Thursday, August 28, 2014

Fragments - LoA - Fate Skills - Art

In Fate Core, Art combined with Artificer to make Crafts.  For LoA, Art remains a separate skill as it often relates to bards and other performers.

The skill includes all artistic ability from painting and dance to music and public speaking.  The skill can be utilized in one of three ways: as a knowledge skill for information about arts, artists, and the artistic process; as a craft skill to create a work of art; or as a social skill to entertain.

In LoA, the skill had the trappings: Knowledge, Craft, Communication, Performance, Forgery.

Because Art behaves in three distinct ways its uses for Fate Core resemble the skills Craft, Lore and Rapport. 

Overcome
Much like the Academics skill, Art can be used as an Overcome action to provide information: in this case about something related to the arts.

Furthermore, it can be used to create or repair a work of art: writing, sculpture, music, painting.  It could also be used to detect or forge a work of art.

Finally, Art can be used to charm, inspire, convince or deceive people thus establishing a connection or getting them to do what you want.  Unlike Rapport, the target must have some interest in the art for the attempt to be successful.


Create an Advantage
by Scott Purdy
The differences between Overcome and Create an Advantage sometimes seem to blur, but specifically Create an Advantage is about creating aspects.

Art can be used to create an advantage by pointing out useful strengths/features, Signed by the Master, or a vulnerability to be exploited, Knockoff.

Like Academics or Lore, Art can be used to apply artistic knowledge to create an aspect as well.  While attending a social function, hosted by Loren Gracchi, the patrician of Cymru, Asim comments on the Quality of the Fadhad sculpture which pleases his host.

Attack
Art isn't typically used to attack without a stunt.

Defend
The Art skill may be used to counter Create an Advantage actions.  

While performing his national dance for the Gracchi's, Asim provokes the ire of a visiting Fadbad, Khaldun, who declares his work Derivative.  He defends with his Art impressing the crowd and removing the aspect.

Stunts

Art stunts are about creating art, shifting attitudes and using your reputation as an artist to affect the world beyond.

The Artist's Eye (Art)
The character is so skilled in observing the world around them they can identify traits about the artists just by their works.  With this stunt, the character may use Art instead of Empathy to create or uncover aspects about the originator of a work of art without them being present.

Virtuoso (Art)
The character is a master of an art form: painting, composition, singing, poetry, etc.  They are recognized as a virtuoso in their art.  When using the Art skill related to their specialty, the character gains +2 to the roll.  This stunt may be taken multiple times.  It applies to different art forms each time it is taken.

Moving Performance (Art) - requires Virtuoso
Whenever the character uses Art to create a scene aspect related to their specialty, the aspect remains after the scene has ended.

For example, Asim has greatly impressed his audience at the gathering with his dance.  Using a Create an Advantage action, he gave them the aspect Duly Impressed.  With this stunt, the aspect remains long after the performance.  A month later when he seeks an audience with Loren Gracchi he may invoke the aspect if needed.

Actions by the character or others which counter this aspect may remove it.

Stage Presence (Art) - requires Virtuoso
The character's work cannot be ignored easily.  They gain a +2 to Defend against Create an Advantage actions to damage their reputation or interrupt their performances.

Commissions (Art) - requires Virtuoso
The character's works and performances are highly sought after.  Once per session, they may use Art instead of Resources to represent the gains of a previously successful commission.

Do You Know Who I Am? (Art) - requires Virtuoso
The character's reputation precedes them.  In an area where this reputation means something, they may roll Art instead of Contacts. If there is no prior justification for this popularity, they character may spend a Fate point to create one.

Razor Tongue (Art)
The character has such a command of language they can use Art rather than Provoke to create exquisitely brutal insults.  

Poison Words (Art)- requires Razor Tongue
The character's skill at satire is so great they may use their Art skill instead of Provoke to apply a negative emotion toward another character (who may or may not be present.)

Having been insulted by his Fadbad rival, Khaldun, Asim creates a song regarding his rival's flatulence.  If successful, the audience now thinks Khaldun is a Joke.

All the World's a Stage (Art) - requires two other Art stunts
The character is a natural actor.  They may use their Art skill instead of Deceit when convincing anyone they are someone else.



Friday, August 22, 2014

Fragments - LoA - Fate Skills - Notice

The Fate 3 skill Alertness became Notice in Fate Core, and there are certainly differences between the two.  In Fate 3, Alertness represented passive observation while Investigation represented active observation.  In Fate Core, Notice is about quick observations while Investigation is about detailed observation.

For the Fate Fragments game, we will use the term Notice to encompass automatic and quick observations and Investigate for detailed, longer searching.

In LoA, Alertness had the trappings Avoiding Surprises and Confusing Situations.

Initiative
The character with the highest Initiative goes first.  Order of initiative can either go in initiative order (descending ranks of Notice) or use an alternative initiative system where the current initiative holder chooses the next character to act. 

Overcome
Notice tends to be used reactively to Overcome situations: noticing something, hearing a sound, spotting a concealed weapon.  

Create an Advantage  
Notice can be used to discover or create an aspect that provides an advantage in the scene:  Hidden Door, Bucket of Water, Weak Pillar. 

Attack
Notice isn't used for attacks 

Defend
Notices can be used to defend against uses of Stealth or to discover you are being observed. 

Stunts 
Players may create their own stunts in addition to these or instead of these stunts. 

I'm on Top of It  (Notice)
The character's reaction time is incredible.  At the beginning of an exchange, the character may spend a fate point to go first.  If multiple characters uses this stunt, they act in regular initiative order among themselves or when using an alternative method they must be chosen next.

If the exchange has already started and the character has not acted, then they may spend a Fate point to act next without interrupting the current character's turn.

Incoming! (Notice)  
The character may use Notice to defend against Shoot attacks.  If you feel like being more complicated, you can change difficulty depending on range.  Close range might be harder.

If you are using faster than light lasers, then you really can't defend against those, but for a low tech campaign someone shooting an arrow at you might miss if you are actively seeking cover. 

Ready for Anything (Notice) 
For purposes of initiative, the character acts as if their Notice was one higher.  This may be taken multiple times.  This stunt is less useful in an alternative initiative system.

Danger Sense (Notice)
The character has a preternatural capacity for detecting danger.  Their Notice skill works unimpeded by such conditions as total concealment, darkness, or any other sensory impairment in a situation where someone/thing intends to harm them. 

Saw It Coming (Notice): requires Danger Sense 
The character can defend even when surprised.

Constant Vigilance (Notice): requires Saw It Coming
The character can act normally even when surprised.

Body Language Reader (Notice)
The character can use Notice in place of Empathy to learn the aspects of a target through observation.

Reactive Shot (Notice)
The character may use Notice instead of Shoot to make quick, reactive shots that don't involve aiming.

Because they are quick reactions, the character my not pinpoint their target before shooting.  For example, Malpais is creeping among bushes when he spots movement. Taking no time to identify his target, he shoots.  Did he shoot a goblin or his wizard companion Nota'Cor?  He doesn't know until after the shot is fired.

Take It All In (Notice)
The character has fine-tuned his senses to gather more information than normal. They may spend a fate point to substitute Notice for Investigation for one roll.





Thursday, August 21, 2014

Fragments - LoA - Fate Skills - Academics

Fate Core (4th ed) combines all knowledge skills under Lore by default, which make sense in a game more narrativist than situationist.  More skills and complex stunt charts of 3rd edition era gave way to faster play in Fate Core.

That said, I'll admit I'm attracted to the complexity of Dresden Files (DF), Spirit of the Century (SotC), Legends of Anglerre (LoA), Kerberos Club , etc. I'm torn between rules lite and situationist crunch.   So, we'll see what increasing the complexity does for gameplay.  I fully expect this to be a work in progress.

In LoA, the Academics skill  (or Scholarship as it is known in DF) is described as a measurement of the character's "book learning," covering anything that does not fall under Science, Mysteries (Lore will stand in for magic knowledge in the game) or Art.  Primarily the skill covers history, literature, religion, cultures, and anything else in the "soft sciences."  For example, if the grippli gunslinger Malpais wants to know, recall, or learn more about his Order's past Academics is the skill needed.

With regard to separating the Academics and Science though for a low tech fantasy game, I'm not sure there is much to be gained. Those skills covered under Science in LoA (simple medicine, first, aid, herbalism, poison) I have decided to call Medicine.  The term science gained popular usage during the Scientific Revolution of the seventeenth century and is about methodology as much as knowledge.  Medicine is an older term, predating modern medicine by millennia.

Therefore, Academics will in this game provide knowledge for all humanities as well as soft and hard sciences, except art, biology/medicine, magic, supernatural creatures and entities.

Fate Core changed the way skills work from Trappings in 3rd ed to four basic actions: Overcome, Create an Advantage, Attack and Defend.  As I update the skills then, I will discuss trappings in terms of these four actions.

In LoA, Academics possessed the trappings Research, Exposition and Knowledge Dumping, Declaring Minor Details, Languages, and "The Truth" or spotting false information. 

Libraries 
When conducting research, the quality of the Library determines the maximum amount of Academics skill rank that can be applied to the roll.  The time required for research depends on the quality of the library and the obscurity of the question. 

Languages
I will be giving all characters (two languages known to start with - Dwarven and a species/cultural language,) but each rank in Academics automatically grants an additional known language. 

Overcome 
Using a skill in Fate Core to overcome something means tackling a challenge, engaging in a task, or surpassing an hindrance.

For Academics, that task may be finding information, writing a book, or validating information.  Applying that knowledge in the field - like deciphering a code - would fall under Overcome.

I'm not a fan of knowledge dumping, but research conducted to find information can be more player driver. 

Create an Advantage 
Discovering something that already exists or creating a situation that helps you succeed.  Creating an advantage is about discovering and creating aspects for free invocations.

Knowledge is the key component for Academics.  If Overcoming a challenge through research means finding out information, Creating an Advantage is applying that knowledge: ie to give you an edge in the future. 

For example, Thanequeel has spent time studying Goblin culture and could in the moment of negotiations with said goblins Create an Advantage to declare that this particular tribe "Reveres Birds."  That aspect could then be used when gifting the goblins with feathers to grant a free invocation assisting with his negotiations.

Attack 
Academics can not be used to attack without a stunt. 

Defend 
Academics being used to counter Create an Advantage and Defend against social conflict with a stunt. 

Stunts 
Stunts aid or modify skills.  Some stunts in LoA are really now what are called Extras and I'll work to change those to reflect Fate Core.  Players are welcome to create their own stunts in addition to or instead of the stunts I brought over from LoA et al.

Walking Library (Academics)
The character is well-read and has a keen memory.  They may conduct Overcome research rolls without a library on-hand, using their Academics skill in full.

If a library is on hand, the quality of the library may be added to research rolls.  Finally, this stunt reduces the time research takes by half

Perfect Memory (Academics) - requires Walking Library
Anything the character has read they remember - even if they player does not.  Grants a +2 to Academic rolls to Overcome regarding something the character has studied.

Also, when using a library this stunt reduces the time Overcome research takes by half that of Walking Library (or one quarter of the original time.)

Studied Recall (Academics) - requires Perfect Memory

The character has developed an incredible memory.  Once per scene, the character may make an Academics roll (or spend a Fate point) to memorize any detail.  Recall of this detail is instantaneous.

Scholar (Academics)
The character is a respected authority in a specific academic field: history, literature, religion, specific cultures.  The character receives a +2 on all Academic rolls related to this field.  This stunt may be taken multiple times, reflecting different fields.

Dizzying Intellect (Academics) - requires Scholar
The character may use Academics instead of Deceit with any specialized field the Scholar stunt modifies.  This stunt need only be taken once to apply to all specializations.

It's Academic (Academics) - requires Scholar
Once per session when Creating an Advantage with Academics, the character can if successful declare two aspects (instead of one.)

Rhetoric and Debate (Academics) - requires Scholar
Use Academics instead of Rapport in social conflicts regarding scholarly debate/knowledge.

Shield of Reason
The character uses Academics instead of Resolve to defend against Provoke attacks.

Widely Read
The character can spend a fate point to use Academics to replace any other skill for one roll/exchange.

Extras
Extras are special abilities, powers, allies or objects that benefit the character.  They have a variety of costs depending on how powerful they are.

Linguist - cost 1 refresh    
The character knows more languages than their education ordinarily grants.
This extra grants five additional languages to the character.  It may be taken multiple times.

Originally this was an Academics stunt in LoA, but I made in a extra.  Anyone can take it even without skill ranks in Academics.


Tuesday, August 19, 2014

Fragments of the Last War 1.8

Eifer, Tirane, AC 9 

Fragments of the Last War, part 8 wrapped up the first arc of the campaign and brings our usage of Pathfinder to an end.  Perhaps not permanently, as most everyone really enjoyed Pathfinder, but for now on to the next system.

Because the players of spellcasters did not like vanilla magic in GURPS, we are going to take some time to work with GURPS Magic, GURPS Fantasy, GURPS Thaumatology, and GURPS Powers for a customized magic system.  If anyone has any experience doing this, advice would be appreciated.

While we work on this, the group decided we were going to convert the Pathfinder campaign to a Fate Core conversion of Legends of Anglerre.

But before that occurs, we had our final Pathfinder game.

Previously, Malpais, Halen, Thanequeel and Nota'Cor bedded down in an observation room of the underground facility after defeating the mimic/animated chest.  Leaving the zombies to guard the door, the party relaxed, dined on trail rations, and generally killed time.  That's the thing with Vancian magic.  I love The Dying Earth, but Gygax's interpretation of its magic does become a bit of a resource sim.  There's a certain nostalgia with it though.

Backtracking through the facility, they returned to a door in the first side room they passed through the day before.  Entering the party found stone tables, dessicated fruits, and rusted metal.  A fine film of yellow dust covered everything.  Nota'Cor, being impetuous, rushed into the room before anyone had a chance to identify the dust.  He quickly found himself coated in the dust as it poured off the surfaces of the room to surround his body.

As Nota'Cor suffocated, Thanequeel decided the best way to save him was to coat him in a vial of faerie blood.  When the two reacted, Nota'Cor began to glow. He had already cast Enlarge Person on himself before entering the room.  At this point, I gave it an indefinitely duration.  Unknown to the rest of the party, he had also found a shrunken head at the witch's hut that spoke with him telepathically .  The head was missing, but Nota'Cor could still hear the voice.

More hijinks ensured between Thanequeel and Nota'Cor stopping short of actually PvP.  I was curious to see if they wanted to go that far, but neither did.

Continuing the party discovered another previous unexplored area.  This time it was a great domed room with a stone pedestal in the center.  On the pedestal were numerous cut-crystals.  Thanequeel attempted to steal one and realized it was embedded in the stone.  He then tried to chip the crystal out, shattered it, and caused the door into the room to slam shut.

Once the dome room quit humming, the door reopened.  The dusty chambers outside had been replaced with a dull red glow.  Malpais cautiously left the room and discovered the door now exited onto a wide ledge with facades of dwarven buildings carved into the cliff side and on the other side a drop off into a magma river.  His best guess placed the ruins of the small city lost "a really long time ago."

In the center of the magma river below they spotted an island linked by two stone bridges.  Nota'Cor noted the heat in the area was less than he would have expected being this close to magma.

They explored what they could of the facade covered caves until reaching the end of the ledge, the party followed a tunnel down into a cavern filled with fungus, slimes, and molds.  Three tall purple mushrooms stood above the fungus layer.  Thanequeel sent Urr to investigate one of the mushrooms, which tentacled the zombie and absorbed it.

Malpais and Thanequeel decided they would burn a swath through the fungus with magic and alchemical fire.  Their success surprised everyone.  While initially written as a combat, the scene played out better as the party brainstormed ways to deal with the room as a hazard. 

Past the room of fungus, the party found a large vaulted room with eighteen circular indentions.  All but one were filled with some kind of liquid. This section was certainly inspired by B1 - In Search of Unknown.   They decided after some experimentation (coating Nota'Cor in pink liquid that remove the glowing fungus from his body and ended his Enlarge Person spell.)  They took several vials with them as well.  Though these stopped working after leaving the room.

The stairs in the passage to the lowest had been damaged by an earthquake centuries earlier, making transit difficult.  After, Nota'Cor was injured in a fall, they discovered the pink liquid from the pool room no longer worked.

Crossing the bridge to the island in the magma river, Nota'Cor noted the temperature, while very hot, was less than he expected.  A pair of magma mephits attacked the party as they crossed the bridge, nearly dragging Nota'Cor into the magma, which would have been an instant death.  Thanks to Halen's incredible strength, he was saved.  After taking a few injuries from the party, the mephits quarreled and disappeared into the magma.

At the center of the island was a dull floating red crystal.  Thousand of tiny dull red crystal shards littered the island.  Thanequell could not resist taking one of the crystals.  Once he did, he felt an overwhelming desire to eat the crystal.  He, of course, did.  He felt more aware of his surroundings, but also heard voices of the dead dwarves of the city, which ended up being distracting.

Nota'Cor followed suit.  He felt smarter but could not been seen.  Malpais also ate one.  He became quicker and developed a severe case of intestinal distress.  Halen refused to eat a crystal.

Crossing the bridge, they approached two large stone doors, once sealed with magic, but now ajar.  Slipping inside, the party found a large oblong room.  Giant animal ribs served as internal buttresses.  At three points along the wall stood three fifteen feet skeletons.  In the center of the room sat a large glass globe seated on four feet of stone.  Inside the globe swirled a hazy cloud of blackness.

Thanequeel attempted to control one of the skeletal giants.  It animated and attempted to kill the group, only destroying his 2nd kobold zombie, "Urr Junior."  Nota'Cor found he was still invisible even after attacking it.

They proceeded cautiously to the sphere.  Malpais noticed each foot had an iron cog attached. Malpais' player is unable to resist a puzzle, fortunately, his characters are the same.  With little hesitation, Malpais decided to spin one of the wheel cogs all the way open.  The skeletons on the wall began to wake, so he rushed to spin the other three.  Thanequeel tried to convince him to stop, but Malpais was caught up in the excitement of spinning the cogs before the skeletons got to him.

Nota'Cor ran to attack one of the skeletons, preventing it from reaching Mal in time to stop the last cog from spinning.  Once all four were open, the glass cracked like an egg and the black smoke solidified into a very large spider creature with twelve-foot long legs.  The breaking glass produced a shockwave blasting everyone back and shattering the skeletons.  Malpais and Nota'Cor were frightened of the creature,  Halen lacked the sense to be scared, and Thanequeel's voices told him they could defeat it.  Everyone attacked, trying to destroy the spider. 

Halen and Nota'Cor managed to injure it's legs, causing the spider to eventually spray everyone with a webgoo that crystallized around them.  The fight ended with the creature breaking through the stone doors and leaving the party in encased.

Time passed.

A man entered wearing simple traveler's clothes and carrying a walking stick.  He observed the broken glass and encased party.  He spoke a few words, tapped his staff on the ground and shattered their crystallized webbing.

He angrily asked them how they entered the city and why they released the Horror.  He sighed when he heard Malpais was a member of the Order of the Gun, noting that he was probably one of the few people able to get past the sealed door.  When Malpais described the cogs, the man cursed the dwarves who captured the Horror thousands of years before for not creating a better lock.

The Long Road - Michael Whelan
Nota'Cor mentioned the crystal and the man, who know introduced himself as Rista, told them the crystal had been destroyed not long after the Horror was captured and the city sealed.  He seemed thoughtful.  Rista noted he knew the party from Kryplis' descriptions and that he had instructed Kryplis to hire them.  This was ten years earlier.

Transporting them to the surface, he told them to come by his tower sometime when they needed
work.  Back at the ruins, they found their wagon destroyed, mules and gear gone.  Hiking back to Darvek, they found the little village had grown.  The innkeeper recognized them and gave them free room and board for their efforts a decade earlier.  Xanorin came to see them and noted the region, especially Cymru, had grown with immigrants since they had been gone.

We ended the session there.  Next time, we will begin our conversion to Fate Core/Legends of Anglerre.  I expect to tweak the magic system.

Parts of this session were inspired by the Dungeons and Dragons Basic module B1 - In Search of the Unknown.

Continued on Fragments 1.9



Monday, August 11, 2014

Issues, Places, Faces

After Fragments 8, the campaign will advance in time.  Population centers will then have grown larger:  Cymru will now be a large town with a few thousand people.

As a result changes abound.

During this time, I will be transitioning the group out of Pathfinder and starting a second on-line game.  The online game will be run in Fate Core, while the tabletop group is converting to GURPS.

The following, made using Fate Core Campaign Creation rules, apply to both.

Current Issues
  • Immigration and Growth
  • Exploration
  • Nilhoon's Bandit Raids
  • Cult of the Trumpet

Impending Issues
  • Gracchi Wedding
  • Mysterious Wizard
  • Caer Pragni expanding
  • The Horrors

Places

 


Cymru
  • Everyone Wants to Come Here
  • Get Rich or Die Trying
  • New Horizons
  • Powers that Be, Powers that Want to Be
      


 Darvek
  • Once a Sleepy Town
  • Saved by Heroes
  • Gracchi's Velvet Fist
  • Standing at the Crossroads

Faces

Loren Gracchi
  • I Rule this Town
  • Nobody Messes with my Family
  • Casts a Long Shadow
  • Everything Has a Price
     
Castor Valis
  • The Human Who Would Be a Dwarf
  • Nice Day for a White Wedding
  • Who Do We Trust?
  • One Day I Will Rule
    
Death's Head Mercenaries
  • Members in Every Town
  • We Have a Job for You
  • Thicker than Blood
  • A Little of This, A Little of That
    
Umr al-Tawal - "The Eater of Souls"
  • Soon!
  • Ashes and Tears
  • My Children Are Everywhere
  • Rituals and Sacrifice
    
Rista
  • The Long Game
  • No Power too Great
  • Magic for Every Occasion
  • To Storm the Gates of Heaven 
    
The Horrors
  • Beyond the Walls
  • None Shall Live
  • The Stuff of Nightmares
  • Moths to the Flames of Magic

Nilhoon  
  • Marked by Destiny
  • All Serve Nilhoon
  • Only One at the Top
  • Everything is Mine


Caer Pragni
  • Secrets and Sorrows
  • The Price of Power
  • Who Will Rule?
  • Rumblings from Bellow
 


Friday, August 8, 2014

Asim al-Fahda (Pathfinder)

Pathfinder stats

Asim ibn-Abbas al-Mrtbk ibn-Nethys al-Fadh
Sylph
Medium sized native outsider

Speed - Fast 40 feet
Strength 14, Dexterity 17, Constitution 10, Intelligence 17, Wisdom 13, Charisma 10

Species abilities:
Darkvision: 60 feet

Spell-like Ability: Feather Fall 1/day (caster level = character level

Energy Resistance: Electricity Resistance 5, 

Air Affinity - Sylph sorcerers with the elemental (air) blood line treat their Charisma as 2 points higher for all sorcerer spells and class abilities.  Sylph spell casters with the Air domain use their domain powers and domain spells at +1 caster level.  Other Sylph spell casters gain +1 caster level for all air, electricity and sound spells.

Breeze-kissed:  Breezes follow the sylph wherever they go.  +2 racial Ac vs non-magical ranged attacks.  Once per day, the sylph can make a ranged trip or bull rush against one creature within 30 feet.

Magus: Level 1
Skills: Knowledge (arcana) 7, Profession (scribe) 5, Spellcraft 7, Use Magic Device 4

Feats: Weapon Finesse

Spells Known:
0 level: All
1 Level: Abjuring Step, Mirror Strike, Obscuring Mist,  Shocking Grasp, Shock Shield, True Strike


Spells per day:
3 / 0 level
2 / 1 level


Arcane Pool: 4
At 1st level, a magus can expend one point from his arcane pool as a swift action to grant the weapon he is holding a +1 enhancement for 1 minute.

Spell Combat:
At 1st level, a magus learns to cast and wield his weapons at the same time.  This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.

Born on the islands of Fahda, Asim belonged to an insular and devoted order of holy warriors, studying both academic and martial arts.  As a young sylph, Asim fell in with an esoteric sect who radically interpreted the Pah'avi, the Fahbad holy text.

While Fahdad society is polytheistic, their primary religion focuses on two gods of order Murzda (Abadar) and Mangra (Asmodeus) who strive to protect the world from chaos and obliteration, albeit with radically different approaches.

Asim's group believe a middle ground between the two gods could be found in a single deity.  After voicing their beliefs, he and the entire sect were labelled heretics and banished from Fahbad society. 

Monday, August 4, 2014

Malpais Rana (Pathfinder)

Pathfinder stats 

Malpais Rana
Grippli

Small sized, 2 ft 2 in, 35 pounds

Speed 30 ft, Climb speed 20 feet
Strength 11, Dexterity 18, Constitution 12, Intelligence 14, Wisdom 16, Charisma 10

Special Abilities - Darkvision - 60, Jumper (all jumps count as running start), Agile Tongue (prehensile tongue:10 foot range - use for grapple, disarm, melee touch attack, sleight of hand, steal), Weapon proficiency (net)

Gunslinger - Level 1
HP 10, AC 17, Init +4
Saves - Fortitude +3, Reflex +6, Will +3

Skills - Acrobatics +8, Bluff +4, Climb +4, Craft (firearms) +6, Knowledge (engineering) +6,
     Perception +7, Stealth +8, Survival +7

Feats - Gunsmithing, Rapid reload (firearms)

Gunslinger abilities
Grit
Deeds -  Deadeye, Gunslinger's Dodge, Quick Clear


Melee - masterwork rapier +3, punching dagger +2

Ranged - net +6, master work blunderbuss +7

Armor - Leather armor


Trait -Reincarnated: +2 to saving throws vs fear and death magic

A member of the fading Order of the Gun, Malpais (or Mal for short) is a grippli gunslinger determined to keep the roads safe, restore his order and find the guns of Bartolomeo.

Recently, he has become interested in the history of the order and what happened to it a few centuries ago.

Grey Seer Thanequeel (Pathfinder)

Pathfinder stats
Grey Seer Thanequeel
Ysoki (ratfolk)

Small sized, 4 ft 4 in, 73 pounds

Speed 30 ft, Burrow speed 20 ft
Strength 12, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 18, Charisma 14
Special Abilities - Darkvision - 60, Scent - track by scent, detect others within 30 ft

Cleric (undead lord) - Level 1
HP 11, AC 15, Init +1
Saves - Fortitude +2, Reflex +1, Will +5

Skills - Diplomacy +6, Linguistics +4, Perception +5, Stealth +5, Survival/Track +3

Feats - Command Undead, Selective Channeling

Cleric Abilities
Death Domain - Bleeding Touch, 1d6 dmg /rd for 1 rd.  Heal 15 DC
Channel Negative Energy - 5/day, 1d6 dmg (30ft radius)
Undead Companion - Zombie

Melee - +2, masterwork sickle

Ranged +3, masterwork light crossbow


Armor - Leather armor, light wooden shield

Trait - Birthmark - focus for divine spells, +2 on saving throws vs charm and compulsion

Thus far we know Thanequeel is a cleric of his racial god, cheerfully creating undead, and exhibiting disgusting personal habits.

Thanequeel knows he has been chosen by the Horned Rat for something special.