Male Human Conjurer 1/AC 11/F+2, R+1, W+2/ Init +11/ Perception +0
Checking in. Tell me what you think of the character sheet and if you think everything's suitable. If you have absolutely any questions, please let me know.
Male Human Conjurer 1/AC 11/F+2, R+1, W+2/ Init +11/ Perception +0
I see that Gundahar is also playing a wizard character. Hopefully, we can figure out our party roles so that there's no overlap. Look at the languages, skills, and spells I'm taking so that we can cover each other's weaknesses. I'm planning on mostly focusing on summoning at later levels as well as buffing, with some battlefield control thrown into the mix. Also, can anyone in the party benefit from an Enlarge Person spell?
Gundahar: Keen senses is only added to your spell list, not your spell book. Also you don't get a bonus 0lvl slot
Void school wrote:
A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list.
Sir manfred: When i attempted to make your animal companion it came out slightly different, it doesn't matter to me which one you use, just let me know your choice.
Tornado:
ANIMAL COMPANION CR 2
Male Horse
LG Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 14, touch 10, flat-footed 13. . (+1 Dex, -1 size, +4 natural)
hp 14 (+4)
Fort +5, Ref +4, Will +1
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OFFENSE
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Spd 50 ft.
Melee Bite (Horse) +3 (1d4+3/20/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Fly -1, Perception +6, Stealth -3
Languages SQ Combat Riding [Trick], Stay [Trick]
Other Gear Animal Harness, Bit and bridle, Rope, hempen (50 ft.), Saddle (Military), Saddlebags (empty), Torch (3), Wandermeal (per serving) (5)
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
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Gundahar: Keen senses is only added to your spell list, not your spell book. Also you don't get a bonus 0lvl slot
I will make the change.
The list of spells added for a void mage does not make sense if that is the ruling, however, as all the other void mage spells (twilight knife, wandering star motes, true seeing and moment of prescience) are already on the wizard spell list at the listed level.
Quote:
Also why is the familiars Reflex +5?
+2 base familiar save +3 dex bonus. With Fort and Ref, the base familiar saves are better than my unmodified saves.
Familars wrote:
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
I see that Gundahar is also playing a wizard character. Hopefully, we can figure out our party roles so that there's no overlap. Look at the languages, skills, and spells I'm taking so that we can cover each other's weaknesses. I'm planning on mostly focusing on summoning at later levels as well as buffing, with some battlefield control thrown into the mix. Also, can anyone in the party benefit from an Enlarge Person spell?
Summoned monsters stack just fine in a group. You can never have too many.
It also makes group buffs interesting when they benefit 10+ targets.
Male Human Cavalier L1-- AC 20-(T11-F19) | hp 14/14 | F+5, R+1, W-1 | Init+1; Percep -1 (Tornado Perc +5)
Doh! I think you're right there. It was 1am and I just took a stock light warhorse instead of building it as a druids animal companion like you're supposed to.
Male Human Conjurer 1/AC 11/F+2, R+1, W+2/ Init +11/ Perception +0
Rodger that. Overlap shouldn't be too much of a problem. I have some questions about our battalion though before we start. Where are our headquarters? What's our organization? Why are we fighting against the society? Also, are these questions that are appropriate here, or should they be be asked in the main discussion thread?
Those are storyline questions and should be directed to the core discussion so everyone can see. I'll add the answers to your question to the Discussion thread over there.
Male Human Oracle 1 | F+2, R+1, W+2 (+4 vs. disease); +1 Init; +0 Perception
Finished character. Let me know if I messed up anything. :)
Also, let me know if I made this character too social given the game. I did put points into Intimidate for flavor and to reflect his personality. If you guys feel like I should focus more on combat, let me know. I only have an 18 in my casting stat, which seems low compared to some.
Male Human Conjurer 1/AC 11/F+2, R+1, W+2/ Init +11/ Perception +0
Would it be alright if I changed my characters strength to an 8 and my charisma to an 8 as well? I think those altered stats would reflect better how I want to RP Ixiomar's character.
If it helps, at least we are letting someone who actually has the right skillset do the job.
It would be much worse if one of the wizards tried to do it alone.
Or, in the future, I could acquire expeditious retreat and streak through enemy encampments at warp speed. (confused orcs wonder why naked guy runs through camp at 50 mph)
Sorry guys. RL has been a little nuts lately. Things are mostly worked out now but my weekends for the next few weeks are most likely to be little to zero activity from me but I will try to get things rolling agin.