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  • Locked thread
Mar 17, 2011


Hello and welcome to Back to Basics, a Pathfinder 3.5 game set on the elemental world of Sakara. This is the discussion thread for a Roll20 game at Saturday at 3PM EST.

If you're here, you made one hell of a good submission and told me something really cool about this setting. I'm eager to share it with you, to show you all the cool things I've come up with, and to show you what I'm excited about from each and every one of your characters. I chose each of you because I think you will exemplify something unique and give us interesting and different stories to play in.

Eventually, this post is going to contain an index of our resources for the game, including a link to a possible wiki and other documents. For right now, I'm just going to put my starter instructions here, and then I'll push them to the bottom as time goes on.

So, if you're new to this thread:

1) Catch up on the thread. There's a lot of additional details here, some of which are cogent to the narrative, and some of which are cogent to you playing the game in general. I like discussing things with my players, and I want to hear your feedback so we can create a game we'll all enjoy. Especially check out the one page synopsis of Sakara, which is in the post directly below this one. It's pretty important - and the world is not, by any standards, normal.
2) Post your character. Recruitment thread is one thing; your permanent record is another. Repost your character here so I have a record of everyone's stories and stats.
3) We have some pressing questions to decide. Because we were building the setting from the ground up, I left the party's locus of interest very indistinct. There's a danger and you're there, but why are you there? There are two ways we can go about this - either one, you all know each other somehow and agree to adventure together; or two, there is something in Heartwood you want and that you fundamentally agree to follow up on together. In Heartwood's case, let's say it's a magic fruit that cures any disease, which you want for your own purposes.

I would ultimately prefer that you choose to already know and be sociable with (some) of the other characters. In that case, choose two other party members and figure out how you know each other. Your relationship gives you a reason to adventure together and everything is good.

If that doesn't work for your character, than instead choose the following: choose one other party member and figure out how you know them. You might not be friends. It might be like Moby Dick and you slept in the same room in an inn one night and you know the guy but his feet smell like cheese. Still, you've met one person before. Then, choose why you want the magic fruit. Maybe your sister is sick. Maybe you're going to sell it to a rich nobleman. Whatever it is, you're providing it up as an adventure hook that we will follow up on - and then conversely, you agree to continue with the party once this immediate goal is finished.

I also need some way to contact you privately. Either send me an email at or make sure you can get online on IRC at #redhandofdoom on Why? I need to be able to provide you a private link to join the Roll20 game. Speaking of, please make sure you can log on to and use Roll20 before this Saturday. If you need help, I can certainly provide it; let's work out a time and get you set up. I also need art suitable for a token for your character, if you haven't provided one yet.

I think that's it for now. Any additional questions will be posted separately.


Mar 17, 2011


An Introduction To Sakara

Once, the world was whole.
Then the sun grew jealous with the moon
And struck him from the sky
Down he fell, and down we fell with him.
As the moon fell, the world broke
Splitting into its parts
And there would be no peace
In our forsaken homes.

-The Common Verse

Sakara is a world dominated by its elements, eight in number: fire, water, earth, air, wood, metal, aether and void. It is a flat world at the edges, ringed by seas and then nothingness. But it might be best described as a dome, because it is dominated by the World Tree at its center, whose branches hold up the sky.

Around the World Tree are six spines of the world, each separated by the raw roots and upthrown mountains of the World Tree itself. Each is dominated by an element:

-The Wood’s Grace, as you might expect, is choked with forests. It is currently largely the militaristic Corazuran empire of elves, but humans, thri-kreen, and others have settlements here. The Wood’s Grace is beset by the ever-expanding rose forests, a curse spreading from a fallen limb of the World Tree.

-Sleeping Sky is a savage land. Close to the Wood’s Grace, it is a collection of frozen peaks and icy valleys; elsewhere it is large looping canyons and needle-like spires.

-The Firelands are the heart of human civilization, built on the rough plains and savannah. Fire runs quickly here, and in some places it never stops burning.

-Metal’s Heart is filled with the strange man-like androids and their even stranger robotic masters. Veins of various metals come to the surface here, exploding in great pillars of raw iron and copper.

-The Earthen Calm is largely a salt desert. Towards its border with the Metal’s Heart, it has been turned into endless open-pit mines, where gemstones and metals are taken from the earth itself.

-The Drowning Lands filled up with water long ago. Now they contain a huge ocean, dotted with archipelagos and strands. It turns to a deep swamp near the Wood’s Grace, and a series of deep coves before the Earthen Calm.

Two constants about Sakara:
-Compasses always point inward, towards the World Tree. North and south are commonly used in individual spines, but not across Sakara itself.
-Sakara only experiences one season at once. Currently, it is early fall across the entire world.

Oh, and don’t forget that any fantasy world needs its dangers. Sakara’s spirits whisper of the seductive oni, the immensely powerful dragons that roost in the World Tree, and the rampaging elementals that pour forth from the great Elemental Pylons at the edge of the world.

Arivia fucked around with this message at Apr 13, 2014 around 04:29

Jun 3, 2010

It really is a lovely hat

Ipomea Kitsune Sorceress

Extra Source: Unchosen
Basic Information

Character Name  : Ipomea                   Height :
Player Name     : Anias                    Weight :
Character Race  : Kitsune                  Eyes   :
Alignment       : Chaotic Good             Hair   : White Fur
Deity           :                          Size   :
Total Level     : 1                        Speed  :
Character Class Information

Class and Level     : Sorcerer (Arcane Bloodline)
Class and Level     :
Class and Level     :

Favored Class(es)   : Sorcerer
Favored Class Bonus : +1/4 DC Enchantments 
Ability Scores

Strength     : 08 (-1)     10 point buy - 2 racial + 0 level + 0 misc
Dexterity    : 14 (+2)     14 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2)     14 point buy + 0 racial + 0 level + 0 misc
Intelligence : 14 (+2)     14 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
Charisma     : 18 (+4)     16 point buy + 2 racial + 0 level + 0 misc

Maximum Load  : 080 lbs.
Lift Overhead : 080 lbs.   (equal to Maximum Load)
Lift          : 160 lbs.   (equal to Maximum Load x2)
Drag or Push  : 400 lbs.   (equal to Maximum Load x5)
Combat Statistics

Hit Points        : 08
Base Attack (BAB) : +0
Initiative        : +4     2 Dex + 2 trait

Base Melee        : -1     0 BAB - 1 Str + 0 misc
Base Ranged       : +2     0 BAB + 2 Dex + 0 misc

Combat Maneuver   : -1          0 BAB - 1 Str + 0 misc          <- CMB
Maneuver Defense  : +11    10 + 0 BAB - 1 Str + 2 Dex + 0 misc  <- CMD

Armor Class       : 12     10 base + 0 armor + 0 shield + 2 Dex + 0 misc
Touch AC          : 12     10 base                      + 2 Dex + 0 misc
Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc
Saving Throws

Fortitude  : +2    0 base + 2 Con + 0 misc
Reflex     : +2    0 base + 2 Dex + 0 misc
Will       : +2    2 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
Racial Abilities and Features
Ability Score Racial Traits:  +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. 
-Kitsune with high Intelligence scores can choose: 
  Any human language, Aklo, Celestial, Elven, Gnome, and Tengu. 
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) A kitsune can assume the appearance of a specific 
  single human form of the same sex.
  The kitsune always takes this specific form when she uses this ability.
  A kitsune in human form cannot use her bite attack, 
  but gains a +10 racial bonus on Disguise checks made to appear human.
  Changing shape is a standard action. 
  This ability otherwise functions as alter self, 
  except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any enchantments they cast.
-Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 
  3/day—dancing lights.
  2/day-disguise self.
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack (1d4).
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Class Abilities and Features

Simple Weapon Proficiency
Bloodline Arcana (Arcane)
-Whenever you apply a metamagic feat to a spell that increases the slot used
  by at least one level, increase the spell's DC by +1
Bloodline Power (Arcane Bond - Familiar Thrush)
Eschew Materials

Skills and Languages
Sorcerer is  2 + Int (2)
Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics         : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[c] Appraise           : +02    0 ranks + 2 Int + 0 class + 0 misc
[c] Bluff              : +09    1 ranks + 4 Cha + 3 class + 1 misc
[ ] Climb              : -01    0 ranks - 1 Str + 0 class + 0 misc  - 0 armor
[c] Craft:             : +02    0 ranks + 2 Int + 0 class + 0 misc
[c] Diplomacy          : +12    1 ranks + 4 Cha + 3 class + 1 trait + 3 familiar
[ ] Disable Device ^   : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[ ] Disguise           : +04    0 ranks + 4 Cha + 0 class + 0 misc
[ ] Escape Artist      : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[c] Fly                : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[ ] Handle Animal ^    : +04    0 ranks + 4 Cha + 0 class + 0 misc
[ ] Heal               : +00    0 ranks + 0 Wis + 0 class + 0 misc
[c] Intimidate         : +05    0 ranks + 4 Cha + 0 class + 0 misc
[c] Know: Arcana ^     : +06    1 ranks + 2 Int + 3 class + 0 misc
[ ] Know: Dungeon ^    : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Engineer ^   : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: History ^    : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Local ^      : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Know: Religion ^   : +02    0 ranks + 2 Int + 0 class + 0 misc
[ ] Linguistics ^      : +00    0 ranks + 2 Int + 0 class + 0 misc
[ ] Perception         : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform:           : +04    0 ranks + 4 Cha + 0 class + 0 misc
[c] Profession: ^      : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Ride               : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[ ] Sense Motive       : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^  : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[c] Spellcraft ^       : +06    1 ranks + 2 Int + 3 class + 0 misc
[ ] Stealth            : +02    0 ranks + 2 Dex + 0 class + 0 misc  - 0 armor
[ ] Survival           : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim               : -01    0 ranks - 1 Str + 0 class + 0 misc  - 0 armor
[c] Use Magic Device ^ : +08    1 ranks + 4 Cha + 3 class + 0 misc

Languages : Common, Sylvan, Celestial, Aklo, Tengu
Traits and Feats

Trait #1 : Charming (+1 DC Language Spells, +1 diplomacy/bluff)
Trait #2 : Reactionary (+2 Initiative)

Level 1 Feat : Spell Focus Enchantment

Money and Equipment

Armor     :
Belt      :
Body      : Cold Weather Outfit
Chest     :
Eyes      :
Feet      :
Hands     :
Head      :
Headband  :
Neck      :
Ring #1   :
Ring #2   :
Shield    :
Shoulders :
Wrists    :

Weapon    : Dagger
Weapon    :

Other Equipment :
•dagger					2		1
•fishing line and hook 	                0.1	 
•5x candles 			        0.05	 
•ink 					8	 
•pen 					0.1	 
•5 sheets of parchment	                1	 
•bell 					1	 
•bedroll 				0.1		5
•waterskin 				1		4
•4 pints of oil 		        0.4		4
•14 days' trail rations	                7		14
•5 pitons 				0.5		2.5
•hammer 				0.5		2
•2 square yards canvas 	                0.2		2
•MW backpack 			       50		4
•1-pint flask 			        0.03	        1.5
•hunting knife 			        2		1
•whestone 				0.02	        1
•soap 					5		1
•acid flask 			       10
•broken-sealed letter
Total Cost			       87 
Total Weight					        42

Money : (90-87) 3 GP

Encumbrance Str Value  9 (8 base + 1 MWBackpack)
Encumbrance Light		30 lbs. or less  
Encumbrance Medium		31–60 lbs.
Encumbrance Heavy 		61–90 lbs 

Level 0     0 spells per day    0 bonus    DC 14 (10 + level + 4 ability)
   Known/Prepared: Detect Magic, Prestidigitation, Acid Splash, Spark 

Level 1     0 spells per day    0 bonus    DC 15 (10 + level + 4 ability)
   Known/Prepared: Mount, Sleep (DC 18*) 

Spells marked with * gain +1 race, trait, feat bonus to DC for saving throws

The Dying Note posted:


The Thri-kreen build enormous earthwork and crystal hives in the depths of the Rosewood, and their
storytellers and magi are known to the forests inhabitants as beings both wise and kind. Abhorring violence,
they have turned their studies of magic to wards and veils, and are some of the finest abjurers the world has known.
For all of that, they are relatively unknown, living as they do in the heart of the wilderness,
indifferent to the ravages of the rosewood. To the human mages of the chamber graced with knowledge of the Kreen,
their great reluctance to speak of their hive and it's resistance to the wood is a source of much curiosity.

To the Kitsune, and the Kreen, it is a source of quiet sorrow.

We are a wandering people, a fey and frolicsome group, known for our pranks and fiercely guarded privacy. Our homeland
was lost long ago, and while we have the keys to return to it ever at our feet, we lack the might. It is gone now, the kingdom
of the moon, and we wander this place instead. When we were cast out, and locked behind us the moon road, our first beginnings
on this place were with the Kreen. They were curious, for we were not like they, and they not like us.
A most fortuitous meeting took place, A most cursed beginning. Ipomea Alba, of the Frostpelt clan, and Tca-Tsun-Tka of the
Nlichen Hive met, for 5 suns, and 5 moons, for the peace. They met, and they misunderstood one another. They both died for it.
One to poison, the other to savage reprisal. The details matter little, in the end. Years of war followed. A savage, joyless war.
We fought in mourning, to avenge our lost Daughter, they to survive. We were crazed, and they were right to think so.

Were it not for the woodward, we would likely have killed each other, alone in the forest. But the working had to be done,
and brave were the kreen-cha-lyi and kitune-no-miaya who gave themselves to it, for the Kreen sanctuary was preserved,
and with it, our Daughter's soul. Visit the Kreen as you can, young Kitsune, and study them. For they are wise and kind,
and tranquil in their gardens, and we have wronged them in our time and been wronged by them. Understand them, that we will not war again.

The Dying Note,
Advice from Alba to all of her kits,
Ipomea, Algea, Lintel, Suri, Gandlin, Thomas.

Ipomea posted:

Well that's lovely. Now all I have to do is cross the rosewood, find a mythical race of wizards, and oh yes, not die.
Thank you grandmother. Why couldn't Thomas have inherited your magics? No, he's off to swing a sword and cut his tail off.

Thoughts of Ipomea ap Anduin, upon reading said Note.

Ipomea and Asgall are currently traveling together. She hired him as a trail guide at her brother Thomas's insistence. "Magic is well and good sis, but if you look defenseless, some idiot will take it into his head to abduct you, and he'd get what he deserved for it but you'd have to iron your tail. Also, the thought of you trying to use a hatchet to build a campfire is laughable and you know it." They're comfortable with each other after a long month's travel to get to Heartwood.

The addition of Kalkun to the party is more recent, but just as welcome. An upbeat attitude, he does a nice job of balancing Ipomea's morning grumps and Asgall's occasional gloom. He also knows exactly which tubers are good to eat, which has made for a selection of surprisingly tasty field salads.

Anias fucked around with this message at Apr 30, 2013 around 07:16

100 degrees Calcium
Jan 22, 2011

Asgall, Halfling Barbarian

Asgall hails from the Jungle Slopes, a wild, hilly area where loosely affiliated tribes of Halflings make their home. Asgall's tribe is called the Ezovikek in the Halfling tongue, though the traders and Imperial soldiers who have encountered them say they are he Fleamen. In times of old, the Fleamen form up at hilltops overlooking trade routes or flanking enemy troops, and with a fearsome din they would bound down, overtaking their victims. Death from above.

Times are more peaceful now, in a way. The Halfling tribes have a truce with the surrounding Enona Empire. They rely on trade for what they can't craft, often offering weapons or a special jungle herb that is popular amongst Imperial nobles as a relaxant.

Despite the trade and truce, however, relations are somewhat stretched. Not all of the Halflings trust the Imperials, though that distrust is likely reciprocated. When Asgall's sister went missing, anxiety and aggression built up in him until he tapped into an anger he had never experienced. In a fugue, he single-handedly rushed a small camp of Imperial watchmen and slew them all. In the end, his sister's body was found deeper in the jungle, apparently mauled by an animal or monster.

Before he had completed his warrior training and earned his last name, Asgall was banished from the Jungle Slopes in an effort to reduce the already high tension between the tribes and the Empire.

Now Asgall wanders as a mercenary, using his strength and size to earn a moderate living. For the most part he is a relaxed individual, but when it becomes necessary, Asgall can simply recall the pain, loss, and fear that the death of his sister has set deep inside him, and he becomes as a monster to his enemies.

Halfling Barbarian (1)
Chaotic Good

STR 16 (+3) -2 Halfling
DEX 14 (+2) +2 Halfling
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 13 (+1) +2 Halfling 

Common, Halfling

Combat Stats

Init: +2
HP:   14
BAB:  +1
AC:   17 [+10 +2(dex) +1(size) +4(Armored Coat)] Misc: +1(dodge bonus to larger foes)
Fort: +4 [+2 +2(con)]
Ref:  +2(dex) Misc: +1(dodge bonus to avoid trample attacks)
Will: +0 Misc: +2(racial bonus against fear) +2(trait bonus against fear)
Speed: 20 ft.

Melee Attack (Small Greatsword) +5, 1d10+3, 19-20/x2
Ranged Attack (Small Spear) +3, 1d6+3, x3, 20 ft.
CMB: +3 [+1 -1(special size modifier) +3(str)]
CMD: 15 [+10 +1 +3(str) +2(dex) -1(special size modifier)]
Hero Points: 1


Acrobatics: 		+6 [+1(rank) +3(class) +2(dex) +2(racial bonus) -2(armor)]
Climb:				+3 [+2(racial bonus) +2(str) -2(armor)]
Knowledge (nature): +4 [+1(rank) +3(class)]
Perception:			+2 (racial bonus)
Ride:				+4 [+1(rank) +3(class) +2(dex) -2(armor)]
Stealth:			+4 [+2(dex) +4(size) -2(armor)]
Survival:			+4 [+1(rank) +3(class)]

Halfling Racial Features

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Underfoot: Halflings must train hard to effectively fight bigger opponents. 
Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than
 themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Barbarian Class Features
Fast Movement (Ex)
Rage (Ex)

Extra Rage: 6 extra rounds of rage per day.


Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.
Inspiring Rush: Once per day when you make a charge attack, you gain a +1 
trait bonus on both your attack and damage rolls, as do any allies who make a charge 
attack before the beginning of your next turn. (From Pathfinder Player Companion: Knights of the Inner Sea)


Starting Wealth: 110 gp
- Backpack, common 	  2 gp
- Armored Coat		  50 gp, 10 lbs.
- Small Greatsword	  50 gp, 4 lbs.
- Lamp Oil x3		  3 sp, 3 lbs. 	
- Rope, hemp (50 ft.) 1 gp, 10 lbs.
- Lamp				  1 sp, 1 lb.
- Rations, trail x5	  25 sp
- Outfit, Traveler's
- Small Spear x3	  6 gp, 9 lbs.
- Smoking Kit		  30 sp, 1 lb.
- 5 sp.
Encumbrance: 38 lbs.

Light Load: 57 or less
Medium Load: 57 - 114
Heavy Load: 114 - 172
Since his exile, Asgall eventually met Ipomea. She has hired him as a mercenary companion on her pilgrimage to and through the Rosewood.

Before he met Ipomea, Asgall had done some wandering on his own. Early in his journey he did some mercenary work with Kiraj in The Firelands. The two developed a decent rapport; good work was done and satisfactory pay was earned.

100 degrees Calcium fucked around with this message at Apr 30, 2013 around 00:34

Oct 12, 2012

Level 1 Fetchling Rogue(Sanctified Rogue/Survivalist)
Native Outsider
Good Neutral

STR     11/0
DEX     18 (16+2)/4
CON     12/1
INT     14/2
WIS     10 (8+2)/0
CHA     16 (14+2)/3

FORT 0(class) +1(bonus) =1
REF 2(class) +4(bonus) =6
WIL 0 + 0 +1(trait) =1

Speed: 30

Initiative: +4

To Hit: +4 (Dex mod)
Damage: 1d6
Crit: 18-20x2

CMB: 0

Hero Points: 1

HP: 10
AC:  16 (Leather Armor+Dex Mod)
Flat Footed: 2
Touch: 4
CMD: 14

Racial Abilities
Languages: Common, Aklo, Terran, Auran
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. 
This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp): Disguise Self (Once per day; CL 1)
Dark Vision/Low Light Vision: Can see perfectly in the dark up to 60 feet; can see twice as far in low light conditions.

Class Abilities
Sneak Attack +1d6
Hardy (Ex): At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. 
They can go twice the normal number of days without water and triple the normal number of days without food before feeling 
the effects of either thirst or starvation. 

Acrobatics (Dex) 			4+3+1=8
Appraise (Int) 				2+3=5
Bluff(Cha) 				3+3+1=7
Climb (Str) 				3=3
Craft (Int) 				2+3=5
Diplomacy (Cha) 			3+3+1=7     
Disable Device (Dex) 			4+3
Disguise (Cha) 				3+3=6 
Escape Artist (Dex) 			4+3+1=8
Intimidate (Cha) 			3+3+1=7
Knowledge (dungeoneering) (Int) 	2+3+1=6                                            
Knowledge (local) (Int) 		2+3=5 
Kowledge (Nobility) (Int)		2+1=3
Knowledge (Planes) (Int)		2+2=4
Knowledge (Religion) (Int)		3+2+1=7
Linguistics (Int) 			2+3+1=6                 
Perception (Wis) 			3+1=4
Perform (Cha) 				3+3=6               
Profession(Wis)				3=3   
Sense Motive (Wis) 			3=3      
Sleight of Hand (Dex)	 		4+3+1=8      
Stealth (Dex) 				4+3+2+1=10
Swim(Str) 				3=3
Use Magic Device (Cha)			3+3=6                                               

Weapon Finesse (Rapier) 


Indomitable Faith: Gain +1 on will saves.
Child of the Temple: Gain a +1 bonus to Knowledge (Nobility) and (Religion). One of these is a class skill for you (Religion)


•	Rapier	(20gp) 2lb 
•	Leather Armor (10g) 15lb
•	Trail rations x6 (30sp) 5lb
•	Bed roll (1sp) 5lb
•	50ft Silk Rope (10g) 5lb
•	Holy Text (25g) 2lb
•	Explores Outfit  8lb
•	Canteen (2gp) 1lb
•	Backpack (5gp) 2lb
•	Weight:  45lb
Encumbrance: [Light: 38 or less] [Medium: 39-76] [Heavy: 77-115]
Remaining Gold: 67.69 (out of 140 starting)


Fetchlings themselves come from the far north of the planet. There, where long hours of each day are spent in night and darkness, people adapted. They learned the harshness of the cold and the night, and how harsh a world can be if one is ill prepared for what is in store. They are cunning and nimble, but are naturally distant due to very few other races living in the north. They make by, mostly being uninvolved with other people, except for when a traveler happens upon a city or a village.

Fetchling society often centers on their religion, a monotheistic worship of the sun and moon as a two sided deity. Fetchlings build high gothic temples from stone and rock. Services almost happen at any hour during the day, though never during sunlight. During hours of sunlight, most people will begin working outside, building in town, selling goods, or farming using what little time they get. Many travelers are surprised by how town squares will fill within minutes of the sun rising, and how they empty just as quickly as it sets again. The highest seat in the church is held by an appointed king, who is then served by several high priests on his council.


Aren himself is a bit of an enigma to the people in these small mountain hamlets. A foreigner from a land far from his own, while people were at first taken aback at his bleached skin and pupilless eyes, most began to appreciate this stranger from his offers of help. He takes what jobs he can, be it with plowing a field or clearing a basement of rats. People offer money, but he usually takes much less then they offer.

“It is just part of my pilgrimage. No thanks are needed.”

Granted, Aren didn’t always live simply. The eldest son of a high priest, Aren was destined for great things. He would most likely inherit his father seat on the king’s council and become a powerful man in the Fetchling society. Of course, this didn’t go as planned. For a long time during his training, Aren had been in an affair with the daughter of one of the few merchants in town. Eventually Aren became part of the clergy and the girl was to be married, but the affair continued. He had been so high his entire life, he didn’t think of the possible consequences for his actions. For a while, at least.

One day though, the girls betrothed found out about the affair. He confronted Aren, threatened him that he was going to report him to the high priests, that he had sullied an innocent girl, that Aren would never be more powerful than a street corner preacher.
In a mix of anger and embarrassment, Aren beat the man to death with his holy book. Frightened, Aren quickly gathered what he could and left his home. He didn’t want to disgrace his family or his lover anymore than he already had.

It has been a little more than a year now, and Aren has traveled far from his home. He fell from his priesthood and relinquished his family name; now he hopes that by paying penitence, he might someday find goodwill from his God and his people.

Aren has a deep respect for Tryphon, despite his sometimes... dubious nature. He sees his search for knowledge as similar to his own, though he admits to not being sure how much he trusts the Tiefling, he does see him as a good traveling companion, and as someone who shares some troubles he has.

On the other hand, Aren has a mix of respect and jealousy towards Kiraj. Though both are religious, Aren feels a tinge of envy towards the man's ability to channel his troubles will and determination, something that Aren himself has been unable to do so far. He, in part, watches Kiraj in hopes of perhaps learning a bit from him.

STANKBALLS TASTYLEGS fucked around with this message at Apr 29, 2013 around 22:47

May 19, 2011

Everything by design.

Tryphon Xenakis

Tryphon, as a babe, was left on the footsteps of an alchemist's shop in Ferendel, a thriving city of trade in the Realms of the Elven Court. Though initially frightened by the baby's monstrous appearance, the alchemist could not bring himself to it to kill it, and instead raised the tiefling as his own son. Though reviled for his appearance, Tryphon was an adept student, learning the secrets of alchemy more readily than his father could've hoped for. As he neared adulthood, he recognized his own status as an outsider, not only in the city, but among the various foreigners that passed through the city as well. Nobody looked even vaguely similar to him, and if not openly reviled him, then at least acted with badly-veiled intolerance. Despite this, he adhered to his father's teachings - not only in the ways of alchemy and language, but also in his general upbringing and moral code.

He became an honourable, if not always affable, person. The pursuit of knowledge was his prime directive, and the safety of people a close second. Though his infernal heritage made risky deals with his kin to achieve such knowledge a tempting offer, he swore to never do so to his father. But as he traveled the world, his honour became sullied with pragmatism. People could not always be kept safe. With the world as it was, sometimes sacrifices were necessary. He turned his herb-gathering sickle into a weapon, and concocted some more volatile mixtures to keep himself safe, if needed.

Fortunately for him, there's plenty of folks who have need for an alchemist, even if he's devilspawn. It didn't take long for Tryphon to attach himself to a group of adventurers who didn't ask hard questions.

Tryphon Xenakis
Tiefling Alchemist (1)
Lawful Neutral

Common, Infernal, Draconic, Dwarven, Elven, Gnome

Ability Scores
STR: 10
DEX: 16 (14+2)
CON: 14
INT: 18 (16+2)
WIS: 13
CHA: 10 (12-2)

Combat Stats
Init:  +3
HP:    8
BAB:   0
AC:    15 (13 Touch, 12 Flat-footed)
Fort:  +4
Ref:   +5
Will:  +1
Speed: 30

Melee Attack (Sickle) +0, 1d6, trip 
Ranged Attack (Bomb)  +4, 1d6+5, splash
CMB: 0
CMD: 13
Hero Points: 1


Appraise (Int)		8 (1+4+3)
Craft: Alchemy (Int) 	9 (1+4+3+1)
Disable Device (Dex)	7 (1+3+3)
Heal (Wis) 		7 (1+2+3+1)
Knowledge: Nature (Int) 8 (1+4+3)
Perception (Wis) 	7 (1+2+3)
Sleight of Hand (Dex)	7 (1+3+3)
Stealth (Dex)		6 (1+3+0+2)

Racial Features

Fiendish Resistance 
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-like ability
Tieflings can use darkness once per day as a spell-like ability. 
The caster level for this ability equals the tiefling's class level.
Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. 
While they cannot wield weapons with their tails, they can use them to retrieve small, 
stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.


You know where to aim your blows to strike vital organs 
and you gain a +1 trait bonus on all rolls made to confirm critical hits.
You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.


Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Class Features
Alchemy (Extract: 2/day)
Bomb (5/day)
Brew Potion
Throw Anything

Formulae List
- Bomber's Eye
- Crafter's Fortune
- Cure Light Wounds
- Disguise Self
- Enlarge Person
- Polypurpose Panacea

Starting Wealth: 120gp
- Backpack (Masterwork) 50gp, 4lb
- Sickle (6g) 2lb
- Leather Armor (10g) 15lb
- Lamp Oil x3 (3s) 3lb
- Tindertwig x10 (10g)
- Rope, silk (50ft) (10gp) 5lb
- Compass (10gp), .5lb 
- Lamp (1sp) 1lb
- Trail rations x5 (2.5sp) 5lb
- 20gp, 2sp
Encumbrance: 35.5lb

(Selected Unique Source: Adventurer's Armory (as-of-yet-unused))
I'm flexible regarding character associations, but here's my draft. If any of the respective players want me to change anything, let me know.

In his travels before the forming of the party, Tryphon met Kalkun Kärbsed. Though initially distrusting of the frog-man, Tryphon could not deny that his knowledge of the swamps was impressive, and the alchemist learned a lot from the cleric, even growing to respect him. They parted ways after a while, but met up later again, when Kalkun had attached himself to an adventuring party. On the Grippli's vouching, Tryphon joined the party, glad not to be alone anymore. During their travels, he found himself unlikely gravitating towards Aren. Despite the other's faith clashing with Tryphon's heritage, they were both outcasts in their own way, and found strength in their shared exile.

Oct 6, 2006

Kiraj Ifrit Monk

Ifrit Monk (1) [Favored Class: Monk]
Lawful Good
Diety: Ziod
XP 0/2000

Common, Ignan

Ability Scores
STR: 17 [+3] 
DEX: 14 [+2] (12+2)
CON: 14 [+2]
INT:  7 [-2] 
WIS: 15 [+2] (17-2)
CHA:  9 [-1] (7+2)

Combat Stats
Init:  +4 = [2 DEX Mod] + [2 Trait Bonus]
HP:    10
BAB:   0
AC:    16 = 10 + [1 Shield] + [2 DEX Mod] (15 Touch) 
               + [2 WIS Mod] + [1 Dodge]  (13 Flat-footed)
Fort:  +4 = [2 Base] + [2 CON Mod]
Ref:   +4 = [2 Base] + [2 DEX Mod]
Will:  +4 = [2 Base] + [2 WIS Mod]
Speed: 30

Melee Attack (Temple Sword) +3, 1d8+3, 19-20/x2
                            FoB: +2/+2
             (Unarmed Strike) +3, 1d6+3
                              FoB: +2/+2
Ranged Attack (Shuriken) +2, 1d2+3, 10' Range
                         FoB: +1/+1
Stunning Fist (Stun) (1/day) (Ex) (DC 12)
CMB:  3  =  [0 BaB] + [3 STR Mod]
CMD: 18  =  [0 BaB] + [3 STR Mod] + [2 DEX Mod]
Hero Points: 1

                     Total   Mod   Rank 
(C) Acrobatics (Dex)   6      2  + [1+3]
    Appraise (Int)    -2     -2
    Bluff (Cha)       -1     -1
(C) Climb (Str)        3      3
    Diplomacy (Cha)   -1     -1
    Disguise (Cha)    -1     -1
(C) EscapeArtist (Dex) 2      2
    Fly (Dex)          2      2
    Heal (Wis)         2      2
(C) Intimidate (Cha)  -1     -1
(C) Perception (Wis)   6      2 + [1+3]
(C) Ride (Dex)         2      2
(C) Sense Motive (Wis) 7      2 + [1+3]
(C) Stealth (Dex)      2      2
    Survival (Wis)     2      2
(C) Swim (Str)         3      3

Racial Features

Ifrits can see perfectly in the dark up to 60 feet.
Energy Resistance
Ifrits have fire resistance 5.
Spell-Like Ability (Sp)
Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
Fire in the Blood
Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1
round anytime they take fire damage (whether or not this fire damage gets through their fire 
resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which
it ceases to function. This racial trait replaces fire affinity.


Reactionary: You gain a +2 trait bonus to Initiative checks.
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill 
for you.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you
lose the benefits of this feat.
Improved Unarmed Strike
You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you
attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Snapping Turtle Style
While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Stunning Fist
You must declare that you are using this feat before you make your attack roll (thus, a failed attack
roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude 
saving throw (DC 10 + 1/2 your character levels + your Wis modifier), in addition to dealing damage 
normally. A defender who fails this saving throw is stunned for 1 round (until just before your next 
turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus 
to AC, and takes a -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and 
creatures immune to critical hits cannot be stunned.
A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more 
time per day for every four levels he has in classes other than monk.

Class Features

Flurry of Blows -1/-1 (Ex)
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus 
when making a flurry of blows attack.
AC Bonus 
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In 
addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every 
four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these 
bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he 
carries a medium or heavy load.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 
At 4th level, and every 4 levels the reafter, the monk gains the ability to apply a new condition to the 
target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful 
saving throw still negates the effect. 
At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 
1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can 
permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do 
not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit 
by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, 
elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There
is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full 
Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal 
damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has 
the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated 
as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance 
or improve either manufactured weapons or natural weapons. A monk also deals more damage with his 
unarmed strikes than a normal person would.

Starting Wealth: 40g
Current Wealth: 0g 4s
- Backpack (2g) 2lbs
- Bedroll (1s) 5lbs
- 20 Shuriken (4g) 0.1lbs
- Temple Sword (30g) 3lbs
- 5 Trail Rations (2g5s) 1lbs
- Waterskin (1g) 4lbs
Encumbrance: 21.08lbs Current
             86.00lbs Light
            173.00lbs Medium
            260.00lbs Heavy

(Selected Unique Source: Currently none)


Kiraj and his mother were driven from his hometown shortly after his birth due to his unusual and alarming heritage. Things were difficult as they drifted from place to place. Despite this, his mother over the years tried to instill upon him the positive qualities that would lead to him being a productive member of society. Kiraj, grateful to his mother and believing he was only making things harder for her, took off one day to attempt to make it on his own.

His unfavorable circumstances combined with his impulsive and brash personality soon led him down the path of a common criminal as he drifted from place to place. His life of crime eventually culminated in the murder of a merchant when a deal turned sour. Suddenly more aware of the path he was on and ashamed of what he had become despite his mother's efforts, he became incredibly distraught and fled into the wilderness once more. The next thing he would remember is wandering upon a monastery where, exhausted, he sought refuge. Despite living for many years, for an Ifrit he was still physically and mentally only on the cusp of adulthood. Perhaps out of pity, he was granted asylum after explaining what had happened on the condition that he would devote himself to training as a monk.

Roughly 20 years later, Kiraj stands at the archway marking the entrance to the monastery grounds looking down the dirt path that leads back into the open world. He believes that his time here has significantly changed him for the better but it was easy to leave his previous life behind while cooped up in the monastery. There was rarely time to think about anything else besides his training. Out there, old habits may be harder to break. He fidgets with his clothes and adjusts how his cloak rests on his shoulders almost unceasingly.

"... Are you sure this is a good idea?"
Galen, who has served as Kiraj's mentor since he arrived on the monastery's doorstep stands across from him. He clasps his hands on Kiraj's shoulders, prompting Kiraj to finally stop fidgeting and look back at him.
"Until we act, we're rarely sure of anything."
Kiraj sighs as he picks his pack up off the ground and slings it over his shoulders.
"What if something happens?"
The old man's expression becomes stern. "Remember, we can never erase the mistakes of our past but we can always strive to atone for them. That time for you is now. You will do what you believe is right. Now, go, before I have to throw you out."
He smiles and motions for Kiraj to go.


Ziod primarily represents the long pursuit of self-perfection and knowledge of oneself. However, the definition of "perfection" is left widely to interpretation among his followers. While this attracts all kinds and sometimes causes conflict, it is this freedom of interpretation and the goal it presents that attracted Kiraj to Ziod's worship. His idea of his ideal self is largely influenced by what he believes his mother would like to have seen him become and everything he wasn't before: a good, honest man.

Fresh out of the monastery, Kiraj took various odd jobs and mercenary contracts in order to put together some cash to leave the Firelands. It was during this time that he first met Asgall, the two of them being hired by the same employer. He found the halfling's company pleasant enough and they made a competent pair. However, he couldn't shake a certain feeling of alarm over his companion's occasionally wild and undisciplined fighting style.

As their party became whole, he found himself gravitating to chats with Aren as he felt they had much in common. They are both closer to the raw elements than most, both find guidance in their worship and he approves of Aren's efforts to live simply. Still, while he would be ashamed to admit it, he feels a tinge of envy whenever the pale fellow speaks of his people or culture as Kiraj has never had one to call his own. It is all their similarities that make this difference so much more striking to him.

Unsmart fucked around with this message at May 1, 2013 around 05:22

100 degrees Calcium
Jan 22, 2011

Before he met Ipomea, Asgall had done some wandering on his own. Early in his journey he did some mercenary work with Kiraj in The Firelands. The two developed a decent rapport; good work was done and satisfactory pay was earned.

Aug 14, 2005
"Something." - A famous guy

stats posted:

Name: Kalkun Kärbsed
Race: Grippli
Classes: Cleric
Hit Points: 12
Experience: 0 / 2000
Alignment: Neutral Good
Vision: Darkvision (60 ft.)
Speed: Walk 30 ft., Climb 20 ft.
Languages: Common, Grippli
Stat Score Mod
STR 14 (+2)
DEX 14 (+2)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 0 0.0 2 -2
Acrobatics (Jump/Underground) 2 0.0 2 0
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb 8 0.0 2 6
Craft (Untrained) 0 0.0 0 0
Diplomacy 2 0.0 2 0
Disguise 2 0.0 2 0
Escape Artist 0 0.0 2 -2
Fly 2 0.0 2 0
Heal 3 0.0 3 0
Intimidate 2 0.0 2 0
Knowledge (Religion) 4 1.0 0 3
Perception 4 1.0 3 0
Perform (Untrained) 2 0.0 2 0
Ride 0 0.0 2 -2
Sense Motive 7 1.0 3 3
Stealth 4 0.0 2 2
Stealth (In forests) 8 0.0 2 6
Stealth (In marshes) 8 0.0 2 6
Survival 3 0.0 3 0
Survival (Find Food) 5 0.0 3 2
Swim 0 0.0 2 -2

-------------------------- Feats ---------------------------
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 17 / 13 / 15
Initiative: +2
BAB: +0
Melee tohit: +3
Ranged tohit: +3
Fortitude: +3
Reflex: +2
Will: +5
Unarmed attack:
to hit: +3
damage: 1d2+2
critical: 20/x2
Trident (Small):
to hit: +3
damage: 1d6+2
critical: 20/x2
special properties: Extra damage when set against a charging character (pg. 144)
Trident (Small/Thrown):
to hit: +3
damage: 1d6
critical: 20/x2
range: 10 ft.
special properties: Extra damage when set against a charging character (pg. 144)
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Trident (Small) 1 2lbs Special: Extra damage when set against a charging character (pg. 144)
Chain Shirt (Small) 1 12lbs
Vestments (Cleric's/Small) 1 1lbs
Bedroll (Small) 1 1lbs
Rations (Trail/Per Day) (Small) 4 1lbs
Holy Symbol (Wooden) 1 0lbs
Backpack (Small) (0.5 lbs.)
Spell Component Pouch (2 lbs.)
Total weight carried:
Current load: Light
Light: 43
Medium: 87
Heavy: 131

Cleric of Swamp Lord (in terms of domains, traits, etc., a reskinned Gozreh)
Granted Power

You find solace in the green, can grow defensive thorns, and can communicate with plants.

You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Child of Nature (Gozreh) (Knowledge (Nature))
[Paizo Publishing LLC - Advanced Player's Guide, p.333]
You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Devotee of the Green (Knowledge (Nature))
[Paizo Publishing LLC - Advanced Player's Guide, p.328]
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.

other info posted:

Addition to the world: Grippli legend tells of a time when a most of the world was swamp. It was a golden age, and the glorious grippli civilization spread throughout the land. Sadly, strange tall beings began to appear, and with them, the lands became dry, and the waters became clear and sterile. The grippli nearly died off as the world became unlivable to them. Then, on the edge of disaster, a tall, handsome grippli that none recognized showed them how to purify the waters, returning the algae, the mud, and the insects. The grippli were amazed, and as soon as they showed they could follow his example and fortify the remaining swamps, he suddenly vanished in a flash of light. Stunned, they realized that he must have been a god, and not knowing his name, started worshiping him as the Swamp Lord.

Now, grippli have stable populations in various wetlands on the borders of the empire. They consider themselves the last bastions of civilization, feeling pity for those "barbarians" who have to live on the Drylands. To everyone else, they're those weird primitive creatures who live in the shitholes no one else wants to get near. Those outsiders who hear the tales of an old grippli civilization find it preposterous, as it clearly contradicts historical and geographical fact. Still, on occasion grippli traders offer seemingly antique items of exquisite workmanship that are unlike anything from a known civilization.

Character: Kalkun's village is one of the many largely independent grippli villages that dot the wetlands of the empire. His particular village has a temple that used to house the Holy Trident of the Swamp Lord, claimed to be the personal weapon of the god himself, until it was stolen around two hundred years ago. Since then, once a decade, the village elders chose one of their own to go on a quest to retrieve it. After so many failed tries, they really don't expect anyone to recover it anymore, and it's become more of a pilgrimage and a way for the isolated village to get news and information about the outside world.

Feeling that his friendly demeanor would keep him out of trouble, his strength and dexterity preserve him if that should fail, and his impressive faith guide him no matter what happens, the elders chose Kalkun for the quest this year, and he gladly accepted the appointment. Kalkun is optimistic in general, to the point where he seriously believes that he's actually going to complete his quest. He dreams of becoming a hero both to his own people and to the world at large. Having never left the wetlands before, he's naive about the ways of those who live outside of it and may be too trusting of them. He's light green, about two feet tall, his armor and weapon are of the strange make that grippli seem to be able to come up with, and his holy symbol is a vial of algae from the spot where the Swamp Lord vanished.

Around a year before he set out, Kalkun was out near the edge of the swamps when he spotted a strange tall red thing searching the reeds for something. He observed it for a few moments, then, deciding that the creature didn't seem hostile, Kalkun jumped forward with a friendly greeting. The thing was startled, then seemed to get annoyed with Kalkun's continued attempts at conversation. However, after Kalkun figured out what it was looking for and procured several almost immediately, the thing seemed a lot more interested in the grippli. Soon, Kalkun learned Tryphon's name, and the two became much more friendly with each other. Kalkun loved hearing about the outside world he'd never seen, but sadly, his duties at the time required him to stay in the swamp, so after Tryphon was finally done with the swamp, the two had to part ways.

When Kalkun was sent on his quest, he used the information Tryphon gave him to find his way to a nearby town. Unfortunately, no one seemed to have heard of the Holy Trident, and the villagers seemed to find him strange in general. He stayed there for a few days, trying to figure out where to go next, when two travelers entered the village. The weapons of the shorter one in particular made them stand out and arouse the suspicion of the townfolk. Curious and already protective of the town he barely spent time in, Kalkun decided to keep an eye on them, quietly following them when they left town the next day. However, much to his surprise, the two were set upon by bandits. Kalkun immediately threw his trident at one of them and charged into battle. Of course, it turned out that the other two could have probably handled it themselves, and Kalkun just made the victory that much easier. In the conversation afterward, Ipomea revealed her pilgrimage, and Kalkun insisted on joining them, being pretty sure that no one from his tribe had checked much of the Heartwood yet. The two figured that he seemed useful enough, so they let him tag along for the moment.

Gao fucked around with this message at Apr 30, 2013 around 02:34

Mar 17, 2011


Hey everyone! I wanted to give you a head's up on how things are going.

I've been working on collating various things and putting together some larger plans now that our group is finalized. With Anias' assistance, I've started putting that on a Obsidian Portal website for all of us to use.

I'd show it to you right now - not everything's up, but it's a start - but Obsidian Portal just went down. I had a few things I wanted to work out with you on the website before the start of play, but nothing absolutely crucial. Either way, I will make sure to post here any necessary information prior to this Saturday so that it is accessible for you.

If you have any questions or concerns, feel free to post them here.

Mar 17, 2011


Obsidian Portal is now up, so here's a link to the campaign site. This is basically our big repository of information and ideas for the entire campaign, and I'll be both adding things throughout this week (and as the game goes on) and providing opportunities and options for you to get involved as well.

We'll be using Obsidian Portal for knowledge collection, not communication - unless people want to switch, I don't see any reason to move away from a thread we're all generally looking at anyway.

That said, you'll have to register and get invited to use the campaign site; please post your account name on Obsidian Portal so Anias can invite you (he's technically the GM of the site, not me, no big deal.)

Once you have access, there are two things you need to do:

1) If you go to the technology page, there's a link to join the campaign on Roll20 itself. Make sure you follow up on that before the game; if you do so I can fix some token details and make the game run really smoothly for all of us.

2) If possible, I'd like everyone's characters copied over there. Go to the Characters tab and create a new character; make sure to mark off that it's a PC. Anias has done it with Ipomea already (but not finished filling in her stats.) I know it's a pain, and I'm sorry for making you do it again. However, I can offer a hero point for everyone that does get their character up and completed. Once everyone has their characters up, those will be the official record I work off of.

Oct 6, 2006

I'll do many, many things for a Scooby Snack hero point.

Same account name over there.

May 19, 2011

Everything by design.

Same account name for me as well.

Jun 3, 2010

It really is a lovely hat

Invited both

Aug 14, 2005
"Something." - A famous guy

My account name there is Fel_Temp_Reparatio.

Oct 6, 2006

Anias posted:

Invited both

Cool. Lot of downtime at work this week so I'll get the character up on there tomorrow.

Oct 12, 2012

Same name for me. Also, my flight back home is earlier the same day as game day. I should get home a few hours before we start, but I'll keep you guys updated.

100 degrees Calcium
Jan 22, 2011

My account name is evilsagan

Jun 3, 2010

It really is a lovely hat

I've invited FiendComputer no space, Hope that's you.

Anias fucked around with this message at May 2, 2013 around 05:34

Oct 12, 2012

Yep, thats me! Sorry about that, forgot to mention that.

Mar 17, 2011


I've updated more things on the campaign site. There are now logs for experience and hero points, and a handful of other resources. (If you didn't upload your character yet, you don't have a hero point log.) Two house rules are listed, just using the 3.5 rules for retraining and a fix to a feat for Anias.

I'm going to add a list of the various setting details I'm taking from various characters and a character comparison table, and that will probably be it before our first session. One thing I did want to make sure I had straight were anyone's unique/extra sources they used. Currently, this is the list I have:

Pathfinder Player Companion: Adventurer’s Armoury
Pathfinder Player Companion: Knights of the Inner Sea
Pathfinder Player Companion: Dragon Empires Primer

Did I miss any? Any questions, comments, concerns?

Oct 6, 2006

Looks good. And I think I've got everything set now. Looking forward to Sat!

Mar 17, 2011


Everyone's uploaded their characters so everyone has two hero points!

Let's talk magic items a little bit. I was stocking our first dungeon using the system in Ultimate Equipment (where you basically buy balanced random rolls, it's quite neat) and I realized I'm really enjoying this and want to keep doing it. But having completely randomly rolled treasure has kind of a knock-on effect where you guys don't necessarily get what you want - or need.

So instead I'd like to propose something a little different. Per page 460 of the Core Rulebook, a certain number of magic items are available for purchase in any given community. Normally, those items are randomly rolled. What I would like to do instead is have them be whatever you'd like instead, so that you can buy a certain number of items that you want (up to the maximum amount available in any given community) if you aren't getting useful or fun things from the treasure you will be finding. In that case, what I will do is keep a list of what's available publicly, so you as a group know that x town sells potions of cure moderate wounds or +1 flaming longswords; you will also know how many other items you can choose in a given community (i.e.: what four minor items would you like to be accessible in Heartwood, for example.)

I think this strikes an okay balance so that you get interesting and different items in the course of play, but you also have access and choice. Does this work for you? Any concerns with this system?

Oct 6, 2006

Can't think of any issues with that unless someone doesn't like how convenient that is, for whatever reason. Let's see how it shakes out, yeah?

100 degrees Calcium
Jan 22, 2011

Does anyone have an idea how long the sessions will go? I forgot I made some obligations to coworkers this month and I need to figure out what part of my weekend I can give them.

May 19, 2011

Everything by design.

Arivia's timeline was four hours, which seems a reasonable amount for a regular session. Give or take half an hour for wrap-up or other appointments for people on any given day.

100 degrees Calcium
Jan 22, 2011

Cool; thank you. I can't find that info for some reason.

I'll know more later, but I may have to insist on taking off at 7:30 this month. Hopefully my absence won't be disruptive if the game goes on longer than that.

Mar 17, 2011


Wow I really disappeared down a bolt-hole yesterday.

I hope your flight went well, Fiend Computer, and that everything's okay to play.

But! I forgot something fairly important. I wanted to discuss this, but I left it too long, so here's the short and skinny everybody option. To get people involved and interested, anyone who writes and posts a character journal entry for the session to the campaign website gets one hero point. By character journal, I mean an in-character discussion or summary of the events of that session. It doesn't have to be really involved, but you should speak in your character's voice and tell us what they think about the situation. "Trog kill orcs! Trog get big loots!" is actually not bad.

Depending upon the tenor of the game and where you folks decide to go, this is either going to work out pretty well or be really boring. If it doesn't work out well (there's not that much to talk about when stabbing monsters, after all), then we'll switch to rotating factual play logs. Either way, it's voluntary - if you want to do it, that's great. If you don't want to, that's completely understandable. Some people do just want to show up, axe a monster and take its armor.

Note! There is a 3 hero point cap at any time. Any more hero points accrued than this are wasted. As you can see, I'm not planning on being too tight-fisted with them. Spending a hero point every session or two sessions should be fine, and you can expect to get that replenished in about the same set of time. I think that you should be able to influence the game in your favour, and that accounts pretty well for some early-level swinginess as well as me running some harder combats than a single orc in a 10' by 10' room.

If you have any questions, comments, or concerns, I'm always willing to talk.

Mar 17, 2011



Last minute details:

-Tokens are all set up and ready to go. I don't know who is who for Kalkun and Aren - one of you signed in as your real name, one of you hasn't joined the campaign yet. I can fix it pretty quickly, just need to know who's who. I also didn't have art for Aren, so I just grabbed a generic fetchling piece (which we can replace if you want.)

-When you sign in, you'll notice your token has two (three bars). Green is your health; red are your hero points. If you click on your character, it shows you the value; and you can then click on the value to change it as necessary. Asgall has a blue bar, too - it represents his rounds of rage. If anyone else has a mechanic they want to keep of numerically, I can add it pretty easily.

-I decided to go ahead and add health bars for enemies, too. I don't think it's much of a loss (I don't know if you can see the specific numbers or just the bar), but it does negate deathwatch from being useful. If someone has an issue with this, feel free to bring it up in the thread but we'll keep using it today.

I think that's about it. Everything else is pretty simple. I should be around starting about half an hour before the start of play in order to help with any last minute details.

Edit: Oh! I forgot the most important part! We're using text, not voice, so don't worry about having your microphone plugged in or whatever.

Mar 17, 2011


Hey everyone, thanks for playing tonight! I had a blast and I hope you did too. Outside of the journaling, I'd like to hear from you on anything you thought was particularly good or bad.

Fiend Computer, we missed you! I hope everything's okay and that you'll be able to play next week.

Oct 12, 2012

Sorry about missing the game! My plane ended up being delayed, and I was having trouble with my bet all night. I'm sure I'll be able yo make it to the next session though, this weekend just ended up being insane.

Mar 17, 2011


Fiend Computer posted:

Sorry about missing the game! My plane ended up being delayed, and I was having trouble with my bet all night. I'm sure I'll be able yo make it to the next session though, this weekend just ended up being insane.

That's understandable, planes can be finicky like that. I'm glad you're okay, though, and we just wrote you out with a case of the flu (actually I think Anias did that but it's a pretty good explanation. YOU HAVE DRAGON FLU.)

May 19, 2011

Everything by design.

Arivia posted:

That's understandable, planes can be finicky like that. I'm glad you're okay, though, and we just wrote you out with a case of the flu (actually I think Anias did that but it's a pretty good explanation. YOU HAVE DRAGON FLU.)

Credit where credit is due.

Mar 17, 2011


Wahad posted:

Credit where credit is due.


Oct 12, 2012

I'll take that as our worlds version of Montezuma's Revenge.

But, I'll go ahead and read up on what I missed, and get ready for next week. Also figure out a name for my god.

Aug 14, 2005
"Something." - A famous guy

Fiend Computer posted:

I'll take that as our worlds version of Montezuma's Revenge.

And here I was assuming that you were afflicted with uncontrollable breath weapon sneezes.

So was that it for our in game day, or is there more planned before we get a night's rest?

Mar 17, 2011


Gao posted:

And here I was assuming that you were afflicted with uncontrollable breath weapon sneezes.

So was that it for our in game day, or is there more planned before we get a night's rest?

It pretty much is. I meant to ask about that (I've been a bit dopey the past few days, I was actually running the game while taking liberal amounts of Tylenol): we basically have the conversation with the Mayor to go and then it's right out for the next quest (magic fruit!)

If you're up for it, we can do any downtime stuff and talk to the mayor in the thread now, so we can get right back to stabbing next weekend.

Also! Experience and Treasure!

darkmantle 400 / 5 = 80
hound 535 / 5 = 105
goblins 135 * 4 = 540 / 5 = 108
snake 135 * 3 = 405 + 400 = 805 / 5 = 161

TOTAL EXPERIENCE: 160+108+105+80 = 454

That's 454 experience total, for everyone, including Fiend Computer, since I'd like to keep everyone in lockstep for simplicity's sake. Four to five sessions a level sounds good to me, what do you think? (For reference, if we'd had the full six and I had used my original encounters, you would have received 513 experience, so not too far off.)

Treasure: please do share equally (including Fiend Computer), but it's quite obvious it's not always going to be even. Just share the love!

Here's the full list of loot, taken right from my notes:

The hunter has 15 masterwork arrows on his body. He also carries 9 gold in a belt pouch.
Inside the chest is a scroll of levitate (arcane), a scroll of silent image, and a scroll of ventriloquism, all loosely rolled up. There is also a single scrap of paper that reads as follows:
Hello, young arcanist!
If you are reading this page, you have passed your final exam at my college. I hope you didn’t cheat your way to victory, or you’ll regret it when a troll is rummaging through your guts looking for the tasty bits - not that I’d know. That said, your time here is done, you’ve learned all that I can teach you. Please see me in my office for your graduation ceremony and gift.
-Salla “Twice-Stitched,” Magist of Mundanity

The barrels contain 112 sp, 34 gp, a 7 gp chunk of rhodochrosite, a 10 gp small turquoise stone, an 11 gp pouch of gold dust, a scroll of magic vestment (a piece of vellum in a worn leather scroll case), and a wand of enlarge person with 24 charges (a short length of oak with a stick figure on the side with the command word “Almraun” underneath it.)

In the chest is:
927 cp, 302 sp, 50 gp, 61 gp chunk of rose quartz, 92 gp teardrop-cut amethyst, masterwork temple sword (with delicate wave patterns cut into the blade), masterwork padded armor (a deep burgundy studded with steel buttons), masterwork dagger (finely crafted, MARR engraved on the guard), oil of light (steel vial stamped with a half moon), potion of protection from evil (a blue-glass vial marked with a band of dark steel, smells like ash), potion of stabilize (glass potion bottle with a triangle cut into the cork, smells like grass), oil of purify food and drink (leather wineskin, smells like clover), potion of virtue (glass potion bottle with a deep red liquid inside, stopper stamped with a cross, smells like cinnamon), scroll of protection from good (page of parchment torn from book and written in blood), scroll of frostbite (single sheet of parchment stretched over a wooden frame), shell and silver bracelet worth 50 gp.

PS Fiend Computer, roll20 keeps a persistent log of the entire chat room, so you can use that to catch up really easily on everything if you want to.

Arivia fucked around with this message at May 6, 2013 around 13:50

May 19, 2011

Everything by design.

For the record of Fiend Computer, we gave the temple sword to Kiraj, I took the armor - though I am willing to part with it if you want to - as well as the potions of Stabilize and Protection from Evil (it was evil, wasn't it?), the gold dust, and the oil of light. Kalkun has the potions of purify food and water and virtue, and Ipomea has all the scrolls. We figured the dagger would be of most use in your hands so we saved it.

That leaves all the coin and gems. Equally divided - and given the ability to sell all of the gems and such for their worth - that means every person gets:

50 GP
69 SP
154 CP

with a spare 3cp, 5gp.

Aug 14, 2005
"Something." - A famous guy

Since we're keeping Fiend Computer in step with everyone else, I'm thinking we should probably sell the gems and split all the currency we have 6 ways, with the rest of the items going to whoever can use them best (at the moment, Kalkun's carrying the oil of purify food and drink and potion of virtue, but I can give them to someone else if they want them). I remember that Tryphon made a point to grab the gold dust, so if that has a way of using that for something, I'm fine with just letting him have it. Does that work for everyone?

Edit: Looks like Wahad has the same idea.

And since we're going to have a rest, are there any spells you guys would like me to have Kalkun memorize for our next session? I found that two of Kalkun's cantrips were the same as ones that Ipomea had, and I figured that we should coordinate to be less redundant. In addition to the regular cleric spell list, I also have either Entangle or Obscuring Mist for my first level domain slot.


Mar 17, 2011


You're right, it was a potion of protection from evil. My bad.

And selling the gems is trivial - so is selling or buying anything else under Heartwood's gp cap of 600.

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