spell as normal). Attempting to dispel the illusion spell, interact with the illusion spell or pass through the spell area causes the creature to become an automatic target of the spell.

Regards,
Ruemere


This is what Baba Yaga should represent - raw strength to beat iron mortar into flying, fondness of puzzles and challenges, existence too epic to be simply magicked.

Regards,
Ruemere


Note to self: check out what the DnD Next is all about. And whether it's OGL or not. Next month or, possibly, September.

Regards,
Ruemere

PS. Current status: PFRPG campaign on hold. Prepping 13th Age test run. Waiting for Numenera to come out. Next... can take a place in this queue.


Graveknight gets destroyed. The armor changes the next person to don it into a new graveknight. Problem solved.

Regards,
Ruemere


1 person marked this as a favorite.

Here is to your speedy recovery, KT7FISH!
And to Nick's dad's, too.

Regards,
Ruemere

PS. Lost a good friend this Christmas - there should be some reality limiter for events like this.


For the same reason her costume looks as if designed by sex-starved certain banner fetishist :)

Regards,
Ruemere


There are quite a few interesting Kickstarter projects going on right now, Razor Coast for example, and so we have to manage our funds accordingly.

Regards,
Ruemere


Pledged.

Regards,
Ruemere


CWheezy wrote:
His reflex seems kind of crappy, that could probably be abused somehow

Sun beam.

Regards,
Ruemere


Granted. Also, your enemies learn about your inability to be vindictive and so they start to abuse you to their heart's content.

I wish for an incorruptible wish.

Race

Male CN Dwarf Barbarian (Inv. Rager) 6 | HP 65/65 (67/83) DR 3/- | AC 17 T 13 FF 14 | CMB +10, CMD 23 (+4 vs bull rush/trip) | F: +9, R: +6, W: +3 (+2 vs. Poison/Spells/SLAs) | Init +5 | Perc +14 | SM +0 | Speed 30ft

Classes/Levels

| Rage rounds used: 8/19 | Lucky Number: ??

Gender

Bonekeep L1

About Dimak

Scenario Notes:

To Buy/Do: check wand/scroll/potion uses, ammunition done.

shopping:

Maybe buy: Rhino Hide (5,165g, 25 lb) OR Mammoth Hide (14,665g, 25 lb)
(Adventurer's Guide pg. 134, Inner Sea Combat pg. 52, Melee Tactics Toolbox pg. 23)

To Buy:
- Wand of EE? 50/50 (2 PP)
- MW Comp Longbow (+4 Str)
- Scarlet and Green Cabochon (Flawed) Ioun Stone 8,000

To sell: -

Already bought (chronicle #16): Enchant adamantine longhammer ---> +1 (2,000g); MW cold iron Nodachi (420g, 8lb) P or S

Already bought (chronicle #15): Adamantine longhammer, dwarven (3,070g, 20lb); MW silver earth breaker (520g, 16lb); MW Silver Helmet, Dwarven Boulder (340g, 10lb); cold iron dagger (4g, 1lb); 1x Oil of Magic Weapon (50g, 0lb); Wand of Lucky Number 50/50 (2 PP)

Already sold (chronicle #15): MW Longhammer, Dwarven(370g, 20lb); MW greatsword (350g, 8lb); Helmet, Dwarven Boulder (20g, 10lb); Dagger (2g, 1lb);

Already bought (chronicle #14): 4x Potion of Enlarge Person (50g, 0lb); Eyes of the Eagle (2,500g, 0lb); Wand of Bless 50/50 (2 PP)

Already bought (chronicle #13): Swarmbane Clasp (3000g, 0.5lb); 1x Potion of Enlarge Person (50g, 0lb); 1x Oil of Magic Weapon (50g, 0lb); cold-weather outfit 8 gp (7 lb); 1x Cleats 5 gp (2 lb); 1x Trail Rations 0.5 gp; 1x scroll of Lesser Restoration (5x) 2 PP

Dimak "Barby" Doomhammer is... NOW LEVEL 6!
DONE: Saves, HP, Skills, BAB, Weapon dice rolls, CMB and CMD, Class Features, Feat, Shopping
TO DO: -

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

__________________________________________________

DEFENSE
__________________________________________________

CMD 23 (+4 vs bull rush/trip) (10 +6 BAB, +4 Str, +3 Dex)
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
AC vs crit 19, touch 15, flat-footed 16 (+4 armor, +3 Dex, +2 helmet)
DR 3/-
Resistances fire 1
HP 65 (1d12+3)
Fort +9, Ref +6, Will +3 (+2 vs. Poison/Spells/Spell-like Abilities)

RAGE DEFENSE with Reckless Abandon(RA):

CMD 21 (+4 vs bull rush/trip) (10 +6 BAB, +6 Str, +3 Dex, -2 Rage, -2 RA)
AC 13, touch 9, flat footed 10 (+4 armor, +3 Dex, -2 Rage, -2 RA)
AC vs crit 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, -2 Rage, -2 RA, +2 circumstance helmet)
DR 3/-
Resistances fire 1
HP 83 (1d12+6)
Fort +12, Ref +6, Will +5 (+2 vs. Poison/Spells/Spell-like Abilities)

__________________________________________________

OFFENSE
__________________________________________________

CMB +10 (+6 BAB, +4 Str)
Speed 30 ft.
Ranged
Sling +9 (1d4+4/20/x2)
[dice=Sling]1d20+9[/dice] for [dice=Bludgeoning]1d4+4[/dice]

cold iron Dagger +9 (1d4+4/19-20/x2)
[dice=cold iron Dagger]1d20+9[/dice] for [dice=Slashing or Piercing, cold iron]1d4+4[/dice]

Melee
+1 adamantine Longhammer, Dwarven +11 (2d6+7/20/x3), reach
[dice=+1 adamantine Longhammer, Dwarven]1d20+11[/dice] for [dice=Magic Bludgeoning, adamantine]2d6+7[/dice]
[dice=Iterative +1 adamantine Longhammer, Dwarven]1d20+6[/dice] for [dice=Magic Bludgeoning, adamantine]2d6+7[/dice]
[dice=+1 adamantine Longhammer, Dwarven + PA]1d20+11-2[/dice] for [dice=Magic Bludgeoning + PA, adamantine]2d6+7+6[/dice]
[dice=Iterative +1 adamantine Longhammer, Dwarven + PA]1d20+6-2[/dice] for [dice=Magic Bludgeoning + PA, adamantine]2d6+7+6[/dice]

MW cold iron Nodachi +11 (1d10+6/18-20/x2)
[dice=MW cold iron Nodachi + RA]1d20+11[/dice] for [dice=Slashing or Piercing, cold iron]1d10+6[/dice]
[dice=Iterative MW cold iron Nodachi + RA]1d20+6[/dice] for [dice=Slashing or Piercing, cold iron]1d10+6[/dice]
[dice=MW cold iron Nodachi + RA + PA]1d20+11-2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+6+6[/dice]
[dice=Iterative MW cold iron Nodachi + RA + PA]1d20+6-2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+6+6[/dice]

MW silver Earth Breaker +11 (2d6+6/19-20/x2)
[dice=MW silver Earth Breaker]1d20+11[/dice] for [dice=Bludgeoning, silver]2d6+6[/dice]
[dice=Iterative MW silver Earth Breaker]1d20+6[/dice] for [dice=Bludgeoning, silver]2d6+6[/dice]
[dice=MW silver Earth Breaker + PA]1d20+11-2[/dice] for [dice=Bludgeoning, silver + PA]2d6+6+6[/dice]
[dice=Iterative MW silver Earth Breaker + PA]1d20+6-2[/dice] for [dice=Bludgeoning, silver + PA]2d6+6+6[/dice]

MW silver Helmet, Dwarven Boulder +11 (1d4+4/20/x2)
[dice=MW silver Helmet, Dwarven Boulder]1d20+11[/dice] for [dice=Bludgeoning, silver]1d4+4[/dice]
[dice=Iterative MW silver Helmet, Dwarven Boulder]1d20+6[/dice] for [dice=Bludgeoning, silver]1d4+4[/dice]

cold iron Dagger +10 (1d4+4/19-20/x2)
[dice=cold iron Dagger]1d20+10[/dice] for [dice=Slashing or Piercing, cold iron]1d4+4[/dice]
[dice=Iterative cold iron Dagger]1d20+5[/dice] for [dice=Slashing or Piercing, cold iron]1d4+4[/dice]

Sap +10 (1d6+4/20/x2)
[dice=Sap]1d20+10[/dice] for [dice=Bludgeoning nonlethal]1d6+4[/dice]
[dice=Iterative Sap]1d20+5[/dice] for [dice=Bludgeoning nonlethal]1d6+4[/dice]

Unarmed Strike +10 (1d3+4/20/x2)
[dice=Unarmed Strike]1d20+10[/dice] for [dice=Bludgeoning nonlethal]1d3+4[/dice]
[dice=Iterative Unarmed Strike]1d20+5[/dice] for [dice=Bludgeoning nonlethal]1d3+4[/dice]

RAGE OFFENSE with Reckless Abandon(RA):

CMB +14 (+6 BAB, +6 Str, +2 RA)
Speed 30 ft.
Ranged
Sling +11 (1d4+6/20/x2)
[dice=Rage Sling + RA]1d20+9+2[/dice] for [dice=Bludgeoning Rage]1d4+6[/dice]

cold iron Dagger +13 (1d4+6/19-20/x2)
[dice=Rage cold iron Dagger + RA]1d20+11+2[/dice] for [dice=Slashing or Piercing, cold iron]1d4+6[/dice]

Melee
+1 adamantine Longhammer, Dwarven +15 (2d6+10/20/x3), reach
[dice=Rage +1 adamantine Longhammer, Dwarven + RA]1d20+13+2[/dice] for [dice=Magic Bludgeoning, adamantine]2d6+10[/dice]
[dice=Iterative Rage +1 adamantine Longhammer, Dwarven + RA]1d20+8+2[/dice] for [dice=Magic Bludgeoning, adamantine]2d6+10[/dice]
[dice=Rage +1 adamantine Longhammer, Dwarven + RA + PA]1d20+13+2-2[/dice] for [dice=Magic Bludgeoning + PA, adamantine]2d6+10+6[/dice]
[dice=Iterative Rage +1 adamantine Longhammer, Dwarven + RA + PA]1d20+8+2-2[/dice] for [dice=Magic Bludgeoning + PA, adamantine]2d6+10+6[/dice]

MW cold iron Nodachi +15 (1d10+9/18-20/x2)
[dice=Rage MW cold iron Nodachi + RA]1d20+13+2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+9[/dice]
[dice=Iterative Rage MW cold iron Nodachi + RA]1d20+8+2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+9[/dice]
[dice=Rage MW cold iron Nodachi + RA + PA]1d20+13+2-2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+9+6[/dice]
[dice=Iterative Rage MW cold iron Nodachi + RA + PA]1d20+8+2-2[/dice] for [dice=Slashing or Piercing, cold iron]1d10+9+6[/dice]

MW silver Earth Breaker +15 (2d6+9/19-20/x2)
[dice=Rage MW silver Earth Breaker + RA]1d20+13+2[/dice] for [dice=Bludgeoning, silver]2d6+9[/dice]
[dice=Iterative Rage MW silver Earth Breaker + RA]1d20+8+2[/dice] for [dice=Bludgeoning, silver]2d6+9[/dice]
[dice=Rage MW silver Earth Breaker + RA + PA]1d20+13+2-2[/dice] for [dice=Bludgeoning, silver + PA]2d6+9+6[/dice]
[dice=Iterative Rage MW silver Earth Breaker + RA + PA]1d20+8+2-2[/dice] for [dice=Bludgeoning, silver + PA]2d6+9+6[/dice]

MW silver Helmet, Dwarven Boulder +15 (1d4+6/20/x2)
[dice=Rage MW silver Helmet, Dwarven Boulder + RA]1d20+13+2[/dice] for [dice=Bludgeoning, silver]1d4+6[/dice]
[dice=Iterative Rage MW silver Helmet, Dwarven Boulder + RA]1d20+8+2[/dice] for [dice=Bludgeoning, silver]1d4+6[/dice]

cold iron Dagger +14 (1d4+6/19-20/x2)
[dice=Rage cold iron Dagger + RA]1d20+12+2[/dice] for [dice=Slashing or Piercing, cold iron]1d4+6[/dice]
[dice=Iterative Rage cold iron Dagger + RA]1d20+7+2[/dice] for [dice=Slashing or Piercing, cold iron]1d4+6[/dice]

Sap +14 (1d6+6/20/x2)
[dice=Rage Sap + RA]1d20+12+2[/dice] for [dice=Bludgeoning nonlethal]1d6+6[/dice]
[dice=Iterative Rage Sap + RA]1d20+7+2[/dice] for [dice=Bludgeoning nonlethal]1d6+6[/dice]

Unarmed Strike +14 (1d3+6/20/x2)
[dice=Rage Unarmed Strike + RA]1d20+12+2[/dice] for [dice=Bludgeoning nonlethal]1d3+6[/dice]
[dice=Iterative Rage Unarmed Strike + RA]1d20+7+2[/dice] for [dice=Bludgeoning nonlethal]1d3+6[/dice]


__________________________________________________

STATISTICS
__________________________________________________

Str 18, Dex 16, Con 16, Int 10, Wis 11, Cha 6
BAB +6; CMB +10; CMD 23
AC Calc 4 Armor, 3 Dex
HP Calc 1) 12, 2-6) 35, Con 18
Save Calc Base +5/+2/+2, Ability +3/+3/+0, Cloak all +1
Feats Combat Reflexes, Power Attack -2 AR/+6 DMG, Raging Vitality
Rage Powers Reckless Abandon -2 AC/+2 AR, Auspicious Mark, Knockdown
Traits Reactionary, Dangerously Curious
Languages Common, Dwarven
Favored Class Barbarian 1-2) 2 Rage Rounds, 3-6) 4 Skill Points

SKILLS:
4+0+1=5/Lvl
[dice=Acrobatics - ACP]1d20+12-3[/dice] <6 ranks> x
[dice=Appraise]1d20+0[/dice]
[dice=Bluff]1d20-2[/dice]
[dice=Climb - ACP]1d20+8-3[/dice] <1 rank>
[dice=Craft: Anything]1d20+0[/dice]
[dice=Diplomacy]1d20-2[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Escape Artist - ACP]1d20+3-3[/dice]
[dice=Fly - ACP]1d20+3-3[/dice]
[dice=Handle Animal t]1d20+2[/dice] <1 rank>
[dice=Heal]1d20+0[/dice]
[dice=Intimidate]1d20+2[/dice] <1 rank>
[dice=Knowledge: Nature t]1d20+5[/dice] <2 ranks>
[dice=Perception]1d20+14[/dice] <6 ranks> x
[dice=Perform: Any]1d20-2[/dice]
[dice=Ride - ACP]1d20+7-3[/dice] <1 rank>
[dice=Sense Motive]1d20+0[/dice]
[dice=Stealth - ACP]1d20+5-3[/dice] <2 ranks> x
[dice=Survival]1d20+4[/dice] <1 rank>
[dice=Swim - ACP]1d20+8-3[/dice] <1 rank>
[dice=UMD]1d20+8[/dice] <6 ranks> x

__________________________________________________

EQUIPMENT AND GOLD
__________________________________________________

On person
Sling (0g, 0lb); 2x10 Bullets (1s, 5lb); +1 Adamantine Longhammer, Dwarven(3070g, 20lb); MW Silver Earth Breaker (520g, 14lb); MW cold iron Nodachi (420g, 8lb); Cold Iron Dagger (4g, 1lb); Sap (1g, 2lb); Hide (15g, 25lb); MW Silver Helmet, Dwarven Boulder (340g, 10lb); Belt of Incredible Dexterity +2 (4000g, 1lb); Cloak of Resistance +1 (1000g, 1lb); Swarmbane Clasp (3000g, 0.5lb); Eyes of the Eagle (2,500g, 0lb) - 92.5
Explorer's Outfit (0g, 8lb); Backpack (2g, 4lb) [Bedroll (1s, 5lb); 1x Waterskin (1g, 4lb); 2x Torches (1c, 1lb); Tindertwig (1g, 0lb); 4x Trail Rations (5s, 1lb); 2x Rope (Silk) 50 ft. (10g, 5lb); 2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb); 2x Oil of Magic Weapon (50g, 0lb); 4x Potion of Enlarge Person (50g, 0lb)] - 41
1x Scroll of Lesser Restoration (5x)(3x) (2 PP)
Wand of CLW (1D8+1) 49/50 (2 PP); Wand of Infernal Healing (fast healing 1 for 10 rounds) 40/50 (2 PP); Wand of Comprehend Languages (10 min.) 49/50 (2 PP); Wand of Enlarge Person 47/50 (2 PP); Wand of Bless 48/50 (2 PP); Wand of Lucky Number 44/50 (2 PP)
Left at Lodge 2x10 Bullets (1s, 5lb); 1x8 Bullets (1s, 5lb); 8x Torches (1c, 1lb); cold-weather outfit 8 gp (7 lb); 1x Cleats 5 gp (2 lb);
Starting GP 2,330.9 + 502 - 82.1 (shopping) = 2,750.8 + 1,178 = 3,928.8 + 1,184 = 5,112.8 + 1,750 = 6,862.8 - 5,201 (shopping) = 1,661.8 + 1750 = 3411.8 + 1,277 - 0 (no shopping) = 4688.8 gold
Starting GP 4688.8 + 2265.5 = 6954.3 - 3113.5 (shopping) = 3840.8 + 2233 - 3.3 (expenses) = 6070.5 - 2700 (shopping) = 3370.5 + 399 (bookkeeping error: #7 to #8) = 3769.5 + 371 (sold items at half price) = 4140.5 - 3984 (shopping) = 156.5 gold
Starting GP 156.5 + 2348 = 2504.5 - 2420 (shopping) = 84.5 + 3230 = 3314.5 gold
Weight Carried 133.5 lb (without backpack 100.5 lb)
Carrying Capacity Light (100 lb), Medium (200 lb), Heavy (300 lb), LoH (300 lb), Lift (600 lb), Drag/Push (1500 lb)
Carrying C.(Rage) Light (173 lb), Medium (346 lb), Heavy (520 lb), LoH (520 lb), Lift (1040 lb), Drag/Push (2600 lb)

__________________________________________________

APPEARANCE
__________________________________________________

Height 4'2"
Weight 170 lb
Age 50
Eye Color Blue
Hair Color Black
Skin Tone Pale
Region of Origin ??
Deity none

__________________________________________________

SPECIAL ABILITIES
__________________________________________________

Class Features (Invulnerable Rager):

Fast Movement (Ex) A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
===> 19 rounds/day (4+3+10+2)
Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.

Rage Powers:

Reckless Abandon -2 AC/+2 AR While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Auspicious Mark (Su) The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
Knockdown (Ex) Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Knockback (Ex) Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
???


Faction Rewards:

Orator: You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1 + half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising.
2 goals ===> +2 bonus

Feats:

Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack -2/+6 You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Raging Vitality Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Steel Soul?
Additional Traits? for the traits Glory of Old (regional) and Adopted (social) ---> Trickster (race)
L9 Feat

Traits:

Reactionary (Combat) +2 bonus to Initiative
Dangerously Curious (Magic) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Glory of Old (regional) 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.
Adopted (social) You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Trickster (race) You learned early that in order to get what you want, sometimes you have to act secretly. You gain a +1 trait bonus on Bluff and Stealth checks, and one of these skills (your choice) is always a class skill for you.


Racial Traits:

Base Speed (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Dimak has ranks in the following skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge(Nature), Perception, Ride, Survival, Swim and UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Charge with Power Attack, drawing the Longhammer or Greatsword (if not drawn yet)
*If enemy is out of reach: use Sling
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

[] Gloomspire Explorer Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Scenario List:

1) #03-05 Tide of Twilight: 1 XP, 2 PP, 521 gold
2) #01-39 The Citadel of Flame: 1 XP, 2 PP, 553 gold
3) #09-10 Signs in Senghor: 1 XP, 2 PP, 502 gold
4) #03-21 The Temple of Empyreal Enlightenment: 1 XP, 2 PP, 512 gold
5) #00-04 The Frozen Fingers of Midnight: 1 XP, 2 PP, 467 gold
6) #00-23 Tide of Morning: 1 XP, 2 PP, 546 gold
7) #03-01 Frostfur Captives: 1 XP, 2 PP, 502 gold 901 gold! difference: 399 gold
8) #10-10: The Shattered Shield: 1 XP, 2 PP, 1178 gold
9) #06–06: Hall of the Flesh Eaters: 1 XP, 2 PP, 1184 gold
10) #09-16: Fallen Family, Broken Name: 1 XP, 2 PP, 1750 gold (pre-gen Kyra, Cleric 4)
11) #08-16: House of Harmonium Wisdom: 1 XP, 2 PP, 1750 gold
12) #06-11: The Slave Master’s Mirror: 1 XP, 2 PP, 1277 gold
13) #03-08: Among The Gods: 1 XP, 2 PP, 2265.5 gold
14) #09-09: Beyond The Halflight Path: 1 XP, 2 PP, 2233 gold
15) #03-06: Song of the Sea Witch: 1 XP, 2 PP, 2348 gold
16) #08-07: From the Tome of Righteous Repose: 1 XP, 2 PP, 3230 gold
x) #10-11: The Hao Jin Hierophant: 1 XP, 2PP, 4077 gold (pre-gen Enora, Arkanist 7)
x) #06-04: Beacon Below: 1 XP, 2PP, 6059 gold (pre-gen Amiri, Barbarian 7)
Total XP: 16
Total Fame: 32 (16,500 gold cap, next level at Fame 36: 23,000)
Current Prestige: 18 (end of #16)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Dimak "Barby" Doomhammer
PFS #: 331079-2
Faction: Liberty's Edge
Day Job: none
Normal Progression

Test:

The barbarian is certainly not the best at Diplomacy...
...but in battle he will smash any enemy that dares to threaten a party member. :-D

Just role-playing the low Charisma... but fear not! Dimak may not know much about manners, but he isn't a (total) jerk. ;-)