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stats1: 4d6 ⇒ (5, 3, 2, 5) = 15
stats2: 4d6 ⇒ (3, 5, 6, 3) = 17
stats3: 4d6 ⇒ (2, 4, 2, 2) = 10
stats4: 4d6 ⇒ (6, 2, 4, 4) = 16
stats5: 4d6 ⇒ (4, 6, 2, 4) = 16
stats6: 4d6 ⇒ (6, 5, 6, 6) = 23
I'm assuming that it's 4d6 and drop the lowest die, in which case my stats would be: 13, 14, 8, 14, 14, and 18.

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Here's what I have on my character so far. I'm including everything, just so that folks can point out where I messed up. Suggestions would also be welcome, as I have not finished the character creation process yet.
My concept is for a dwarven investigator tasked with protecting the homeland. He specializes in unnatural and extraplanar threats, and has come to investigate the sudden snowfall.
Race: Dwarf
Class: Cleric 3
Base HP: 7
Usual Base AC: 14
Base Physical Defense: 11
Base Mental Defense: 11
Background points: 8
Recovery dice: 3d8+3
Base Stats: Str 14, Dex 8, Con 14, Int 13, Wis 18, Cha 14
Dwarf stat bonus: +2 Con, Cleric stat bonus: +2 Wis
Total Stats: Str 14, Dex 8, Con 16, Int 13, Wis 20, Cha 14
HP: 7 + 3 = 10 x 5 = 50
AC: 15 (heavy armor and shield) + 3 (Con) + 3 (levels) = 21
Physical Defense: 11 + 2 (Str) + 3 (levels) = 16
Mental Defense: 11 + 2 (Cha) + 3 (levels) = 16
Initiative: -1 (Dex) + 3 (levels) = +2
Relationship Points: 3
Dwarf King: 2 (Positive)
Diabolist: 1 (Conflicted)
Backgrounds:
Talents:
Domain (Healing)
Domain (Knowledge)
Domain (Protection)
Feats:
Heal
Knowledge
Linguist
That’s Your Best Shot?
Spells:
Heal
1st: Spirits of the Righteous, Turn Undead
3rd: Javelin of Faith, Judgement, Mighty Healing

Henrick the Priest |

Gotcha. Sometimes racial powers have feats that you can take to enhance them, so I thought you might've done that.
Dwarves' racial power does, but it's a Champion feat, so still a few levels away.

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Rob, I'm a little confused about how my healing ability (in the form of the various healing spells I can cast) are different from the "Rally" ability that everyone has. I realize that some do extra healing, but letting other people have a recovery, they still have to take a standard action to get its effects?

Pirate GM |

Does not require them to take an action.
So
Heal is basically you taking a swift instead of them (or yourself) taking a standard. (have to be near your ally)
Healing Domain means you add 2xYour Level to anytime you let somebody heal using a recovery.
The Invocation power for the healing domain (1/day quick action) lets you cast heal a 3rd time that fight and makes the first one you cast use a free recovery.
Anybody can rally as a standard to heal using a recovery. (Although Dernaras has a fighter power that lets her rally as a quick action 1/battle + 1/day and Dante has a ring)
Especially with the 10-session campaign and only getting 3 base recoveries, I suspect the No Recoveries Left? rule will show up some times.
Hopefully that answers your questions.

Henrick the Priest |

GM, I was just reading the rules on magic items and recharges. Am I correct in assuming that I can use the +1 attack/+1 damage power from the onyx I got from the last combat once a day, unless I make a 6+ recharge roll after the battle? Reference
EDIT: Sorry, my mind is elsewhere. I realize now that the ability to give another save on an ongoing effect is what requires the recharge roll, not the +1 attack/damage. Duh.

Henrick the Priest |

Biggest announcement (at least from my own skewed perspective) was that the new AP after Iron Gods will be Giant Slayers. The AP will send the APs against some pretty antagonistic giants and begins in the Hold of Belkzen, with a Campaign Setting book written by yours truly!

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Wait... What???
-Posted with Wayfinder

Pirate GM |

Congratulations everybody on completing book 2 of RoW.
Arayas will be taking her leave from the group at this point, but if the rest of you want to continue to book 3 I'm happy to keep GMing. Also if anybody has and brilliant ideas for a new 4th player I'm all ears.
Send me/post your PFS info and I'll report and get you guys chronicle sheets shortly.
---
Some notes about leveling. Each of you may pick 1 of your items to be your signature item, it will grow in power to match your tier as you level to 5, into champion tier.
Some other things to remember at 5 you now add double your ability score to damage, also your HP goes up by (#+CON mod) x2
Also: At 5th level, or any time thereafter, you can switch an existing relationship point from one icon to another, including to a new icon. You owe the GM and other players an entertaining explanation of what this big change represents for your character personally, of course.
Notes about shifting choices
Talents: Talents are a core element of your character. If you’re going to rearrange your talents, something extremely significant needs to have happened in your character’s story, some personal transformation or revelation. Talk to your GM about why your character has changed and work something out.
Spells: You can change the spells you can cast after each full heal-up. If your PC is a spellcaster and you want to choose different spells that are legal for your character, go ahead.
Powers: Non-spell powers are a bit harder to swap around than spells, but not that much harder. You can reselect your power choices when you gain a level. You’ve had the time to gain experience and power, so go ahead and shift your focus if you like.
Feats: Change when you level

Pirate GM |

When you level up, you get these benefits:
• +1 to attacks, defenses, and skill checks.
• An additional die of damage with weapon attacks.
• More hit points (by class).
• An additional feat. Choose any feat whose prerequisites your
character satisfies. Feats are classed as adventurer (can be
chosen at any level), champion (can be chosen at level 5+),
and epic (can be chosen at level 8+).
• The ability to wield an additional magic item (see page 285).
• At 4th level, 7th level, and 10th level, you add +1 to three
different ability scores.
• At 5th level and 8th level, gain an additional icon relationship
point, and possibly more talents depending on your class.
• Possibly more powers and spells, and possibly an increase in
their strength. The rules for acquiring or improving powers
and spells vary from class to class. See character classes in
Chapter 4 for details. In general, characters have a moderate
number of attacks and spells.
Also as a note, you get 4 adventurer feats and 1 champion feat at this level. You can't retrain them all into champion feats.