"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.
Verdict: Really bad. As in back to the drawing board. ----
*sigh*
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:
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.
Berselius wrote:
(warning: not entirely SFW) A few witnesses may disagree...
seekerofshadowlight wrote:
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,
Oceanshieldwolf wrote:
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,
Oceanshieldwolf wrote:
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:
2. Stuff mentioned, but not revealed yet:
3. Important but not addressed so far:
Honorable mentions:
4. Altogether new toys:
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:
6. The stuff that would make me go boom with enthusiasm:
---- 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,
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,
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,
NOTE:
Captain Marsh wrote:
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).
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?
Do you want to be a crafty, yet, backstabbing rogue?
Would you like to be a controller mage?
Would you like to be a protective cleric?
---- 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,
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,
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).
EltonJ wrote:
MM is not here yet. DMG is not here yet.No APs. No OGL. (yet?) Hold your horses, dude.
Regards,
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,
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.
Regards,
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,
Unchaining Fighter should mean , IMHO:
Regards,
thenovalord wrote:
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:
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,
thenovalord wrote:
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,
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,
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,
There's Faces of Tarnished Souk Kickstarter going on. This is an incredible resource for mining characters to wrap whole campaigns around.
Heartily recommended. Regards,
Drejk wrote:
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,
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).
Regards,
PS. For those who would like to check it out, this is Onyx Path publishing schedule for 2013-2014.
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.
HOWEVER, the actual meaning of the ability can be paraphrased as follows:
As per this interpretation:
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,
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,
thejeff wrote:
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:
Benefits:
Regards,
About DimakScenario Notes: To Buy/Do: 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:
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!
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)
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)
cold iron Dagger +9 (1d4+4/19-20/x2)
Melee
MW cold iron Nodachi +11 (1d10+6/18-20/x2)
MW silver Earth Breaker +11 (2d6+6/19-20/x2)
MW silver Helmet, Dwarven Boulder +11 (1d4+4/20/x2)
cold iron Dagger +10 (1d4+4/19-20/x2)
Sap +10 (1d6+4/20/x2)
Unarmed Strike +10 (1d3+4/20/x2)
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)
Melee
MW cold iron Nodachi +15 (1d10+9/18-20/x2)
MW silver Earth Breaker +15 (2d6+9/19-20/x2)
MW silver Helmet, Dwarven Boulder +15 (1d4+6/20/x2)
cold iron Dagger +14 (1d4+6/19-20/x2)
Sap +14 (1d6+6/20/x2)
Unarmed Strike +14 (1d3+6/20/x2)
__________________________________________________ STATISTICS
Str 18, Dex 16, Con 16, Int 10, Wis 11, Cha 6
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
__________________________________________________ APPEARANCE
Height 4'2"
__________________________________________________ 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 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. ??? 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. 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. 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
Combat
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, 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. ;-)
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