Welcome
The first order of business now that you're here, is to decide on a common language for the party. I recommend Erelander or Trader's Tongue, since most would have access to those two languages in some form or fashion. Regardless, cast your vote.
The second order of business would be to determine if you want to intermingle backstories. You can discuss that amongst yourselves.
The third order of business would be to review the latest versions of Adventures in Midnight. I've added quite a bit to it since it's original creation, if you haven't looked in a while, it might be worth taking a gander. It now includes PC options from all the supplement books, I put them all in their own section for ease of access.
@everyone: I'm eager to hear everyone's backstory (so long as we have known each other for at least a few months in game).
---but first I'd like to put our heads together and introduce our PC race/class/Heroic Path and most particularly, Languages known.
Midnight's language system is quite elaborate. I'm hoping we can at least be Conversational in a shared language.
EDIT: in the poll I just noticed, I voted for Erenlander, but I could also see the argument for Trader's Tongue.
I have a dwarrow (gnome-dwarf hybrid, gnome-raised) Channeler on the Healer Heroic Path.
I'm still tinkering with my 3 language ranks and the 3 additional points received at first level (everyone gets 1+Int modifier points to spend, minimum 1 point).
[ +- ] largely irrelevant now math was redone
With 9 points to assign but 3 of them must be split between two racially determined (Dwarven) languages (as I interpreted the dwarrow entry for 'gnome-raised), so far I invested as follows.
MY LANGUAGES
--Conversational in Clan Dwarvish and Erenlander (Central Erendane) for free....and Conversational in Trader's Tongue (free from synergy, plus 1 point spent) &
--Basic/Pidgin in Norther (Dorn, for 1 point) / Colonial (Sarcosan, for 1 point) / Gnomish (for 1 point)/ Old Dwarven (for free), &
--Literacy (reading & writing, for 1 point) in Erenlander.
That leaves 1 final point to spend in a way that increases the party's rapport, competencies, or both.
EDIT: If we get some sort of Free commonly known language, that will free me up to get more Literacy and achieve Fluency in at least one language...I really want both to fit my backstory without rewriting it.
Smiles. I'm Azote. I'm herbalist. Yep. A female wood elf plant lover. Being an elf. Well, I can around a long time. Well to be more exact 146 year. I'm 4'8" tall and lean 83# soak and wet. Gotta love dice. I have killer green eyes too!
Given time I should have a friend with me "Familiar"...Suggestions are great. I'm thinking a spirit-beast of sorts.
Working on the PC. This takes a lot of time. Lots to just build a sweet character sheet but even longer to learn how the game works. Gesh. Very strange to me but I'm working on it. Currently working big on spells.
Best thing to know is most everyone probably wants me dead or is afraid. MAGIC.... (Level 1 Rogue/Level 2 Channeler) Don't worry. All the shadow will treat you just the same as me. What are friends for.
Yeah. I can heal little bit, I think. Not for sure. but working on it. Working on lots of stuff. LOL.
Not 100% sure how we are doing literacy, language & such. As in what we get free and what we have to pay in precious skill points. Kinda need to know for sure so I can set those dear points up. Winks. This is where the GM cuts in.
Languages: Your starting languages are the 'automatic languages.' I was reading into it last night. That terminology seems to have been lost in the transition, but the languages are still there. Just before the 'Bonus' languages.
It appears to me as those you start with whatever fluency level it shows next to that language in the race section that aren't bonus languages. Those are the options you have to choose from during character creation. In your case, you would begin play speaking Fluent High Elven. And for your bonus languages, you choose from: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader’s Tongue. In Mica's case, he's Fluent in Trader's Tongue, Basic or Conversational in another unrestricted language of his choice, and Pidgin in another unrestricted language of his choice. He can put his initial language points into any language he chooses. That's all just at character creation. So, if you've taken other options to give you more points/languages, those choices would simply have to make sense.
Literacy: Basically no one is literate unless you have something that specifically says it. You can become literate in game, but it requires study, a tutor and sinking a skill point into it. One per language
Regarding healing, you have access to Lesser Conjuration. Should be Cure minor and Cure light, a minimum at this lievel.
Azote and Skyra can be herbalist recipe swapping friends, and Ulfr and Skyra can get into the nitty-gritty of rocks.
I took Channeler/Healer path but it would be nice to have two characters who can heal, especially in a tough setting like Midnight. Ulfr is going to need patched up after protecting the two-so-far casters...
We are going to be drawing suspicion and attacks on ourselves no matter what, so elves are welcome and we will try to keep those pointy ears covered.
Languages...easily the part of building that is giving me the most challenge and indecision, especially because there are three levels of spoken in each tongue, two 'Common' tongues (Erenlander and Trader's), and written is separate (which is more realistic than most games).
Sounds like so far we have at least one Elven language and Dorn covered. I just sent a PM about languages to GM (you) to figure out if I get any race-related Fluency for free.
Azote and Skyra can be herbalist recipe swapping friends, and Ulfr and Skyra can get into the nitty-gritty of rocks.
I took Channeler/Healer path but it would be nice to have two characters who can heal, especially in a tough setting like Midnight. Ulfr is going to need patched up after protecting the two-so-far casters...
We are going to be drawing suspicion and attacks on ourselves no matter what, so elves are welcome and we will try to keep those pointy ears covered.
Languages...easily the part of building that is giving me the most challenge and indecision, especially because there are three levels of spoken in each tongue, two 'Common' tongues (Erenlander and Trader's), and written is separate (which is more realistic than most games).
Sounds like so far we have at least one Elven language and Dorn covered. I just sent a PM about languages to GM (you) to figure out if I get any race-related Fluency for free.
My previous message was about free race languages. Trader's Tongue is based on Gnomish. You get those three for free (Trader's Tongue (fluent), Any unrestricted (basic) and another unrestricted (pidgin)). Those languages you simply have, and you don't have to sink points into.
Your bonus languages are: any. Bonus languages are the ones you can choose to put your initial points into. It's in the race section, under languages.
My previous message was about free race languages. Trader's Tongue is based on Gnomish. You get those three for free (Trader's Tongue (fluent), Any unrestricted (basic) and another unrestricted (pidgin)). Those languages you simply have, and you don't have to sink points into.
Your bonus languages are: any. Bonus languages are the ones you can choose to put your [b]initial points into. It's in the race section, under languages.[/quote]
Thanks for clarifying!
(EDIT: EXCEPT....according the reading materials, I would have to be a Gnome to get "1 unrestricted Basic" and "1 unrestricted Pidgin" at start for FREE...instead as a Dwarrow, I get Trader's Tongue like a gnome (Fluent) and 2 points in Dwarven Clan, 1 point in Old Dwarven, and 2 unrestricted Pidgin.)
I have the Adventures in Midnight PDF (new version downloaded a few minutes ago) open right now.
Under "Linguistics" it says
[ +- ] sum up
all characters are illiterate in all languages including your native one. It also says "To become literate in a given language, a character must find a teacher and spend 2 Skill points. This grants literacy at equal to the current spoken fluency."
It also says a character may only improve a language by one competence per level. So if you start at "Basic" or even "Fluent" in a language, you need to wait till next level to gain +1 competency (by spending a Skill point in Linguistics) AND/OR spend 2 Skill points to gain Literacy.
I don't think I could enjoy occupying the headspace of a character who doesn't know how to read, but luckily for me we are starting at Level 3...which means...
QUESTION FOR GM: I have 'been adventuring' long enough for the opportunity to gain the needed Skill points AND mentor(s) for learning literacy, right?
(EDIT: EXCEPT....according the reading materials, I would have to be a Gnome to get "1 unrestricted Basic" and "1 unrestricted Pidgin" at start for FREE...instead as a Dwarrow, I get Trader's Tongue like a gnome (Fluent) and 2 points in Dwarven Clan, 1 point in Old Dwarven, and 2 unrestricted Pidgin.)
I have the Adventures in Midnight PDF (new version downloaded a few minutes ago) open right now.
Under "Linguistics" it says all characters are illiterate in all languages including your native one. It also says "To become literate in a given language, a character must find a teacher and spend 2 Skill points. This grants literacy at equal to the current spoken fluency."
It also says a character may only improve a language by one competence per level. So if you start at "Basic" or even "Fluent" in a language, you need to wait till next level to gain +1 competency (by spending a Skill point in Linguistics) AND/OR spend 2 Skill points to gain Literacy.
I don't think I could enjoy occupying the headspace of a character who doesn't know how to read, but luckily for me we are starting at Level 3...which means...
QUESTION FOR GM: I have 'been adventuring' long enough for the opportunity to gain the needed Skill points AND mentor(s) for learning literacy, right?
Doh! Sorry! For whatever reason, I was thinking Skyla was a Gnome. (You small races all look alike) Yeah, without look, I believe that's correct.
That's not counting your starting points. You get your auto languages for free, and a number of initial points (Int modifier (Min 1) I believe) to spend as you please at first level. Also, we're doing 1 point to earn literacy. The original book says 2, if Adventures in Midnight still says 2 I need to correct it.
QUESTION FOR GM: I would say so yea, but do bear in mind once you're literate you're literate in the one language you became literate in, but if you can justify it with your backstory, I'm okay with it. You can be literate in multiple languages, but just like real languages, just because you can speak it, doesn't necessarily mean you can read it. There might be some wiggle room for that with languages that share races, human, elves, dwarves, since they share the same runes. But largely, each language is treated as independent.
Oh, thank you for taking away the 2 point tax for literacy! I'm going to have to finish adjusting languages later, during work breaks.
Hypothetically I will submit my character by 5 pm, I just hope I'm able to continue making edits after I do...BEFORE Session 1 starts.
I had hoped to get a better sense of the party's classes (how many people good at combat do we have, etc.) before I made my final Feat selection. I wonder what class Itami is playing?
Simply for clarity since I am just meeting some of you I am playing a female character and am also a female IRL, but I promise I am not bothered by any mistakes ... it is hard when you cannot see each other's faces at the tabletop!
Since today is the deadline, I'm gonna send out the final invites tonight. I'm only tracking one other application, with two hopefuls.
If we need to spend a couple days hammering out details, I consider that absolutely fine. I still need to take a fine tooth comb to the characters regardless. I've skimmed over them, nothing glaring jumped out at me. But I still need to conduct a more thorough review. I planned on doing that once we had everyone present.
Midnight 2nd edition: Characters with at least basic competence in Colonial, Erenlander, Halfling, High Elven, Norther, or Old Dwarven are considered to have a pidgin competence level in Trader’s Tongue.
Woot I have pidgin competence in Trader's Tongue. Which is common.
One-Shot Primer:
Synergy: Some languages share linguistic roots, allowing partial comprehension or easier learning. This is represented as synergy:
• If you know a related language (as defined by the GM), you may understand pidgin (basic) versions of another.
• Pidgin comprehension allows basic communication and simple reading, but not fluency.
• Examples:
o High Elven or Halfling grant pidgin Danisil.
o Norther or Colonial grant pidgin Erenlander. Knowing both grants full Erenlander.
o Multiple basic tongues grant pidgin Trader’s Tongue.
Woot. I receive pidgin competence in Danisit too. Figures as I'm elven.
Most languages of Eredane have three levels of competence: pidgin, basic competence, and fluency. One skill point spent on a language allows the character to learn the pidgin version of it, which lets a character understand and recite only basic grammatical structures and words. Two skill points grants basic competency in both speech and comprehension, while three skill points buys fluency. When languages are
listed in character write-ups and stat blocks, a (1) after the language represents pidgin competence, while a (2) after the language represents basic competence. If there is no number in parenthesis after the language, the character is fluent in that language.
Speak Language and Linguistics : Each written form (literacy) also costs 1 skill point.
What I have and no written ability.
High Elven (3) Trader's Tongue (1) Danisit (1)
Would this be correct?
And I have spent 3 skill points on Linguistics.
From my bonus languages: Hmm Halfling is nice. Needed Erenlander. Sylvan would be different. Colonial for a more standard one. Old Dwarven just isn't used much. I have no idea what 'Jungle Mouth' is??? Perhaps even more levels of Orcish.
Of course. If I spend 2 points on Colonial, then I get pidgin Erenlander and could spend another point to get (2) in it.
Temptation to spend another point in Linguistics to get (3) in Erenlander. Then another for Orcish.
Five skill points later in Linguistics I end up with:
Midnight 2nd edition: Characters with at least basic competence in Colonial, Erenlander, Halfling, High Elven, Norther, or Old Dwarven are considered to have a pidgin competence level in Trader’s Tongue.
Woot I have pidgin competence in Trader's Tongue. Which is common.
One-Shot Primer:
Synergy: Some languages share linguistic roots, allowing partial comprehension or easier learning. This is represented as synergy:
• If you know a related language (as defined by the GM), you may understand pidgin (basic) versions of another.
• Pidgin comprehension allows basic communication and simple reading, but not fluency.
• Examples:
o High Elven or Halfling grant pidgin Danisil.
o Norther or Colonial grant pidgin Erenlander. Knowing both grants full Erenlander.
o Multiple basic tongues grant pidgin Trader’s Tongue.
Woot. I receive pidgin competence in Danisit too. Figures as I'm elven.
Most languages of Eredane have three levels of competence: pidgin, basic competence, and fluency. One skill point spent on a language allows the character to learn the pidgin version of it, which lets a character understand and recite only basic grammatical structures and words. Two skill points grants basic competency in both speech and comprehension, while three skill points buys fluency. When languages are
listed in character write-ups and stat blocks, a (1) after the language represents pidgin competence, while a (2) after the language represents basic competence. If there is no number in parenthesis after the language, the character is fluent in that language.
Speak Language and Linguistics : Each written form (literacy) also costs 1 skill point.
What I have and no written ability.
High Elven (3) Trader's Tongue (1) Danisit (1)
Would this be correct?
And I have spent 3 skill points on Linguistics.
From my bonus languages: Hmm Halfling is nice. Needed Erenlander. Sylvan would be different. Colonial for a more standard one. Old Dwarven just isn't used much. I have no idea what 'Jungle Mouth' is??? Perhaps even more levels of Orcish.
Of course. If I spend 2 points on Colonial, then I get pidgin Erenlander and could spend another point to get (2) in it.
Temptation to spend another point in Linguistics to get (3) in Erenlander. Then another for Orcish.
Five skill points later in Linguistics I end up with:
Yep. Seems legit. Don't have a problem with any of that. Jungle Mouth is Danisil. I... don't like the sound of Jungle Mouth. So, I just call it Danisil.
WanderOne says:
Side question: How many spell points do you get starting?
Magecraft
When a character selects the Magecraft feat, they must also choose a tradition—a magical discipline that governs their approach to spellcasting. Each tradition determines:
• The key ability score used for spellcasting.
• Initial spell knowledge.
• Unique benefits if the character later becomes a channeler.
Upon gaining Magecraft, the character:
• Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
• Can cast a number of 0-level spells per day equal to 3 + their spellcasting ability modifier. • Gains spell energy points equal to their spellcasting ability modifier, which can be spent to cast their chosen 1st-level spell and any additional spells learned later.
Plus whatever bonuses you have from race, heroic paths, feats, etc...
Disguise is not a core skill as far as I can tell.Rogue's Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha)
Perception and Perception Checks are essentially the same thing, but not exactly, the third perception is a typo. Perception vs Perception Checks is a throw back to old language to cover all bases.
Balance = Acrobatics, Disguise and Hide = Stealth. Part of the the 3.5 to PF1E migration.
Perception and Perception Checks are essentially the same thing, but not exactly, the third perception is a typo. Perception vs Perception Checks is a throw back to old language to cover all bases.
Means that I have basically perception a class skill and have a racial bonus of +2 on perception checks.
Perception and Perception Checks are essentially the same thing, but not exactly, the third perception is a typo. Perception vs Perception Checks is a throw back to old language to cover all bases.
Means that I have basically perception a class skill and have a racial bonus of +2 on perception checks.
Summon Familiar (Su)
At 2nd level, the channeler may summon a familiar—a minor spirit or magical entity crafted from their
own soul. The process takes 1 full day of uninterrupted ritual, including a sacrifice of 5 days’ worth
of food as an offering.
This familiar follows the rules for the wizard’s familiar (Core Rulebook), but with a Midnight twist:
• Many familiars are fey, spirit-beasts, or manifested ancestral shades, rather than mundane animals.
Does the point that a familiar is Fey, Spirit-beasts or Manifested Ancestral Shades have any meaning besides fluff?
Summon Familiar (Su)
At 2nd level, the channeler may summon a familiar—a minor spirit or magical entity crafted from their
own soul. The process takes 1 full day of uninterrupted ritual, including a sacrifice of 5 days’ worth
of food as an offering.
This familiar follows the rules for the wizard’s familiar (Core Rulebook), but with a Midnight twist:
• Many familiars are fey, spirit-beasts, or manifested ancestral shades, rather than mundane animals.
Does the point that a familiar is Fey, Spirit-beasts or Manifested Ancestral Shades have any meaning besides fluff?
Just that if they should be any of those things they would inherit the pros, cons, templates(if applicable). Whereas in DnD/Pathfinder, many familiars are outsiders, Midnight has its own spin. So, a lot of fluff. Yes. But some mechanics underneath as well.
Well. I'm thinking of a Spirit-Beast Raven. Anything else I should know. As bad as things are around here. A raven should feel right at home. LOL.
Summon Familiar (Su): Channelers eventually learn to shape part of their own souls into spirit-like entities separate from themselves, the better to investigate the world around them, perform minor chores, and act as guardians, scouts, and messengers. These entities are known as familiars. At 2nd level, the channeler may summon a familiar via a process that takes one full uninterrupted day of ritual and concentration and requires a sacrifice of 5 days worth of food. The rules for the familiar are otherwise exactly the same as those described in the core rules.• Many familiars are fey, spirit-beasts, or manifested ancestral shades, rather than mundane animals.
Raven, Neutral, Tiny animal
Init +2; Senses low-light vision; Perception +6
AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size,+1 natural armor)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +5
The master of a raven familiar gains a +3 bonus on Appraise checks. Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
* Speaks one language of its master’s choice as a supernatural ability.
The spirit-beast familiar sounds most interesting, and hopefully can be hidden. Then again you have to constantly hide being an elf or be captured just for that, so it's not like having a familiar with you is going to land you in "bigger" trouble, right?
@everyone: Question for the group, would it be all right if we all know each other at least a few months before the adventure starts, and we're choosing to travel to Ishensa Basin together?
I'd rather not start the adventure paranoid that one of us will turn traitor, and Midnight is that sort of setting.
Fluency in Trader's Tongue, Erenlander, and Clan Dwarven. (*Literacy in Erenlander and Clan Dwarven if allowed for Gnome-raised PC.)
Conversational Basic in Norther (*because of Ulfr)
Basic aka Pidgin in Colonial, Orcish, and Old Dwarven.
I banked 1 Skill point in Linguistics to spend later (i.e., spent a Skill point to add a rank, but reserved for a competency TBD, perhaps a party member teaches me while we travel and I offer to teach them something too).
LOL. Yeah. Azote is a walking death trap to be around so raven around too can't hurt. At least it can fly around & talks. She appears to be her later human twenties (28), but her 147 birthday is coming along. She favors Erethor & Caraheen regions. And do note that she does not see in the dark well. Only has low-light.
I would imagine that Azote is a touch wanted. Probably from thinning down the ranks of shadows. She doesn't leave witnesses. Just dead bodies. Her feelings about them are mutual.
She likes to listen to rivers & trees whispers. Big fan on wildlife. And of course, World Peace.
Some of her useful skills: (She is rather good at whatever she does.)
+4 Perform (stringed instrument)
+7 Profession (herbalist)
+8 Perception
+8 Stealth
+8 Survival
Languages: High Elven (3) Usually only curses in this language. Trader's Tongue (1) Danisit (1) Colonial (2) Her secondary speaking language. Erenlander (3) Usually her main speaking language. Orcish (1)
She is lean and likes her Goodberry spell. You will like her cure light wounds. She has other spells.
Sheet looks good to me, you're kinda like Fezzik including the casks of wine. (Okay that's more Andre the Giant in real life, rest his kind and mighty soul.)
Nice to have fully Fluent and written Dorn covered. As well as having him fully fluent and reading Erenlander On Ulfr as my PC does.
Only part that confused me was "+1 racial to 5 Dorns" note. Bonus to do what?
I'm cool with character ties. It makes sense for our characters specifically too.
Huzzah!
@everyone: Any other takers, shall our PCs already know and trust each other, a few months' of acquaintance, while traveling to Ishensa Basin to investigate?
Sheet looks good to me, you're kinda like Fezzik including the casks of wine. (Okay that's more Andre the Giant in real life, rest his kind and mighty soul.)
Nice to have fully Fluent and written Dorn covered. As well as having him fully fluent and reading Erendlander On Ulfr as my PC does.
Only part that confused me was "+1 racial to 5 Dorns" note. Bonus to do what?
Oh, it means if he fights in a group with 5 or more Dorn allies, he gains +1 to attack.
Azote is able to blend better with humans than most wood elves. Unlike many wood elves, her eyes are not large and dark but emerald green and it marks her well. She doesn't have the long shiny black hair more classic but instead darken brown. Her skin is lighter but still has the twinge of ino wood color. Her usually green eyes have long marked her by the shadow. Although she isn't of high stature, she can pose as one's daughter till you see her face & her eyes.
She never speaks of her past, but some say she has had ancients guide her.
She is well steeped in brewing of herbal concoctions. She is a trained warrior too with sword and bow. Like many Caransil, she too has innate magics skills. And later training to be a full spell caster. She is also a bless guardian of the forest although she claims no land. Some say she can hear the whispers of trees and waterways. She has been said to be able to calm a derange wolf down to pup.
But most of all, she is an adventurer. Not fixed to one or any place. Perhaps she hasn't found her place.
Side note: She can open door, disable traps, and sleight of hand. She has all those roguish skills to survive.
Úlfr is very good at climbing, swimming, survival, perception. He's okay at stealth but he counts as large which is a -4. He too big to blend in ever really. His mother taught him to read and write, and while he isn't a big reader, he truly values his ability to read and write the Norther runes. He can also walk through any natural terrain with no problems at speed.
He's also mastered speaking softly and carrying a very big stick.
Good morning, busy father's day yesterday. Had a good time though. Going through characters today. Itami should be with us by today hopefully, he has some stuff going on come to find out. We'll push ahead with 5 until we find a sixth, which should be fine, especially for Shards. You'll have an NPC with you the whole time, they can make up for a lack of manpower.
Hi friends, sorry for my lateness! Thanks to GM, for kind invite! :)
Working on languages now, for Seelah, basically Erelander, Norther and Trade Tongue, no literacy. Looking up the categories (basic, convo, fluent), so I need to see what I have and sort those out. Then gear and I think I’m done. :)
I think I read, we get half normal starting gold as VP’s, and we’re third level, WBL being 3k, so we start with 1500 VP to-spend; correct?
Was that info for the familiar, okay? And if the that one bites the big one, may I summon a replacement?
I need to adjust my spells some and buy some items yet to do.
GM: There is some new info on character about history that should be interesting.
Only thing I would suggest is keep the info for trapped spirits (fey) on hand. You being the center on it's natural setting. Won't need to summon a replacement unless the actual spirit is destroyed. If the physical body is destroyed, it's dazed for one round. Forming a new physical body requires 2d4 days.
I think I read, we get half normal starting gold as VP’s, and we’re third level, WBL being 3k, so we start with 1500 VP to-spend; correct?
Hope y’all are well today. :)
Mm, good catch. I put that in there when planning to start at level one. 1500 is way too high for this setting. We'll say full wealth at level one. You can roll or take average. If the roll is lower than average, you can take average.
Looked through everyone's sheet a little more thoroughly. Didn't have any issues with what I saw. Made a couple small corrections, mostly involving languages. So if you see differences you want explained, hit me up. I'll continue verifying as we move forward, I only really have one area I'm still concerned about. I didn't dig to deeply into spells, please make sure spells learned via spellcasting match up with the midnight spell list. That was added during the last update and should've been in there since the beginning.
Now that I have backgrounds for most everyone, I'll start trying to incorporate some player specific plot hooks. I don't know if I'll get them in there during the 'one-shot', but if we continue this on after this please, I promise to do my best to give your characters some personal motivation.
Once Itami rogers up, we can get started. We'll give him a day or so, then get moving regardless. Feel free to make to make adjustments as I continue adding new stuff and everyone's plans are finalized.
Tork is my spirit beast Raven (1.5 wingspan, 4#) that chats in Erenlander (INT 6). Winks. Azote Chats in Erenlander too. Familiar is done.
Adjusted my spells: Added in Light & disrupt undead. Lost mending & guidance.
MONEY! woot. 70 vp. (Better average than my dice.) I can afford nice shoelaces for her expensive boots.
GM: Are we allowed to purchase like a shortbow, short sword & dagger? Not like Azote can have double death sentences on her. Triple if you can't casting. Mwaa ha ha.
Saw the PM, tried to fill in a roll but I don't know if it's how slow my *work computer runs or what (*I am on a lunch break) but I'm not getting the result.
I don't suppose I could just keep the Tools roll I got, and explained above?
Nevermind, I figured out where the 'submit' function was. And I got the same result so I can't complain.
GM: Are we allowed to purchase like a shortbow, short sword & dagger?
Of course, anything not restricted for your race.
So...in one place of the Midnight book under Equipment (*downloaded after latest updates) it says the "great sling" is a Simple weapon which means even my caster can use it. Another place in the text calls it Martial. Can we go with the 'Simple' designation....or do I need to give myself the 'free' version of the sling from PF1E instead?
The differences: great sling is d4 for Smalls instead of d3, ranged 60 ft instead of 50, adds your Str mod (mine is 0), and costs money/vp
GM: Are we allowed to purchase like a shortbow, short sword & dagger?
Of course, anything not restricted for your race.
So...in one place of the Midnight book under Equipment (*downloaded after latest updates) it says the "great sling" is a Simple weapon which means even my caster can use it. Another place in the text calls it Martial. Can we go with the 'Simple' designation....or do I need to give myself the 'free' version from PF1E instead?
I want to say, Seelah’s sheet is complete. I made her sheet Public (Library), so everyone’s welcomed to check her out and see what a horrible job I did lol. Suggestions, questions etc. are welcomed of course, let me know if I can help.
Azote besides being elven trained with bows and many swords, she is also finesse trained. Question is; Is Azote also proficient in strictly elven weapon such as Elven Curve Blade? Elven Curve Blade does strangely qualifies as a finesse weapon.
Sad part is that it will also take 80 vp of her 100 vp for such a fine weapon that surely has been passed down through the generations. It is a weapon that has seen more war time than the years that Azote has been alive. It is a weapon with a history.
[ +- ] Weapon Finesse
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] Elven Curve Blade
Curve Blade, Elven
Cost 80 gp Weight 7 lbs.
Damage 1d8 (small), 1d10 (medium) Critical 18–20/x2 Type slashing
Category two-handed Proficiency exotic
Weapon Group heavy blades
Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare.
You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.
[ +- ] Azote Proficiencies
Azote normal proficiencies: Weapons: Longbow & shortbow (including composite variants), longsword, short sword, hand crossbow, rapier, sap Armor: Light (but it interferes with her casting.)
Azote besides being elven trained with bows and many swords, she is also finesse trained. Question is; Is Azote also proficient in strictly elven weapon such as Elven Curve Blade. Elven Curve Blade does strangely qualifies as a finesse weapon
Sad part is that it will also take 80 vp of her 100 vp for such a fine weapon that surely has been passed down through the generations.
[ +- ] Weapon Finesse
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] Elven Curve Blade
Curve Blade, Elven
Cost 80 gp Weight 7 lbs.
Damage 1d8 (small), 1d10 (medium) Critical 18–20/x2 Type slashing
Category two-handed Proficiency exotic
Weapon Group heavy blades
Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare.
You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.
Negative, not it of the box anyhow. Exotic weapons still require training.
There's the line that says elves treat all Elf weapons as martial in Pathfinder. But you don't have a class that provides martial weapon proficiency. Additionally, we're using Midnight races, which the elves here have specific proficiencies.
Yeah. That makes sense. Azote has several rogue weapon proficiencies & Elven proficiencies but not true martial weapon proficiency. So, it does make sense she will have to expend a feat to gain proficiency if she so badly wants it.
That would be giving up spell selection that she uses her feats for. Alas. Not happening. Yep, she turned channeler before gaining the skills with such a fine weapon.
Rapier (20 vp) or a short sword (10 vp) are her best choice. Longsword (15 vp) just isn't finesse. And she can still afford a Shortbow (30 vp). :) Bet she isn't receiving any of those exception elven arrows. Probably has the generic ones off the shelf...
Oh. I fixed Azote weapon selection too. Some odd reason I dropped that she was proficient in all simple weapons too. Corrected.
I checked out WhiteDwarf's (your) sheet for Seelah here: Seelah.
Seelah is an Erenlander human, which confirms for me that Erenlander makes the most sense for a common party language. (Her other languages are both Fluent: Trader's Tongue and Norther.)
Sheet looks good to me, I am glad you/Seelah covered Knowledge(Shadow). Also Handle Animal, that makes two if one of us fails one of us. Strong Intimidate check bonus for her too.
I think Erenlander is the key language for the party. Azote & Tork both are fluent in it.
I have most all the skills for Azote done but I believe that I still have favored class option to apply. Means I can put 3 skill points someplace. I believe that Rogue & Channeler classes are both favored classes for Azote.
Caraheen in Erethor is Azote's favored region. I'm sure her +2 makes being Caraheen sweet.
I just turned on library on her. (You can see her sweet character sheet with lots of work on it.) You will notice really Azote has a whooping +0 and it is a class skill in handle animal. Does make me want to put at least 1 skill point in there to receive the +3 class skill bonus. (I spent a great deal of time to make-do that math on that skill's chart to make it right. Feel free to copy and paste.) But being that she has a ton of skills, it made it worth the time.
@WanderOne: I am glad you mentioned Favored Class, I had forgotten about it. I will go with 1 extra HP extra Skill Point each level of Channeler.
PF Core Book: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
@WanderOne: Same deal with Favored Region, I had not recently looked up what it meant
It means (from Midnight book) : Each race in midnight has a deep connection to its ancestral homeland. Gain Knowledge Local (region) as a Class Skill. Also +2 on Survival Checks and Knowledge Nature Checks if you are trained in those Skills.
I will add that to my Character Sheet now.
EDIT: Largely irrelevant for me except a bonus to Survival checks.
@WanderOne: I am glad you mentioned Favored Class, I had forgotten about it. I will go with 1 extra HP each level of Channeler.
PF Core Book: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
Yep, but Channeler is also a free favored class for a Caransil. I really don't like the elf race option, a hp, or the class options for Favored Class. A free skill point per level is sweet.
House ruling: We're gonna adopt PF1E rules for favored classes:
Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes can never be a favored class.
Okay... I didnt want to get into the weeds with this question, but I also don't want to get shorted skill points. The four extra skill points at level 1 is a 3.5 convention because the math for class skills was different, and PF 1e simplified them and did away with the extra skill points. That said, Midnight still gives 4 extra skill points at first level... I was guessing that was a typo, but I will gladly take them if they are on the table, so to speak.
Okay... I didnt want to get into the weeds with this question, but I also don't want to get shorted skill points. The four extra skill points at level 1 is a 3.5 convention because the math for class skills was different, and PF 1e simplified them and did away with the extra skill points. That said, Midnight still gives 4 extra skill points at first level... I was guessing that was a typo, but I will gladly take them if they are on the table, so to speak.
You were correct in that it was a typo or 'mistake'. Skills point acquisition is the same as it is in Pathfinder. No x4 at first level.
It looks like I'm getting some extra time today, so I'm going through and fixing some of these mistakes.
I definitely feel like you got the good end of the bargain, like 2/3rds of my vps went to buying large armor. Lol
I plan to have your back, my large friend!
Part of my spell list was outside what Midnight allows, so when I fixed that I changed my level 2 to 'barkskin' which will increase your Natural AC from 0 to +3 for 30 minutes.
Azote goes for goodberry to live on. She has Mage Armor (+4 AC) for protection. Setup for travel & has tent (one person, 20 minutes setup). Has a shawm for entertainment. She normally travels with her head buried in a hooded cloak. She does some disrupt undead spell when needed. Mostly she is good for faerie fire & grease but can cure light wounds. She keeps Cure Minor Wounds & Light handy. She does rapier for melee and shortbow for range. Dagger is optional. She has around 18 gp for extra spending if needed.
You were correct in that it was a typo or 'mistake'. Skills point acquisition is the same as it is in Pathfinder. No x4 at first level.
It looks like I'm getting some extra time today, so I'm going through and fixing some of these mistakes.
Darn, I am really going to miss that x4 Skill points at first level, which allowed you to activate all your Class Skills. I had figured it was Midnight's way of compensating for how hard it is when you're always a fugitive and can't get alchemy or magic stuff easily at all.
But I will fix my sheet soon. I'll have to take Skill Points from Favored Class after all.
Azote with her raven is ready for a journey far to the south, in Greybarrow -- a forgotten port half-swallowed by marches near Davindale. There, at a weather-worn dock, the party finds Wexley Thorn: a gnome of few words and many secrets. He offers passage north, under the guise of a trade route. Azote is a simple elven herbalist.
She is ready to discover what lies within Dolmen, reclaim what can be salvaged (has a sack), and return alive. :)
(Multiclassing into Rogue supplies lots and lots of class skills & points.) but not enough coin to purchase Thieves's Tools.
@WanderOne: the rules say if you still have any gold/vp left to spend at character creation, it is wasted.
So you may as well spend that last 18....and my two cents, if possible, trim 12 off elsewhere to buy the 30 gp/30 vp version of common thieves' tools? Otherwise it's -2 penalty on all Disable Device.
That said, if you need to a improvise a tool, my PC has a nail file in her inventory you could use (the whole grooming kit cost 1 gp).
Reached out to Itami, he says he's still in and should be ready to go by tomorrow. If he's not, we'll write him in once he is. If it becomes too long, we may have to search for TWO more players.
I plan to put the first post up by tomorrow night regardless of his status.
Yea, I didn't realize the mistake was so prolific in the handout, else I would've clarified sooner. My apologies. I wish I could've just posted the actual book and made a conversion guide. But OGL laws are such that I can't do that, hence this arduous work around. I'm always finding little stuff I need to correct. AI is great and all, but not perfect, hence I'm always finding stuff I need to fix, despite my best proofreading exercises.
Speaking of the handouts, I updated them again. Removed that error, as well as others I found. Let me know if you have questions or see more. Speaking of, I also added a new spell you might be interested in from one of the supplements. I combed through them looking for more, but only really found that one that wasn't in the Core Rulebook and wasn't hyper specific to a system we're not using. That's a little disappointing...
The whole issue with VP disappearing after character creation is that there's no real coin in Midnight. It's all done via bartering. You can't hold a value point in your palms, and gold is basically worthless, so there's no way to retain that buying power simply without actual goods to trade.
Units of Worth
In standard d20 games, items have costs in gold pieces (gp). Characters are assumed to acquire and consume gold at specific rates, usually in the form of weapons taken from their foes, as well as coins, gems, objects of art, or even magical items, all of which can be resold. In MIDNIGHT, only the first and last from this list are of any value, and possessing either can have a character branded as a criminal. MIDNIGHT therefore uses a different standard when calculating the worth of items: value points (vp). Since the cultures of MIDNIGHT largely exist on a subsistence basis and food is the first thing necessary for survival, a week’s worth of rations makes an appropriate standard of easurement: 1 vp is equivalent to a week’s worth of poor-to-common food for one person, which makes its baseline value equivalent to about a gold piece. The way that value points and gold pieces differ, however, is that value points are subject to a multiplier determined by regional worth.
Types of Goods
All goods in MIDNIGHT are separated into one of five categories, each of which may have a different worth in any given region:
Baubles: These include coins, gems, jewelry, and other objects of art that have no practical use and therefore little worth.
Food: This category includes fresh water, fodder for animals, and anything that will keep a family fed; meat is usually traded "on the hoof" so it doesn’t have to be carried or kept fresh.
Raw Materials: Ore, wood, hemp, wool, hides, furs, and anything else that must be processed before it becomes a finished good or is an essential ingredient to some finished product. Beasts of burden are considered raw materials as well. Unskilled labor generally has the same multiplier as raw materials in any given region.
Finished Goods: Metal tools, barrels, spun cloth, simple watercraft or carts, rope, leatherwork, or anything else the production of which is either skill-intensive, labor-intensive, or requires specialized equipment. It is assumed that anyone raised in the Last Age has learned simple sewing, carving, construction, and food preparation skills simply in order to survive, so the results of such activities are not considered finished goods. This category also includes padded, leather, and hide armor, as well as all simple weapons other than crossbows, maces, and morningstars. Skilled labor generally has the same worth as finished goods in any given region.
Contraband: This is a catchall category that includes anything banned by the Shadow, most noticeably weapons, armor, charms, and books or scrolls. Contraband also includes any items used by orcs, legates, and collaborators, but illegal for citizens to possess, like trained war mounts or watercraft that carry more than a handful of passengers. This category nominally includes magic items as well, although anything
but a one-use item or an item low on charges would be nearly priceless. On the other hand, since the dark god’s servants seem to be able to find magic items at their whim, possessing such an item can end up having a heavy price, indeed.
Example Trades
The following examples should give both DMs and players alike an idea of the nature of trade in Eredane’s local barter economies:
• A human farmer trades a bag of cut diamonds he was given by a beggar who only wanted a place to sleep for the night to a halfling nomad for a bag of tobacco. The halfling’s children use the diamonds as sling stones with which to hunt rabbits.
This is from the GM section:
[ +- ] Limitations and Alternative Treasure
Limitations
As discussed in Chapter Six, bartering is a way of life throughout Eredane and coinage and gems alike are almost worthless. This means that characters are unlikely to find anything that can be considered portable wealth. The most compact valuable items are likely to be weapons, which are illegal throughout much of Eredane, and food, which is so eagerly sought by everyone and everything around the characters that they will have a hard time hanging onto it. Even when they do find small and light objects that are extremely valuable, like magic items, they will often be so valuable to their cause to be almost priceless, and therefore useless for trade. Because of this limitation, unless they are willing and able to invest in the organization and maintenance of a constant home base, most PCs in MIDNIGHT will never acquire vast sums of wealth. Alternative Treasure
Since gold and gems have no objective value in MIDNIGHT, there is no strict guideline to offering them and similar non-magical treasure to the characters. Worked items such as jewelry will have a higher value than rough gems or minted coins, since they have value outside their material composition. When giving out such treasures, try to keep in mind the perceived value of such items rather than actual worth, because in a barter economy the perception of value is a much stronger force than a manufactured economic one. Consider an isolated tribe of halflings, then ask which they would find most useful—a lump of steel, a promissory note for 20 gp, or an axe. This is the basic idea behind assigning value to found goods in MIDNIGHT.
So, in short, no. You have to rethink how you think about wealth. These are people struggling to survive.
Consider: I am starving and I can not procure food and you come to me offering me money for my water. I, knowing I could not buy food with that money, would turn you down because clean water is also hard to come by. Now, if you offered me a sandwich, we might have a conversion.
There are regional acceptions I.e., area's of the world where Izrador is still fighting for control. But in the occupied lands, items we typically consider valuable have little worth.
I thought the real value was in iron. Gold is still traded in some places nominally, but iron holds most of the intrinsic practical value for trade in midnight. It's good barter because it's money with less steps.
I thought the real value was in iron. Gold is still traded in some places nominally, but iron holds most of the intrinsic practical value for trade in midnight. It's good barter because it's money with less steps.
I would say you're super close. Iron holds value because you can make iron into things you can use.
Would you be all right with the party already knowing each other at least a few months before the adventure starts? Greemology had agreed to it.
If not, in a dog-eat-dog, cutthroat setting like Midnight we would probably be very wary at first meeting and paranoid about keeping secrets from each other for a long time after. And I'd rather not do that but it's not all up to me, you know?
Me thinks, I will trade that small metal mirror in for 10 gp of treated leather usable to make other things. It is kinda like having gold on you.
Yeah. You all know that Azote is all unlawful and wanted elf. Handy to have around as long as you're not under the shadow's edge. You're 100% sure she has did in a number of shadow's men and not at all popular with shadow. When you associate with an ELF, you know what side your on.
For trade goods: Azote has 10gp of treated leather, a day's trail rations, 3 flask of lamp oil, & a nice bar of soap.
Me thinks, I will trade that small metal mirror in for 10 gp of treated leather usable to make other things. It is kinda like having gold on you.
Yeah. You all know that Azote is all unlawful and wanted elf. Handy to have around as long as you're not under the shadow's edge. You're 100% sure she has did in a number of shadow's men and not at all popular with shadow. When you associate with an ELF, you know what side your on.
For trade goods: Azote has 10gp of treated leather, a day's trail rations, 3 flask of lamp oil, & a nice bar of soap.
Úlfr lives in the wilderness to avoid the law, and his mother was a known spellcaster, her only saving grace being that most of civilization thinks her dead. So while he trades near town sometimes, he mostly lives an outlaw life. He's also huge, even for a Dorn, which puts a lot of townsfolk on edge anyway.
REDID my languages after recalibrating Skill points to only 1 rank in Linguistics,
TL;DR version:
Dwarven Clan & Erenlander & Trader's Tongue: Fluency and Literacy
Colonial (Sarcosan) & Norther (Dorn) : Basic only, end of list
[ +- ] explanation
Starting Free AT LEVEL 1
Old Dwarven Basic
Norther Basic
Colonial Basic
Erenlander Conversational
Dwarven Clan Conversational
Trader's Tongue Fluency
3 pts from Intelligence (but any 1 language can only be increased by 1 competency per character level)
Spend 1 point to gain Literacy in Erenlander
Spend 1 point to gain Literacy in Clan Dwarven
Spend 1 point to gain Literacy in Trader's Tongue
Backstory justifications:
Gnome dad Finn was a smuggler/resistance fighter ((plus, as a ferry boat + barge (towed) operator he needed to keep passenger manifests and cargo records, and she helped when she was old enough)). Orcs occasionally need the gnomes' ships to move supplies or conduct inspections for contraband, so interaction is inevitable, and some of the Shadow's agents read and write Erenlander according to sourcebooks so that's probably the correct language for manifests/other records.
Grandmother Olga was former professor and also helped teach PC to read and write, as well as sharing her herbalist treatments. Mother Idrun was there for her early years too, teaching her Dwarven and later writing to her though the letters stopped over a year ago.
Level 1, 1 rank in Linguistics (which can be banked...may as well do that).
LEVEL 2:
1 rank/point in Linguistics to spend banked from level 1, spend it for Fluent in Clan Dwarven from experience talking to dwarf passenger smuggled on dad's ship.
Petra (name change) Pestlegrind = dwarrow herbalist on Healer path as I've said.
Backstory rewrite, her life highlights...or lowlights:
[ +- ] family lost
--gnome dad taught her sailing and smuggling and swimming but those memories are buried too deep to access; he drowned and came back as an undead Fell; Petra defeated him with her first spellcasting (magic stone).
--gnome grandma taught her herbalism and animal care (latter Skill lost for now from trauma), and spoke of teaching at university; she died of grief over losing son
--dwarf mom used to write her letters but they stopped about a year ago;
After dad/grandma dead she had to strike out on her own to avoid bringing legates down on her dad's crew of his ferry + towed barge named the Lelie. She met up with the party on the road, in whatever order suits all of you, soon after that.
SPELLS: Petra's powers manifest as Dwarven folktales made real such as
[ +- ] spells
---->wounds miraculously healed by a sprinkle of dust (cure minor/light/moderate),
---->stones you could bury and later harvest as a nourishing root vegetable for a pot worth of hearty stew (stone soup),
---->a command that forced malevolent spirits to flee their unwilling hosts (master of spirits ability),
---->pleas that stirred plantlife to her party’s defense (lifetrap (entangle but for undead) + barkskin),
---->and her least favorite, a word that summoned potent bile she could then spit across great distances (acid splash).
Petra travels with this gear...
NEW: common thieves' tools
--
[ +- ] list
blanket + hobo walking stick to carry gear over shoulder, winter outfit, grooming kit, cooking kit, waterproofed bag to keep kits/tools dry
REDID my languages after recalibrating Skill points to only 1 rank in Linguistics,
TL;DR version:
Dwarven Clan & Erenlander & Trader's Tongue: Fluency and Literacy
Colonial (Sarcosan) & Norther (Dorn) : Basic only, end of list
[ +- ] explanation
Starting Free AT LEVEL 1
Old Dwarven Basic
Norther Basic
Colonial Basic
Erenlander Conversational
Dwarven Clan Conversational
Trader's Tongue Fluency
3 pts from Intelligence (but any 1 language can only be increased by 1 competency per character level)
Spend 1 point to gain Literacy in Erenlander
Spend 1 point to gain Literacy in Clan Dwarven
Spend 1 point to gain Literacy in Trader's Tongue
Backstory justifications:
Gnome dad Finn was a smuggler/resistance fighter ((plus, as a ferry boat + barge (towed) operator he needed to keep passenger manifests and cargo records, and she helped when she was old enough)). Orcs occasionally need the gnomes' ships to move supplies or conduct inspections for contraband, so interaction is inevitable, and some of the Shadow's agents read and write Erenlander according to sourcebooks so that's probably the correct language for manifests/other records.
Grandmother Olga was former professor and also helped teach PC to read and write, as well as sharing her herbalist treatments. Mother Idrun was there for her early years too, teaching her Dwarven and later writing to her though the letters stopped over a year ago.
Level 1, 1 rank in Linguistics (which can be banked...may as well do that).
LEVEL 2:
1 rank/point in Linguistics to spend banked from level 1, spend it for Fluent in Clan Dwarven from experience talking to dwarf passenger smuggled on dad's ship.
Petra (name change) Pestlegrind is an dwarrow herbalist on Healer path as I've said.
Backstory rewrite, her life highlights...or lowlights:
[ +- ] family lost
--gnome dad taught her sailing and smuggling but those memories are buried too deep to access; he drowned and came back as an undead Fell; Petra defeated him with her first spellcasting (magic stone).
--gnome grandma taught her herbalism and animal care, and spoke of teaching at university; died of grief over losing son
--dwarf mom used to write her letters but they stopped about a year ago;
After dad/grandma dead she had to strike out on her own to avoid bringing legates down on her dad's crew of his ferry + towed barge named the Lelie. She met up with the party on the road, in whatever order suits all of you, soon after that.
SPELLS: Petra's powers manifest as Dwarven folktales made real such as
[ +- ] spells
---->wounds miraculously healed by a sprinkle of dust (cure minor/light/moderate),
---->stones you could bury and later harvest as a nourishing root vegetable for a pot worth of hearty stew (stone soup),
---->a command that forced malevolent spirits to flee their unwilling hosts (master of spirits ability),
---->pleas that stirred plantlife to her party’s defense (lifetrap (entangle but for undead) + barkskin),
---->and her least favorite, a word that summoned potent bile she could then spit across great distances (acid splash).
Petra travels with this gear...
NEW: common thieves' tools
--
[ +- ] list
blanket and 5 days' rations and 10 torches, coffee/tea pot, cooking kit with herbs/spices, barbed vest, winter + traveler outfit, chest waterproofed, sack waterproofed, 2 charcoal sticks + 5 blank pages 'for starting a fire,' grooming kit
So... don't you need a linguistics point for every language you want literacy for? That was my understanding.
So... don't you need a linguistics point for every language you want literacy for? That was my understanding.
You need a "point" to spend for Literacy was my understanding. I got 3 free points for an Intelligence modifier 2 (plus the game core book gives you +1) at Level 1, and my rank in Linguistics at Level 1 was another point to spend that could be 'banked' until a later level according to the rules.
I waited till Level 2 to use that rank point for Literacy in...something, Erenlander or Trader's Tongue or Clan Dwarven, I'm really tired now. But I had already previously used my Intelligence modifier points to gain some Literacy i.e. 'increased my competency.'
If that's wrong, and that's fairly likely given lack of sleep and other factors, I'm sure GM will see this convo and apply what John Scalzi calls the 'mallet of gentle correction.'
Yes, it's a point per language for literacy in that language.Background skills are on. Essentially two additional skill points per level to spend on specific skills. Adventure Skill Points can cross over, Background Skill Points cannot become Adventure Skill Points. Basically, at this point, do this: Look at your skills, if you have points in background skills, refund yourself up to 6 of those. Use them for Adventure Skill Points. If you have less than 6 spent on Background Skills, you now have extra points to spend in them until you reach six.
@HeroOfSometimes, I’m trying to get my noggin around the language categories (basic/convo/fluent), and how languages improve by-level. Let me run down what I’m doing, and please redirect me if I’m off-track.
Seelah has Int 10, so at level 1 she starts with 1 language point (Erelander/starts at Basic, correct?). At level 1 I take a rank in Linguistics, giving her Norther (also, if I understand correctly, starting at Basic). Level 2, I move Erelander and Norther to Conversational, and I take another rank in Linguistics for Trade Tongue (Basic). Finally, at level 3, Erelander and Norther move to Fluent, Trade Tongue moves to Conversational, and a third rank in Linguistics gets me Colonial (at Basic). Does all that track, or is our ebony guardian a bit more or a bit less gifted with gab than I think she is?
Thought about literacy among all that, but I just don’t think Seelah would be in a place to try learning to read her languages. Seems a bit out of her reach really. So prolly stay with spoken languages strictly, for now.
@HeroOfSometimes, I’m trying to get my noggin around the language categories (basic/convo/fluent), and how languages improve by-level. Let me run down what I’m doing, and please redirect me if I’m off-track.
Seelah has Int 10, so at level 1 she starts with 1 language point (Erelander/starts at Basic, correct?). At level 1 I take a rank in Linguistics, giving her Norther (also, if I understand correctly, starting at Basic). Level 2, I move Erelander and Norther to Conversational, and I take another rank in Linguistics for Trade Tongue (Basic). Finally, at level 3, Erelander and Norther move to Fluent, Trade Tongue moves to Conversational, and a third rank in Linguistics gets me Colonial (at Basic). Does all that track, or is our ebony guardian a bit more or a bit less gifted with gab than I think she is?
Thought about literacy among all that, but I just don’t think Seelah would be in a place to try learning to read her languages. Seems a bit out of her reach really. So prolly stay with spoken languages strictly, for now.
Cheers. :)
Lvl 1: Automatic: Erenlander (3), or Fluent, Bonus: Any (can choose to put your starting (1) point from Int any any language you choose)
Synergy with Erenlander: Dornish (2),
[ +- ] Low Sarcosan (2)
I can never remember Courtier vs Colonial
Any other languages or literacy you pick up beyond this point requires investments of Language Points. Anytime you rank up linguistics, you gain a language point.
For this game, I'm allowing Linguistics Ranks to be higher than your level. You get (2) Background Skills Points every level, including first, you can drop into linguistics. You can also use your Adventure Skill Points on Background Skills.
Without that investment, there is no progression of languages.
Languages acquired this way still provide synergy.
Example: you spend (2) points to gain High Elven (2), or Conversational, you gain Danisil (1) once you hit High Elven (2). The synergys are more of a art than a science. Feel free to ask for clarifications.
Reason being is, RAW the language system in Midnight is extremely oppressive. And quite frankly I'm trying to find always to mitigate some of that hurdle without eliminating it entirely. It's new territory and I'm trying to walk a fine line, we may end up making it trivial in the end, but I don't want to do away with it entirely.
@HeroOfSometimes: Thumbs up to everything you have posted since 2 am last night, special thanks for allowing 'more Linguistics ranks than your level,' and for the Background Skills addition. The latter will really help bring character roleplay concepts to life and not merely overcome built-in hurdles.
I will redo my Skill ranks on a work break, sorry for my 'competencies' confusion.
EDIT: Skill ranks done.
(But I keep re-counting them to make sure I didn't mess up.
3 bonus Skill points for Favored Class option,
+6 "free" from new House Rule but must be put into same 2 Background Skills at every level: Profession (Healer) and Craft (Alchemy for medicine)
+6 per level (Int mod 2) from Channeler = total 27 to spend.)
BY LEVEL 3 : with 2 grand total Linguistics Skill Point-ranks, and the 3 starting Intelligence points for Languages, and Free racial languages/points to spend in specified languages
Dwarven Clan & Erenlander: Fluency & Literacy
Trader's Tongue: Fluency only
Norther (Dorn) and Colonial (Sarcosan) : Conversational
[ +- ] Explanations
Starting Free AT LEVEL 1
Languages Available from Dwarrow: Dwarven Clan (2 points), Old Dwarven (1 point), Trader's Tongue Fluent (replaced Gnomish in Midnight), take 2 languages at Basic of your choice, any except for those languages marked restricted
THEREFORE:
Old Dwarven at Basic for 1 point
Dwarven Clan at Conversational for 2 points
Trader's Tongue at Fluency
Chosen free at Basic: Norther (Dorn)
Chosen free at Basic: Colonial (Sarcosan)
Free synergy language from 2 chosen at Basics: Erenlander at Conversational
3 pts from Intelligence at Level 1
(Caveat, any individual language can only be increased by 1 competency per character level and Literacy CANNOT be gained without an invested Skill rank point. However GM is HOUSE RULING 'may have more more Linguistics Skill ranks than your character level.')
THEREFORE, added at LEVEL 1:
Spend 1 "Intelligence" granted point to increase Clan Dwarven Conversational to Fluency if allowed
Spend 1 "Intelligence" granted point to increase free Basic Norther (Dorn) to Conversational if allowed
(Why? About half of the gnomes' primary trading partners in this region were Dorn, and very rarely one joins a crew or needs smuggled.)
Spend 1 "Intelligence" granted point to increase free Basic Colonial (Sarcosan) to Conversational if allowed
(Why? About half of the gnomes' primary trading partners in this region were Sarcosan, and very rarely one joins a crew or needs smuggled.)
Placed first rank in Linguistics at Level 1, which can be spent for Literacy. Choose Erenlander.
Next, added at LEVEL 2:
1 new rank/point in Linguistics to spend for Literacy.
Spend 1 rank point to gain Literacy in Clan Dwarven (her mother's letters).
Backstory justifications, long version:
Father Finn was a smuggler/resistance fighter ((plus, as a ferry boat + barge (towed) operator he needed to keep passenger manifests and cargo records, and the Dorn and Sarcosans were the primary trading partners. Eventually when Petra was old enough she would assist him and customers)).
Orcs occasionally need the gnomes' ships to move supplies or conduct inspections for contraband, so interaction is inevitable, and some of the Shadow's agents read and write Erenlander according to sourcebooks so that is logically the 'permitted' language for manifests/other records? You can't run a business without records, there must be some limited reading/writing exception for gnome shipping outfits and official records, but all other writing or reading material is still contraband?
Grandmother Olga was former professor and also helped teach PC to read and write Erenlander, as well as sharing her herbalist treatments.
Mother Idrun was there for her early years too, teaching her Dwarven and later writing in Dwarven to her...although her letters stopped over a year ago.
Fluent: Erelander (free as an Erelander PC)
Conversational: Norther, Colonial, Orcish (I need to fluff my backstory for that one), and Trade Tongue
Total of 7 ranks in Linguistics, between selecting all those and getting them to Conversational competency over three character levels. The sheet calculates only 5 slots used, but I feel like I did all the math correctly.
Conversational competency seems to incur no penalty for Intimidate, my one face skill presently, so I figured I’d get them to there just for now.
Note, the rule for Background Skills: we get 2 skill ranks per level, doesn’t say it has to be two separate skills per level. I’m more or less dumping all mine into Linguistics.
Suggestions and kind criticism always welcomed, in case I’m off-track. :)
Suggestions and kind criticism always welcomed, in case I’m off-track. :)
The rules do say that you need to pick two separate Background Skills. That may not have been explicitly spelled out, but it was implied when the GM said (paraphrasing) that "two" of your applicable Class Skills from the "Background" list get 3 free ranks in each of them, freeing up 6 Skill points to put elsewhere.
You choose the two Background skills at level 1 and they cannot be changed.
The rules do say that you need to pick two separate Background Skills. That may not have been explicitly spelled out, but it was implied when the GM said (paraphrasing) that "two" of your applicable Class Skills from the "Background" list get 3 free ranks in each of them, freeing up 6 Skill points to put elsewhere.
You choose the two Background skills at level 1 and they cannot be changed.
Uh, not too bring out the mallet again too quickly, but I'm not familiar with the rule that they have to be placed in the same skill each level? I just meant that background skill points can't be used for adventuring skills.
Sorry if I was confusing, and if that rule exists, let me know, I can adjust, I've just never heard of it.
I'm lost "Background skills"???... I thought that I was done with character, but I have Zero knowledge of anything called 'background skills'???
Azote has Rogue Class Skills, Channeler Class Skills, & Spiritual Channeler's Skills. As well as Skill Bonus (feature), Favored Class Bonuses, Racial Skill Bonus, Racial Climbing Skill & Natural Bond Skills.
but no Background skills. Naturefriend, I thought was my background.
In a campaign that uses the background skills system, each character gains an additional 2 skill ranks per level, which must be spent on background skills.
It’s intuited that it’s two separate skills per level, bc the game normally only allows skill ranks not to exceed character level. But having the ability to put more ranks into Linguistics seems to supersede that. Again, it’s not specifically stated that it has to be two separate skills.
I'm lost "Background skills"???... I thought that I was done with character, but I have Zero knowledge of anything called 'background skills'???
Azote has Rogue Class Skills, Channeler Class Skills, & Spiritual Channeler's Skills. As well as Skill Bonus (feature), Favored Class Bonuses, Racial Skill Bonus, Racial Climbing Skill & Natural Bond Skills.
but no Background skills. Naturefriend, I thought was my background.
Most easily it's just 2 extra skill points per level, so at level 3 it's 6, that must be placed in these skills:
Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history, (the old gods))
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand
The idea is to flesh out a character more who may be strapped for skill points.
I'm lost "Background skills"???... I thought that I was done with character, but I have Zero knowledge of anything called 'background skills'???
Azote has Rogue Class Skills, Channeler Class Skills, & Spiritual Channeler's Skills. As well as Skill Bonus (feature), Favored Class Bonuses, Racial Skill Bonus, Racial Climbing Skill & Natural Bond Skills.
but no Background skills. Naturefriend, I thought was my background.
Most easily it's just 2 extra skill points per level, so at level 3 it's 6, that must be placed in these skills:
Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history, (the old gods))
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand
The idea is to flesh out a character more who may be strapped for skill points.
Okay 6 points. Hmm. Limitation. Can I in the end exceed 3 rank points in a skill?
Some of my current skills are max'ed out a 3 rank point limilt
I'm lost "Background skills"???... I thought that I was done with character, but I have Zero knowledge of anything called 'background skills'???
Azote has Rogue Class Skills, Channeler Class Skills, & Spiritual Channeler's Skills. As well as Skill Bonus (feature), Favored Class Bonuses, Racial Skill Bonus, Racial Climbing Skill & Natural Bond Skills.
but no Background skills. Naturefriend, I thought was my background.
There's a post from this morning. It has a link explaining the system. Someone asked me to implement it last night. I thought about and woke up generous.
WhiteDwarf says:
From the Pathfinder PRD:
In a campaign that uses the background skills system, each character gains an additional 2 skill ranks per level, which must be spent on background skills.
It’s intuited that it’s two separate skills per level, bc the game normally only allows skill ranks not to exceed character level. But having the ability to put more ranks into Linguistics seems to supersede that. Again, it’s not specifically stated that it has to be two separate skills.
But I am flexible. :)
Only linguistics. All other skills are capped at character level.
WanderOne says:
Greemology says:
WanderOne says:
I'm lost "Background skills"???... I thought that I was done with character, but I have Zero knowledge of anything called 'background skills'???
Azote has Rogue Class Skills, Channeler Class Skills, & Spiritual Channeler's Skills. As well as Skill Bonus (feature), Favored Class Bonuses, Racial Skill Bonus, Racial Climbing Skill & Natural Bond Skills.
but no Background skills. Naturefriend, I thought was my background.
Most easily it's just 2 extra skill points per level, so at level 3 it's 6, that must be placed in these skills:
Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history, (the old gods))
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand
The idea is to flesh out a character more who may be strapped for skill points.
Okay 6 points. Hmm. Limitation. Can I in the end exceed 3 rank points in a skill?
Some of my current skills are max'ed out a 3 rank point limilt
First post is up. Going to move general announcements and discussion to the appropriate thread. Character creation/refinement stuff can still go on here though.
From my experience you are supposed to pick just 2 Background Skills--which must be from the limited list provided--at Character Level One, and this choice cannot be changed with each level.
Let us say your first pick is Profession Herbalist and your second pick is Handle Animal, for example.
At each level...so far Level 1, Level 2, and Level 3....you get 2 free Skill points that must, ONE IN EACH, be put into "Profession Herbalist" and "Handle Animal."
The benefit is that it gives your character a past history of focusing on improving a Skill, usually to do with a profession or education or training, AND by giving you '2 free Skill points' per level it allows you to spend your normal allotment of points (from your class) on "Adventuring Skills" that are rolled frequently such as Perception.
Does that help, WanderOne? =)
@HeroOfSometimes: Please let me know if we differ? I have used Background Skills in multiple games of Pathfinder and we always used it exactly the way I just described. But if you have a different interpretation, then we need to go with yours, natch.
[quote="WanderOne"]@HeroOfSometimes: Please let me know if we differ? I have used Background Skills in multiple games of Pathfinder and we always used it exactly the way I just described. But if you have a different interpretation, then we need to go with yours, natch.
I did some digging this morning, I was able to find that rule in a 2e website, but nothing for 1e. (I even checked my physical copy of Pathinfder Unchained, Yikes!) But yea, this is the first I'm hearing about it and I've always used it such that you get choose each level, so that's what I'd like to go with. Just like regular skill points, just limited to certain skills.
I was thinking of making a Halfling-Raised Elfling Defender.
Backstory is more Nomadic in nature.
What would having a Wogren Mouth look like? I am not fully sure if I want one or not.
Reading up on stuff now while I work. Will work on character when home.
I was thinking of making a Halfling-Raised Elfling Defender.
Backstory is more Nomadic in nature.
What would having a Wogren Mouth look like? I am not fully sure if I want one or not.
Reading up on stuff now while I work. Will work on character when home.
Wogren are exterminated on site by the Shadow's forces, typically. Astiraxes seem to avoid them, it's more of a wariness than magic though. Definitely not something to advertise.
Working on my character right now.
I haven't built a PF1 character in a while; I might need some assistance.
Do you want me to ask all the questions I have here?
I am debating between Painless (pg60) or Quickened (pg62) Hero paths. Any preference?
I think Quickened (or even WARG as a Heroic Path) is more advantageous (and better fits the feral halfling/elfling 'leaping ambush predator' concept you talked about in the recruitment thread), but you do you!
I would describe the party thusly:
Itami as an Sarcosan Hermetic Channeler: classic wizard, human race
Greemology: giant-blooded Dorn (think Viking heritage) human with class Wildlander (think ranger) with rock-throwing and huge muscles and studded leather armor
WhiteDwarf: defender (paladin-esque but there is NO paladin in the Midnight setting because there are no benevolent divine spellcasters) Erenlander human (think half Viking and half Middle East, kind of, is my interpretation but YMMV) with an armored melee fighter builder
WanderOne: Caransil (high elf, think Tolkien) with class Rogue 1/Channeler 2 [special Midnight version of Wizard, because actual wizard/sorcerer/bard/other arcane casters do not exist] ; has both ranged and melee fighting capability]
And me: Dwarrow (gnome & dwarf parents) with 3 levels in Channeler class with Healer focus (cure spells, etc.); extremely limited combat ability but Knowledge Spirits, Survival, and skills related to patching party up should be handy.
Personally, I'm partial to Null, Ironborn, Shadow Walker...
However, if you're trying to get a Wogren, I think Warg is your best bet. Even at 1/4 cost, they're still 200vp. Definitely not in the defender's reach at the start.
I was debating on Ironborn already, but I liked the stuff from Painless more.
Is there a max to ability scores? If I do Quicken I will get over 20 Dex.
Is there a way to get Dex for Attack and Damage on unarmed attacks for Defender?I wasn't really wanting a Wogren to focus on. I wouldn't mind having one and only using it for travel or carrying others/items.
I can't find the stats for the Wogren. Is it in the Midnight infomation?
Would one be trained enough to just tell it to sit, stay, and hide?
You said they could be "exterminated on site" so I wouldn't want to bring it into town. I don't think stables would work for it.
I was debating on Ironborn already, but I liked the stuff from Painless more.
Is there a max to ability scores? If I do Quicken I will get over 20 Dex.
Is there a way to get Dex for Attack and Damage on unarmed attacks for Defender?I wasn't really wanting a Wogren to focus on. I wouldn't mind having one and only using it for travel or carrying others/items.
I can't find the stats for the Wogren. Is it in the Midnight infomation?
Would one be trained enough to just tell it to sit, stay, and hide?
You said they could be "exterminated on site" so I wouldn't want to bring it into town. I don't think stables would work for it.
Null is in Chapter 6, the supplemental section. It was in another book outside of the Core Rulebook.
18 is the highest at Character Creation. 20 with Nat Modifiers.
You already get it for attack, I would need to look into options for damage.
Wogrens are special, they're Int 6, essentially body-bound spirits. Really tied into halflings. Their specifics are in the GM section, I did not transfer that over.
I kind of like the idea of Null.
The first ability from Null is
Quote:
Null (Ex):
You may never take levels in a spellcasting class, select the Magecraft feat, or use the Use Magic Device skill.
Spell-like abilities granted by this path or other non-class sources function normally.
From Elfling I get
Quote:
Natural Channeler: Gain Innate Magic as a bonus feat
Does Innate Magic still work even with Null?
With Innate Magic I only get 1 spell.
Was debating about getting:
Detect Poison
Know Direction
Read Magic
Open/Close
Create Water
From Elfling I get
Natural Channeler: Gain Innate Magic as a bonus feat
Does Innate Magic still work even with Null?
With Innate Magic I only get 1 spell.
Was debating about getting:
Detect Poison
Know Direction
Read Magic
Open/Close
Create Water[/quote]
I'm gonna say yea, it works. RAW says spell-likes from non-class sources function normally. Innate Magic very specifically says it's a spell-like ability.
[ +- ] Innate Magic (General)
Your people are tied to the land and its spirits, allowing you to produce magic from within.
Prerequisite: Elf or halfling.
Benefit: Select one of your mental ability scores
(Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spelllike
abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
IMHO, all of those have use cases. The only ones I would shy away from is Create Water and Read Magic (unless you can read).
When I tried to add the +2 Racial Bonus to Skills as Misc Mod the math gets weird.
[ +- ] Racial Bonuses
+2 racial bonus on Climb, Heal, and Stealth checks
+2 racial bonus on Perception checks
+1 racial bonus on all saving throws
Any suggestions on how to fix it?
Yea, for some reason, the way this site works, without a value in one variable the formula is expecting when multiple values are present, it treats the addition as math in sequence and simply tacts on each number to the last number.
To fix it, just put zeros in all remaining values applicable to that formula and, in theory, it should work out. Let me know if it doesn't, I can do some debugging.
That fixed it. Thank you!Language Question.
With Elfling It says
• Automatic Erenlander, Halfling, Danisil (1).
• Bonus: Colonial, Orcish, Trader’s Tongue
I have -1 intelligence.
With the adjusted language rules, do I automatically know Erenlander, Halfing and Danisil?
Do I spend 1 Language Point to Learn a Bonus skill?
That fixed it. Thank you!Language Question.
With Elfling It says
• Automatic Erenlander, Halfling, Danisil (1).
• Bonus: Colonial, Orcish, Trader’s Tongue
I have -1 intelligence.
With the adjusted language rules, do I automatically know Erenlander, Halfing and Danisil?
Do I spend 1 Language Point to Learn a Bonus skill?
At start:
Erenlander (fluent), Halfing (fluent), Danisil (basic/pidgin)
Synergys: Dornish & Low Sarcosan (Conversational)
(1) Point from Int (Min 1) to spend in any bonus languages.
Moving forward: points must be spent in linguistics to continue gaining languages. Linguistics can be higher than character level for this game. Only linguistics, all other skills remain capped at character level.
Is there any other information that is needed on it?I think I am 75% done with my sheet. I am still debating Heroic Path. Can you double-check the sheet for me?
Is there any other information that is needed on it?I think I am 75% done with my sheet. I am still debating Heroic Path. Can you double-check the sheet for me?
Nothing jumps out at me, I'll look it over a bit more in depth later. We can correct things as they come up. I'm not going to lampoon anyone for making a mistake on their character sheet.
Who wants to be my friend?
Looking for someone who I could have saved when they were traveling or they saved me.
Something as simple as You were traveling by caravan, and I happened to come by when it was getting attacked.
Or
You found me on the side of the road very wounded.
Who wants to be my friend?
Looking for someone who I could have saved when they were traveling or they saved me.
Something as simple as You were traveling by caravan, and I happened to come by when it was getting attacked.
Or
You found me on the side of the road very wounded.
Seelah was defending her caravan against orc raiders, and your PC helped us defeat them. Either by happenstance, or perhaps you were tracking the orcs at the time?
I think I am going to go with Ironborn for Heroic Path.
I have +2 AC Bonus from Defender and +1 Natural Armor Bonus from Ironborn.
I have a +4 Dexterity.
My is AC 17.I have 30vp to spend and the only weapon I was thinking of buy was a Sling. I don't plan on buying armor or Shields
Are we able to purchase Kits like the Hunter's or Brawler’s?
Do I need to buy clothing if I only want something like Peasant's?
What do I need to do to get simple stuff for a Wogren?
I think I am going to go with Ironborn for Heroic Path.
I have +2 AC Bonus from Defender and +1 Natural Armor Bonus from Ironborn.
I have a +4 Dexterity.
My is AC 17.I have 30vp to spend and the only weapon I was thinking of buy was a Sling. I don't plan on buying armor or Shields
Are we able to purchase Kits like the Hunter's or Brawler’s?
Do I need to buy clothing if I only want something like Peasant's?
What do I need to do to get simple stuff for a Wogren?
(sorry for all of the questions)
In order:
Yes, bear in mind items not native to Midnight may be nixed.
No, free outfit.
Question on this one, how are you getting a Wogren? They're 200vp at 1/4th cost. With Warg, you get an animal companion, I would've said fine to choosing a Wogren, without that or something else giving you an animal companion, I don't see how you can get one.
If the Wogren is going to cost that much Never mind. I thought it was a lot cheaper haha.
I will take a look at Items and make a list of what I plan on grabbing so you can approve them.
Smiley, I think it fits well if your PC and Seelah met first. I will be happiest and in character most relaxed and friendly if we have all know and traveled with each other at least a few months.
(Too many similar conversations happening in different threads.)
Yes, I am fine with my PC and Seelah meeting and traveling before this.
Instead of doing a Beastly Fighter dude like Greemology is doing, I'm going to change it into more of a pugilist sort of theme.
Does that work in this setting? Not really a monk, more of a bodyguard.
(Too many similar conversations happening in different threads.)
Yes, I am fine with my PC and Seelah meeting and traveling before this.
Instead of doing a Beastly Fighter dude like Greemology is doing, I'm going to change it into more of a pugilist sort of theme.
Does that work in this setting? Not really a monk, more of a bodyguard.
Yea, that's like part the core defender lore, along with being a rebel.
@Mica_pun_worthy & @WanderOne
If it works for you, rather than being part of a caravan, perhaps my role could be more of a guardian—someone assigned, or otherwise compelled, to protect one or both of you on your journey.
Could be Death Debt or something also.
I don't know what Azote & Petra's relationship is with each other.
@Smiley: What is death debt...does it mean penance for a kill you made? I rather not if so.
Far as I know, Azote and Seelah and Ulfr and Petra all met on the road somehow and decided to travel together, became friends over a few months and fought to protect each other or patch each other up.
We never worked out precise details.... I was happy to let such details come out in roleplay later, 'Remember when...?'
My sticking point was always 'I want to play as though we have had each others' backs before' as opposed to 'I wonder if this person is a double agent or just using me till it is no longer convenient?'
Jasir looks to be coming mostly online. Sorry for the radio silence! I'll be looking into art and the like to supplement things further but happy to start talking tie ins at this stage. Jasir isn't the most personable, buuuuuut he's probably a good person to know for a variety of reasons.
Jasir looks to be coming mostly online. Sorry for the radio silence! I'll be looking into art and the like to supplement things further but happy to start talking tie ins at this stage. Jasir isn't the most personable, buuuuuut he's probably a good person to know for a variety of reasons.
If Jasir has Knowledge like Arcana and History that could be helpful, also Spellcraft.
He doesn't have to be friendly, it is quite a brutal world and hard to maintain an open attitude.
As for how we met, others may have suggestions for their PCs but Jasir could have rode on Petra's gnome father's ferry boat and/or could have taught her how to use her cantrips or what little Spellcraft she knows after someone recommended him to her?
Only thing I think I am going to buy is the Barbarian and Cooking Kit.
I don't know what else to get.
Don't need armor or weapons.
Let me know if I need to remove anything from the kits.
[ +- ] Kit, Barbarian’s
Price 9 gp; Weight 26 lbs.
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
[ +- ] Kit, Cooking
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
If Jasir has Knowledge like Arcana and History that could be helpful, also Spellcraft.
He doesn't have to be friendly, it is quite a brutal world and hard to maintain an open attitude.
As for how we met, others may have suggestions for their PCs but Jasir could have rode on Petra's gnome father's ferry boat and/or could have taught her how to use her cantrips or what little Spellcraft she knows after someone recommended him to her?
Good news! Absolutely have Arcana, History, and Spellcraft (and all knowledge skills at 1 at least, ever since I remembered that favored class can give +1 skill point per channeler level). He's not an aged sage by any means and his assistance would likely initially take the form of "You're doing that wrong..." while seeing Petra practice which could then evolve into a conversation.
Only thing I think I am going to buy is the Barbarian and Cooking Kit.
I don't know what else to get.
Don't need armor or weapons.
Let me know if I need to remove anything from the kits.
[ +- ] Kit, Barbarian’s
Price 9 gp; Weight 26 lbs.
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
[ +- ] Kit, Cooking
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Think I'll be throwing out my Iron pot since you're bringing two. Gotta keep my equipment weight low!
his assistance would likely initially take the form of "You're doing that wrong..." while seeing Petra practice which could then evolve into a conversation.
Well he is a Hermetic which is completely a different tradition from her Spiritualist one. So on second thought, it wouldn't make sense for them to talk about how they do their spells because he watched her and explained the 'right way' in however cheeky or serious a manner, okay?
However, if someone pointed out to her that he knew his Spellcraft and she could pick his brain about it (and here I mean context clues about how magic is performed, common gestures and commands, things like that), and that tutoring granted her a single rank in Spellcraft that she posseses, that would be acceptable. So maybe when they meet, it's for the second time? Just an idea.
Hermetic which is completely a different tradition from her Spiritualist one.
True, though my statement was made from the assumption that with a high Knowledge (Arcana) and Spellcraft that he recognizes the theory and practices of Spiritualist Channelers just fine, even if he can't perform it himself. Kind of like how some one who studies high level muscular function doesn't have to be an athlete or able to do the actions they study.
That being said if you'd rather base their interaction off of her seeking out a tutor for spellcraft, he does have three ranks of that and swings a +10, and can probably teach it. Sadly he's only 2 ranks of channeler, so no Channeler gift that mimics Skillfocus in it.
Second meeting sounds good he travels off semi-regularly and for those who know him would be a second (or third, fourth, etc) meeting.
That being said if you'd rather base their interaction off of her seeking out a tutor for spellcraft, he does have three ranks of that and swings a +10, and can probably teach it.
Second meeting sounds good he travels off semi-regularly and for those who know him would be a second (or third, fourth, etc) meeting.
This specific part of what you said works for me.
I appreciate the collaboration and not having to roleplay fear that you are NOT who you claim to be and may stab us in the back. I know, I know, various PCs being magic users might mean any betrayal or exposure would just harm us all in the same fell swoop anyway, but still it's nice to recognize a face.
I appreciate the collaboration and not having to roleplay fear that you are NOT who you claim to be and may stab us in the back.
To take it one step farther, I'm fine with folks knowing that his outwards persona is probably that of a farrider/guide. He does it well enough to pass as some one who makes it his living. But Petra knowing that his outward persona is a guide, but he's actually a wandering arcanist-type, exploring historical ruins and such means that she'd know both who he pretends to be and who he actually is is. Sadly he comes with bonus secrets... but there's probably a decent starting point for a relationship of mutual trust, wouldn't you say?
Given Itami's character tolerance, it possible for joined with an elf to explore a ruin. He needed her for her knowledge, but extras don't hurt. It was short and simple but showed trust as there is always danger.
Sounds great, Wander! Would have given him an opportunity to practice his High Elvish, too. A couple weeks trip to visit an overgrown ruin. Take a couple etchings from some stone plaques. Call it a great success. Also a few nights where he plots constellation movements and draws nonsense in the dirt with a stick. That would provide a basis for Azote knowing Jasir as an elf-friend at the very least.
@Itami: I like both ideas, you crossed Petra's path and you get to keep a bunch of secrets and a farrider 'occupational' persona other than she knows you can teach someone like her Spellcraft....AND Jasir and Azote had met in the past and explored ruins together.
The more ties, the more foundation for trust, in both cases.
Azorte holds a close relationship to Úlfr. You will always find her close by. Fastest way to gain her ire is to attack Úlfr. (Even if I have to copy and paste is name since I can't type it.)
Petra and Ulfr are friends and have a bond through mutual connection to the earth, he throws rocks really well and his blood is probably hill giant or stone giant (?)... and her powers are all to do with rocks and trees and 'life energy' from the planet itself.
@everyone: Any other PC who wants that 'deeper friendship level' of "we tell each other what weighs on our minds, and what our hopes for the future are, and we are protective of each other beyond the usual 'same team' stuff"... I am open to that and we can elaborate on it, just let me know?
Some players like their PCs to be more mysterious or at least to slow-play the developing of friendship. Or their character doesn't like to get too close without a compelling reason.
TL;DR: It is all fine, my PC can treat you as a closer friend or as a casual acquaintance still getting to know, just let me know so I can narrate appropriately?
GM: Not gonna add more complexity than necessary, for our purposes, consider the squares between the two maps connected. Go up in the celler, come out in the hall. Two five foot squares.
Will allow you to rethink your movement before I move combat along tonight.
Much appreciated. I’ll keep as is, it’s all good. Doubtful I could move up enough to smack him in melee in any case. Thx. :)
I would like Varin to have more then just "We are protective of each other.* He might not tell everyone much of his backstory and life so far. Slow burn, mostly because he has had a shitty life and doesn't want to bring everyone down.
Varin's main philosophy is that if you are innocent and need protecting, he will go out of his way to help and protect you. No questions asked. Nothing is off limits when an Innocent (Or Useful) life is on the line.
Úlfr is also a guide, woodsman, and furrier by trade. Not sure if that fits well or not. Lots of fringe types here lol
There we go, easy to have met. Could even have had an initial rivalry. Maybe a backstory of two caravans that were competing to get their goods cross a wide stretch of country faster. They try and one up each other the whole way the afterwards meet up for a drink and exchange stories about how bad their caravans were. "We spent one of the first days on a nice calm riverboat and they treated it like the worst thing in the world. Then the next day they had to climb one hill, ONE! and they immediately asked if we could go back on the boat."
@Mica: I think friends that are working on becoming good friends is best for Jasir and Petra. I like tie-ins and for the group to be able to be aware/certain of each other's loyalties and the mission (Like there should be no doubt that Jasir is adamantly set against the Shadow). But I'd rather see the evolution to deeper friendship happen rather than allude entirely to things that happened in a implied backstory.
Folks who wanna know about how Jasir's father was a False-Sussar that was actually providing aid to the Free-Sussars (Leading into his tragic backstory) are going to have to learn about it in game. XD
Úlfr is also a guide, woodsman, and furrier by trade. Not sure if that fits well or not. Lots of fringe types here lol
There we go, easy to have met. Could even have had an initial rivalry. Maybe a backstory of two caravans that were competing to get their goods cross a wide stretch of country faster. They try and one up each other the whole way the afterwards meet up for a drink and exchange stories about how bad their caravans were. "We spent one of the first days on a nice calm riverboat and they treated it like the worst thing in the world. Then the next day they had to climb one hill, ONE! and they immediately asked if we could go back on the boat."
@Mica: I think friends that are working on becoming good friends is best for Jasir and Petra. I like tie-ins and for the group to be able to be aware/certain of each other's loyalties and the mission (Like there should be no doubt that Jasir is adamantly set against the Shadow). But I'd rather see the evolution to deeper friendship happen rather than allude entirely to things that happened in a implied backstory.
Folks who wanna know about how Jasir's father was a False-Sussar that was actually providing aid to the Free-Sussars (Leading into his tragic backstory) are going to have to learn about it in game. XD
I would say that while Úlfr has traveled widely in the past, it has been a couple of years since he's gone so far afield.
I would say that while Úlfr has traveled widely in the past, it has been a couple of years since he's gone so far afield.
I should ask how long. Jasir is currently 26. Much of his wandering has occurred in the last 4-5 years. Happy to approach the guide exchanges from a different direction, too.
I would say that while Úlfr has traveled widely in the past, it has been a couple of years since he's gone so far afield.
I should ask how long. Jasir is currently 26. Much of his wandering has occurred in the last 4-5 years. Happy to approach the guide exchanges from a different direction, too.
Úlfr is actually only 24, so I literally meant 2 years lol
Traveler's Outfit: Wide Leather Belt, Waterskin with shoulder strap, Shawm on leather cord Attached: Rapier in scabbard, Dagger in sleave, Spell Component Pouch , Belt Pouch: (0 gp, 0 sp, 0 cp, 4 Goodberries)
Backpack: Sack, Whetstone, Package with 1 Trail Rations, Small Wooden Box with Flint & Steel, 3 Torches tied in a bundled, Bar of Soap, Mess Kit, 10gp of treated Leather, 3 Flasks of lantern Oil, pouch with Grooming Kit Attached: Small Tent, Bedroll, Shortbow in leather bag, Hooded Lantern, Quiver: (20 Arrows)
_____________________________________________
Shawm: Common Musical Instrument Waterskin: Filled with water Traveler's Outfit: With hooded cloak Mess Kit: Metal box with wooden plate, metal sfork, wooden cup Small Tent: One medium creature and takes 20 minutes to assemble Hooded Lantern: It is empty Grooming Kit: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Raven (TORK)
WEAPON STATS
Rapier (Melee): +3 to Hit, 1d6 piercing damage, Crit 18-20/2x Dagger (Melee): +3 to Hit, 1d4 slashing or piercing damage, Crit 19-20/2x Dagger (Range: 10'): +3 to Hit, 1d4 piercing damage, Crit 19-20/2x Shortbow (Range: 60'): +3 to Hit, 1d6 piercing damage, Crit 20/3x
SKILLS
SKILL
MOD
RANK
CLASS
MISC
BONUS
Acrobatics (+4 if trees)
dex
0
0
Appraise
int
1
0
Bluff
cha
3
0
Climb (+4 if trees)
str
1
0
Concentration
con
1
0
Craft (alchemy)
int
1
0
Craft (any)
int
0
0
Diplomacy
cha
1
0
Disable Device
int
1
0
Escape Artist
dex
0
0
Handle Animal
cha
1
0
Heal
wis
1
0
Intimidate
cha
1
0
Jump
str
0
0
Knowledge (arcana)
int
1
0
Knowledge (history)
int
0
0
Knowledge (local)
int
0
0
Knowledge (nature)
int
0
2
Knowledge (shadow)
int
1
0
Knowledge (spirits)
int
1
0
Linguistics
int
5
0
Perception
wis
1
2
Perform (stringed instrument)
cha
1
0
Perform (any)
cha
0
0
Profession (herbalist)
wis
2
0
Profession (any)
wis
0
0
Ride
dex
0
0
Sense Motive
wis
0
0
Sleight of Hand
dex
1
0
Spellcraft
int
1
0
Stealth
dex
2
0
Survival
wis
3
2
Swim
str
0
0
Use Magic Device
cha
0
0
[ +- ] Skills Basic
Rogue's Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
Skill Bonus: +1 skill point per level. (+3 Linguistics) Favored Class Bonuses: +1 skill point per level. (+1 Handle Animal, +1 Heal, +1 Intimidate) Racial Skill Bonus: +2 racial bonus on perception checks & perception is a class skill Natural Bond: Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them. Racial Climbing Skill: +4 racial bonus on climb and acrobatic checks when in trees
Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] WILD EMPATHY (Nature Bond)
The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[ +- ] FINESSE TRAINING
a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
[ +- ] SNEAK ATTACK
Precision Damage & Critical Hits: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
Critical Hits: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
[ +- ] TRAPFINDING
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Innate Magic: Spell-like abilities, at will, INT Stat and Level 3 Detect Magic (VS) Disrupt Undead (VS) Mage Hand (VS)
1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
Level 0 Spells: WIS Stat and Level 2 Acid Splash (VS) Cure Minor Wounds (VS) Light (VM a firefly) Prestidigitation (VS)
Castable times per day.
Spiritual Tradition Caster: WIS & Level 2 Cure Light Wounds (VS) Faerie Fire (VS) Grease (VSM butter) Mage Armor (VSM a piece of cured leather) Goodberry (VS) Spell Points
Magecraft: One 1st-level spell of any school and level you can cast. Bonus spells: Any two spells of any school and level you can cast. Spell Knowledge (General): Two new spells of any school and level you can cast.
You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
[ +- ] Innate Magic (feat)
Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours). Natural Channelers: May select an additional known spell for innate magic.
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
[2column][col]
[table=rolls ht center zebra]CHARACTER[/table]
[b]Name[/b]: Azote
[b]Race[/b]: Wood (Caransil) Elf (Humanoid: Elf)
[b]Gender[/b]: Female
[b]Classes[/b]: Rogue Level 1 & Channeler: Level 2
[b]Alignment[/b]: Neutral Good
[b]Age[/b]: 146 years old
[spoiler="Age Table"]1-175: Normal
175 - 263: Middle Aged
264 - 350: Old
351 - 350+4d100: Venable[/spoiler]
[b]Height[/b]: 4'8"
[b]Weight[/b]: 83#
[b]Size[/b]: Medium
[b]Eyes[/b]: Hazel
[b]Vision[/b]: Low-light (Color)
[b]Favored Regions[/b]: Erethor, Caraheen (bonus increase by +2 when in this area)
[b]Heroic Path[/b]: Naturefriend
[b]Favored Class/Tradition[/b]: Channeler/Spiritual
[b][color="blue"]Languages[/color][/b]:
[b]High Elven[/b] (3)
[b]Trader's Tongue[/b] (1)
[b]Danisit[/b] (1)
[b]Colonial[/b] (2) Backup
[b]Erenlander[/b] (3) Normally Spoken
[b]Orcish[/b] (1)
[/col][col]
[table=rolls ht center zebra]PICTURE[/table]
[f=display:block zoom:150%][img]https://t3.ftcdn.net/jpg/05/69/26/16/360_F_569261619_Rh4Ny75nD1lNyBuDFNMhEjCxg1ShmFgJ.jpg[/img][/f]
[/col][/2column]
[3column][col]
[table=rolls ht center zebra]STAT[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]VALUE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MOD[/color][/b]
[_mstr=10]| [b]STR[/b]|[_str$=+floor(mstr/2)-5]
[_mdex=16]| [b]DEX[/b]|[_dex$=+floor(mdex/2)-5]
[_mcon=12]| [b]CON[/b]|[_con$=+floor(mcon/2)-5]
[_mint=16]| [b]INT[/b]|[_int$=+floor(mint/2)-5]
[_mwis=14]| [b]WIS[/b]|[_wis$=+floor(mwis/2)-5]
[_mcha=10]| [b]CHA[/b]|[_cha$=+floor(mcha/2)-5]
[/table][/f]
[/col][col]
[table=rolls ht center zebra]SAVE & PROFICEINCY[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SAVE[/color][/b]|[b][color="blue"]BASE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MISC[/color][/b]|[b][color="blue"]BONUS[/color][/b]
[b]Fort[/b]|[_mfort=0]|[_con$=+(mcon/2)-5]|[_mis=0]|[_$=+(mfort+floor(mcon/2)-5)+mis]
[b]Reflex[/b]|[_mref=2]|[_dex$=+(mdex/2)-5]|[_mis=0]|[_$=+(mref+floor(mdex/2)-5)+mis]
[b]Will[/b]|[_mwill=3]|[_wis$=+(mwis/2)-5]|[_mis=0]|[_$=+(mwill+floor(mwis/2)-5)+mis]
[/table][/f]
[b]Racial Saving Throws[/b]: +2 racial bonus on saving throw vs. enchantment effects
[b]Weapons[/b]: Longbow & shortbow (including composite variants), longsword, short sword, simple weapons, hand crossbow, rapier, sap
[b]Armor[/b]: Light
[/col][col]
[table=rolls ht center zebra]ABILITIES[/table]
[b]HP[/b] 21
[b]AC[/b]: [_$=10+floor(mdex/2)-5]
[b]Movement[/b]: 30'
[b]INIT[/b]: [_$=+floor(mdex/2)-5]
[b]CMB[/b]: 0
[b]CMD[/b]: 13
[b]BAB[/b]:+1
[/col][/3column]
[2column][col]
[table=rolls ht center zebra]GEAR[/table]
[b]Traveler's Outfit[/b]: Wide Leather [b]Belt[/b], [b]Waterskin[/b] with shoulder strap, [b]Shawm[/b] on leather cord
[b][color="green"]Attached[/color][/b]: [b]Rapier[/b] in scabbard, [b]Dagger[/b] in sleave, [b]Spell Component Pouch[/b] , [b]Belt Pouch[/b]: (0 gp, 0 sp, 0 cp, [b][color="blue"]4 Goodberries[/color][/b])
[b]Backpack[/b]: [b]Sack[/b], [b]Whetstone[/b], Package with [b]1 Trail Rations[/b], Small Wooden Box with [b]Flint & Steel[/b], [b]3 Torches[/b] tied in a bundled, Bar of [b]Soap[/b], [b]Mess Kit[/b], [b]10gp of treated Leather[/b], 3 Flasks of lantern [b]Oil[/b], pouch with [b]Grooming Kit[/b]
[b][color="green"]Attached[/color][/b]: [b]Small Tent[/b], [b]Bedroll[/b], [b]Shortbow[/b] in leather bag, [b]Hooded Lantern[/b], [b]Quiver[/b]: ([b]20 Arrows[/b])
_____________________________________________
[b]Shawm[/b]: Common Musical Instrument
[b]Waterskin[/b]: Filled with water
[b]Traveler's Outfit[/b]: With hooded cloak
[b]Mess Kit[/b]: Metal box with wooden plate, metal sfork, wooden cup
[b]Small Tent[/b]: One medium creature and takes 20 minutes to assemble
[b]Hooded Lantern:[/b] It is empty
[b]Grooming Kit[/b]: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
[b][color=blue]Raven[/color][/b] (TORK)
[/col][col]
[table=rolls ht center zebra]WEAPON STATS[/table]
[b]Rapier[/b] (Melee): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 18-20/2x
[b]Dagger[/b] (Melee): +3 to Hit, [b][color="red"]1d4 slashing or piercing damage[/color][/b], Crit 19-20/2x
[b]Dagger[/b] (Range: 10'): +3 to Hit, [b][color="red"]1d4 piercing damage[/color][/b], Crit 19-20/2x
[b]Shortbow[/b] (Range: 60'): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 20/3x
[/col][/2column]
[2column][col]
[table=rolls ht center zebra]SKILLS[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SKILL[/color][/b] |[b][color="blue"]MOD[/color][/b]| [b][color="blue"]RANK[/color][/b] | [b][color="blue"]CLASS[/color][/b] | [b][color="blue"]MISC[/color][/b] | [b][color="blue"]BONUS[/color][/b]
[b]Acrobatics[/b] (+4 if trees)|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Appraise[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Bluff[/b]|cha|[_rnk=3]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Climb[/b] (+4 if trees)|str|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Concentration[/b]|con|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+con+((rnk>0)*(3*c))+misc]
[b]Craft (alchemy)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Craft (any)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Diplomacy[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Disable Device[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Escape Artist[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Handle Animal[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Heal[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Intimidate[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Jump[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Knowledge (arcana)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (history)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (local)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (nature)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=2]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (shadow)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (spirits)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Linguistics[/b]|int|[_rnk=5]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Perception[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Perform (stringed instrument)[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]|[_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Perform (any)[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Profession (herbalist)[/b]|wis|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Profession (any)[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Ride[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Sense Motive[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Sleight of Hand[/b]|dex|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Spellcraft[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Stealth[/b]|dex|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Survival[/b]|wis|[_rnk=3]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Swim[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Use Magic Device[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[/table][/f]
[spoiler="Skills Basic"][b]Rogue's Skills[/b]: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
[b][color="blue"]11 points[/color][/b]:
[b]Class:[/b] 1 Appraise, 1 Bluff, 1 Climb, 1 Craft (alchemy), 1 Diplomacy, 1 Disable Device, 1 Knowledge (shadow), 1 Perform (string instrument), 1 Profession (herbalist), 1 Sleight of Hand, 1 Stealth
[b]Channeler's Skills[/b]: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Profession (Wis), Perception (Wis), Ride (Dex), Spellcraft (Int). Skills: 4 +3 INT per level.
[b]Spiritual Channeler's Skills[/b]: Diplomacy (Cha), Knowledge (nature) (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
[b][color="blue"]14 Points[/color][/b]:
[b]Class[/b]: 1 Concertation, 1 Knowledge (arcana), 1 Knowledge (spirits), 1 Perception, 1 Spellcraft
[b]Rogue[/b]: 2 Bluff, 3 Survival, 1 Profession (herbalist), 2 Linguistics, 1 Stealth
[b]Skill Bonus[/b]: +1 skill point per level. ([color=blue]+3 Linguistics[/color])
[b]Favored Class Bonuses[/b]: +1 skill point per level. ([color="blue"]+1 Handle Animal, +1 Heal, +1 Intimidate)[/color]
[b]Racial Skill Bonus[/b]: [color=blue]+2 racial bonus on perception checks & perception is a class skill[/color]
[b]Natural Bond:[/b] Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
[b]Racial Climbing Skill[/b]: +4 racial bonus on climb and acrobatic checks when in trees
[/spoiler]
[b][color="blue"]Feats[/color][/b]:
[b]1st[/b]: [b]Spellcasting (Channeling)[/b]
[b]3rd[/b]:[b]Spellcasting (Channeling)[/b]
[/col]
[col]
[table=rolls ht center zebra]FEATURES[/table]
[spoiler="WEAPON FINESSE"]Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.[/spoiler]
[spoiler="WILD EMPATHY (Nature Bond)"]The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/spoiler]
[spoiler="FINESSE TRAINING"] a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.[/spoiler]
[spoiler="SNEAK ATTACK"][b]Precision Damage & Critical Hits[/b]: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
[b]Critical Hits[/b]: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
[b]Creatures Immune to Flanking[/b]: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/spoiler]
[spoiler="TRAPFINDING"]A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.[/spoiler]
[b][color="blue"]Naturefriend Spells[/color][/b]: No spell modifier stated.
[_1/1] [b]Calm animals[/b] (VS)
[_1/1] [b]Entangle[/b] (VS)
[b][color="blue"]Innate Magic[/color][/b]: Spell-like abilities, at will, INT Stat and Level 3
[b]Detect Magic[/b] (VS)
[b]Disrupt Undead[/b] (VS)
[b]Mage Hand[/b] (VS)
[_5/5] 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
[b][color="blue"]Level 0 Spells[/color][/b]: WIS Stat and Level 2
[b]Acid Splash[/b] (VS)
[b]Cure Minor Wounds[/b] (VS)
[b]Light[/b] (VM a firefly)
[b]Prestidigitation[/b] (VS)
[_5/5] Castable times per day.
[b][color="blue"]Spiritual Tradition Caster[/color][/b]: WIS & Level 2
[b]Cure Light Wounds[/b] (VS)
[b]Faerie Fire[/b] (VS)
[b]Grease[/b] (VSM butter)
[b]Mage Armor[/b] (VSM a piece of cured leather)
[b]Goodberry[/b] (VS)
[_=4/7] [b][color="blue"]Spell Points[/color][/b]
[/col]
[/2column]
[2column][col]
[f=h1]SPELLCASTING[/f]
[b]Chosen Schools[/b]: Lesser Conjuration, Lesser Evocation, Transmutation
[b]Magecraft[/b]: One 1st-level spell of any school and level you can cast.
[b]Bonus spells[/b]: Any two spells of any school and level you can cast.
[b]Spell Knowledge (General)[/b]: Two new spells of any school and level you can cast.
[spoiler="Spell Points"][b][color="blue"]Spell Points[/color][/b]: 7 Spell Points
[b]Magecraft[/b]+[b]Natural Channelers[/b]: +3 Spell Points (+2 WIS +1 Natural Channeler)
[b]Natural Channelers[/b]: +2 Spell Points
[b]Bonus Spell Energy[/b]: +2 Spell Points[/spoiler]
[spoiler="Spellcasting (Channeling) Feat"]You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.[/spoiler]
[spoiler="Innate Magic (feat)"]Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
[b]Natural Channelers[/b]: May select an additional known spell for innate magic.
[/spoiler]
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
Traveler's Outfit: Wide Leather Belt, Waterskin with shoulder strap, Shawm on leather cord Attached: Rapier in scabbard, Dagger in sleave, Spell Component Pouch , Belt Pouch: (0 gp, 0 sp, 0 cp, 4 Goodberries)
Backpack: Sack, Whetstone, Package with 1 Trail Rations, Small Wooden Box with Flint & Steel, 3 Torches tied in a bundled, Bar of Soap, Mess Kit, 10gp of treated Leather, 3 Flasks of lantern Oil, pouch with Grooming Kit Attached: Small Tent, Bedroll, Shortbow in leather bag, Hooded Lantern, Quiver: (20 Arrows)
_____________________________________________
Shawm: Common Musical Instrument Waterskin: Filled with water Traveler's Outfit: With hooded cloak Mess Kit: Metal box with wooden plate, metal sfork, wooden cup Small Tent: One medium creature and takes 20 minutes to assemble Hooded Lantern: It is empty Grooming Kit: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Raven (TORK)
WEAPON STATS
Rapier (Melee): +3 to Hit, 1d6 piercing damage, Crit 18-20/2x Dagger (Melee): +3 to Hit, 1d4 slashing or piercing damage, Crit 19-20/2x Dagger (Range: 10'): +3 to Hit, 1d4 piercing damage, Crit 19-20/2x Shortbow (Range: 60'): +3 to Hit, 1d6 piercing damage, Crit 20/3x
SKILLS
SKILL
MOD
RANK
CLASS
MISC
BONUS
Acrobatics (+4 if trees)
dex
0
0
Appraise
int
1
0
Bluff
cha
3
0
Climb (+4 if trees)
str
1
0
Concentration
con
1
0
Craft (alchemy)
int
1
0
Craft (any)
int
0
0
Diplomacy
cha
1
0
Disable Device
int
1
0
Escape Artist
dex
0
0
Handle Animal
cha
1
0
Heal
wis
1
0
Intimidate
cha
1
0
Jump
str
0
0
Knowledge (arcana)
int
1
0
Knowledge (history)
int
0
0
Knowledge (local)
int
0
0
Knowledge (nature)
int
0
2
Knowledge (shadow)
int
1
0
Knowledge (spirits)
int
1
0
Linguistics
int
5
0
Perception
wis
1
2
Perform (stringed instrument)
cha
1
0
Perform (any)
cha
0
0
Profession (herbalist)
wis
2
0
Profession (any)
wis
0
0
Ride
dex
0
0
Sense Motive
wis
0
0
Sleight of Hand
dex
1
0
Spellcraft
int
1
0
Stealth
dex
2
0
Survival
wis
3
2
Swim
str
0
0
Use Magic Device
cha
0
0
[ +- ] Skills Basic
Rogue's Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
Skill Bonus: +1 skill point per level. (+3 Linguistics) Favored Class Bonuses: +1 skill point per level. (+1 Handle Animal, +1 Heal, +1 Intimidate) Racial Skill Bonus: +2 racial bonus on perception checks & perception is a class skill Natural Bond: Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them. Racial Climbing Skill: +4 racial bonus on climb and acrobatic checks when in trees
Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] WILD EMPATHY (Nature Bond)
The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[ +- ] FINESSE TRAINING
a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
[ +- ] SNEAK ATTACK
Precision Damage & Critical Hits: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
Critical Hits: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
[ +- ] TRAPFINDING
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Innate Magic: Spell-like abilities, at will, INT Stat and Level 3 Detect Magic (VS) Disrupt Undead (VS) Mage Hand (VS)
1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
Level 0 Spells: WIS Stat and Level 2 Acid Splash (VS) Cure Minor Wounds (VS) Light (VM a firefly) Prestidigitation (VS)
Castable times per day.
Spiritual Tradition Caster: WIS & Level 2 Cure Light Wounds (VS) Faerie Fire (VS) Grease (VSM butter) Mage Armor (VSM a piece of cured leather) Goodberry (VS) Spell Points
Magecraft: One 1st-level spell of any school and level you can cast. Bonus spells: Any two spells of any school and level you can cast. Spell Knowledge (General): Two new spells of any school and level you can cast.
You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
[ +- ] Innate Magic (feat)
Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours). Natural Channelers: May select an additional known spell for innate magic.
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
[2column][col]
[table=rolls ht center zebra]CHARACTER[/table]
[b]Name[/b]: Azote
[b]Race[/b]: Wood (Caransil) Elf (Humanoid: Elf)
[b]Gender[/b]: Female
[b]Classes[/b]: Rogue Level 1 & Channeler: Level 2
[b]Alignment[/b]: Neutral Good
[b]Age[/b]: 146 years old
[spoiler="Age Table"]1-175: Normal
175 - 263: Middle Aged
264 - 350: Old
351 - 350+4d100: Venable[/spoiler]
[b]Height[/b]: 4'8"
[b]Weight[/b]: 83#
[b]Size[/b]: Medium
[b]Eyes[/b]: Hazel
[b]Vision[/b]: Low-light (Color)
[b]Favored Regions[/b]: Erethor, Caraheen (bonus increase by +2 when in this area)
[b]Heroic Path[/b]: Naturefriend
[b]Favored Class/Tradition[/b]: Channeler/Spiritual
[b][color="blue"]Languages[/color][/b]:
[b]High Elven[/b] (3)
[b]Trader's Tongue[/b] (1)
[b]Danisit[/b] (1)
[b]Colonial[/b] (2) Backup
[b]Erenlander[/b] (3) Normally Spoken
[b]Orcish[/b] (1)
[/col][col]
[table=rolls ht center zebra]PICTURE[/table]
[f=display:block zoom:150%][img]https://t3.ftcdn.net/jpg/05/69/26/16/360_F_569261619_Rh4Ny75nD1lNyBuDFNMhEjCxg1ShmFgJ.jpg[/img][/f]
[/col][/2column]
[3column][col]
[table=rolls ht center zebra]STAT[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]VALUE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MOD[/color][/b]
[_mstr=10]| [b]STR[/b]|[_str$=+floor(mstr/2)-5]
[_mdex=16]| [b]DEX[/b]|[_dex$=+floor(mdex/2)-5]
[_mcon=12]| [b]CON[/b]|[_con$=+floor(mcon/2)-5]
[_mint=16]| [b]INT[/b]|[_int$=+floor(mint/2)-5]
[_mwis=14]| [b]WIS[/b]|[_wis$=+floor(mwis/2)-5]
[_mcha=10]| [b]CHA[/b]|[_cha$=+floor(mcha/2)-5]
[/table][/f]
[/col][col]
[table=rolls ht center zebra]SAVE & PROFICEINCY[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SAVE[/color][/b]|[b][color="blue"]BASE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MISC[/color][/b]|[b][color="blue"]BONUS[/color][/b]
[b]Fort[/b]|[_mfort=0]|[_con$=+(mcon/2)-5]|[_mis=0]|[_$=+(mfort+floor(mcon/2)-5)+mis]
[b]Reflex[/b]|[_mref=2]|[_dex$=+(mdex/2)-5]|[_mis=0]|[_$=+(mref+floor(mdex/2)-5)+mis]
[b]Will[/b]|[_mwill=3]|[_wis$=+(mwis/2)-5]|[_mis=0]|[_$=+(mwill+floor(mwis/2)-5)+mis]
[/table][/f]
[b]Racial Saving Throws[/b]: +2 racial bonus on saving throw vs. enchantment effects
[b]Weapons[/b]: Longbow & shortbow (including composite variants), longsword, short sword, simple weapons, hand crossbow, rapier, sap
[b]Armor[/b]: Light
[/col][col]
[table=rolls ht center zebra]ABILITIES[/table]
[b]HP[/b] 21
[b]AC[/b]: [_$=10+floor(mdex/2)-5]
[b]Movement[/b]: 30'
[b]INIT[/b]: [_$=+floor(mdex/2)-5]
[b]CMB[/b]: 0
[b]CMD[/b]: 13
[b]BAB[/b]:+1
[/col][/3column]
[2column][col]
[table=rolls ht center zebra]GEAR[/table]
[b]Traveler's Outfit[/b]: Wide Leather [b]Belt[/b], [b]Waterskin[/b] with shoulder strap, [b]Shawm[/b] on leather cord
[b][color="green"]Attached[/color][/b]: [b]Rapier[/b] in scabbard, [b]Dagger[/b] in sleave, [b]Spell Component Pouch[/b] , [b]Belt Pouch[/b]: (0 gp, 0 sp, 0 cp, [b][color="blue"]4 Goodberries[/color][/b])
[b]Backpack[/b]: [b]Sack[/b], [b]Whetstone[/b], Package with [b]1 Trail Rations[/b], Small Wooden Box with [b]Flint & Steel[/b], [b]3 Torches[/b] tied in a bundled, Bar of [b]Soap[/b], [b]Mess Kit[/b], [b]10gp of treated Leather[/b], 3 Flasks of lantern [b]Oil[/b], pouch with [b]Grooming Kit[/b]
[b][color="green"]Attached[/color][/b]: [b]Small Tent[/b], [b]Bedroll[/b], [b]Shortbow[/b] in leather bag, [b]Hooded Lantern[/b], [b]Quiver[/b]: ([b]20 Arrows[/b])
_____________________________________________
[b]Shawm[/b]: Common Musical Instrument
[b]Waterskin[/b]: Filled with water
[b]Traveler's Outfit[/b]: With hooded cloak
[b]Mess Kit[/b]: Metal box with wooden plate, metal sfork, wooden cup
[b]Small Tent[/b]: One medium creature and takes 20 minutes to assemble
[b]Hooded Lantern:[/b] It is empty
[b]Grooming Kit[/b]: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
[b][color=blue]Raven[/color][/b] (TORK)
[/col][col]
[table=rolls ht center zebra]WEAPON STATS[/table]
[b]Rapier[/b] (Melee): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 18-20/2x
[b]Dagger[/b] (Melee): +3 to Hit, [b][color="red"]1d4 slashing or piercing damage[/color][/b], Crit 19-20/2x
[b]Dagger[/b] (Range: 10'): +3 to Hit, [b][color="red"]1d4 piercing damage[/color][/b], Crit 19-20/2x
[b]Shortbow[/b] (Range: 60'): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 20/3x
[/col][/2column]
[2column][col]
[table=rolls ht center zebra]SKILLS[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SKILL[/color][/b] |[b][color="blue"]MOD[/color][/b]| [b][color="blue"]RANK[/color][/b] | [b][color="blue"]CLASS[/color][/b] | [b][color="blue"]MISC[/color][/b] | [b][color="blue"]BONUS[/color][/b]
[b]Acrobatics[/b] (+4 if trees)|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Appraise[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Bluff[/b]|cha|[_rnk=3]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Climb[/b] (+4 if trees)|str|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Concentration[/b]|con|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+con+((rnk>0)*(3*c))+misc]
[b]Craft (alchemy)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Craft (any)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Diplomacy[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Disable Device[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Escape Artist[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Handle Animal[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Heal[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Intimidate[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Jump[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Knowledge (arcana)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (history)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (local)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (nature)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=2]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (shadow)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (spirits)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Linguistics[/b]|int|[_rnk=5]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Perception[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Perform (stringed instrument)[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]|[_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Perform (any)[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Profession (herbalist)[/b]|wis|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Profession (any)[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Ride[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Sense Motive[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Sleight of Hand[/b]|dex|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Spellcraft[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Stealth[/b]|dex|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Survival[/b]|wis|[_rnk=3]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Swim[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Use Magic Device[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[/table][/f]
[spoiler="Skills Basic"][b]Rogue's Skills[/b]: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
[b][color="blue"]11 points[/color][/b]:
[b]Class:[/b] 1 Appraise, 1 Bluff, 1 Climb, 1 Craft (alchemy), 1 Diplomacy, 1 Disable Device, 1 Knowledge (shadow), 1 Perform (string instrument), 1 Profession (herbalist), 1 Sleight of Hand, 1 Stealth
[b]Channeler's Skills[/b]: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Profession (Wis), Perception (Wis), Ride (Dex), Spellcraft (Int). Skills: 4 +3 INT per level.
[b]Spiritual Channeler's Skills[/b]: Diplomacy (Cha), Knowledge (nature) (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
[b][color="blue"]14 Points[/color][/b]:
[b]Class[/b]: 1 Concertation, 1 Knowledge (arcana), 1 Knowledge (spirits), 1 Perception, 1 Spellcraft
[b]Rogue[/b]: 2 Bluff, 3 Survival, 1 Profession (herbalist), 2 Linguistics, 1 Stealth
[b]Skill Bonus[/b]: +1 skill point per level. ([color=blue]+3 Linguistics[/color])
[b]Favored Class Bonuses[/b]: +1 skill point per level. ([color="blue"]+1 Handle Animal, +1 Heal, +1 Intimidate)[/color]
[b]Racial Skill Bonus[/b]: [color=blue]+2 racial bonus on perception checks & perception is a class skill[/color]
[b]Natural Bond:[/b] Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
[b]Racial Climbing Skill[/b]: +4 racial bonus on climb and acrobatic checks when in trees
[/spoiler]
[b][color="blue"]Feats[/color][/b]:
[b]1st[/b]: [b]Spellcasting (Channeling)[/b]
[b]3rd[/b]:[b]Spellcasting (Channeling)[/b]
[/col]
[col]
[table=rolls ht center zebra]FEATURES[/table]
[spoiler="WEAPON FINESSE"]Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.[/spoiler]
[spoiler="WILD EMPATHY (Nature Bond)"]The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/spoiler]
[spoiler="FINESSE TRAINING"] a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.[/spoiler]
[spoiler="SNEAK ATTACK"][b]Precision Damage & Critical Hits[/b]: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
[b]Critical Hits[/b]: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
[b]Creatures Immune to Flanking[/b]: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/spoiler]
[spoiler="TRAPFINDING"]A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.[/spoiler]
[b][color="blue"]Naturefriend Spells[/color][/b]: No spell modifier stated.
[_1/1] [b]Calm animals[/b] (VS)
[_1/1] [b]Entangle[/b] (VS)
[b][color="blue"]Innate Magic[/color][/b]: Spell-like abilities, at will, INT Stat and Level 3
[b]Detect Magic[/b] (VS)
[b]Disrupt Undead[/b] (VS)
[b]Mage Hand[/b] (VS)
[_5/5] 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
[b][color="blue"]Level 0 Spells[/color][/b]: WIS Stat and Level 2
[b]Acid Splash[/b] (VS)
[b]Cure Minor Wounds[/b] (VS)
[b]Light[/b] (VM a firefly)
[b]Prestidigitation[/b] (VS)
[_5/5] Castable times per day.
[b][color="blue"]Spiritual Tradition Caster[/color][/b]: WIS & Level 2
[b]Cure Light Wounds[/b] (VS)
[b]Faerie Fire[/b] (VS)
[b]Grease[/b] (VSM butter)
[b]Mage Armor[/b] (VSM a piece of cured leather)
[b]Goodberry[/b] (VS)
[_=4/7] [b][color="blue"]Spell Points[/color][/b]
[/col]
[/2column]
[2column][col]
[f=h1]SPELLCASTING[/f]
[b]Chosen Schools[/b]: Lesser Conjuration, Lesser Evocation, Transmutation
[b]Magecraft[/b]: One 1st-level spell of any school and level you can cast.
[b]Bonus spells[/b]: Any two spells of any school and level you can cast.
[b]Spell Knowledge (General)[/b]: Two new spells of any school and level you can cast.
[spoiler="Spell Points"][b][color="blue"]Spell Points[/color][/b]: 7 Spell Points
[b]Magecraft[/b]+[b]Natural Channelers[/b]: +3 Spell Points (+2 WIS +1 Natural Channeler)
[b]Natural Channelers[/b]: +2 Spell Points
[b]Bonus Spell Energy[/b]: +2 Spell Points[/spoiler]
[spoiler="Spellcasting (Channeling) Feat"]You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.[/spoiler]
[spoiler="Innate Magic (feat)"]Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
[b]Natural Channelers[/b]: May select an additional known spell for innate magic.
[/spoiler]
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
Yeah, that is about the same. The character changes for the last week really have been just how many spells to mark off casted. Which was what I was doing when the character vanished.
She has casted goodberry, mage armor, & grease so far today.
Smiles. The above lets you see all that lovely math & such I put into the character. Noticed I need a spot for description of spell casted and my general spell to hit & save. Both are missing from the sheet created.
I like the style of this one better. Where did you get it?
Can you send me your sheet code so I can update mine?
Please!
I self-create my character sheets that aren't standard. Azote is an example of such. I haven't seen sheets that I like otherwise. As far as code, I would look at what you see to copy. You can be sure that in many cases I have copied code to learn it.
Yes please, back where I was and will hold for an AoO if he tries to move. Sorry again, I’m sure I just got myself turned around with the tokens. Appreciate your patience. :)
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
From what I can tell, at Level 3 you cannot manage the Feat chain you would need to "grapple" as an AOO. (Unless you are a certain kind of monk getting free Style feats but this game doesn't have those.)
You can't use the "Combat Maneuver--Grapple" on someone in PF1E in place of an AOO without taking a chain of Feats to allow it. The only Combat Maneuvers that CAN be done in place of a melee attack are specifically Disarm, Sunder, and Trip until you take Feats to expand the list.
I would argue Trip Combat Manuever (in place of a melee attack AOO) is the bestcheapest-in-build-costs low-level option to 'stop movement.' BUT there's a price, you are going to take an AOO from your target first, for even trying it, unless you took the "Improved Trip" Feat.
EDIT: Ninja'd by GM. Yes, Combat Reflexes Feat + Stand Still = you can make an AOO that stops movement....and THAT does not involve Grapple related Feats or Trip related Feats!
EDIT #2: I hope I contributed to the discussion usefully, rather than stepping on any toes! Obviously the GM's (your) reply was spot-on.
Ok, let me know if I am missing it but I don't think the Defender class lets you pick feats at all.
It gets bonus feats and Defender Abilities but I don't see any features that let you just pick feats.
I might get Combat Reflexes.
Looking for Unarmed or unArmored
Combat Reflexes Feat is ALWAYS a good investment for melee fighting types, other Feats rely on it and it's quite useful for the extra AOO opportunities.
Dodge Feat is nice for +1 AC if you have the minimum Dexterity of 13 to take it, and again there are ways to build upon it later.
Do you no longer want "Stand Still" after all, to stop an opponent moving away? You'd just need Combat Reflexes first, like GM said.
The feats Drive it Deep (Power attack for light weapons) or Clever Fighting (Allows a dexterous character to add dexterity to damage in place of strength) are both worthy of note as they are both usable while unarmed (your fists [and feet and headbutts] count as light one-handed weapons).
I was looking at the following
Cudgeler Style (I like this but I need to take the Bludgeoner and IDK of I need to with Improved Unarmed Strike)
Bull-Catcher Style (This one is interesting but strange.)
Pummeling Style (I don't know about this one but I need brawler’s flurry class feature, or flurry of blows class feature which I don't have)
I really like the idea of the breaker themed ones below but i don't have any ranks in heal and Heal isn't a Class Skill.
# Jawbreaker
Prerequisite: Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent’s mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.
# Bonebreaker
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strengthor Dexterity damage to that opponent.
# Neckbreaker
Prerequisite: Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.
Benefit: If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a –5 penalty on the attack roll. If you succeed, you wrench that opponent’s neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent’s Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.
I was looking at the following
Pummeling Style (I don't know about this one but I need brawler’s flurry class feature, or flurry of blows class feature which I don't have)
You can take flurry attack as a defender trait. I'd say it qualifies. Serves the same purpose.
It's been done by other classes focusing on unarmed combat. So, will allow this as a house addition to the defender ability list:
Tier 1 Defender Ability
Martial Pragmatist (Ex)
Your experience in desperate battles has taught you to value pragmatism over study. You can meet the Intelligence prerequisite for any combat feat as though your Intelligence score were 13, even if it is lower. This does not grant any other benefits of a higher Intelligence score, such as additional skill points.
Midnight is old, even in 3.5 terms, a lot of stuff was added since it's release. A lot of stuff relaxed, rebalanced, Pathfinder 1E is essentially 3.75. The pinnacle of that particular system (IMHO). If there's a Pathfinder equivalent out there that would help you build your character in accordance with your vision, let me know.
We may be playing a grim dark, harsh, unforgiving setting. But I am pretty loosey goosey. Wanna help out as much as possible, it's a game, want you to play the character you want to play.
That being said, there are limits, not gonna say yes to everything. Keep the requests within reason. Don't wanna break the engine.
Truthfully, I haven't looked forward in leveling for Azote. I don't know if there is anything later that would be of interest over just leveling in Channeler or possibly picking up another level in rogue. Really designed Azote as static. So, if you have future thoughts cool.
You found me on the side of the road very wounded.
A touch on the slow side is me. Varin (@Smiley) has met Azote as he was on the side of a road very wounded waiting for something to come along and finish him off when by chance an elf with rare emerald, green eyes healed him for no reason at all and asked for nothing in return.
To Varin surprise currently, he just saw Azote unhooded who would have to be that very elf that healed him so long ago.
I would expect Varin and Azote (and whoever else wants to) to have been traveling with each other.
The only reason Varin (and maybe Jasir) was late to the meeting was to pick up some supplies.
They were going to meet up with you they picked up stuff and now were are here.
The main reason for this if Azote healed Varin. Varin would protect/stay with Azote due to the Life Debt sort of stuff.
I'm good with Varin and Jasir having stepped out. Was about to drop a post explaining that they'd met on the road and realized with a bit of talking that they know a lot of the same people. Kind of a "Oh. It seems that we're both friends with all each other's friends. That probably makes us friends too" kind of realization.