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well I'm not the dm so ill let him rebut but he is doing the things he is doing for a reason we may not know and to me it seems like you are just unnecessarily upset about something that has nothing to do with you seeing how you don't want to play because he changed a few things that don't make that much of a difference and you are too but hurt to change a few things that you are used to because you need your safety blanket. what I'm saying is that if you don't want to play then why are you posting in this feed? also a lot of the things you are saying don't apply to your argument and some things that are opinions stated as facts and others are incorrect, again I'm not going to specify because you are arguing with the dm and its his place.


I believe you are mistaken about some of my assumptions. Either that, or your priorities are simply different than mine. Because of this, I'm going to assume that our arguments run on parallel lines, never to intersect.

All I have to say is this: all of my changes, all of my chargen preferences, they are all for plausibility of game world in my head. Spontaneous casters having at-will access to magic over prepared casters makes more sense to me. Characters that are not adventurers being of NPC classes makes sense to me. I'm sorry to say it, but character-to-character balance is not the epitome of importance to me, because I do not accept munchkins into my games.

If you don't want to play, please stop posting in this thread - you're derailing the original point of the thread. If you do, please stop questioning my chargen preferences. I'm not going to change them because you're upset with me. I understand the fact that casters lose more from multiclassing than martial characters do, but I'm not going to change the rules of my game for the casters.

And for your information, I have more than one game with a lifespan of longer than a year. The first game I ever DMed is still going, reaching 18 months in 5 days. And I have two more games with a lifespan of longer than a year. I am not a n00b DM - any of my current players could tell you so.

Make your choice and quit b$#+*ing.


Lein, I am both intrigued and interested, but at the same time reluctant.

I really enjoy you as a GM, and it sems like it will be an interesting game. I also have no issue with any of the rule changes. My one concern is mainly the inclusion of monster races. You know I am not a fan of much beyond the PHB, and it feels like it will end up being just a group of random monsters. All the same I am hating myself because I want to play one for how interesting it would be.

I am torn between wanting to be a blink dog warrior [toward paladin] (or even expert [toward cleric/oracle type]), and a soulbound doll adept [toward witch, oracle, or bard].

You know, just in writing this, I want to play a soulbound doll. I think it would be a very interesting character. Okay, I'm in, you've convinced me.

P.S. It's Dareon's turn you know?


Yea, the risk of running a group of monsters is the only thing that I'm not a huge fan of with this idea, but it's of no concern to us because Lein is probably already set on what kind of party he'd like, so the mixture of races may not be an issue.

My character is an experiment to me and one I'd quite happily invest a ton of time into. She can do a few tricks but isn't really in control of her powers, nor does she really class them as powers. They're more like small party tricks she somehow came into possession of and so I'll be roleplaying her discovering her new abilities, how they work, which ones are best suited for preparation every day and which ones she'll favour and react most positively to.

She's just a commoner with no background in combat whatsoever. Anything she gains from level ups will be entirely new to her, so the most important thing for me is nailing her build down to fit her concept, which I've nearly completed. This is a lot more geared towards her character, personality and destined path than it is to turn her into a powerhouse and I'm also on the fence about retraining those base commoner/adept/aristocrat levels, unless of course there's a really good reason for it.

They begin play as common folk, so I feel to a good degree that the original levels should stay as they are. They represent your origins. If we would be retraining for story purposes to make us more powerful later on, that's fine too, but I like things to remain a surprise, so for now, I have no plans to swap those NPC class levels out to PC class levels.

I do love the fluff though!

Shadow Lodge

I am probably going to play an ifrit, not a monster race.


Character Complete:
Eleanor 'Ellie' Turner
Class: Adept 2/Sky Druid 1
Domain Air - Subdomains: Cloud and Wind
Alignment: Neutral Good
Race: Sylph (Outsider)
Hair: Brunette with more blonde natural highlights
Eyes: Bluey Green
Skin: Pale with almost a blue tint to it
Favoured Class: Druid (+1hp per Druid level)
Languages: Common, Auran, Sylvan, Druidic
Senses: Darkvision 60ft
Alternate Racial Traits: Breeze Kissed, Like the Wind, Weather Savvy (replaces Air Affinity, Energy Resistance and Feather Fall as a Spell-like ability)

HP:16 (assuming max HP at level 1, otherwise 15)
AC:15, Touch:12, Flat-Footed:13

Speed: 35ft
Initiative: +2

Str: 12
Dex: 15
Con: 10
Wis: 16
Int: 12
Cha: 8

BAB: 1
CMB: 2
CMD: 14

Fort: 2
Ref: 2
Will: 8

Traits

1. Crowd Dodger
2. Following Breeze

Combat

Masterwork Kukri +3, 1d4+1, 18-20x2, slashing

Abilities

Adept - Summon Familiar: Gone with Bonded Object instead to cast Speak with Animals 1/day through an amulet with a large, red, heart shaped gem inside of it.

Druid - Air Domain (Cloud and Wind Subdomains)

Domain Power (minor - level 1 onwards): Wind Blast (Su) - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (this replaces Lightning Arc of the Air domain).

Domain Power (major - level 8 onwards): Thundercloud (Su) - At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive (this replaces Electricity Resistance of the Air domain).

Spells

Adept Level 0: Guidance, Light, Stabilise
Adept Level 1: Cure Light Wounds, Obscuring Mist

Druid Level 0: Detect Poison, Know Direction, Virtue
Druid Level 1: Alter Winds, Calm Animals

Domain Spells: 1st—Whispering Winds, 2nd—wind wall, 3rd—gaseous form, 4th—Solid Fog, 5th—control winds, 6th—Wind Walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—Winds of Vengeance.

Skills

Acrobatics: 7 (2 ranks, 3 class, 2 dex, +2 situational. See below.
- +2 jump, +2 vs AoO moving through and out of opponents spaces
Handle Animal: 4 (2 rank, 3 class, -1 charisma)
Knowledge (Nature): 8 (2 ranks, 2 class, 3 class, 1 int)
Perception: 8 (2 ranks, 3 class, 3 wis)
Profession (Goods Transporter): 7 (1 rank, 3 class, 3 wis)
Survival: 9 (1 rank, 2 class, 3 class, 3 wis)
Swim: 5 (1 rank, 3 class, 1 str)

Feats

1. Cloud Gazer
3. Martial Weapon Proficiency

Gear: Masterwork Kukri (308gp, 2lb's), +1 Leather Armour (1160gp, 15lb's), 182gp.

- - - POTENTIAL CLASSES - - -

2 levels Rogue (Knife Master)
8 levels Druid (Sky)
10 levels Daggerspell Shaper

Personality: Ellie is a little naive, somewhat aloof but lovely and kind of an "air head".

She loves to visit the forest/woodlands in an attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys her urban lifestyle.

She embraces her air elemental heritage and finds fun in her own abilities, experimenting with herself by dispersing parts of her own body into wind and re-forming it back again.

She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world with a pencil and paper outside, drawing that of which she finds most interesting around her.

In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.

Story:

Ellie was born a Sylph. Her mother carried her heritage and although a Sylph herself, looked as close to a human as possible. Her father on the other hand was but a simple, Human Blacksmith.

Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.

When Ellie was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.

Once there, she tracked down old Betsy who welcomed her with open arms.

"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"

Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, Ellie and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept Ellie curious.

It was old Betsy who convinced Ellie to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, Ellie is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.

Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.

Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.

Function in combat: To be able to move about the battlefield with relative ease while providing enough support to aid the possible stronger folk she travels with and escaping any dangerous situations herself (when necessary).

I have a couple of questions with this as I've created this with the possible expectation that I'd need to change things, so:

1. I have Cloud and Wind as my Air Subdomains, replacing the 1st and 8th level Domain powers. The level 9 spells from the domain are the only things that overlap, so with the Winds of Vengeance spell being the only one I'd use, am I allowed this? Nothing else overlaps and I've looked at the rule queries for it and people (both GM's and players) have pretty mixed opinions. Some said it's ok and others not.

2. Adept gives you summon familiar, but as it follows the Wizards Bond rules, I was going with the idea of Ellie having a Bonded Amulet for this purpose, allowing her to cast speak with animals 1/day through it, following how the Wizard Bonded Object works. Is this also allowed?

Apart from that, I'm all done.

Shadow Lodge

If you're going to ask for non standard things, I'd ask to allow your familiar to also be your animal companion, but then you already replaced your animal companion with a domain, so that's a moot point


Yea and I have no interest in an animal companion. Still, I don't believe any of that's non-standard. My first point is on pretty equal ground with yes and no's and my second point follows the Wizard's bond rules, so as far as I can see they're both legal, but they're something I just want clarification/given the ok with, purely because they're the only points that would/would not need to be changed depending on Lein's answer. The second one is very underpowered and the first, if it's an issue, I'll just scrap one Subdomain and keep the other.

Shadow Lodge

1 person marked this as a favorite.

Underpowered or not it's not it's not technically allowed normally *shrug*
That said, were I the DM I'd allow it.


Current Submissions (obviously everything is tentative):

Bane88 - Worg Warrior, going Barbarian.
Lord Foul II - Ifrit Sorcerer or Bard or Alchemist.
The Little Ling - Halfling Expert/Sorcerer, going Arcane Trickster.
Apollo Randasian - Sylph Adept/Druid, going Daggerspell Shaper.
Orangemeness - Blink Dog Slayer(?)
Rocan - Hobgoblin Hunter or Sylph Investigator
Aardvark - Soulbound Doll

Very cool, and not overloaded with monster characters, either.

--

I'm still working on my backstory but I'm going with a Worg heading into Ranger.


I'm interested. Going for an Elf Commoner 2/Summoner 1. I'm going to try out a character who is pushed into the life of an adventurer by an outside force.

Avanyu is an elven farmer who has spent his life on a small plot of land outside the city.
Before now, he was content to just scrape his living from the fertile soil around. However, he has begun to have strange dreams. Just before the disappearance of Cruril, the halfling, a great serpent came to Avanyu and told him that Kortos would claim a life. Soon afterward, the serpent came again. This time he said that the farmer must travel down into the caves himself to prevent further lost of life.
Obviously, the worldly Avanyu didn't feel that danger suited his interests, so he ignored the message. But the dreams didn't stop. Every night it was the same thing: he must travel into the caves of Kortos to stop a great loss of life. Around the same time that volunteers were called to search for the missing pathfinder, the elf started to see the serpent in his waking life. Realizing that he couldn't escape the snake's call, Avanyu stepped forward to find the halfling.


Thanks for the roster, Yoricks! I appreciate it. And hi, Aardvark. You're...welcome for...convincing you?

Apollo, I don't want to allow two subdomains for the same domain. You can, however, switch out the familiar for the bonded object. Just remember that you can cast any spell you know with it 1/day, not just one chosen spell.


I'd like to throw a hat in the arena with the great Hero, Gus the shepherd!

And his goat.

There was no goat animal companion, so I reskinned the antelope.


Ah, that's pretty great!

Thanks Lein. I'll keep the Wind subdomain but axe the Cloud subdomain. :)


Eleanor 'Ellie' Turner:

[spoiler= Character Complete]Eleanor 'Ellie' Turner
Class: Adept 2/Sky Druid 1
Domain Air - Subdomain: Wind
Alignment: Neutral Good
Race: Sylph (Outsider)
Hair: Brunette with more blonde natural highlights
Eyes: Bluey Green
Skin: Pale with almost a blue tint to it
Favoured Class: Druid (+1hp per Druid level)
Languages: Common, Auran, Sylvan, Druidic
Senses: Darkvision 60ft
Alternate Racial Traits: Breeze Kissed, Like the Wind, Weather Savvy (replaces Air Affinity, Energy Resistance and Feather Fall as a Spell-like ability)

HP:16 (assuming max HP at level 1, otherwise 15)
AC:15, Touch:12, Flat-Footed:13

Speed: 35ft
Initiative: +2

Str: 12
Dex: 15
Con: 10
Wis: 16
Int: 12
Cha: 8

BAB: 1
CMB: 2
CMD: 14

Fort: 2
Ref: 2
Will: 8

Traits

1. Crowd Dodger
2. Following Breeze

Combat

Masterwork Kukri +3, 1d4+1, 18-20x2, slashing

Abilities

Adept - Summon Familiar: Gone with Bonded Object instead to cast Speak with Animals 1/day through an amulet with a large, red, heart shaped gem inside of it.

Druid - Air Domain (Cloud and Wind Subdomains)

Domain Power (minor - level 1 onwards): Wind Blast (Su) - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (this replaces Lightning Arc of the Air domain).

Domain Power 2: Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Spells

1/day you may cast any spell known through your Amulet.

Adept Level 0: Guidance, Light, Stabilise
Adept Level 1: Cure Light Wounds, Obscuring Mist

Druid Level 0: Detect Poison, Know Direction, Virtue
Druid Level 1: Alter Winds, Calm Animals

Domain Spells: 1st—Whispering Winds, 2nd—wind wall, 3rd—gaseous form, 4th—Air Walk, 5th—control winds, 6th—Wind Walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—Winds of Vengeance.

Skills

Acrobatics: 7 (2 ranks, 3 class, 2 dex, +2 situational. See below.
- +2 jump, +2 vs AoO moving through and out of opponents spaces
Handle Animal: 4 (2 rank, 3 class, -1 charisma)
Knowledge (Nature): 8 (2 ranks, 2 class, 3 class, 1 int)
Perception: 8 (2 ranks, 3 class, 3 wis)
Profession (Goods Transporter): 7 (1 rank, 3 class, 3 wis)
Survival: 9 (1 rank, 2 class, 3 class, 3 wis)
Swim: 5 (1 rank, 3 class, 1 str)

Feats

1. Cloud Gazer
3. Martial Weapon Proficiency

Gear: Masterwork Kukri (308gp, 2lb's), +1 Leather Armour (1160gp, 15lb's), 182gp, Amulet (see below).

Bonded Amulet - A large red, heart shaped gemstone sits inside a fanciful silver frame, the frame itself decorated with hundreds of tiny leaf engravings, each tinted with a subtle shade of green. The heart almost looks as if it's emanating light. 1/day you may cast any spell known through this amulet.

- - - POTENTIAL CLASSES - - -

2 levels Rogue (Knife Master)
8 levels Druid (Sky)
10 levels Daggerspell Shaper

Personality: Ellie is a little naive, somewhat aloof but lovely and kind of an "air head".

She loves to visit the forest/woodlands in an attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys her urban lifestyle.

She embraces her air elemental heritage and finds fun in her own abilities, experimenting with herself by dispersing parts of her own body into wind and re-forming it back again.

She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world with a pencil and paper outside, drawing that of which she finds most interesting around her.

In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.

Story:

Ellie was born a Sylph. Her mother carried her heritage and although a Sylph herself, looked as close to a human as possible. Her father on the other hand was but a simple, Human Blacksmith.

Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.

When Ellie was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.

Once there, she tracked down old Betsy who welcomed her with open arms.

"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"

Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, Ellie and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept Ellie curious.

It was old Betsy who convinced Ellie to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, Ellie is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.

Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.

Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.

Function in combat: To be able to move about the battlefield with relative ease while providing enough support to aid the possible stronger folk she travels with and escaping any dangerous situations herself (when necessary).

All updated and just to reconfirm, we're saying the Amulet only works with the Adept spell list? Is that right? I think it makes sense to me because it's not meant to be something that massively powers you up. As a commoner it'd give you a slight edge, but then the true powers come from our PC Class, so if we ever retrained our NPC Classes, the Amulet would look nice but lose its power/essence.

All set!


Lein, okay I think I'm a little lost here.

I started building it in HeroLabs, and have a question. I'm a construct, but I don't get my soulbound doll construct HitDice, correct?

So, when I build it, I'm actually building a 1HD expert (didn't realize adept was a divine caster), which just has all the traits of the doll? It has ability score mods, construct traits, SPA's, defenses, etc... but not the 3 construct HD?

Or am I wrong, and I get those 3 HD, and then add a lvl of expert to it?


You do get the 3 HD from the doll levels, yes. And you add a level of expert to it.


In that case, do I max the first HD, and then average the other 2 (and the expert one), or max the first Class level, or take average across the board?

EDIT: Also, the feats it comes with, can I change those or are they set as is?


Max the first racial HD. You get the feats, but they aren't set and you can change them.


leinathan wrote:
You get the feats, but they aren't set and you can change them.

Plot twist!


I don't remember seeing this, but how are we doing gear?


Hakkon Tallfellow:

]A tall, thin man, Hakkon bears the demeanor of a man who is combat trained, but equally comfortable in a cloistered library.
6' 3"/180 lbs.
HP/Init/Move/Vision/BAB] Max HP 17 ((1d10)+(1d8)+2) Initiative +2  Low-Light Vision  Move  Walk 20 ft.  BAB +1
Init=(Dex +2, Misc +0)

Classes/Alignment/XP/Deity/Point Buy] Classes Warrior1 Expert1 Alignment Lawful Good XP 2000 Deity Sarenrae Point Buy 15
AC 18 (Touch 12, Flat Footed 16) ] (Base +10, Armor +6, Shield +0, Ability +2, Size +0 , Natural Armor +0, Dodge +0, Deflection +0, Misc +0)
Spell Failure 25% Armor Check -4 Max Dex +3 SR 0%
Fort +3 Refl +2 Will +2 ] Fortitude Base +2  Con  +1 Magic +0 Epic +0 Misc +0
Reflex Base +0  Dex  +2 Magic +0 Epic +0 Misc +0
Will Base +2  Wis  +0 Magic +0 Epic +0 Misc +0

Skills/Languages] + Acrobatics -2 (DEX +2, Ranks +0, Misc -4)
+ Acrobatics (Jump) -3 (DEX +2, Ranks +0, Misc -5)
+ Acrobatics (Jump/Underground) -6 (DEX +2, Ranks +0, Misc -8)
+ Appraise +2 (INT +2, Ranks +0, Misc +0)
+ Bluff +0 (CHA +0, Ranks +0, Misc +0)
+ Climb +1 (STR +2, Ranks +0, Misc -1)
+ Craft (Untrained) +2 (INT +2, Ranks +0, Misc +0)
+ Diplomacy +0 (CHA +0, Ranks +0, Misc +0)
+ Disguise +0 (CHA +0, Ranks +0, Misc +0)
+ Escape Artist -2 (DEX +2, Ranks +0, Misc -4)
+ Fly -2 (DEX +2, Ranks +0, Misc -4)
+ Heal +0 (WIS +0, Ranks +0, Misc +0)
+ Intimidate +0 (CHA +0, Ranks +0, Misc +0)
Knowledge (Arcana) +6 (INT +2, Ranks +1, Misc +3)
Knowledge (History) +6 (INT +2, Ranks +1, Misc +3)
Knowledge (Local) +6 (INT +2, Ranks +1, Misc +3)
Knowledge (Nature) +6 (INT +2, Ranks +1, Misc +3)
Knowledge (Planes) +6 (INT +2, Ranks +1, Misc +3)
Knowledge (Religion) +6 (INT +2, Ranks +1, Misc +3)
+ Perception +4 (WIS +0, Ranks +1, Misc +3)
+ Perform (Untrained) +0 (CHA +0, Ranks +0, Misc +0)
Profession (Librarian) +4 (WIS +0, Ranks +1, Misc +3)
Profession (Soldier) +5 (WIS +0, Ranks +1, Misc +4)
+ Ride -2 (DEX +2, Ranks +0, Misc -4)
+ Sense Motive +0 (WIS +0, Ranks +0, Misc +0)
Spellcraft +3 (INT +2, Ranks +1, Misc +0)
+ Stealth -2 (DEX +2, Ranks +0, Misc -4)
+ Survival +4 (WIS +0, Ranks +1, Misc +3)
+ Swim -2 (STR +2, Ranks +0, Misc -4)
Use Magic Device +4 (CHA +0, Ranks +1, Misc +3)
  (+ = Useable Untrained)

Languages: Common

=== Weapons ===
*Bardiche (Both) +3 1d10+3 19-20/x2] Size M Damage Type S Reach 5 ft.  Special Extra damage when set against a charging character (pg. 144)
   Melee      2H +3 1d10+3
Handaxe (Carried) +3 1d6+2 20/x3] Size M Damage Type S Reach 5 ft.
   Melee      1H-P +3 1d6+2    1H-O -1 1d6+1    2H +3 1d6+2    2W-P-(OH) -3 1d6+2    2W-P-(OL) -1 1d6+2    2W-OH -5 1d6+1
Shortbow (Composite/+3) (Carried) +1 1d6+2 20/x3] Size M Damage Type P Reach 5 ft.  Special Strength bonus to damage
     Arrows (20)    30 ft. +1 1d6+2     70 ft. +1 1d6+2     140 ft. -1 1d6+2     210 ft. -3 1d6+2     280 ft. -5 1d6+2 
  Arrows (20/Cold Iron)  (30 hp/inch, hardness 10)    30 ft. +1 1d6+2     70 ft. +1 1d6+2     140 ft. -1 1d6+2     210 ft. -3 1d6+2     280 ft. -5 1d6+2 
  Arrows (Blunt/20)    30 ft. +1 1d6+2     70 ft. +1 1d6+2     140 ft. -1 1d6+2     210 ft. -3 1d6+2     280 ft. -5 1d6+2 

   1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
Unarmed Strike: +3 1d3+2 20/x2 5 ft. 
CMB/CMD Grapple +3/16 Trip  +3/16  Disarm +3/16 Sunder +3/16 BullRush +3/16 Overrun +3/16

Ability Scores:  STR 15 (+2)     DEX 14 (+2)     CON 12 (+1)     INT 15 (+2)     WIS 11 (+0)     CHA 11 (+0)   

Armor & Shield] *Agile Breastplate Type Medium AC +6 Max Dex +3 Armor Check -4 Spell Failure 25%

Equipment] Bardiche (x1) Equipped  14 lbs., cost: 13  Extra damage when set against a charging character (pg. 144)
Agile Breastplate (x1) Equipped  25 lbs., cost: 400
Outfit (Scholar's) (x1) Equipped  6 lbs., cost: 0
Reversible Cloak (Common) (x1) Equipped  1 lbs., cost: 0.2
Backpack, Masterwork (x1) Equipped  4 lbs., cost: 50
Candles (10) (x1) Backpack, Masterwork  0 lbs., cost: 0.1  Increases light level (5') for 1 hr.
Flint and Steel (x1) Backpack, Masterwork  0 lbs., cost: 1
Lamp (Common/Waterproof) (x1) Backpack, Masterwork  1 lbs., cost: 5.1  Bright illumination (15'), shadowy illumination (30'), 6 hr./pint, holds enough air to burn underwater for 5 rounds before going dark.
Oil (1 Pint Flask) (x6) Backpack, Masterwork  1 lbs., cost: 0.1
Rations (Trail/Per Day) (x5) Backpack, Masterwork  1 lbs., cost: 0.5
Torch (x5) Backpack, Masterwork  1 lbs., cost: 0.01
Whetstone (x1) Backpack, Masterwork  1 lbs., cost: 0.02
Handaxe (x1) Carried  3 lbs., cost: 6
Shortbow (Composite/+3) (x1) Carried  2 lbs., cost: 300  Strength bonus to damage
Arrows (20) (x2) Shortbow (Composite/+3)  3 lbs., cost: 1
Arrows (20/Cold Iron) (x1) Shortbow (Composite/+3)  3 lbs., cost: 2  30 hp/inch, hardness 10
Arrow, Blunt (20) (x1) Shortbow (Composite/+3)  3 lbs., cost: 2
Scroll Case (x1) Carried  0.5 lbs., cost: 1  A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.
Scroll (Jump) (x1) Scroll Case  0.01 lbs., cost: 25
Scroll (Shield) (x1) Scroll Case  0.01 lbs., cost: 25
Wand of Produce Flame (x1) Carried  (50 Charges)  0.06 lbs., cost: 750
Potion of Cure Light Wounds (x1) Carried  0 lbs., cost: 50  Cures 1d8+1 points of damage

Total Carried Weight/Value: 85.82 lbs./1650 gp
Weight Allowance: Light 76 Medium 153 Heavy 230
Money:
Coin (Copper Piece) 3
Coin (Gold Piece) 4
Coin (Platinum Piece) 1
Coin (Silver Piece) 4

Light Sources] Candles (10) Duration 1 hr.
Lamp (Common/Waterproof) Bright 15 ft. Shadowy 30 ft. Duration 6 hr./pint
Torch Bright 20 ft. Shadowy 40 ft. Duration 1 hr.

Proficiencies]Amentum, Amentum (Javelin), Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, Waraxe (Dwarven), Warhammer, Wushu Dart

=== Feats ===
Armor Proficiency, Heavy] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Paizo Inc. - Core Rulebook, p.118
Armor Proficiency, Light] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Paizo Inc. - Core Rulebook, p.118
Armor Proficiency, Medium] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Paizo Inc. - Core Rulebook, p.118
Defensive Combat Training] You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8). Paizo Inc. - Core Rulebook, p.121
Martial Weapon Proficiency] You make attack rolls with all your martial weapons normally (without the non-proficient penalty). Paizo Inc. - Core Rulebook, p.130
Shield Proficiency] When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Paizo Inc. - Core Rulebook, p.133
Simple Weapon Proficiency] You make attack rolls with simple weapons without penalty. Paizo Inc. - Core Rulebook, p.133
Tower Shield Proficiency] When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills. Paizo Inc. - Core Rulebook, p.135

=== Traits ===
Magical Knack (Wizard)] You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Wizard gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Paizo Inc. - Advanced Player's Guide, p.329
Militia Veteran (any town or village) (Profession (Soldier))] Your first job was serving in a civilian militia in your home town. Skills learned through 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 +1 trait bonus on that skill, and it is always a class skill for you. Paizo Inc. - Advanced Player's Guide, p.332

=== Special Qualities ===
Change Shape (Su) ] All lycanthropes have three forms--a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form an afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a -5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first A slain lycanthrope reverts to its humanoid form, although it remains dead. [Paizo Inc. - Bestiary, p.196]
Dual Talent ] Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. [Paizo Inc. - Advanced Race Guide, p.72]
Humanoid Traits (Ex) ] Humanoids breathe, eat, and sleep. [Paizo Inc. - Core Rulebook, p.308]
Low-Light Vision (Ex) ] You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. [Bestiary]
Scent (Ex) ] You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. [Bestiary, p.304]

Do not read the backstory if you are a PC who will travel with Hakkon unless you want to spoil the surprise.

Backstory:
Hakkon served his time in the militia, trained as an archer/footman in the latest bandit uprising. He served his time honorably, putting down the Katzenfutz Gang rebellion.
 
One night, while emptying his bladder away from camp, he was knocked down and scratched by an wild boar, who ran away before the shocked lad could think to raise the alarm. It wasn't until the next full moon that he realized that it was not a wild boar, but actually some sort of lycanthrope.
 
Desperate to rid himself of this curse, Hakkon quit the militia at first opportunity and plunged into research into many areas of expertise, fueled by a librarian's assistant job he managed to procure in the city.
 
He has been unsuccessful so far.


Avanyu wrote:
I don't remember seeing this, but how are we doing gear?

We have 1950gp, so just buy anything within that you see fit to. Lein'll let you know if it's wrong. :)


Lein:

Would you like me to elaborate more with details of possible meetings or knowledge of Cruril, or are you quite happy with how I've left it open for Ellie's adoptive mother to possibly send the girl on her path?

Betsy, I'd say, knows a lot more about Diobel than she cares to let on, so although it's undoubtedly certain that Ellie had delivered goods to Cruril's family farm on multiple occasions, she still may not have conversed much with them and instead is more focused on earning her keep and taking to the woods than socialising with those in the Town.

She tries to remain hidden mostly from others, talking to only a select few who are kind to her and have enough time to stop her in her tracks to talk to them.

She really looks up to old Betsy though, so as reluctant as she may be, even if she's the last one to go in, if anyone can convince her, it's old Betsy and maybe the old lady could even give her a few tips of useful information before she's sent in to investigate. :)

I'm really liking this concept. Ellie's pretty easy for me to get into character with.


It's 1,650gp. Please double-check things before saying them.

Also, I don't think I need anything more from you, Apollo. If you wish to specify things, go ahead, but if not I can do it.


Oops. The exact amount was on the previous page in character creation anyway, but no worries.

I'll leave everything as is then and just keep tabs on this thread for any updates and/or changes you make to character creation.

Thanks!


HP:
1d10 +4 = 14 (max)
Perception: 1d10 + 4 ⇒ (8) + 4 = 12
Perception: 1d10 + 4 ⇒ (4) + 4 = 8
Perception: 1d10 + 4 ⇒ (1) + 4 = 5

Damian Chruch:
Damian
Male, Blink Dog, Blink Dog2/Warrior1
LG Medium Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16(+2 dex, +2 natural, +4 armor)
hp 39 Current: 39/39
Fort +11, Ref +7, Will +4
--------------------
OFFENSE
--------------------
Spd 40ft.
Melee bite +8 (1d6+4)
Spell Like Abilities (CL 7th; concentration +7)
Constant—blink
At will—quickened dimension door (self only)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 18, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Dodge, Mobility
Traits Ambush Training, Excitable
Skills Acrobatics +9, Bluff +4, Perception +7, Stealth +9
Languages Sylvan, Elven, Auran
Gear +1 Master Work Barding Studded Leather, pouch for gold

COIN:
PP:
GP:450
SP:
CP:


Backstory:
When Damian was just 9 weeks old his pack was attacked by a pair of extremely powerful phase spiders killing every last one of his pack, the only reason Damian survived was because not even 5 minutes before the attack he was chasing a rabbit and had gotten him self stuck in a hollowed area beneath the roots of a tree , he however was very close by and could hear the attack and see some of the attack. Unable to escape the hole Damian could do nothing but hide and wait for it to end. After about an hour he began to cry for help and the roots of the tree seemed to part in front of him and as he climbed out he looked around at all the chaos that had ensued. Damian couldn't stand to be there any longer and just started running and he felt like he would never stop. After a few hours of running it was very dark there started to be less and less trees until he no longer could see any at all, shortly after he collapsed from exhaustion. In his sleep he could faintly feel a warm embrace and a strong breeze running through his fur. He woke up the next day in some place strange that he had never seen before surrounded by what seemed to be wood, he could have easily escaped but he felt some strange comfort being here. Damian examined the place he was in there seemed to be large wooden things allover the place in interesting designs that made no sense to him, when suddenly he herd a loud thump followed by a lot of smaller thumps and he hid under the nearest thing. A small boy walked in to the room and started saying things that Damian didn't understand and then a hand reached out and grabbed him squeezing Damian up against him, an embrace he was certain he had felt before, this boy would become his best friend over the next few years his name was Jake. Damian stayed at this new place, making it his home and he spent every day following Jake around and enjoying the things he did, Jake had a father that people called Eric he was the blacksmith. Damian grew up with Jake and they often went on adventures hunting rabbits and slaying mole kings. 22 years past and Hunting rabbits and slaying mole kings became more then just a hobby, Jake and Damian became part of the hunters for the town while Jake learned blacksmithing during morning adventuring during the afternoon and hunting during the night, one day however this all changed. Jake and Damian woke up early to day because they were very exited to explore some tunnels they found the previous day that went under the town, after Jake hurriedly did his morning routine they rushed to the entrance they had found and begone exploring. After a few hours of unfruitful exploring and deciding they were lost they played fetch for an hour or so but one time Jake threw the stick pretty far down a passage way and as Damian chased after it he herd Jake exclaim that he had found something. Damian then picked up the stick and ran back to where Jake was but to his dismay Jake was nowhere to be seen. Damian followed Jake's sent but it just ended at one point in the deeper sections of the tunnels and Jake wasn't there. Unable to find Jake, Damian ran back to town to try to bark at Eric until he followed, Eric and Damian spent the rest of the day and the night exploring the tunnels trying to find Jake with no luck, and they went back to town the next day. Eric stayed in the house for several days after that with Damian comforting him, and then Eric wrote a letter to the pathfinder society telling them about the tunnels beneath the city and that his son had gone missing.


Wow, that (this thread) escalated quickly!

How do you feel about the Spell-less Ranger (KoboldPress)?

Yay or Nay on that?


yay on that!

How did Damien learn Auran?


Talking to birds? or is that not what it means by flying creatures? i can switch it to goblin or something, is it possible hat he could have just learned it from an animal that knew it and sylvan?

Shadow Lodge

Auran is the language of air elementals!


Animals don't talk, Orangemeness.


leinathan wrote:
Animals don't talk, Orangemeness.

Some do!

I think I've figured out a crunch and backstory that I'm happy with. Even though it took all week. I ought to have it posted tomorrow.


My bad i misunderstood what it meant, and technically Damian is an animal that speaks sylvan, elven, and now goblin so i think that some animals talk


Still struggling a little with what I want to do. I am going soulbound doll, for certain. But if I intend to head into a Arcane caster class, I will start as expert, but if I go Divine, I will start as adept.

I am looking at either becoming an expert (future witch), or adept (future, maybe witch hunter inquisitor, or forge/craft based cleric, or maybe even Shaman). I like the shaman, but I don't know if it will be OGL and therefore easier to reference without buying the books. It seems to fit well with the doll itself.

My biggest concern, is the inability to get healed/heal myself as a construct. The only ways I know of currently are the 2nd level spell Make Whole, the 5th level spell Rapid Repair, and the Craft Construct feat (which has pre-reqs of Craft Magic Arms and Armor, and Craft Wondrous Items).


Aardvark Barbarian wrote:
I like the shaman, but I don't know if it will be OGL and therefore easier to reference without buying the books. It seems to fit well with the doll itself.

If it helps, the new classes are indeed OGL.

Shadow Lodge

You could get a construct Chanel brick
Or any item or spell that grants fast healing
If it helps, my sorcerer build will get craft construct


You could grab a Craft skill. I think I'd allow some time investment, a few gp in resources, and a Craft check to heal structural damage to a contruct. You know, like a Craft (weapons) check can heal a damaged weapon.


So I got carried away with the backstory and may have gone too far with how... advanced it is. I realise that you wanted more amateur adventurers, but at first I was trying to justify the level / Hit Dice / power of the Worg, and then I just got kind of carried away.

It is only a first draft, and I'm totally happy to redo it if I'm too far off-base.

Backstory:
There are many rumours surrounding the worg known as G’mork. Some say that he was born already fully grown, and simply emerged from the Dragon River. Others say that he has always been around, and can changes forms at will. Still others say that he was sent to unite the Goblin tribes into a powerful army, with his brethren serving as steeds.

The simplest explanation is likely that he was either given to the forest as a sacrifice to nature, or was simply abandoned as a pup. Whatever the case, little facts are known about G’mork prior to 20 years ago. The first tales of him involve his position with the Wildwood Druids, as a protector.

Whenever loggers from the Taldan empire came in to cut down trees, he would appear, almost as if he knew they were coming before they even arrived. For years, G’mork lived with the druids, serving as a protector of the forest.

After, he was spotted as far south as Osirion, prompting people to question whether there weren’t two of them. This was mostly met with nervous laughter, and a statement to the tune of “You haven’t heard of G’mork.” They told of the mess of scars that lined his muzzle, of his matted night-black fur, and his fiery emerald eyes. They spoke of how he has more fangs than an ordinary wolf does, and that he would be as likely to tear flesh from your bone as to speak to you in his growled voice.

Locals called him The Beast. Even the blazing heat in Osirion hardly seemed to bother him, and his shadow would prowl the sands in search of prey. Less reckless adventuring groups began attempting to hire G’mork as a scout for their tomb explorations thinking that surely nothing in the ground could be more terrifying than this creature. More tales spread, for while this wolf was difficult to appeal to, if convinced he would defend those he traveled with against any danger.

It took little incentive for G’mork to seek out those raised by necromatic means, however, and countless undead creatures fell victim to his jaws. It was G’mork’s opinion that these creatures were unnatural, as were the Logger’s attempts to cut down trees to build their homes. It would have been hard for anyone to refer to the wolf as righteous, but he was sure of his beliefs and stopped at nothing for them.

To those few who saw him kill and weren’t at the bitter end of it, they would go on to describe it as watching a natural disaster. There was a part of them that was horrified, and even as their mind screamed at them to leave, their body was frozen in fear and fascination. They would try to find analogies to describe what they had seen. “It was like a volcano erupting suddenly. No, wait, it was like a wildfire torching an entire forest. No, that’s not right either. It was a plague, coming into a city quietly, and killing thousands before they even knew they were in danger.”

And now, this beast has shown up on the Isle of Kortos, and with him he brings uncertainty and fear.

Crunch:

G`mork
Worg 2 / NPC Expert 1
(Effective Level: 5)

Attributes
(Racial Modifiers: +6 Str, +4 Dex, +2 Con, -4 Int, +4 Wis)

STR 18
DEX 16
CON 14
INT 12
WIS 14
CHA 12

Stats
Size & Type: Medium Magical Beast
Speed: 50 ft
Senses: Low-Light Vision, Darkvision (60 Ft), Scent
Languages: Goblin, Common, Sylvan

Offense
BAB: +4

Bite
Attack: 1d20 + 8 (4 BAB + 4 STR)
Damage: 1d6 + 6 (4 Str x1.5)

Power Attack Bite
Attack: 1d20 + 6 (4 BAB + 4 STR - 2 Feat)
Damage: 1d6 + 12 (6 Str + 4 Power Attack +2 Power Attack)

Claws (x2)
Attack: 1d20 + 8 (4 BAB + 4 STR)
Damage: 1d4 + 4 Str

Note:
When using all three attacks, Claws go first and Bite takes a -5 Penaty and only applies ½ Strength damage for becoming a secondary attack. Probably you won't do this much or for a while, though.

Defense
HP: 39

AC: 18 / Touch: 15 / Flat-Footed: 15
CMB: 8 / CMD: 21

Notes:
- +4 CMD vs Trip or Bullrush when on solid ground.
- Take additional 1 damage from Cold Iron weapons.
- +1 AC on attacks that target throat / neck.
- +2 points healed per die when receiving Magical Healing.

Saves
Fort: +6
Refl: +7
Will: +5

Notes: +2 to all saving throws to avoid Death effects.

Skills
2+1 Per HD of Worg (12)
6+1 Per Level of NPC Expert (7)

Acrobatics +9
Climb +10
Diplomacy +5
Intimidate +10
Kn Arcana +5
Kn Dungeons +5
Kn Geography +5
Kn Nature +5
Perception +10
Sense Motive +6
Stealth +10
Survival +10
Swim +8

Notes:
+1 Diplomacy, Kn Religion, Survival when related to Undead.

Traits
- Unnatural Presence (Faith): Intimidate works on animals and vermin.
- Hunter’s Blood (Social): +1 Diplomacy, Kn Religion, and Survival when related to undead. Undead gain a +1 bonus to learn about YOU.

Feats
1 HD - Fey Foundling: +2 points per die roll when you receive magical healing, +2 all saving throws to avoid death effects. Cold iron weapons do +1 damage to you.

3 HD - Intimidating Prowess: Add Str to Intimidate checks in addition to Cha.

5 HD - Power Attack

Special Abilities
Proficiencies: All simple and martial weapons, light and medium armour. Except that you’re not bipedal and don’t have arms, so you can’t actually use 95% of that. But you can be an armoured wolf, so that’s pretty cool.

Scent: Can detect opponents by sense of smell. Can also follow tracks by sense of smell. Water, particularly running water, ruins a trail.

Equipment
250 Gold

Claws of the Ice Bear
Notes: +2 bonus on Climb and Acrobatics checks, ignore normal penalties for slippery or icy surfaces. 3 times a day can use a Swift Action to gain the benefits of Spider Climb for 1 round. The wearer cannot hold anything else in her hands while using Claws of the Ice Bear. If used as a weapon, they function as spiked gauntlets.

Studded Leather Armour
Medium Armour
+3 AC, +5 Max Dex
Notes: 2x Cost for odd structure

Exotic Riding Saddle
Notes: 30 pounds, allows creature to be ridden. If the rider is knocked unconscious while in the saddle, he has a 50% chance to stay in the saddle.

Neck Guard
Notes: 2x Cost. Protects the wearer against vampire bites. Provides +1 AC against attacks that specifically target the wearer’s throat. This bonus stacks with light or medium armour. Also can look kind of like a collar which I dig.

Leveling Notes
- Ranger (Witchguard / Skirmisher): No spells, no animal companion.


Okay, got it figured out. Going expert at first, then will be a cleric of Torag. Short intro, he was an Ulfen blacksmith from Irrisen. He absent-mindedly refused to do work for one of the white witches, claiming he was too busy with more important work. So she turned him into her own personal construct so he could work for her tirelessly. He looks almost like a cross between a tin soldier and a nutcracker. I'll put together a profile later, with a stronger backstory.

Crunch:
Unnamed Hero
Soulbound doll expert 1 (Pathfinder RPG Bestiary 2 255)
NG Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 armor, +2 Dex, +2 size, +1 natural)
hp 28 (3d10+1d8+4)
Fort +1, Ref +3, Will +6
DR 2/magic; Immune construct traits
Weakness susceptible to mind-affecting effects
--------------------
Offense
--------------------
Speed 15 ft.
Melee blacksmith's hammer +6 (1d4-1)
Ranged light crossbow +7 (1d4/19-20)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +3)
. . 3/day—light, mage hand, open/close (DC 10), prestidigitation
. . 1/day—heroism, levitate
--------------------
Statistics
--------------------
Str 8, Dex 14, Con —, Int 14, Wis 16, Cha 10
Base Atk +3; CMB +3; CMD 12
Feats Improved Initiative, Toughness
Traits armor expert, rough and ready
Skills Appraise +9, Craft (armor) +9, Craft (blacksmith) +9, Craft (weapons) +9, Disable Device +3, Intimidate +4, Knowledge (engineering) +6, Perception +9, Profession (merchant) +7, Stealth +10, Survival +7
Languages Common, Custom Language, Custom Language
SQ alignment variation, soul focus
Other Gear mithral chain shirt, blacksmith's hammer, light crossbow, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, backpack, masterwork, wooden holy symbol (Torag), thieves' tools, whetstone, 36 gp, 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

• Chaotic Neutral: rage
{
Armor Expert -1 Armor check penalty.
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, usi
Susceptible to Mind-Affecting Effects (Ex) Not immune to mind-affecting effects, despite being a construct.


I'm withdrawing from the submission, I'll be interested in seeing how this pans out though, but I have a sort-of inspiration block.

I'll be following the gameplay though.

Shadow Lodge

DM, an idea just occurred to me
We could keep the NPC classes well into the later game by using the gestalt rules
If this doesn't work for you that's fine, just a thought


If we were to use the gestalt rules, it would more or less invalidate any benefits the NPC classes gave, except for the adept, because they don't have any abilities.

Consider a gestalt expert/bard.

Each has 6+Int mod skill points, each has 3/4BaB, but the expert doesn't have any abilities. So the expert isn't contributing anything to the bard. At all.

There are only a few combinations that would be useful, and they wouldn't be the easiest to justify. For example, warrior/any spellcasting class.

Anyway. Even when using two PC classes paired, gestalt rules just get messy really fast.

Shadow Lodge

There is the third party one, courtesan,
Between those three (adept, warrior, courtesan) you can get one that works well for your build
That said, I understand your point and accept it, you're the DM, I mostly just say this because I want to be able to keep the familiar from the adept levels, but my sorcerer bloodline doesn't grant one.


Gus the Shepherd is now kitted out. Gus was fortunate enough to come across the body of a dead adventurer and procured his masterwork morningstar and darkwood shield. He commissioned the goatskin hide armor with his findings. Also, he has a prized campfire bead, the envy of all the other goatherds.

Gus is a happy, happy man.


Bane88 - Worg Warrior, going Barbarian.

Lord Foul II - Ifrit Sorcerer or Bard or Alchemist. (I don't think I've seen a completed build from you, actually)

The Little Ling - Halfling Expert/Sorcerer, going Arcane Trickster.

Apollo Randasian - Sylph Adept/Druid, going Daggerspell Shaper.

Orangemeness - Blink Dog Slayer

Aardvark - Soulbound Doll expert (going cleric of Torag)

Hakkon Tallfellow - Human Warrior 1/Expert 1

Avanyu - elf commoner 2/summoner 1

Gus the Shepard - human commoner 2/hunter 1

I think that's all? I just need to see completed submissions from Lord Foul and I think Aardvark said he had more to offer?

Also, Lord Foul, if you want a familiar and don't want to change your bloodline or multiclass, may I suggest Eldritch Heritage (arcane)?


You forgot the Yorick. :(

Shadow Lodge

Because I like my bloodline, and eldritch heritage is two feats I would normally be spending on other, more important things
If it is ok with you to allow 3.5 or 3rd party feats, there's "obtain familiar", requires 3rd caster level
I'm goin to drop the bard and alchemist submissions and focus on sorcerer


How about an Undine Monk?


How about it?

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