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yep. got a few more. Hey! another human.
Tim Frie
your image
(note, if anyone would rather be a dwarf, I can simply give you a dwarf image, I don't want anyone coming here to play a dwarf, then get stuck being a non-dwarf. OR, just treat your image as a dwarf ;) )

Gobo Horde |

So looking at everything, i am thinking of going a brawler fighter wearing armor spikes and spiked gauntlets. Getting the disruptive and spiked destroyer feats. I would be a spell harrier, diving into the middle of the enemy and shutting down any spellcasters, using overrun to get close as needed.
The chalenge? Combining twf unarmed strikes, overrun, disruption tecniques and 20ft movement.
Possibly a wild barbarian with the overbearing assult?

Xylie Quincuzzle |

Wolfwaker here with a couple of questions. I'm trying to decide between a bonded mount and a weapon (or armor, etc. from the archetypes).
There is a gnome racial trait that gives you proficiency with weapons you have made. Can I assume I have crafted some exotic weapons (DC 18) if I have a reasonable craft: weapon bonus? Masterwork (I guess this is an additional DC 20 check)? If I make an item can I have it enchanted by someone else (as part of my starting equipment)? Not trying to assume anything here, just wondering what is allowable.
Will we be outside mostly? Or deep in the dwarven tunnels?

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it will be outside at the start, most of the hexploration will be inside tunnels, but I think overall, its will be 50/50 to 65/35 in favor of inside.
if you can get it to the "take 10 and succeed by 5" area, yes. Also, no, no having other enchant for you, if you have the spells and or master craftsman feat you can get the discount ;)

Gobo Horde |

I would say take lookout as base, its a good feat for anyone to have.
Field medic... Really? This makes you better at healing the OTHER medic, not anyone else... Whats the point of this?
So i am thinking that I will take the outflank teamwork feat (cause I will be diving into the enemy). Otherwise I will take pack attack or lookout, really it depends on what everyone is willing to take :P

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Also, Something I have started doing that I saw done by another GM on here not long ago that I took part in was a "preliminary" session, where all applicants can RP there characters a bit and the GM can see how they interact and the like. Doing it in another game And its working well so far. Up to yall though.

Gobo Horde |

I say full HD (or even more?)
Dont care about the auto crit, Either one can work
I like critical fumbles :)
Im up for doing the preliminary Session
@Tim. Another option is to forgo AC almost all together. High DR (like the invulnerable ranger) is one way, sky high hps is another, or evasion works. If you do do that, spend the effort elsewhere and really make something strong (a thin, tempered blade is swift to cut but easily shattered.)
I am still preferring the outflank teamwork feat, but I would be willing to do escape route :)

Cinder Thanax |

This is Wolfwaker. I will get his cleaned-up stat sheet on here later.
Half plus one HP is pretty common. I'm concerned that if monsters and PC's have full hit dice it would just make the combats longer.
Could go either way on the crits but it might affect which feats I take.
TimFrie: I'm not sure what your character is but Snake Style and a good Sense Motive might be a way to go if you can get the Improved Unarmed Strike.

Whack-a-Rogue |

Here's what I've got. :-) If everything looks good, I'll create an alias and type out her backstory.
Alignment: CG
Languages: Common, Dwarven, Sylvan
Summon Nature’s Ally IV 7/day
Life Link
Bond Senses (7 rounds/day)
Shield Ally
Maker’s Call 1/day
STR 10
DEX 16
CON 14
INT 14
WIS 10
CHA 19
Speed: 30ft
Initiative: +3
HP: 59 (7d8 + 14 CON + 7 class)
BAB: +5
AC: 18; Touch: 13; Flat-Footed: 15 (+5 armor, +3 dex)
CMB: +5; CMD: 18
Saves: Fortitude +5; Reflex +6; Will +6 (+1 vs. language-dependent, sonic effects)
Skills
Acrobatics +6 (3 ranks), *Fly +13, *Knowledge(arcane) +6 (1 rank), *Knowledge(dungeoneering) +6, *Knowledge(local) +6 (1 rank), *Knowledge(planes) +12, *Spellcraft +12, Swim +1 (1 rank), *UMD +13
Traits
Two-World Magic (create water)
Free Spirit
Feats
Spell Focus (conjuration)
Augment Summoning
Superior Summoning
Sunlight Summons
Moonlight Summons
Money: 900
Armor/Weapons
+1 glamored light fortification mithral chain shirt (+5 AC)
Other Gear: cloak of resistance +1, hat of disguise, headband of alluring charisma +2, ring of spell knowledge type 2 (create pit)
Cantrips: acid splash, create water, detect magic, guidance, light, message
5/day Level One: feather fall, grease, lesser rejuvenate eidolon, mage armor, snowball
4/day Level Two: create pit, haste, invisibility, lesser evolution surge, summon eidolon
2/day Level Three: black tentacles, fly
Small Fey (extraplanar)
Alignment: CG
Languages: Common, Dwarven, Sylvan
STR 11
DEX 21
CON 11
INT 7
WIS 10
CHA 12
Low-light vision
Speed: 20ft, climb 20ft, fly 20ft (good), swim 20ft
Initiative: +5
HP: 21 (6d6)
Evasion
BAB: +3
AC: 25; Touch: 17; Flat-Footed: 19 (+5 dex, +8 natural, +1 size, +1 dodge)
CMB: +2; CMD: 18
Saves: Fortitude +2; Reflex 10; Will +5 (+4 vs. enchantment)
Skills
*Acrobatics +14 (+4 vs. AoOs).+3 (6 ranks), *Climb +8 (untrained), *Fly +16 (6 ranks), *Perception +9 (6 ranks), *Stealth +18 (6 ranks), *Swim +8 (untrained, can always Take 10)
Feats
Dodge
Mobility
Underfoot
Evolutions
bite (free)
climb (free)
reach(bite) (free)
tail (free)
tail slap (free)
basic magic (stabilize 1/day) (1pt)
darkvision (1pt)
gills (1pt)
swim (1pt)
flight (2pt)
minor magic (cure light wounds 3/day) (4pt)
Armor/Weapons
+4 bite (1d4) reach
+4 tail slap (1d4)

Xylie Quincuzzle |

This is Wolfwaker. I will get his cleaned-up stat sheet on here later.
Half plus one HP is pretty common. I'm concerned that if monsters and PC's have full hit dice it would just make the combats longer.
Could go either way on the crits but it might affect which feats I take.
Oops, got confused and used the wrong avatar. Kind of an opposite character from this one.

Edward Sobel |

i usually do this when I make characters. the funny thing also is the fact that one of the pictures is one I used for another character.
this one actually but she has been retired as nobody would allow her in a game anyway.
throw me a pic, does not matter if its a dwarf or not. (though I have a thing for gnomes)

Edward Sobel |

Edward Sobel- This is one I just found actually, I kinda like it.
your image
I do like it now what to go with...Hmmm.

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Another question for the players, I was wondering, do we want to make this a "realistic" game. where encounters could mean death. Or a more heroic game where only the BIG encounters spell death? (or somewhere inbetween?)
also, do we wan't to keep track of weight carried? I feel it adds to the game, but sometimes becomes a hassle. I view this as a "have fun first, follow rules second" sorta game. But how I run it, and the speed it runs at will be up to you, the players.

Otm-Shank |

I'm usually fine tracking encumbrance, it's never been that much of a hassle to me. Not to mention the fact that we're starting at 7th level so handy haversacks should make people's lives fairly easy in that regard.
As far as the realism goes, I'm fine with a more realistic take on things. That said a decent middleground might be using hero points as well as having deadly encounters? The threat of death is there but you have the occasional mulligan to keep from having to come up with a new char.

magnumCPA |

Okay so I got a sheet that's a work in progress, and the fluff right here.
Thron was born into one of the most prestigious dwarven noble families of the time. Being born the youngest son of a wealthy dwarven nobleman, he was destined for the priesthood, one of the finest honors any self respecting dwarf could ask for. He was tutored by the Abadaran clergy. As the god of commerce, Abadar was the patron deity of Thron's noble house. His father Rohaim, was a powerful merchant of noble birth with a far reaching reputation. His father's prowess in business was legendary, as well as his lust for gold. Eventually this lust for gold would come to be the downfall of young Thron's family. The great merchant king Rohaim's greed escalated into a form of madness. He surrounded himself with gold and suffered from delusions of grandeur. Rohaim declared himself The Merchant King and his sons princes. The leadership grew wary of his increasingly erratic behavior. For years Rohaim's gold controlled the nobility while Thron watched helplessly in his father's shadow. Meanwhile, Thron's own influence was beginning to increase rapidly. Thron aided his dwarven brothers both in the battlefields and in the church itself. He became trained in all manner of combat like all self-respecting Drumans, but he decided that his place was in the church. Nevertheless some church officials implied that Thron was merely a tool of his power hungry father. He dismissed these rumors and cut off contact with the old man, but couldn't help be concerned. One night confirmed his concerns, when he got wind of a plot to take his father out. The old man had simply become too much of a threat. He holed himself up in his makeshift throne and spread corruption throughout the kingdoms. He funded plunders and mercernaries, while bribing every echelon of the society. While Thron had risen to the rank of Bishop, he had turned a blind eye to the problems of his clan, and thus brought disgrace to his people. He ran to his father's headquarters as fast as he can. His father greeted him with open arms, but their reunion was cut short when his throneroom was set aflame to flush him out. Hastily he gathered some of the artifacts his father surrounded himself with. He was outnumbered by these would-be assasins, so he made up for it using the vast number of magical equipment gathered from his father's greed against them. His father handed him his ancestral headware, the crown of swords, passed down from his ancestors. With the crown of swords and his protective rings and cloaks, he faced down the assasins single handedly. Suddenly, the crown glowed and summoned a great shining sword, which acted on it's own and slew the assasins. With a combination of his superior equipment and divine power, he single handedly slew the assassins, and dragged his father out of his burning throneroom as he kicked and screamed. Unfortunately, Thron knew his family honor was irreperably damaged. His father was thrown in the dungeons. Even with all their wealth and power there was nothing he could do. The rest of his brothers and sisters had died in battle or left the country and his influence was waning. But when the Ironmug clan sent out a call for their people to establish a knew community, Thron answered this call. He pledged his life to the Ironmugs, on the condition that they accept him into their clan. Thron had gained his father's skills in negotiation, and thought of it like any other treaty or contract, and after much deliberation, he was allowed in. He knows the hard part hasn't even started yet, but ambition runs thick in this one's blood.
Description: Thron is considered quite well kempt for a dwarf just past his youngest years. Once one can get past his imposing stature, big meaty hands, and elaborately braided beard, is a man with intense blue eyes and noble, chiseled features. Not one for dressing modestly, he's covered in fine clothes, with a golden colored stoneplate armor, a flowing red cape, and even a matching magical crown.
Thron has a powerful, forceful personality, equally suited to powerful sermons, and savvy negotiations. He is ambitious, if sometimes greedy, and prefers not to wallow in the past. He takes his duties as a religious leader very seriously, though he sometimes seems to flip between a politician, merchant, and spiritual leader. In short--he's pragmatic, and lets loose quite rarely.

Xylie Quincuzzle |

Flexible on the death rules, I haven't played enough to have characters die.
For encumbrance, personal preference is just to add up the weight of your combat gear and figure you drop your backpack or whatever when things go down. It's a hassle to track every little thing but (as a GM) I don't want to see a Strength 10 rogue carrying around a small armory.

Gobo Horde |

I have had some come real close (a barbarian human with raging vitality and some -16 hp and 2 hps away from death, waiting for the cleric. I learned to carry potions of CLW that day) but I havent had any characters die on me yet. I like the idea of heroic but deadly :)
Just deadly works too.
I always track encomberance, and I find on dwarfs its especially interesting (Heavy armor and slow and steady trait).
I say track it, but not care too much about how much potions and food and minor equipment weighs.
Im having a few hiccups with my character, basically I am trying to do too much and have to limit him down some. Tho I do have to ask you about some things.
Big one. Spiked gauntlets are weapons, not Unarmed strikes, and therefore greatly limit me. Any chance I could have them treated as piercing unarmed strikes? (and therefore qualify for feats)
Second one is Dragon style. The basic one is easy enough to qualify for but Dragon Ferocity requires stunning fist. Any way to get this without dipping into monk and therefore losing Menacing stance?