Taldorin murentuva valtakunta tarjoaa paljon mahdollisuuksia uraansa aloittelevalle seikkailijalle. Olette juuri löytäneet oman mahdollisuutenne- Silas Gribb, karavaanari ja kauppias, tarvitsee suojelijoita uudelle matkallensa. Yanmassin kauppakaupungista olisi tarkoitus päästä pieneen Belhaimin kylään Verduranin metsässä. Matka on pitkä, mutta Taldorin sisämaat ovat suurimmalta osin rauhallista aluetta. Mutta Verduranin metsän lehväkattojen alle mahtuu paljon salaisuuksia. Mitä odottaa Verduranin metsässä ja uneliaassa Belhaimissa?

Olette aloittelevia seikkailijoita, jotka (syystä tai toisesta) saapuivat Yanmassin kaupunkiin Taldorin pohjoisrajalla. Yanmass on vilkas rajakaupunki, jonka kautta kulkee karavaaneja etelään ja länteen kaukaa Casmaronista. Yanmass on seikkailijoiden suosima, sillä vilkkaassa kauppakaupungissa on paljon töitä miekkamiehille ja mahdollisuuksia uransa alussa oleville velhoille. Täällä tapasitte Silas Gribbin, karavaanarin joka tarvitsee uusia vartijoita vaunuillensa matkallaan Belhaimiin. Iso palkkio maksettaisiin perillä Belhaimissa. Matkanne Belhaimiin on pitkä, lähes 200 mailia, ja tämän matkan aikana tutustuitte toisiinne. Belhaimista tiedätte vähän- Belhaim on pieni kylä Verduranin metsän siimeksessä. Mitä te kuljetatte ja mitä Belhaimissa tapahtuu on teille vielä mysteeri…

Tässä hahmonluonnin peruskaavat: -20 PB stateille.
-150 gp aloitusrahat
-Hahmoluokat: Kaikki muut paitsi Ultimate Combat-kirjan kolme hahmoluokkaa (Samurai, Ninja, Gunslinger)
-Hyviä taitoja: Disable Device, Diplomacy, Knowledge ( Dungeoneering, Arcane, History)

Tarkoituksena olisi myöskin taas jälleen koettaa uusia sääntöjä ja ideoita joita tuo ihmetehdas on taas pulauttanut pihalle. Näistä esimerkkeinä on Pathfinder Unchained-kirja sen muutokset ja sääntölisäykset. Niistä käytössä on ainakin:

Pathfinder Unchained- kirjassa uudistettiin joitakin vanhoista hahmoluokista: Barbarian, Monk, Rogue ja Summoner. Näitä kutsutaan yleisesti nimellä Unchained-hahmoluokat. Tarkoituksena oli yksinkertaistaa ja tehostaa näitä hahmoluokkia. Esim. Munkki saa kasan "Ki-voimia" antaen pelaajan itse päättää millaisia kikkoja munkki oppii ja osaa käyttää. Näihin voi tarkemmin tutustua Pathfinder Unchained-kirjassa.

-Wound Threshold
Esimerkki: Durotan-Barbaarilla on 300 kestopistettä. Jos hän on ottanut 299 pistettä vahinkoa, on hän vielä täysin toimintakykyinen- vaikka onkin ottanut vahinkoa aivan naurettavan määrän. Mutta kaksi pistettä lisää ja poks, mies on maassa. Tähän "ei kovin realistiseen" tilanteeseen tuli muutos Unchained-kirjassa: Wound Threshold. Jaa omat kestopisteesi neljään kategoriaan. Aina kun hahmon vahinko liikkuu kategoriasta toiseen, saa hahmo myöskin miinuksia riippuen kuinka paljon vahinkoa on tullut.


Chivalrous: You were raised on stories of heroic knights and benevolent wizards, and wish to emulate their great deeds. You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.

Militia Veteran: Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Narrows Survivor: You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Precocious Spellcaster: Before you even began your training as a spellcaster, you spent a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

River Rat: You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.

Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Open Lock, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Wealthy Dabbler: You study magic at a social club, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Ambassador (Sarenrae): Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks.

Devotee of a Dead God (Aroden):You simply cannot and will not accept that Aroden is dead. Your faith in his teachings and religion are stronger than ever. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you.

Divine Warrior (Iomedae): From an early age, you were trained by militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Your divine spells gain a +1 trait bonus to melee weapon damage.

Under Siege (Sarenrae): In order to maintain your devotion to Sarenrae in Taldor and stay alive, you and your fellow worshipers developed a complex system of hand signs and facial gestures to identify yourselves as faithful in the Cult of the Dawnflower. You gain a +1 trait bonus on Bluff and Sense Motive checks. One of these skills (your choice) is always a class skill for you.

Aspiring Bard (Human—Taldan): You spent countless hours of your youth wandering the open campuses of the Kitharodian Academy and the Rhapsodic College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the Oppara music scene.

Azlant Fanatic (Human—Azlanti): Your years spent in libraries reading every musty tome you could find about the ancient lost civilization of Azlant have given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.

Brute (Half-Orc): You have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.

Carefully Hidden(Human—Keleshite): Modern Taldor is not kind to Keleshites. Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Dilettante Artist (Elf ): Art for you is a social gateway and you use it to influence and penetrate high society. You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Failed Apprentice (Half-Elf ): As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of magic and how to resist them. You gain a +1 trait bonus to saves against arcane spells.

Militant Merchant (Dwarf): You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Spot and Listen checks made to determine surprise, and Spot is always a class skill for you.

Rapscallion (Gnome): You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you’ve never been caught. You gain a +1 trait bonus to Escape Artist checks and a +1 trait bonus to Initiative checks.

Scholar of Ruins (Human—Taldan): From the moment you could walk and talk, the ruins of Taldor fascinated you. You joined every expedition you could find, volunteered as a porter for the Pathfinder Society, and sometimes just set out on your own to explore as many of the Taldan ruins as you could. Because of this, you have special insight into the geography of Taldor as well as expertise at exploring lost places. You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Well-Informed (Halfling): You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you are one of the more knowledgeable people in your home town and you gain a +1 trait bonus to Gather Information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you

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