Bronze Dragon

zerceses's page

Organized Play Member. 45 posts (215 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


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As far as I know, there is no way to make a tough attack use something other than strength. Even spell grenade uses strength since the grenade itself is a thrown weapon. On the plus side, EAC is usually easier to hit and if your enemy is carrying an electric device you get a +2 to the attack roll.

I'm looking over the sheet now and currently, the only thing that might crop up is your number of languages. You get to learn the language of your home world, if you have one, on top of common and the ones you ge for a high Int.


Here's Ereshun. I used the point buy with him. Hopefully everything looks good.

Stats:
Name: Ereshun
Race: Vesk
Theme: Mercenary
Class: Soldier
Homeworld: Vesk Prime
Age: 43
Alignment: LN
Diety: Damoritosh
Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Ranged: Artillery laser, azimuth +5, 1d10 F, 120 ft, 1d6 burn, 20 charges, 2 usage, Penetrating
Grenades +4, 1d6 P in 15 ft, 35 ft, Explode
Melee: Unarmed +4, 1d3+3 B, Not archaic, Lethal
HP: 13
KAC 16, EAC 14
Stamina: 9
Resolve Points: 4 (Str)
Speed: 20
Saves: Fort 4, Ref 3, Will 4 (+2 vs. Fear)
Skills: Acrobatics 5=1+3+3-2, Athletics 6=1+3+3+1-2, Bluff 0=0+0+0+0, Computers*, Culture*, Diplomacy 0=0+0+0+0, Disguise 0=0+0+0+0, Engineering 5=1+1+3+0, Intimidate 0=0+0+0+0, Medicine*, Perception 2=0+2+0+0, Physical Sciences*, Piloting 3=0+3+0+0, Profession: Mercenary 6=1+2+3+0, Sense Motive 2=0+2+0+0, Sleight of Hand*, Stealth 1=0+3+0-2, Survival 6=1+2+3+0
(* trained only)

Languages: Common, Vesk, Vercite

Gear: Industrial Backpack 0 (worn), Hygiene Kit 1, Travel Clothing L, Personal Comm Unit L, Flashlight L, Tool Kit L, Field Rations 1, Mass Produced Tent 1, Ceremonial Plate, troop 3, 6 Frag Grenades L, Personal Frag Grenade L, Artillery laser, azimuth 3, 2 batteries, Serum of Healing, mk 1 L, 16 creds
Total Bulk: 10.2 out of 18
Size: Medium
Type: Humanoid (Vesk)
Abilities: Theme Knowledge, Armor Savant, Fearless, Low-Light Vision, Natural Weapons, Bombard, Grenade Expert
Proficiencies: Light Armor, Heavy Armor, Small Arms, Longarms, Heavy Weapons, Sniper Weapons, Grenades, Basic Melee Weapons, Advanced Melee Weapons
Feats: Weapon Focus (Heavy Weapons)

Background:
A younger Eershun would hate what his older self has become. Back in the day, the younger vesk rode out into the stars to make a name for himself. Let the elders squabble over their rocks, he was headed for the dark to honor his people and his god. Unfortunately, without the relative stability of the military service he'd so brashly rebuffed, Ereshun found he had to make mounting compromises to make ends meet.

Today the gray scaled vesk is a dour cynic that shuttles from one job to the next. He's wiser now and sees only the foolish mistakes he's made and the mistakes of the other young people around him. Sometimes, if he's not drowning his sorrows at the bar, he'll try to straighten them out.


Thanks. Working on my vesk bombard soldier.


When you say point buy, do you mean point buy as the core rules say, where it's one to one, or point buy as in pathfinder?


How do ships and ship combat scale? Will a ragtag freighter with level twenty characters have to run from a dreadnought crewed by a thousand level one NPCs or will the high level characters rule the day despite the vast difference in ship class?


Think I got everything right. Please tell me if anyone has any notes.

Crunch:
Daerdryn Ingdora
Norden Elementalist (Electrokinetic)
29 year old NG medium humanoid (human)
Init +3; Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
hp 31
Fort +6, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Particle Blade +5 / 2d6 / x2 / Slashing
Destruction Blast +5 (vs Touch) / 2d6(+1) / x2 / Bludgeoning or (Electricity)
Ranged:
Destruction Blast +5 (vs Touch) / 2d6(+1) / x2 / Bludgeoning or (Electricity)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 18, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats: Point-Blank Shot, Precise Shot, Weapon Finesse
Traits: Unorthodox Casting, Caretaker
Skills: Acrobatics +9, Climb +4, Craft (carpentry) +6, Escape Artist +7, Fly +3, Heal +11, Perception +10, Profession (farmer) +10, Ride +3, Sense Motive +4, Spellcraft +6, Stealth +3, Survival +9, Swim +4
Languages: Nordic
SQ: Skilled, human bonus feat, favored class bonus (+1 skill/level), evasion, electrokinesis, bonus feats, electrokinetic stunts, particle blade, favored element (+1, electricity)
Gear: None
--------------------
Special Abilities
--------------------
Spell Pool: 8
Sphere Abilities: Destruction Sphere (CL 3), Telekinetic Sphere (CL 3), Electric Blast, Energy Sphere, Energy Wall, Warp Sphere (CL 2), Weather Sphere (CL 2)
Drawbacks: Somatic Casting (1), Magical Signs, Energy Focus (electric blast), Limited Telekinesis (metal objects)

Appearance:
The picture I had in mind
The woman is bound hand and foot by thick, interwoven ropes, not chains like the other prisoners. It's easy to see why when a guard passes close and she reflexively starts to shoot off sparks and arcs of electricity. Nothing comes of it though. All it does is singe her prisoner's rags a bit more.

Despite a black eye, split lip, and the caked dirt that has covered her this entire trip, she still has the proud bearing of a good Norden woman. She's of middling height, about five and a half feet, with well formed features and none of the softness you'd find in Imperial women. She isn't all gristle either and would definitely be a catch in any other situation with her blue eyes, blonde hair, and simple ways.

Personality:
Daerdryn is both responsible and matronly. It's unsurprising really considering that she is the mother of two and head of her own farm. Neither of those things allow for laziness if one wants to be successful at both. She looks after the other inmates, tends their wounds, breaks up fights, and pushes for cooperation amongst them.

She knows that this prison camp is a death sentence. She'll be burned on a pyre as a witch or have her head lopped like some of the others. Maybe something worse. She'll be damned if she's about to let it end like that. She's determined to find some way out of this place and reunite with her lost children.

Background:
Daerdryn doesn't believe in fate. It's just a word people use to justify the things they do or the outcome of their actions. Was it fate that her family and home should be taken from her? If it was, then the gods are truly cruel. Although, she didn't always used to think so.

When she was fifteen she believed in fate. Mikael was handsome, tall, and told her that she was his world. "It was fate," he'd said when they ran off to Everwatch to begin a new life together. Was it fate too that they lived on the streets in squalor while he indulged in whatever vices came his way? According to the pithy comments directed at the now pregnant teenager such was the fate of such misspent youth.

When she met Haldor, that sentiment started to float around again. He was a fair bit older, but far more grounded than Mikael had ever been. People said such a well-off man was the god's reward for all the good work she'd done with the temples to help tend the wounded that came to them. Were the gods displeased then when he was taken from her three years ago leaving his boot, with the foot still inside, as his only remains?

Speaking of the gods, did they have a plan when they struck her with lightning out of a clear blue sky? Did they mean to give her power, honest mystic power, over lightning and the weather? The neighbors that turned on her? That accused her of witchcraft and of stealing their children?

No. Fate does not exist to Daerdryn. Just weird, strange, and often sad events that make up life in this harsh land. Just because she doesn't believe in fate doesn't mean she has nothing to believe in. She believes in people, small honest folk, that can make the world a better place and that she will see her family again or die trying.

Relations:

Mikael Thrift- Age 30. Still lives in Everwatch. Usually working on some scheme to get his various fixes in life, but the hard living has robbed him of his handsome features. He'd occasionally send threatening or pleading letters Daerdryn's way. Usually they were about money and occasionally about his daughter. Nothing ever came of them though.
Yolana Thrift- Age 13. Daerdryn's first child. Daerdryn can see the germ of Mikael's good looks growing in her, but she hopes other things from her father never take root. Yolana is a wonder with a skillet. She's also a very talented singer and hoped to become a bard one day. The last Daerdryn saw of her was when Yolana grabbed a pitchfork to defend her mother when Imperial archers brought Daerdryn down.
Haldor Ingdora- Deceased. He was ten years Daerdryn's senior when they met. After their courtship and marriage he brought her back to his family farm near the Iron Pines and the hamlet of Nettle. Died when a strange wolf creature attacked him one night.
Tobin Ingdora- Age 5. Haldor's son and only child. A sweet and soft-spoken boy. Loves animals and is practically attached at the hip to his dog Bael. He is a target for some of the older boys of Nettle. Daerdryn though she put them to rights, but that might have just fueled the rumors of her being a hag. She last saw him after she told him to hide in the house.
Della Lahsr- Age 24. Ringleader of the posse that showed up to deal with Daerdryn and her family. Has long had eyes on Haldor's rich land, but never the means to acquire it. "Witches own nothing but fire." It's a popular saying in Nettle, which has long suffered from the predation of hags. A little display to some local boys and a few rumors gave Della all the ammunition she needed to claim that, "Maybe the hags weren't the ones that stole their loved ones in the night. Maybe it was a far friendlier, far more sinister face." The rest is history.
Captain Cevalius Lomar- Age 35. Seasoned expeditionary commander of the Imperial March. He and his men were passing through Nettle when they witnessed the townsfolk's assault and Daerdryn's counter attack. In an effort to bring Imperial justice to the proceedings he ordered his men to fire on the most obvious threat, which happened to be Daerdryn. During their march to an interment camp Captain Lomar and his men repeatedly rebuffed her questions about her children. They told her to save her breath for her eventual trial. That trial, however, doesn't seem to be coming any time soon.


Should be all done now. Got caught in making her background too long winded so I cut it down to this.

Character Sheet: Nadya Olik

Appearance:
Nadya is a thin and scrawny thing. Her pale hair and skin clearly mark her as Irriseni. Her worn and frayed clothes definitely give her the appearance of a tatterdemalion; a shabby, generally homeless person. It is technically the right word to describe her, but she would take offense to being compared to that particular variety of witch. The final, and probably most illuminating, pieces of her appearance are her eyes. A crystal clear blue, they scrutinize everything, thoroughly.

Personality:
Her time in Irrisen has left its mark on Nadya. She's intensely private. It's better than when she lived in Hoarwood, but it can still make her seen off-putting at times. It doesn't mean she's antisocial though. When she is in the mood for it she can be very pleasant company. The exceptions are witches. They deserve nothing but contempt or, at best, avoidance.

In keeping with the death of her namesake, Nadya helps out around town where she can. It was a promise and she intends to keep it. The problem right now is that money has become so short that she's looking for work more and more to get by. Not many people, it seems, want to hire an apparent freeloader.

Background:
Have you ever dreamed something that was real? Something that breached the divide between dreams and reality so strongly that the divide ceased to exist altogether? Nerissa Tanaru Elvanna did. It consumed her earliest memories. A dream of riders and death. Perhaps they knew, through some premonition provided by Great-Grandmother, of her treasonous future.

Whatever the case, they were there to crush her under hoof or break her with monstrous strength. They varied their assaults too, ensure her dreams were never safe from turmoil or the expectation of turmoil. One would think that waking was better. Her mother was never there. Anelisha always was drowning in her own desires. Instead she had Leistele, a constant and overwhelming shadow. Nerissa withdrew into isolation as much as she could, into her books and stories. It's no surprise she eventually discovered the power that those words held. What's more, it was her power. Not something she had to seek through pacts and cauldrons.

As she consumed this arcane knowledge she found the walls of her room and of her life too confining. She broke out of her shell and sought places and people to teach her. She learned about cruelty and sadness as an outsider. She made contacts and friends. Then Leistele taught her cruelty and sadness on a more personal level. Her sister culled her friends, released her demons upon Nerissa if she grew to bold. Nerissa Learned what it meant to be Jadwiga and she hated every minute of it.

When she met Nadya she couldn't formulate a reason as to why or how their friendship formed. They just clicked. A descendant of Morgannan, Nadya understood the pressures and perils of the Jadwiga and it made their bond even stronger. She hid the friendship from Leistele, learned to lie and maneuver. When Nerissa finally decided she couldn't take anymore of the dreams or the pressures of her life, Nadya agreed to escape with her without hesitation...

Their plan failed. Their tools failed. Their friendship failed. She was the only one to live out of their few conspirators. Even after all this time, she still hears Nadya's screams when she sleeps and the Riders come for her. The begging. The pleading. How she still ran afterwards.

Nerissa knows she deserves the punishment they'd bring, but there is one thing she learned from Old Tey as he brought her across the lands to actual freedom. "Bad things happen and sometimes we do bad things to others. All you can do is carry the guilt and try to be better."

She took those words to heart and took Nadya's name as a reminder and a promise. She'll be better or die trying. Either way, she's escaped Irrisen and her life is her own now.

Ten Minute Background:
Background Concepts:
1. Daughter of Duchess Anelisha Elvanna.
2. Has traveled nearly the span of the continent.
3. Very meticulous and forward thinking.
4. So broke she can barely afford food.
5. Silver tongued. To survive she had to spin lies on a regular basis.
6. Her real name is Nerissa Tanaru Elvanna.

Goals:
1. To escape the clutches of Irrisen. She has traveled far and seems to be in the clear, but she's still wary of any possible agents of her mother or the queen coming to claim her. Few spit in the eye of the Jadwiga and fewer survive it.
2. To create a legacy for herself. Like any Jadwiga, Nadya wants to be remembered for something. To leave her mark so, death or not, she will not be forgotten.

People:
1. The Jadwiga, collectively. They're all terrible and deserve what Great-Grandmother has in store for them. Outside of her mother and father, she (luckily) hasn't had much contact with her immediate or extended family outside of seeing them ruin the lives of others. Most were too old or too wrapped up in affairs of state to pay her much mind. Except for Leistele.
2. Leistele Sorvos Elvanna. She's always worked to keep a thumb on her little sister. Leistele saw something useful in Nadya and wanted that potential for her own. Leistele suffers from hallucinations on occassion and only finds relief in inflicting them on others.
3. Alsolvo Meid. Chelish devil-binder. His expensive charms betrayed her at the border.
4. Nadya Olik. The real one. Deceased. Her best friend.
5. Old Tey Wolf. Varisian/Kellid trader that got her from Irrisen's border all the way to Ustalav. Probably the person she respects most in the world.
6. The Three Riders. She's never met Day, Sun, or Night. She dreams of them hunting her.
7. Wyrmeer Pinion. Traveled with her from Andoran to Heldren. They're close, but Wyrmeer somehow manages to fritter away their money all the time. Nadya is sure he changed his name to sound more impressive than he actually is.

Memories, mannerisms, quirks:
1. She hates her family and dislikes most witches on principle.
2. She's proud of her mastery of magic. Though it isn't great, she did it on her own without having to rely on family or legacy.
3. The heat of summer. For the fist time in her life she felt warm.

Secrets:
1. She knows her uncle Ghrathis Elvanna is her true father and she is the product of her mother's incestuous liaisons. To be fair, it's probably the most poorly kept secret in all of Hoarwood.
2. Others were with her when she made her escape. They all perished to the border huts and the dolls. Her fear caused her to abandon them in their last moments. She carries the guilt of her cowardice.


Here we go. It's a start. Think I'll roll for wealth while I'm at it.

Wizard Starting Wealth: 2d6 ⇒ (3, 2) = 5

Nadya Olik's Ten Minute Background:
Background Concepts:
1. Daughter of Duchess Anelisha Elvanna.
2. Has traveled nearly the span of the continent.
3. Very meticulous and forward thinking.
4. So broke she can barely afford food.
5. Silver tongued. To survive she had to spin lies on a regular basis.
6. Her real name is Nerissa Tanaru Elvanna.

Goals:
1. To escape the clutches of Irrisen. She has traveled far and seems to be in the clear, but she's still wary of any possible agents of her mother or the queen coming to claim her. Few spit in the eye of the Jadwiga and fewer survive it.
2. To create a legacy for herself. Like any Jadwiga, Nadya wants to be remembered for something. To leave her mark so, death or not, she will not be forgotten.

Secrets:
1. She knows her uncle Ghrathis Elvanna is her true father and she is the product of her mother's incestuous liaisons. To be fair, it's probably the most poorly kept secret in all of Hoarwood.
2. Others were with her when she made her escape. They all perished to the border huts and the dolls. Her fear caused her to abandon them in their last moments. She carries the guilt of her cowardice.

People:
1. The Jadwiga, collectively. They're all terrible and deserve what Great-Grandmother has in store for them. Outside of her mother and father, she (luckily) hasn't had much contact with her immediate or extended family outside of seeing them ruin the lives of others. Most were too old or too wrapped up in affairs of state to pay her much mind. Except for Leistele.
2. Leistele Sorvos Elvanna. She's always worked to keep a thumb on her little sister. Leistele saw something useful in Nadya and wanted that potential for her own. Leistele suffers from hallucinations on occasion and only finds relief in inflicting them on others.
3. Alsolvo Meid. Chelish devil-binder. His expensive charms betrayed her at the border.
4. Nadya Olik. The real one. Deceased. Her best friend.
5. Old Tey Wolf. Varisian/Kellid trader that got her from Irrisen's border all the way to Ustalav. Probably the person she respects most in the world.
6. The Three Riders. She's never met Day, Sun, or Night. She dreams of them hunting her.
7. Wyrmeer Pinion. Traveled with her from Andoran to Heldren. They're close, but Wyrmeer somehow manages to fritter away their money all the time. Nadya is sure he changed his name to sound more impressive than he actually is.

Memories, mannerisms, quirks:
1. She hates her family and dislikes most witches on principle.
2. She's proud of her mastery of magic. Though it isn't great, she did it on her own without having to rely on family or legacy.
3. The heat of summer. For the fist time in her life she felt warm.


Perhaps, perhaps...

Stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stats: 2d6 + 6 ⇒ (4, 6) + 6 = 16


Bah! Time kept getting away from me this week. It's fine though. I think the concept I was working on got muddied in the process. Good luck everyone.


Welp, why not I'll try out too.


I'm here. Just need to set up my alias.


Cool. Added ability and feat text to Otho's character sheet and cleaned up some errors I saw in his fluff there as well.

As Seth said, good luck everyone.


He can if it's funny. :P


Thanks for the kind words Annubis. I wish I was better at proof-reading though. Some of my rewrites were off and I can't seem to edit my post now to fix them. Oh well, I'll polish it up and repost later.

I've got to say that I liked your backstory too along with several others. (I don't see Molly and Otho getting along based on her view of ale.) Lots of room to mess around with character dynamics.

I suppose I should ask this too... Is craft (alchemy) best for brewing drinks or is profession (brewer)? As I understand, only craft skills can make anything, but I don't really want Otho to be too "book smart" by being proficient at alchemy.


Otho Caecus
CG Human Brawler

Appearance:
Otho Caecus is a giant of a man that could put a Shoanti to shame. Despite his size he doesn't lumber or shove his way past others, but walks with careful and smooth steps. It sends the message of an unspoken threat, that at any moment he could just lash out and strike for any perceived slight. His patchy and worn clothes don't help either. If he doesn't look like a thug, he certainly looks like a bum.

All in all, not a great start if someone doesn't know him. Offer him a drink and a seat? His studiously neutral expression will crack into an easy smile. It does wonders for his face which, if not for the scars, probably could have been handsome with his blue eyes and dusty brown hair.

Personality:
Otho is a very laid back and easy-going person, when one gets to know him. The tough guy routine worked well when he ran with the Sczarni and even better in prison. Usually it keeps anyone who'd cause him trouble at a distance.Instead, thanks to his new resolve to be better, Otho is the one who goes looking for trouble to get involved in. He certainly has a keen eye for it.

When he does fight, Otho is still very much a bully. Insults, humiliation, these are the tools Otho uses to protect others. Sometimes he takes it too far, but at least he means well.

A sour point, and one he seems to have accepted, is his love for the sauce. He's even learned a bit of distilling from his jail years to make his own alcohol in his spare time. Another point is his secret love of animals. They're just living their lives as best they can, the same as him. He treats them with respect and expects others to do the same.

Backstory:
Born and raised in Wartle, Otho started out as your typical small town bully. Always bigger and stronger than his peers, it wasn't hard for him to take or do what he wanted. It also wasn't hard for him to graduate into professional thuggery when he was older. Usually it was for whoever had the coin to pay him. Thanks to the Varisian heritage he got from his mother he also found regular work with the Sczarni and their rackets. He was a big fish in a small pond and quickly made some enemies.

One night, while he was fairly deep into his drinks, someone took a swing at him. Had he been sober he would have recognized the man as Bern Alder, a local fisher who'd had a long streak of bad luck with money. Every few days Otho shook him down and made sure it was public so no one else got any bright ideas about shortchanging him.

Normally Otho would have dropped Bern with one punch and moved on... That day, however, Otho didn't stop punching until bern didn't have a face anymore. Later, during his trial in Magnimar, the only thing that saved Otho from execution for murder was evidence that Bern had been holding on to a knife the whole time.Instead Otho was convicted of manslaughter and sentenced to seven years in jail.

For his part, Otho was pretty shaken up by the whole thing. He didn't have an explanation for why he took things so far. His days were fill with back breaking labor and his nights were filled with nothing but time. Time to think about who he was, who he was becoming, and what his future held. It was the endless boring hours that helped him decide to become a better person. Now that he's out he plans to put that resolve to the test.


Had to have a real talk with myself last night. All the weird stuff I'm trying to do with my fighter would just work better and easier as a brawler, so I think I'm going to go in that direction. That and try to write a background that "sounds" right when I read it in my head.


DM Default wrote:

@ Zerceses

For now, I'll say all three are fine but if selected and I notice that's a bit overpowered, I may ask you to swap out choices or nerf them a tad.

Sure thing. I'll put up my build as intended later and then you can tell me the changes to make.


Advanced Weapon Training

Advanced Armor Training

Dirty Fighting

These were the main three. On the plus side they aren't 3rd party or 3.5 and are from official paizo books, but I understand if you don't want me to use them either. Either I'll have something whipped up soon.


http://pathfinderwiki.com/

That's usually the place I go to when I need to know something about the setting.

I'm interested and thinking of a fighter. Would you allow options from the weapon and armor master handbooks from the player companion series?


Ok, thanks for the answers and the idea for an overclocking android barbarian. I might not be able to use that idea for this game, but maybe in the future... :) I'll show my GM this thread and this should be enough to convince him it's untyped. Again, thank you.


The title says it all. I like the idea of not dropping dead as easily and not having to pop in and out of rage every round. I've heard arguments both ways that it's either still meant to be morale or that it is untyped. My GM said I could play the class if I can find a more official answer as he is a very RAW kind of guy. So does anyone know which it is?


It's been a while and I've been looking for a new game. A Wednesday schedule from 6-10 would suit me just fine. I work on Sundays though. As far as characters, I'm partial to melee classes, but I can take on whatever kind of class you're lacking.


I realized something last night. We never sold Angvar's spellbook. I don't think any of us could use it, so it would help out in the pocket change area.


Well is there a class you've really wanted to try? I can choose another and get him together in no time, now that I'm on my days off, if you prefer a more melee based character.


Ataraxias wrote:

By the way, not entirely sure if this applies outside of PFS, but was anyone aware of this?

The Guide to Pathfinder Society Organized Play Version 4.3 wrote:


Your race and class selection impact what languages you start with. All characters gain Common as a free language. You gain free languages granted by your race, ethnicity (for humans), and class (e.g., Druidic for druids.) If you have a high Intelligence modifier, you may select bonus languages from those listed in your race's entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251). Certain classes grant access to additional bonus languages (e.g., Draconic for wizards). Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 of The Inner Sea World Guide. All languages except Druidic are available by putting a skill rank in LInguistics... Tian characters receive the languages Tien and Common for free.
Additionally:

The Additional Resources document wrote:
...humans begin play knowing all listed languages for their chosen ethnicity as racial languages...

That's always been the rule I've flow by. It's a nice bonus since sometimes it comes up and seems silly when your Tian rogue doesn't know his own language.


Finished Ganth and added his backstory.

For those of you who don't want to find the link.

Ganth:
Ganth was once a favored son of the Sklar-Quah. While he lacked the skill to become a burn rider, he proved himself to be both strong and honorable as he grew. By the time Ganth took his burn run, everyone, most of all him, was certain it was the start of an auspicious destiny. He managed to make a fine showing of himself, but an ember storm interrupted his trial.

Buffeted by the burning winds, Ganth did his best to survive. A day later he crawled back to his people, blackened and fire scarred from his ordeal. While he healed, he gained the name Walks-the-Cinder and was named a full member of the tribe. Despite his success there were grumblings among some members of the tribe who saw the ember storm as a portent from the spirits and one that Ganth had brazenly ignored.

To them the ember storm was meant to ferry him away to the service of the spirits. By coming back Ganth was inviting their wrath upon the quah. Other questioned whether he was even alive at all anymore, thinking his burns too sever for anyone to survive. By the time Ganth had recovered most of the tribe now shunned him.

Unwilling to be driven out by his brethren, Ganth chose to leave and took an aimless path through Varisia. At first he struggled with a lifetime of ingrained prejudices as he took the path that led to Riddleport. These were conquered, however, as he made acquaintances with others who deserved his company and friendship. He also picked up a regrettable love of gambling. With the Golden Goblin’s call for a tournament going out, Ganth hopes to make enough to live without having to resort to the degrading guard work he’s been forced to do to get by.


Learned something cool today. You can change what type of favored class bonus you get every level. Tomorrow I'll go over my sheet and add in the backstory as well as fix some mechanical problems I think I made.


I decided to go Barbarian. Here he is.

Ganth

He'll be mostly a damage dealer/mage killer. I am open to picking something else however, if we find we're lacking in a department or if there are too many damage dealers.


I remember reading somewhere (couldn't remember where) that a lot of writers do themselves a disservice through the use of genres. That by conforming to one, they tend to close themselves off to others.


Ataraxias wrote:

I would like to point out that according to other parts of this forum Reign of Winter apparently might involve some kind of time travel and Rasputin/World War 1/Modern weaponry is involved.

So just a fyi for "no science in my fantasy" types.

I've always found the boundary between science fiction and fantasy a bit funny. The only difference is that science fiction tries to claim a belated truth or inevitability.


As far as Kingmaker goes, it's starting to look iffy on that one for me as well. One player is pushing very hard for the DM to drop everyone who can't post once per day, like me, and many of the other players seem to be actually disappearing. Considering that we've barely started the AP, it's not looking good.

Otherwise I do like the voting idea a lot.


Just checked paizo and they do have the dungeon issues available in pdf, oddly not the compiled adventure book though. What about Savage Tide or Age of Worms? Otherwise I'd say pick the one you most want to run. It may hurt a little for some of us, but, honestly, you're the GM and have the right.


You know, Shackled City sounds like fun too. I've never played it either.


Hmmm... War of the burning sky sounds pretty good to me, but also I would love to get in Second darkness as I've never played it before.


Yeah, I am. I was pumped for last night's game, then everything came crashing down on me. So sorry I left again so early. At least Treazer will get a dramatic comeback.

After we finish "We Be Goblins," do you want to start working on the characters we'll use for the sessions after?


PBPs mostly.

I tried doing a Carrion Crown once and was a part of Jade Regent and am currently part of a Kingmaker. None have lasted past the first book. I'm hoping to break "that" tradition.


Are you guys still accepting new members?

If so, I'll be happy to join. I think I need to download skype and d20pro, but more importantly any one of those nights would work for me.


Unfortunately it worn't work for me. I work Mondays.


Were you able to see my sheet FratManCy? I'm downloading Teamspeak now. Hopefully it'll work better for me than skype did.

Edit: Seems to be working. I'll have to get my own mic sometime soon though.


Here we go. I decided to go 20 point buy after my rolls turned out so sour. The character sheet is here.

http://www.dndsheets.net/view.php?id=46982

And here's Caleb's background.

Background: Living in Nidal, Caleb was always a another addition to a family of weird folk. The Wheatstraws, Varisians originally named for their golden blonde hair, set down roots in Orolo's Quay and never left. Removed from the wider scrutiny of Nidal, they thrived there and took to providing services that no one else would or could in the dilapidated fort.

When he came of age, Caleb felt a powerful wanderlust hit him that took him from home and out into the wider world. He saw the suffering around him and decided to to do something about it in his own small way. Since then he's set himself up as a bit of a private investigator, taking cases that the regular law enforcement couldn't be bothered with, using knowledge and magic he's picked up over the years to solve them. Needless to say this has made him less than popular with some men and women of the upper crust, used to acting with anonymity and impunity. He knows he might end up on a rack someday (or worse), but it hasn't stopped him from doing the right thing and trying to bring a little light to Nidal's shadows.


Guess I'll try out rolling and see what I get.

4d6 ⇒ (1, 5, 1, 2) = 9
4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (3, 4, 5, 4) = 16
4d6 ⇒ (1, 4, 1, 2) = 8
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (1, 2, 1, 6) = 10


No time for crunch just yet, but the game time works out perfectly for me as I work a night shift and a grueling weekend shift. Tuesdays are my best free days. I'm thinking human wizard who works as an investigator specializing in either divination or illusion. Not sure if I'll add an archetype yet or not.

Named Caleb Wheatstraw, he has a habit of challenging the darker mysteries of his homeland of Nidal and exposing them to the light. It's a wonder that the Umbral Court hasn't either put bounty on his golden locked head or separated it from his shoulders. For now his keen mind and magic have kept him ahead of many noble entanglements while still serving the greater good of the people.


Something that came up for me while I was looking at spell lists was the question of drinking potions that were beneficial and had no saving throw. Could a barbarian even drink a potion while raging or would that fall under the patience or concentration related tasks barred by rage. I always used to when I didn't have a cleric with me (see below), but it's been bugging me how correct that actually is since I haven't found anything that says it's specifically not allowed.

I have to admit that the downside of superstition gets me mostly because I was a very poor barbarian player when the APG first came out. The cleric would have to wade into combat with me and keep me alive while I kept the enemies from getting to him with Come and get Me. I also wasn't very tactically... sound in my reasons for doing things. I actually swore off the class, mad at myself for not making it work and repeatedly dying. I understand things a bit better now, but some stuff still irks me with the gaps I have in my knowledge. I don't want to take away from someone else's fun by making them babysit my character and myself via poor choices.


Recently I've been looking at the barbarian rage power Superstition and have been getting mixed views on it from various guides and general player feedback. What I'm looking to do is compile the rules, feats, powers, spells, items, and abilities that can help make the best of this power. I also wanted the opposites that can make this power worse than useless. So I've come to beg for help to look at every angle. Afterwards I plan to make a guide to help people like me make an informed choice about this one to save some groups a lot of headaches of having to deal with a barbarian that's really tough to heal.