
Chris Banks |

Well, since we now have a good chunk of the classes out, I figure the time is right for me to give the new system a whirl. So, I'm looking for 4-6 players willing to put the new system through its paces and perhaps post up their thoughts in a separate thread from time to time.
I'll be leaving recruitment open for a couple of days or until I get enough people, whichever comes last. In the event that I get a surplus of volunteers (As seems likely, given the speed at which such threads are pounced on), I'll draw lots. I'll be looking at maintaining a rate of at least one post per day, ideally.
Character creation will be by 32 point buy, with standard starting wealth. Core books and alpha document only (plus the players' guide, of course). To begin with, at least.
Well, that seems to to be the basics. Any questions, post away.

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I'd love to play in this! Is there any particular party role you'd like filled? There's not a single Alpha 2 class that doesn't appeal. Quick question, though: do you mind if we pull feats or prestige classes from other Pathfinder material? It might be fun to play a Justiciar of Abadar with crossbow mastery, or a Spherewalker of Desna for instance.
Edit: Scratch the Justiciar unless I make them rogue/fighter-based. As I brushed up on Abadar, I realized that I couldn't just heal people for free and do other heroic stuff without compensation. Not the sort of PC I like to play. Also, I'm just throwing ideas out there. I'd be perfectly happy to play a single-classed character.

Wolvenone |

Me too please I have been trying to into a rise game since I found this site. I could play a fighter or a rogue. Really I could play just about anything but those are what I'm looking for. I hope they do something equally cool with ranger when they get round to it.
Hey Chris is that max starting wealth or rolled starting and how do you what us to roll, break out our own dice or do you have a site in mind?

Arctaris |

Put me down as a possible player, if you don't mind having a player who is both playing and DMing the AP already. I can seperate player knowledge from character knowledge, and I really love the adventure path.

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Oh she'll be creepy for sure.
Arctaris, hope I'm not speaking out of line, but rather as a suggestion:
First of all, I love goblins. I have played them before, and always have a good time. It's a great source of roleplaying material, and as a DM, in my worlds, goblins, orcs, etc are not attacked on sight in towns and so. There's enough prejudice and racism in the real world, I would rather create imaginary worlds with more tolerance (assuming the gobbo or whatever isnt wreaking havoc in town). Adventurers are weird people. Is it a far leap that there would be an adventuring goblin? Probably not.
That being said, for the purpose of this game, as a playtest, maybe you could adopt the rules for the gnome or the halfling? The increased intelligence would certainly play out as a reason to ditch your tribe; it would certainly set you apart from your peers.
If this is a playtest, I figure we should try to work within what we have so far, so that we can work out what is effective, and what isn't.
Alternatively, it would be a great chance to actually test out some rules for goblins as PCs!

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When i said I had a concept for every role I could play, I wasn't kidding. ;) Here's 16 basic character concepts, two for each class. I'd happily play ANY of these.
Barbarian
Male Shoanti Human
Chaotic Good
Barbarian 1
Abilities: STR 20 (incl. human bonus) DEX 10 CON 16 INT 10 WIS 10 CHA 8
Feats: Power Attack, Overhand Chop
Skills: Acrobatics +4, Climb +9, Intimidate +9, Perception +4, Survival +4
Posessions: Hide armor, greatsword, dagger, shortbow (20 arrows)
Concept: shoanti tribal warrior
Male Dwarf
Neutral Good
Barbarian 1
Abilities: STR 15 DEX 15 CON 18 (incl. +2) INT 12 WIS 10 (incl +2) CHA 8 (incl -2)
Feats: Two-Weapon Fighting
Skills: Acrobatics +6, Climb +6, Intimidate +3, Perception +4, Survival +4
Posessions: Dwarven Waraxe, small steel shield, handaxe, dagger, heavy crossbow (15 bolts), scale mail
Concept: dwarven berserker
Cleric
Male Human; indeterminate ethnic origin
Lawful Good
Cleric 1 (Iomedae)
Abilities: STR 13 DEX 8 CON 12 INT 10 WIS 20 (incl. human bonus) CHA 13
Domains: Sun and War
Feats: Martial Weapon Proficiency: longbow (bonus from human), Martial Weapon Proficiency: longsword (from cleric), Power Attack, Cleave
Skills: Knowledge (religion) +4, Spellcraft +4, Heal +9
Posessions: Scale Mail, Longsword, Large wooden Shield, Holy Symbol of Iomedae, Longbow, 20 arrows, dagger
Concept: hardened battlepriest
Male Varisian Human
Neutral Good
Cleric 1 (Desna)
Abilities: STR 12 DEX 15 CON 12 INT 14 WIS 16 (incl. +2 bonus) CHA 12
Domains: Liberation and Travel
Feats: Martial Weapon Proficiency: Starknife (from cleric), Martial Weapon Proficiency: war razor (from human), run, weapon finesse
Skills: Craft (alchemy) +6, Diplomacy +5, Heal +7, Knowledge (religion) +6, Sense Motive +7
Posessions: 2x starknife, war razor, leather armor, small wooden shield, light crossbow (20 bolts) holy symbol of Desna
Concept: wandering do-gooder (eventual spherewalker, if you'll allow it)
Druid
Male Half-Orc
Neutral Good
Abilities: STR 16 (incl. +2) DEX 10 CON 14 INT 12 (incl -2) WIS 18 (incl +2) CHA 8
Natural Bond: Fire domain
Feats: Martial Weapon Proficiency: Greataxe (from half-orc), Overhand Chop
Skills: Handle Animal +3, Heal +8, Knowledge (Nature) +5, Spellcraft +5, Survival +8
Posessions: Greataxe, dagger, hide armor, sickle, divine focus (small animal-skull fetish)
Concept: solitary shaman; possible barbarian multiclass
Male Chelaxian Human
Neutral Good
Abilities: STR 10 DEX 15 CON 14 INT 14 WIS 17 (incl +2 bonus) CHA 10
Natural Bond: Animal Companion (eagle)
Feats: Martial weapon Proficiency: rapier (from human), two-weapon fighting, weapon finesse
Skills: Climb +4, Craft (alchemy) +6, Handle Animal +4, Heal +7, Knowledge (nature) +6, Spellcraft +6, Survival +7
Posessions: rapier, dagger, leather armor, 10x dart, divine focus (small "dreamcatcher" decorated with feathers and smooth stones)
Concept: former nobleman who now lives in the wild after the death of his family
Fighter
Male Human (indeterminate ethnicity)
Lawful Good
Fighter 1
Abilities: STR 14 DEX 16 (incl +2 bonus) CON 14 INT 14 WIS 12 CHA 12
Feats: Exotic Weapon Proficiency (bastard sword), two-weapon fighting, deft shield
Skills: Climb +6, Intimidate +5, Ride +7, Stealth +4, Survival +5
Posessions: Bastard Sword, Chainmail, Buckler, dagger, heavy crossbow (20 bolts)
Concept: professional soldier
Male Human
Neutral Good
Fighter 1
Abilities: STR 16 (incl. +2 bonus) DEX 16 CON 12 INT 14 WIS 11 CHA 11
Feats: Weapon Focus (greatclub), power attack, Combat Expertise
Skills: Acrobatics +4, Craft (weaponsmith) +6, Intimidate +4, Stealth +4, Survival +4
Posessions: greatclub, dagger, leather armor, longbow (20 arrows)
Concept: Warrior-Hermit
Paladin
Male Human (ethnicity indeterminate)
Lawful Good
Paladin 1 (Erastil)
Abilities: STR 12 DEX 15 CON 12 INT 12 WIS 14 CHA 16 (incl. +2 bonus)
Feats: Point Blank Shot, Far Shot
Skills: Handle Animal +7, Diplomacy +7, Heal +6, Knowledge (religion) +5, Profession (farmer) +5
Posessions: Longbow (40 arrows) Battleaxe (farm implement pressed into combat), large wooden shield, dagger, studded leather armor
Concept: Rustic paladin. Has lived on a family farm for much of his life, but the call is getting stronger.
Male Dwarf
Lawful Good
Paladin 1 (Torag)
Abilities: STR 14 DEX 9 CON 16 (incl. +2 bonus) INT 10 WIS 14 (incl. +2 bonus) CHA 15 (incl. -2 penalty)
Feat: Power Attack
Skills: Diplomacy +6, Heal +6
Posessions: Warhammer, Large Steel Shield, Scale Mail, Dagger, Heavy Crossbow (10 bolts) Alternatively: Earthbreaker, Scale Mail, Dagger, Heavy Crossbow (10 bolts)
Concept: Dwarven Crusader
Rogue
Male Varisian Human
Neutral Good
Rogue 1
Abilities: STR 10 DEX 20 (incl +2 bonus) CON 10 INT 16 WIS 10 CHA 8
Feats: Martial Weapon Proficiency: War Razor (human), Weapon Finesse, Two-Weapon Fighting
Skills: Acrobatics +9, Bluff +9, Climb +4, Disable Device +9, Escape Artist +9, Intimidate +3, Knowledge (local Sandpoint) +8, Knowledge (local Magnamar) +8, Perception +4, Sleight of Hand +9, Stealth +9, Use Magic Device +3
Posessions: Leather Armor, 2x war razor, 10x dagger, lockpicks
Concept: hardened streetfighter who moved to the country to "find some peace" (get away from a rival gang in Korvosa)
Male Chelaxian Human
Lawful Good
Rogue 1
Abilities: STR 12 DEX 14 CON 12 INT 18 (incl. +2 bonus) WIS 12 CHA 12
Feats: Martial Weapon Proficiency: longsword (human), Stealthy, Point Blank Shot
Skills: Acrobatics +6, Appraise +8, Bluff +5, Climb +5, Craft (trapmaking) +8, Disguise +5, Disable Device +6, Escape Artist +8, Intimidate +5, Perception +5, Sleight of Hand +6, Stealth +8, Survival +5
Posessions: Longsword, Hand crossbow (20 bolts), leather armor, lockpicks
Concept: Trained as a military scout/spy, currently in the employ of the church of Abadar. (Eventual multiclass into fighter and later, Justiciar of Abadar)
Sorcerer
Male Varisian Human
Sorcerer 1 (destined bloodline)
Abilities: STR 8 DEX 14 CON 14 INT 10 WIS 10 CHA 20 (incl. +2 bonus)
Feats: Martial Weapon Proficiency: Shortsword, Dodge, Weapon Finesse, Arcane Strike (bloodline)
Skills: Intimidate +9, Knowledge (Arcane) +4, Spellcraft +4
Spells Known:
0: Ray of Frost, Prestidigitation, Detect Magic, Open/Close
1: Shield, Magic Missile
Posessions: Shortsword, Robes, Dagger, Light Crossbow (40 bolts), Harrow deck
Concept: Rare male harrow reader
Male Human (ethnicity not apparent)
Sorcerer 1 (celestial bloodline)
Abilities: STR 14 DEX 12 CON 12 INT 14 WIS 12 CHA 17 (incl. +2 bonus)
Feats: Martial Weapon Proficiency: Longsword (human), Power Attack, Iron Will (bloodline), Arcane Strike
Skills: Craft (Alchemy) +6, Fly +5, Intimidate +7, Knowledge (religion) +3, Spellcraft +6
Spells Known:
0: Ray of Frost, Prestidigitation, Detect Magic, Light
1: Ptotection from Evil, Magic Missile
Posessions: Longsword, Padded Armor, Heavy Crossbow (20 bolts) Holy Symbol of Iomedae, Dagger
Concept: Future Paladin/Sorcerer. May eventually snag levels of Sacred Exorcist if you allow WotC content later.
Wizard
Male Chelaxian Human
Lawful Neutral
Wizard 1 (Conjurer) (evocation and enchantment prohibited)
Abilities: STR 12 DEX 14 CON 12 INT 20 WIS 10 CHA 8
Arcane Bond: Familiar (snake)
Feats: Martial Weapon Proficiency: War Razor (human), Weapon Finesse, Acadamae Graduate, Scribe Scroll (wizard)
Skills: Craft (alchemy) +9, Fly +6, Knowledge (Arcane) +9, Knowledge (Religion) +9, Knowledge (planes) +9, Knowledge (local Korvosa) +9, Linguistics +9, Spellcraft +9
Posessions: Spellbook, staff, war razor
Spellbook Contents: all 0-level spells (except evocation & enchantment) Summon Monster I, Shield, Ray of Enfeeblement
Concept: creepy Acadamae graduate who isn't all bad. Possible eventual Malconvoker if you decide to allow WotC content.
Male Elf
Neutral Good
Wizard 1 (generalist)
Abilities: STR 15 DEX 14 (incl. +2 bonus) CON 12 INT 18 (incl. +2 bonus) WIS 10 CHA 10
Arcane Bond: Weapon (sword)
Feats: Martial Weapon Proficiency: longbow & longsword (elf), Scribe Scroll (wizard), Arcane Strike
Posessions: 2x longsword, Longbow (30 arrows), spellbook, dagger
Spellbook Contents: All 0-level spells, True Strike, Shield, Magic Missile
Concept: Elven Battle Mage. Will likely pick up a level of fighter and then go into Eldritch Knight.

Arctaris |

Oh she'll be creepy for sure.
I played a gnome necromancer/bard once. He was a blast to play. He wasn't even trying to creep people out, he just had a very different perspective on life (or rather death) than everyone else. He'd put on puppetshows and such using animated corpses. He also tended to keep heads with the intention of making them talk. Good times.
Arctaris, hope I'm not speaking out of line, but rather as a suggestion:
** spoiler omitted **
I don't mind the suggestion at all. Modifying the halfling's stats would be a good idea, although I was thinking that a penalty to Wisdom (possibly off-set by a bonus on Constitution?) might fit.
Class-wise I'll play whatever the group needs, since I can fit him into just about any role. I'll work on specific concepts and post them later.
Will we be allowed to use WotC-published materiels?

Arctaris |

Arctaris wrote:Based on the original post, I'm guessing no. Keep in mind, this is a playtest. It's about data first and fun second. I think I'd be happy if the GM consented to other material from pathfinder sources, which I really don't expect.
Will we be allowed to use WotC-published materiels?
I was thinking a PrC later on, I'm happy to take just PFRPG stuff though.

Chris Banks |

Timespike: I'm willing to allow feats and prestige classes on an individual basis, and I have no reason to think that Pathfinder material is unbalanced, so the odds are good you'll be able to use it. That said, I think by the time people are qualifying for prestige classes, we may well have some updated ones in the alpa document up to play with. Bottom line, anything outside core, run it past me and I'll give you a ruling.
Wolvenone: Upon reflection, we'll go with max starting wealth to avoid too much disparity in equipment to begin with.
xdahnx: The setting is Varisia, specifically the coastal town of Sandpoint. You can assume your characters know anything presented in the players' guide here, and we will be beginning on the day of the Swallowtail Festival, a ritual to consecrate the town's new cathedral and a draw for all sorts of people to be in town.
Arctaris:
I'm a little leery of goblin PCs, particularly given the opening stages. I might be swayed by the right pitch. One thing I'm not going to do is adjust the stats to bring them in line with the standard races. Playing a goblin has rather significant downsides, which makes the decision a serious one. If you want to play a goblin badly enough to take that hit, I won't stand in your way.
A few notes on overall objectives here. I'm wanting to test out the new rules, but part of that is flexibility. How the options in the core books compare to those in the splatbooks, whether people would prefer to run something else given the option (and why), that kind of thing.
The second objective, and the more important one, is to have fun with this. If we're not playing the game for the sheer fun of it, there's not much point.

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Paladin is cool with me. I don't intend on doing a whole lot of dirty necro things, so it should be fine. The fear stuff is mostly based off her own experiences, and some creepy elements.
Am also looking at the PRC Dread Witch from Heroes of Horror, page 98. But that is some way away, if I do intend to go there.
If someone else would like to play an arcanist, I don't think it will be a problem at all. Fern doesn't even know magic missile!

Kyran Semnir |

Meet Kyran Semnir, paladin of Erastil. I'm hoping that the Alpha 3 release with the ranger class in it hits at some point during our playtest and that I can use the Devoted Tracker feat from complete adventurer with him, but if not, no problem. :)
Edit: I see no problems with Kyran and Fern getting along. If anything, he'll probably feel deeply sympathetic towards her. This is not a self-righteous, holier-than-thou paladin.

Arctaris |

Here is the goblin character concept. I'm working on a couple of other ones in case this doesn't work and will post them hopefully tomarrow.
Korpiklanni Horsekiller
One year ago Korpiklanni (then called Kork) was a goblin destined to become a Big Goblin Hero in the Mosswood tribe. He earned his name, Horsekiller, by striking the finally blow in a battle against a particularly large longshank horse, quite an accomplishment for a goblin. His fame was short lived, since a few months later Big Chief Ripnugget of the Thistletop tribe approached the chief of the Mosswood tribe with an offer, winning most of the Mosswood goblins over with gifts of food, longshank ale, and fine presents stolen from a longshank caravan. For a while the fact that Mosswoods hate Thistletops was ignored at the prospect of some great triumph over the longshanks (Mosswoods believe that the Thistletop island is rightfully theirs and the Thistletop goblins stole it from them severl generations ago, meaning about twenty-five years. Most of the tribes have similair feelings). A few goblins distrusted the Thistletop goblin's offers of truce, including Korpiklanni's father. Since the Mosswood goblins are a fractious lot, they decided that this would be an ideal time to take revenge on the Thistletop goblins by ruining their plan and to take control of the tribe for their family. Unfortunately due to a complete lack of planning and a few last minute betrayels, the uprisin went poorly and only Korpiklanni survived (and only because he groveled for mercy when the battle went bad). Instead of being killed outright, the new cheif branded him an exile, knocked him unconcious, stuffed him in a sack and dumped him near the Sandpoint.
This would have been a death sentance for most goblins, but Korpiklanni is smarter than your average goblin. He knew a little of the longshank-talk and managed to get Gorvi to let him stay in the Sandpoint junkyard as a guard and a helper in Gorvi's street-cleaning buisness. He took a new name for himself too, although he still bear the Horsekiller title with pride.
He tries to stay out of trouble and tries to follow the longshank rules since, despite his hatred for the longshanks, he enjoys a soft life on the outskirts of their society. He likes living in his little hut in the junkyard, has arranged a truce with the Seven Tooth Tribe (he covers up some of thier tracks, they don't kill him), and has even developed agrudging respect bordering on lliking for a few of the longshanks. He also holds a grudge, both against the Thistletop goblins and the chief of his old tribe (he thinks that he is the rightful chief) and hopes to go back to the Mosswood tribe, kill their chief, take over, and then retake thier ancestral home of Thistletop.
I made it so that he lives near Sandpoint and is tolerated so that he has a good reason not to join the goblin attacks and to be in town on that day in the first place. It also means that he has no knowledge of the forthcoming attack. If you don't think that it fits the character of the town of the chapter or for some other reason you don't want a goblin in the party, that's okay with me and I'll play something else. I'm fine with using the Monster Manual's goblin stat adjustments. I'm thinking barbarian or rogue (or maybe both) for his class.

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I'd love to get into a game around here too, if there is still space.
I think you're probably good to go. The OP was saying 4-6 players. Right now, we've got about 4, and only 3 of us have submitted fully-fleshed-out characters.
Edit: to the goblin player: please just don't make the little git evil and we should be okay. ;)

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Fern - Drug Addicted Claustrophobic Gnome Sorcerer
Kyran - Farmer turned Paladin, Smite Evil with a hoe
Horsekiller - Angry Goblin
Osprey - Half-Elf Locksmith. Yup. Just a locksmith.
Grond - Earth Domain Dwarf Druid
Erekose13? What are you thinking? That would make 6!
Arctaris, is Horsekiller's intention to take over the tribe, and leave the party to pursue that life?

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I'm thinking cleric. Looking through the Alpha 2 doc now to decide, but I'm liking the domain powers. I'd like to see how the craft rules work too because they are changed somewhat from the original ones and think they could use some playtesting.
Its either that or a barbarian... hmm. Nah will stick to Cleric. I'll keep looking it over and should have a prelim character up later today.

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Erekose13, the craft rules haven't been changed, as far as I can tell.
The doc even says:
Designer Notes: Unchanged Skills
As of this release of the Pathfinder RPG, the following
skills have not changed from the way that they work in the
3.5 ruleset: Climb, Craft, Disguise, Escape Artist, Handle
Animal, Heal, Knowledge (all except arcana), Perform,
Profession, Ride, Sleight of Hand, Swim, and Use Magic
Device. Further releases might alter these skills as needed.

Devrin Vallis |

I've been working on Devrin's character sheet and have a couple of questions regarding some of the optional rules.
1. What hp rules are we going to use for starting hit points?
2. Not that it applies during character creation, but what level of advancement are we using?
Here is a spoiler view of the character so far. I'll be adding description and background later tonight. One thing of note, with the lack of XP expense for creating items, I took Scribe Scroll and bought a couple cure scrolls up front at 1/2 cost.
varisian cleric of Desna 1;
medium humaniod (human);
Alignment: Chaotic Good
Init +0; Senses Listen +3, Spot +3;
Languages: Common
Aura: Chaotic, Good
----------------------------
AC 15, flatfooted 15, touch 10;
HP xx (HD 1d8+2)
Fort +4, Ref +0, Will +5;
----------------------------
Spd 30';
Melee: starknife +2 (1d4+2/20/x3); or morning star +2 (1d8+2/20/x2)
Ranged: starknife +0 (1d4+2/20/x3/20');
Base Atk +0, Grapple +2;
----------------------------
Cleric Abilities: Channel Energy (Positive, 8); Domain Powers (Travel, Good), Orisons (3)
Spells: 2 per day
0th - Detect Magic, Light, Stabilize
1st - Bless, Command
----------------------------
Abilities: Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 16.
XP: 0
Feats: Extra Turning, Scribe Scroll
Skills: Diplomacy +7 [1 rank], Heal +7 [1 rank], Spellcraft +4 [1 rank]
Possessions: Chain Shirt (100gp), Starknife (24gp), Morning Star (8gp), Scroll (Cure Light Wounds x2) (25gp), Backpack (2gp), Light Steel Shield (9gp), Wooden Holy Symbol (1gp), 8 Days Rations (4gp), Waterskin (1gp)
Money: 26gp
Encumbrance: 54lbs; Load: Light (58lbs)

Arctaris |

Arctaris, is Horsekiller's intention to take over the tribe, and leave the party to pursue that life?
No, greed and glory are powerful calls for a goblin so he thinks that he can adventure for a while, gather power and wealth and become a Big Goblin King.
He also might just take a liking to the party and stay.
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Fern - Drug Addicted Claustrophobic Gnome Sorcerer
Kyran - Farmer turned Paladin, Smite Evil with a hoe
Horsekiller - Angry Goblin
Osprey - Half-Elf Locksmith. Yup. Just a locksmith.
Grond - Earth Domain Dwarf DruidErekose13? What are you thinking? That would make 6!
Arctaris, is Horsekiller's intention to take over the tribe, and leave the party to pursue that life?
Yep, misfits and weirdos. That's an adventuring party, all right. ;)

Chris Banks |

I've been working on Devrin's character sheet and have a couple of questions regarding some of the optional rules.
1. What hp rules are we going to use for starting hit points?
2. Not that it applies during character creation, but what level of advancement are we using?
1) Standard hit points. I figure a large party ought to be survivable without that boost, but it can be changed fairly easily if need be.
2) Standard experience progression.
Also, recruitment closes when I get back from work this evening. With seven volunteers thus far, looks like I'll have to draw those lots.

Arctaris |

Here is one of the other character concepts I have, if I get a spot and if the goblin doesn't work out.
However, Fate had a different plan for him; his time had come. Angered by his denial of inevitable death and by his cruel apathy fort he plight of those he led, a priest of Pharasma sent him from the world on the very eve of his ascension to Lichdom.
The goddess of fate judged him harshly. Of all the wicked souls, Pharasma reserved a special ‘reward’ for him. He was sent neither to Heaven nor Hell, nor the endless void. He was returned to Golarion to eternally serve her will.
Stripped of power and endlessly driven to put the wicked to the sword to redeem his own crimes, he wanders Golarion doing what he must, always hoping that he may someday earn death and escape from his miserable existence. Not even death offers him solace, since everytime his crusades have brought him close to death's cold embrace, a miracle has intervened.
Personality- The Champion of Fate is miserable, forced to serve eternally. Guilt and self-loathing drive him on his unending quest. His sleep is disturbed by dreams of his own past deeds, his own sins, which serves only to fuel his guilt. He is quite, voicing his opinions in a soft almost-whisper only when he has something of value to add to a discussion. He discusses nothing about himself and never removes his porcelain mask. He will help any in need, desperate to redeem himself and relieve his servitude. His past as a aristocrat has not entirely abandoned him, and he retains a noticeable air of nobility and courtly manners.
Appearance- The Champion of Fate always appears the same. His most notable feature is his exquisitely crafted porcelain mask. At first glance one might assume that he is not wearing a mask and is merely an exceptionally pale man with few expressions but upon closer examination the truth becomes apparent. It is a gleaming dull silver color and is etched with countless tiny, almost invisible runes. Its expression is locked eternally in grim determination, with a slightly furrow brow and its mouth set in a determined lined. It has only wells of impenetrable darkness for eyes that give the whole affair a rather morose appearance. He wears a fine coat of black leather with deep blue cuffs embroidered with symbols of fate, death, and justice. Beneath the coat he wears a red velvet tunic with the symbol of his goddess sewn into it with golden silk, and simple black pants. He always wears tall black boots and a pair of impeccably clean black lether gloves.
Since we seem to have a decent range of classes, I was thinking of playing him as a paladin, possbily multiclassing into fighter or if we only want one paladin, as a multiclass fighter/cleric.
The other concept I have is a fighter/mage from the Korovsan Acadamae who's been sent to Sandpoint to 'investigate the area for ruins of arcane and historical value' (actually for political reasons).

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Devrin Vallis wrote:I've been working on Devrin's character sheet and have a couple of questions regarding some of the optional rules.
1. What hp rules are we going to use for starting hit points?
2. Not that it applies during character creation, but what level of advancement are we using?1) Standard hit points. I figure a large party ought to be survivable without that boost, but it can be changed fairly easily if need be.
2) Standard experience progression.
Also, recruitment closes when I get back from work this evening. With seven volunteers thus far, looks like I'll have to draw those lots.
*crosses his fingers, hoping he's not the one tossed out on his ear*

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When is the update for the ranger due out? Cause I would really like to try a Dwarven Ranger for this Path and to test it out... If the ranger is too far away, let another take my place, but it is a long path...
We don't even have a release date for Alpha 3 yet, at least not that I know of. That one will have the bard, ranger, and monk (the only 3 core classes missing from the Alpha 2 document). If I had to guess, I'd say probably in the 3-6 week range, based solely on how long it took for alpha 2 to hit.
As far as the dwarven ranger, I hear ya. Harsk is a pretty cool iconic.

Chris Banks |

Well, the real dice have spoken. In this instance, the real die in question is a d8 masquerading as a d7, so I suspect it has a treacherous heart.
So, the line-up is as follows:
Timespike
Xdahnx
Arctaris
Erekose13
Mythrildragon
Larcifer
With Wolvenone as an alternate.
The official OOC thread is now up and running.
Wolvenone: I invite you to keep track of the OOC thread and chime in on discussions if the mood takes you.
Larcifer: I figure the ranger class is still about a month away, pending the release of the alpha 3 document. I'm inclined to go with the class as written in the PHB for the time being, rather than attempt to kludge something together, though I will cheerfully snag any previews which make their way onto the forums. So you'll be slightly behind the power curve to begin with, but ought to catch up before we get too far.