
funnymouth |

for whoever is interested, zizzafalithax. i went for style over build mechanics but id still enjoy feedback, especially on spell choices & feats (i've never made a PF sorc before).
Zizzafalithax
Male kobold draconic (copper) sorcerer 5
CG Small Humanoid (kobold)
Init +10; Senses darkvision 120'; Perception +10
SQ: light sensitivity
**DEFENSE**
AC: 18, touch: 15, flat-footed: 11. . (+3 natural armor, +4 Dex, +1 size)
hp: (5d6)
Fort +1, Ref +5, Will +4
SQ: acid resistance 5,
**OFFENSE**
Spd 30 ft.
Melee +1 (+1 size, -2 str, +2 BAB)
Ranged +7 (+1 size, +4 dex, +2 BAB)
sorcerer Spells Known (CL 5, ? melee touch, ? ranged touch):
0th (6): detect magic, read magic, prestidigitation, mage hand, ghost sound, acid orb
1st (4): grease, obscuring mist, silent image, magic missile, *mage armor*
2nd (2): create pit, invisibility, *resist energy*
sorcerer spells per day 1st:7 2nd:5
**STATISTICS**
Str 6, Dex 18, Con 10, Int 13, Wis 10, Cha 17
Base Atk +2; CMB -1?; CMD 13
Feats: eschew materials, improved natural armor, improved initiative, deep sight
Traits: reactionary, focused mind, Hero of Brindin's Ford
Skills:20
*Appraise: +1a
*Bluff: +7 (+1r +3a +3c)
*Craft (trapmaking): +7 (+1r +1a +2k +3c)
*Fly: +4a
*Intimidate: +3a
*Knowledge (arcana): +5 (+1r +1a +3c)
*Perception: +10 (+5r +2k +3c)
*Profession (miner): +2k
*Spellcraft: +7 (+2r +2a +3c)
*stealth: +16 (+5r +4a +3c +4s)
*Use Magic Device: +11 (5r +3a +3c)
Languages: draconic, TBD
SQ: darkvision 120', small, normal speed, natural armor +1, crafty, light sensitivity
cantrips, acid resistance 5, claws 1d3-2 (magic) 6 rounds/day
ill hold off on gear until the cut.

HolmesandWatson |

@HolmesandWatson: Alviss looks good on a quick read. Just to make sure I understand his perspective as a paladin, he'd be OK with taking an order from the mouth of a fiend if that devil was a lawfully appointed agent of the Cheliax government? Atonements will be difficult to come across in the hinderlands and staying true to the paladin's code of conduct in Cheliax could be difficult, if you're trying not to raise any waves.
No, not quite. A Paladin in Cheliax seems like a paradox/oxymoron/incongruity/what have you. Presumably he'd run around vanquishing evil, helping little old ladies across the street and whatnot. Which would probably result in about a 99% chance of death or imprisonment, with a 1% chance of being hopelessly outnumbered as he flees across the border. I had to figure out a way to make a paladin in Cheliax workable. This is from the Council of Thieves players guide:
A paladin in Cheliax...must take care to rein in her righteous impulses and work with the existing law rather than attempting to barge through it. A well intentioned strike against evil could result in brutal government-sanctioned retaliation, and an imprisoned paladin combats evil far less effectively than a free one. Yet for all the corruption of the country’s rulers, there are many more evils to face within the country, and a paladin might work great deeds in the eyes of Cheliax’s people by combating subtler and potentially even more destructive evils.Plus, with being instructed by the Ninth Batallion to stay out of trouble so he can complete the faction mission, Aliss is in a quandry. Thus, protecting innocent travellers is a way to do good in an evil place. He acknowledges that there is a law of the land, though he disagrees with it and wil fight it as he can. But he also knows he can't just hop on his battle pony, Binkee, and declare war on the House of Thrune.

loimprevisto |

@W Canepa: If you want to pick a specific variant tiefling bloodline/power, I'd require you to take fiendish heritage. It looks like a very mediocre feat choice, so I'll call it a trait for you. Daemon-spawn would be very, very rare in Cheliax... make sure you give me a good background on how this abomination came to be born and survived childhood. Devil or Kyton heritage would be somewhat more likely.
@Garabott: Orc is a 25 point buy.
@All: I'm closing recruitment now. So far I have:
garabott has expressed interest
W Canepa has expressed interest in a witch or sorcerer, probably tiefling
GeraintElberion is submitting a ranger, either Aleste the half-elf or Elesandira the half-celestial
Wareagle is submitting Bricker Longfellow, a halfling rogue/bard
Wheelmanforhire is submitting Jerris, a cleric of Sarenrae
Simon Hayes is submitting a Lummel "foot down" Karson, polearm master fighter
markofbaneis submitting Dantes Goldforge, a dwarven wizard (abjurer)
MundinIronHand is submitting a Zadarra the Amazing, a halfling bard
funnymouth is submitting zizzafalithax, a kobold sorcerer
HolmesandWatson is submitting Alviss Haftbreaker, a dwarven paladin
I'll post my final selection in a day or two. Those on this list may continue to ask questions and refine their character concepts.

loimprevisto |

for whoever is interested, zizzafalithax. i went for style over build mechanics but id still enjoy feedback, especially on spell choices & feats (i've never made a PF sorc before).
Style trumps mechanics every time ;)
In general, spider climb is quite handy for kobolds. For feats, you might want to consider create wondrous items. Depending on how far you want to take it you could double your 1st level spells/day with Pearls of power... I love those things with sorcerers.

funnymouth |

Style trumps mechanics every time ;)
In general, spider climb is quite handy for kobolds. For feats, you might want to consider create wondrous items. Depending on how far you want to take it you could double your 1st level spells/day with Pearls of power... I love those things with sorcerers.
yeah, i think i will drop deepsight for create wondrous items. the extra sight range wont provide much of an advantage in most situations and isnt all that necessary fluff wise. plus i like the idea of him being able to craft magical traps (not that it will ever come up, but it fits a kobold sorc nicely). ill probably tweak the spell list a bit. spider climb is one of my favorite spells (underrated in my opinion), but this guy cant do much while spider climbing since he needs his hands. still...i may switch up my 2nd level spells entirely. would you be open to me spending money on spell research to change the energy type of a spell to fit my bloodline? e.g. flaming sphere to acidic sphere? just a thought.

loimprevisto |

I usually don't require gold for sorcerers to research spells. For each rank in spellcraft you can make 1 free "tweak" of a spell on your list. This can be cosmetic (reskin the spell but it keeps the same game mechanics effects, opponents have a penalty to the spellcraft check to identify it) or mechanical (change energy type, target, area of effect, etc.)
I know this can be easily abused... it's not a blank check. Keep it flavorful and fun :)

W Canepa |

I'll have him up late tonight sometime. Possible the wee hours of the morning.
With Fiendish Heritage as a trait, is it possible to do so to switch out the darkness ability but keep the standard tiefling modifiers? I don't want to pick Daemon just because of the Int-boost, but I couldn't find another Dex/Int teifling on the list of 10.

Zaelo Ashentongue |

May I introduce Zaelo Ashentongue. Tiefling hedge witch and herbalist, former local bogey man, and local misfit hero.
Stats will be finished sometime tonight or tomorrow. I still need to pick my spells, put my familiar's stats up and finish buying equipment. I figured I'd wait for DM approval/feedback before getting to the nitty gritty.
I could switch the manticore for a pack of strix, or something appropriate, too.
His low Charisma is a combination of physical abnormality (being a tiefling) and his lack of proper social skills due to a life of ostracization and isolation.
Zaelo spent the next few years as a scavenger, stealthily avoiding people, and occasionally receiving aid from his sister, but he feared for her safety and left at 14. Traveling the hills and highlands, keeping to the back country, Zaelo found that the imaginary friends he had in his youth were more real then he knew. Dark whispers and comforting voices instructed him in the ways of the wild, in recognizing magical patterns in the world around him, and how to avoid dangers. They led him to a forgotten ruin, where he found myriad tomes and relics from many years ago, possibly the lair of a powerful mage. Zaelo spent years living here, fending off goblins and spiders, as the voices instructed him in the arts of magic, and manifested their faith in him in the form of a strange centipede, which became Zaelo's best friend.
Eventually Zaelo left the ruins, burning most of what he had found as a sacrifice to his mysterious patrons, and so that no others could learn again what he had learned. Zaelo spent many years as an outcast among the Cheliaxians, though he did his best to fit in. Eventually he settled on the outskirts of the community of Brindin's Ford, and spent nearly two decades trying to gain acceptance from the townsfolk. A few rangers, druids, and traders knew he was harmless despite their ingrained prejudices, but most people were wary of the beastly vagrant in the woods. Often he would be blamed for crimes or misfortune he did not commit, but he would somehow always find a way to clear his name. Over the years he developed a reputation as a healer, and would often sell his potions and alchemicals to townsfolk and traders, and would sometimes act as a second opinion when local hedge wizards couldn't figure out a poultice or brew.
When he was near the town proper, about 3 years ago, Zaelo saved a number of travelers, townsfolk and guards from a roving manticore, with luck and quick thinking. He ran toward the fray near the gates and willed the beast to fall asleep once it landed. The guards were able to quickly dispatch the monster, and Zaelo healed the many wounded from the creature's barbs and claws. Among the travelers was a cousin to the mayor's wife, and a notable merchant. Both were impressed by this fiendish guttersnipe's selflessness to aid those who would just as soon see him dead, and the rest of the folks were just grateful to be alive.
Word spread of his heroism, and was embellished a bit by some (how he reigned down hellfire that had a noxious brimstone that put the beast to sleep, etc.), and more people became curious about Zaelo, and a few tried to befriend him. He was invited by the mayor for luncheon one afternoon, and the mayor talked with him to gauge his demeanor and loyalties. Convinced that Zaelo merely wanted to help the community, he was conditionally accepted within the town's walls, and allowed to ply his trade as a healer and occasional watch mage.
Zaelo still keeps his hut out in the woods, but does come to town to trade, heal, and help where he can, and is tolerated by most of the townsfolk, but still treated as a second-class citizen by nearly everyone, and verbally abused by a few. Zaelo takes this in stride, as he tries to build a reputation for himself.

loimprevisto |

The following characters have been selected for the game:
Bricker Longfellow
Zizzafalithax
Alviss Haftbreaker
Lummel "foot down" Karson
Elesandira
...head over to the discussion thread and we'll make sure everything's ready to go for the start of the game. I've posted more information about the town in the Campaign Info tab to give you a better idea of what Brindin's Ford is like.
Thanks to everyone who submitted a character, there were some great stories and it was a lot of fun seeing your ideas. I'll be using this thread to continue recruitment if someone drops out or if I decide we need another player at a later date.

HolmesandWatson |

Passed on barding since this is likely to be a one-off adventure in town. And I think it makes the apaloosa chafe..
My Core Rulebook pdf is on the fritz. Is the language bonus the same as intelligence bonus? If so, Alviss will add Goblin.
Only thing I would add to Alviss' sheet is the KEEN ability to my Battle Axe (1,000 gold). If that's okay, I'll update sheet. If not, it's done.

loimprevisto |

We've experienced a bit of attrition.
Our halfling rogue and kobold sorcerer have gone AWOL, so I'm opening recruitment again. We need one or two heroes to help get to the bottom of the troubles in Brindin's Ford. I'll work you into the story as quickly and seamlessly as possible, but you probably won't be able to jump in immediately since the party's trudging through a nest of wererats at the moment...

Fredrik |

I have an urban ranger from a defunct CotCT game, that I've been itching to re-purpose. I'm a reliable poster in four other PbP games, including an adventure path, a homebrew, a PFS scenario (with HolmesandWatson), and a 7th-level module. I'd love to add your game to the mix.
Your name seems really familiar... <checks aliases> Ah. Shame about Bloody Kisses; I thought Tia was a really interesting character, and was looking forward to seeing her in action.
I happen to have the day off, so I'll see what I can do with the help of Hero Lab and my muse.

Fredrik |

What do you think of Boon Companion? Not every DM likes it. Also, I'm thinking of adding Skirmisher to Nicolae Lee, to make him more rogue-like (and more different from Elesandira).

loimprevisto |

@Grand Moff Vixen: All character creation rules are the same as described in the first post of this thread.
@Fredrik: Yeah, shame about Bloody Kisses. I did manage to find another game for Tia, even though the character is drastically different... I hate having unused avatars and re-purpose them at every chance I get. Boon Companion is fine, although you should keep in mind that this is an urban game and opportunities for some animal companions to contribute may be limited. Elesandira's cat hasn't had any screen time yet...
@All: I've received a few PMs about the game, but I really prefer to handle questions in this thread unless its something that is about a character secret that you don't want widely known.
To address the questions, I want to emphasize that recruitment selections will be based mostly off of strength of concept and good writing. Since this is a one-shot adventure rather than a full campaign, I didn't make my initial selection with party balance in mind and I'm going to stick with that. Submit whatever sort of character you'd enjoy playing most and don't worry about specifically replacing the sorcerer or rogue.
The other question was in regards to party balance. It was pointed out that the benefits of the +1CR races and templates can more than outweigh the reduced point buy that you'd use while generating them. I'm not too worried about this. I've been gaming for a while and am fairly handy at balancing encounters to fit the party so precisely balanced power levels aren't really a concern for me. My main goal was to open up character concepts that wouldn't be possible in 'normal' games.
Don't tack on templates or weird races just because you can- do it because it fits your concept and you really want to explore the possibilities offered. If you play something somewhat more powerful than average, you'll face suitable challenges- similarly don't worry about hurting your chances with a sub-optimal choice. The game did feature both a kobold and a half-celestial.
Oh, and as random observation, Wererats are +1 CR...

loimprevisto |

A quick note about an update to the house rules listed in the first post, the pathfinder rules for cover have won me over. I am using them instead of the 3.0E rules posted earlier.

Arknight |

I'm pretty sure it's OGL for the most part, but I don't have my copy with me and I don't believe it's up anywhere either. This is the PDF: Pdf supplement

Fredrik |

Thank you for the reply, and sorry for the delay. (I thought that Nicolae Lee might be wanted elsewhere.) I assumed that the character I made for Bloody Kisses would be overpowered for any other game, but it sounds like Ghazwan Kazim might fit somewhere after all! He'd need a background overhaul of course, so I'll get right on that. One or both of them will be ready by the end of the weekend.

Bombadil |

as promised, Jon Silver, the elven rogue (with a haversack full o' fun gear)
JON SILVER CR 4
Male Elf Rogue 5
NN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 15. . (+5 armor, +4 Dex)
hp 36 (5d8+5)
Fort +2, Ref +8, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Mithral Shortsword +8 (1d6+3/19-20/x2) and
. . Cold Iron Dagger +7 (1d4+2/19-20/x2) and
. . Silver Mace, Light +7 (1d6+2/20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 15, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 19
Feats Blind-Fight, Combat Reflexes (5 AoO/round), Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +11, Appraise +6, Bluff +5, Climb +9, Diplomacy +5, Disable Device +15, Disguise +5, Escape Artist +11, Fly +3, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +11, Perform (Comedy) +5, Ride +3, Sense Motive +8, Sleight of Hand +7, Stealth +11, Swim +5, Use Magic Device +9
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Antitoxin (vial), Cleats, Earplugs, Elven Magic, Fast Stealth (Ex), Ledge Walker (Ex), Map Maker's Kit, Smoked Goggles, Trapfinding +2
Combat Gear +1 Mithral Chain Shirt, +1 Mithral Shortsword, Cold Iron Dagger, Silver Mace, Light; Other Gear Acid Flask, Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Bladeguard, Blanket, Bloodblock, Caltrops, Chalk, 1 piece, Cleats, Earplugs, Feather Token, Anchor, Feather Token, Anchor, Feather Token, Anchor, Flash Powder, Grappling hook, Hammer, Handy Haversack (59 @ 57.52 lbs), Holy Water Flask (2), Iron Spike, Liquid Ice, Map Maker's Kit, Marbles, Mirror, small steel, Oil (1-pint flask) (2), Perfume, common (3), Potion of Cure Moderate Wounds, Potion of Fly, Potion of Invisibility, Potion of Protection From Evil (2), Potion of Spider Climb, Powder (2), Rope, silk (50 ft.), Signal Horn, Smoke Pellet (2), Smoked Goggles, String (50'), Sunrod (2), Tanglefoot bag, Tar Bomb, Thieves' tools, masterwork, Thunderstone, Tindertwig (2), Wand of Cure Light Wounds, Waterskin, Whetstone, Whistle, Signal, Wine (Fine, bottle)
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleats -50% walking penalty for slick surfaces.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

loimprevisto |

Looks good. Interesting choices for rogue talents... I'll just need your choice of traits and a few sentences about his background and acts of heroism.
Perhaps I'm missing something on the point buy, were your unadjusted attributes:
Str 14 = 2
Dex 15 = 7
Con 14 = 5
Int 13 = 3
Wis 12 = 2
Cha 13 = 3
=22 points?

Bombadil |

yep, 25 point buy the way you calculated it, was that the correct buy?
Silver John would have been great inspiration, but no, I was recycling an alias from another campaign. I was thinking more of a misfit elf, sort of a rogue version of Hermie the dentist from the Rudolph Christmas special.
Background on the way, right after dinner...

Jon Silver |

Jon never did take to magic academy like the other elven children. He tried, all the time, but his mind drifted to the tree tops while his incantations went awry. The teachers punished him, yelled at him, questioned his elven heritage, they even made him stay during recess to keep studying while the other elven children played. But nothing was going to make his career that of a mage, the boy’s mind, though gifted, was not focused on the magical arts.
Jon’s real passion was the tree tops. The other elves loved the forest, some even worshipped it, Jon just wanted to play in it. Every moment he could spare he spent in the canopy of the trees, running along thin branches and leaping from limb to limb. One particularly mean day at school, alone and nose down in book while the other kids ate lunch, Jon made his decision to strike out on his own.
The first weeks were tough, as they always are for meandering misfits. He hid in the canopies of the trees, relying on stealth to keep him safe from predators and provide the occasional filched meal from a forest cottage or small village. In time his travels brought him along the course of the River Keld, following the trees that clustered against the water’s edge.
It was a fateful early morning, the sun just rising, when Jon spotted a band of raiders slipping along the river, sneaking up on the town of Brindin’s Ford. It’s a strange honor system that rogues have, the very people Jon had been stealing meat pies from became the folks he sought to protect. Jon rushed along the tree limbs to where he knew guards to be posted and alerted the city watch to the impending attack. The alarm was sounded, the raiders driven away, and Jon went from the fringes of society to the status of hero in Brindin’s Ford.

Hassan Ahmed |

You dudes and dudettes need a Wizard? How craft-friendly is the campaign... as far as crafting while adventuring?
Also, how many days do we feel the campaign will be in game terms (order of magnitude), not precise. Is crafting worth it, besides the bonus gear... or does the whole thing happen in a week?
Sorry for all the questions.
Hassan
Typical Half-Orc Wizard Crafter... you know!

![]() |

You dudes and dudettes need a Wizard? How craft-friendly is the campaign... as far as crafting while adventuring?
Also, how many days do we feel the campaign will be in game terms (order of magnitude), not precise. Is crafting worth it, besides the bonus gear... or does the whole thing happen in a week?
Sorry for all the questions.
Hassan
Typical Half-Orc Wizard Crafter... you know!
I haven't even had time to fetch my animal companion yet. This is a one-shot adventure with the possibilit of going on afterwards, and after level 6 it will go to E6 rules.
So... crafting probably not so great.

Hassan Ahmed |

Morning,
I "tink" I got this thing licked!
One more question... Gold. Will there be enough funds to Craft? I understand it's an urban adventure, so shops and such should be accessible?
Also, to overcome the "crafting - time limitation issue", while we're sleeping, on watch and praying... would la "ring of sustenance" allow for additional night-time crafting? Thinking Wonderous Items with spell-like abilities... No banging away on weapons or armor.
Basically, a NG half-orc wandering wizard (18, 14, 14, 16, 12, 7)... "dumping" CHA and justifying it with scars and "Toothy" alternate racial trait. He's not "ugly", but he's scary.
And, a nice primary bite attack to boot! Always threatening adjacent squares when in melee, hopefully allowing someone to flank and do SNEAK DMG!
Telportation School, so can Dimension Door 10' (two squares, one of them possibly diagnonal. Again, instant flank position. Or back out and cast). Swift action, draws no AoO.
Falchion, two-handed with +6 Str dmg and 18-20/x2. I so want to make it Keen!
He's a tinkerer and a recluse (more CHA RP)... Arcane Builder (+25% faster Create Wonderous Item, +4 on checks) and Ferral Speech (supernatural speak with animals) arcane discoveries.
He was passing through town and about to turn in, when the town was attacked/raided, etc... At night, he had darkvision advantage, spoke with animals for recon and was a general understated wizard bad-ass. Was invited to stay, and although many stay away from him... mysterious. He is respected.
Also, the street kids love him... because he's not stuffy and entertains them with magic tricks and makes little toys for them and helps them understand anaimals.
Long coat, like a duster with falchion and battle-axe across his back. He's tall by human standards and muscular, but not bulky. Long and lean.
Also, strong enough to carry a small foling chair and bench for crafting.
Whadda ya say?

loimprevisto |

Heh, I love toothy. The trouble with dumping Charisma, is that it although it may mean you're ugly it doesn't make you scary- consider ranks in intimidation for that. Charisma is a measure of how strongly you can assert yourself in social situations. Your character with 7 charisma might be so accustomed to others judging him that he's simply given up trying to convince them to look past his tusks and is withdrawn toward most people as a result (except for children). You might want to drop the strength slightly to allow for a more useful CHA stat, or you may be happy with things as they are... completely your call.
There is a fair bit of loot in this adventure along with a few shops around town so most mundane and alchemical items should be easily accessible, although there is not a 'magic item shop'. If the party decides to pool the loot to allow for the creation of some particularly useful items, then you would have a chance to get some time in the spotlight and show off those item creation feats. A ring of sustenance would allow for more crafting time, although time spent crafting will not count as restful for the purposes of healing or recovering spells.
I haven't used the arcane discovery rules before, but they look fine. What type of crafting do you plan on specializing in? Also, I'm not familiar with some of the abilities you mentioned from your school specialization. The wizard conjuration school gives a teleport ability at 8th level but it sounds like you're talking about something different...?
One more thing, why was he in the area in the first place? Is he a Cheliax native? A mercenary? A fugitive? How does he feel about the people and government of Cheliax?

Hassan Ahmed |

Hmm... I thought the time form sustenance did count towards "resting", you just couldn't say... "Ha, 2-hours, I get my spells back!" You still can only have the prescribed alottment of spells a day for your level. Basically, you don't recoup sooner. With the ring, youi just don't need to sleep except for the two hours. That was my understanding, I'll quote specifics later...
"This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day."
School is specialized Conjuration, specifically a Teleportion branch... I'll supply link, should be in the pfsrd. Just at work, can't provide now. http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/classic-arcane-schools/conjuration/teleportation
Cheliax, low-charisma... as you said. Apathetic and apolitical. Don't tread on me... But, I'll live under your yoke for now. Blatant abuse he doesn't like.

loimprevisto |

OK, the the ring stuff I was remembering was probably a holdover from 3.0/3.5 or something. You're good with the 2hrs rest as quoted. I hadn't explored the sub-school specializations before, but it looks fine. Keep in mind that 'back out and cast' won't be an option since the ability works as dimension door which states
After using this spell, you can't take any other actions until your next turn.
That said, sounds good! I'll formally close recruiting and welcome Hassan and John silver to the game on Friday if there are no other applications. There is another encounter in the streets that I skipped over to get to the action in the tower, and I think it will serve as a nice introduction for you two.
Would both of you please provide a brief summary of your relationships with the other heroes? It can be anything from "never heard of 'em" to knowing them by reputation or having worked closely and adventured with them. Feel free to use the discussion thread to coordinate with the current players.
@Hassan: Please make a dedicated alias for the game.

loimprevisto |

The campaign info tab has a lot of information about the characteristics of the town's various districts. Within a few miles surrounding the town there are small farm hamlets where people band together for mutual protection of their fields and flocks. There is very little good/usable farmland, mostly terraced hills... livestock and fishing are where people get most of their protein. (Wiki for reference pictures of terraced farmland)
Southspur is the most 'low rent' part of town, where the poor and undesirables end up. There is generally an unpleasant smell of some sort around there either from tanners, dyers, alchemists, or sewer runoff. There is also a semi-permanent halfling encampment on the river, outside the Old Ford gate on the along the western side of the town. It's not technically part of the settlement- they have their own elders who keep things orderly but they are on good terms with the townsfolk and the baron tolerates them. They are somewhat insular, you would need to make a diplomacy check if you wanted to live amongst them.
When writing up your stats, don't forget about the bonus trait mentioned in the first post that gives +2 to knowledge (local) and diplomacy checks throughout the town and the surrounding area.

Black Thom |

Hi,
I was creating my profile yesterday, and since I don't have any software... I decided to copy the Half-Celestial's sheet and manually make it for Black Thom.
But, I kept cutting and cutting and cutting and reducing and reducing... and I thought what the heck is this thing?
I'm not the jealous type, but... The Half-Celestial template basically give the equivelant of 500,000 worth of Magic Items. Approx 250,000 gp worth then x2 for no space limitation (they don't use up slots).
Umm... Can I give up 10 pt buy, and have 675,000 gp in magic items? I'm including the crafting bonus.
I should have realized this up front... But, there seems a certain inequity.
I dont mean to complain, just to understand and address why 1 or 2 characters like that... unless very poorly built would even need Black Thom around.
Breakdown:
Ability Bonus +4, x3 48,000
Ability Bonus +2, x3 12,000
Natural Armor +1 2,000
Darkvision 12,000
Resist Energy 36,000
DR 5/Magic 76,000
+4 Poison 4,000
SR 16 40,000
*doesn't include Immunity to Disease or Spell-Like Abilities.
TOTAL 230,000
And, please remember... this is JUST from the Half-Celestial Template... nothing from Base Character.
I'm thinking plausible background could be apprenticed with a high level wizard for year, who passed away or left his tower to Black Thom. Items could be kept relatively low key, no matter how powerful... maybe limit 76,000 value on any one item.
Basically, a gadgeteer... Tony Stark Orc.

Elesandira |

Hi,
I was creating my profile yesterday, and since I don't have any software... I decided to copy the Half-Celestial's sheet and manually make it for Black Thom.
But, I kept cutting and cutting and cutting and reducing and reducing... and I thought what the heck is this thing?
I'm not the jealous type, but... The Half-Celestial template basically give the equivelant of 500,000 worth of Magic Items. Approx 250,000 gp worth then x2 for no space limitation (they don't use up slots).
Umm... Can I give up 10 pt buy, and have 675,000 gp in magic items? I'm including the crafting bonus.
I should have realized this up front... But, there seems a certain inequity.
I dont mean to complain, just to understand and address why 1 or 2 characters like that... unless very poorly built would even need Black Thom around.
Breakdown:
Ability Bonus +4, x3 48,000
Ability Bonus +2, x3 12,000
Natural Armor +1 2,000
Darkvision 12,000
Resist Energy 36,000
DR 5/Magic 76,000
+4 Poison 4,000
SR 16 40,000
*doesn't include Immunity to Disease or Spell-Like Abilities.TOTAL 230,000
And, please remember... this is JUST from the Half-Celestial Template... nothing from Base Character.
And yet... we're still struggling to win fights, and still having fun together!
Must have a pretty good GM and some decent players who aen't competing with each other. Something like that.
Or maybe you just think this character is 'very poorly built'?