@ Skorn: Go ahead and remove "lion's movement" from your character sheet.
I don't see "Artifact Hunter" in any of the approved products, but I'm depending on the SRD at the moment. Was Artifact Hunter reprinted in the ISWG?
My character sheet has been updated and skill points added to skills.
I thought Artifact Hunter was from ISWG but it seems that it comes from Inner Sea Primer. I was not aware there was a difference until now. I guess I am still not sure what the difference is. I will be glad to change that trait if you like.
I ended up leaving my equipment untouched. Turns out its better for my skills to have both my armor and shield master work. :)
Fixed my hp.
Fixed traits and paid attention to where they are coming from this time. Taking Scholar of Ruins (humans only) and Deft Dodger (combat).
Nesipho took Heart of the Wilderness alternate racial trait from APG which replaces the human skilled trait (so no bonus skill rank per level).
Favored class Magus taking 2 skill ranks (rather than 2 hp or any other FC bonuses), so total skill points available 23. (8 rogue(1) + 4 magus(2) + 9 int mod + 2 FC)
Skills then are: *designates class skill, values in () are ranks taken.
*Acrobatics +7 (1)
*Climb +5 (1)
*Craft (mechanical traps) +7 (1)
*Disable Device +7 (1)
*Knowledge (arcana) +7 (1)
*Knowledge (dungeoneering) +5 (1) (3 +1 rank +1 from scholar of ruins)
*Knowledge (geography) +10 (3) (is class skill through Scholar of Ruins, 3 +3 ranks +1 from scholar of ruins)
*Linguistics +9 (3)
*Perception +6 (3)
*Spell Craft +7 (1)
*Stealth +9 (3)
Survival +4 (3) (3 ranks +1 from heart of the wilderness)
*Swim +5 (1)
So I think I'm good there unless I did another math error like with hp.
(Also edited my background so Ojala is now my younger brother instead of having a younger sister).
@ bigrin42: Long answer: Low Charisma just means you come across poorly. You have no presence. A big, ugly, muscle-bound dwarf could have high-Charisma (carrying himself like a hardcore, stone-cold, hawk-eyed badass with a literal axe to grind) or low-Charisma (coming across as dim, nose-picking, inattentive, and loutish). Both are big, ugly, and musclebound... but one is a lot more intimidating.
Short answer: Take Intimidating Prowess. : P
Yeah, I knew you'd say that :) But a guy's gotta try.
Edit: Did some skill jockeying
@ Shisumo: Your Fortitude saving throw modifier seems off by one point? Base 3 + 1 Con = +5. I don't see an extra from a trait feat.
Yeah, I think that was just a typo. +4 is what I'm getting too.
Also, could you note your skill ranks along with your skill modifiers? You can list them somewhere else or put them in ooc text if you don't want to clutter your very nice-looking character sheet.
Also, what is "determination 2/day"? I feel like I'm going to feel dumb for asking, but I don't recognize this feature and a casual search on the SRD tells me nothing.
Sorry, I mentioned it when I first outlined the character way back toward the beginning of the thread and then forgot to actually note it on the character sheet: Nicoleta is using the preacher archetype. To save you the effort of looking it up:
Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses.
Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics.
Nicoleta has, obviously, given up her 3rd level teamwork feat to get a second use of the ability.
Okay, we'll be starting soon. Keep an eye out for the first post to go up sometime this morning. Ojore, please get the ISP trait changed before we begin. Oh, and any prepared casters can play with their spell lists before making their first posts. Today will be the day that you set out on a 24-mile hike through the jungle. Your destination is the Drowning Stones. Use that information to write up your spell lists for today.