
Devil Dog |

Sorry - I built the armor from scratch - breastplate for creature (so double cost)=400gp plus a +2 armor=4k plus a +1 enchantment=1k for a total of 5,400gp. Guess I added wrong?
If so, then I'll leave it as +2 breastplate for the wardog (4,400gp) and keep the Hand of the Mage necklace (900gp) and Ring of Sustenance (2,500gp) for a grand total of 7,800gp!!
However, since I now have gold left over, I'll have the armor made out of Living Steel. That would make the breastplate 2,400gp (1,200gp x 2 for Med non-humanoid) plus 4,000gp for a +2 bonus for 6,400gp. Now add the necklace and ring and you get 9,800gp.
How's that? =)

Azure_Zero |

I'll be Compiling most of the character tonight, as I still need to finish off a few things.
The Creator Nicknamed his project "DA" which stands for Divine Amazon,
though is was both success and failure in his eyes.
Character creation rules:
25-point buy
Starting cash is 10.5 K
two traits
anything I missed or got wrong?
Gotta work on the actual character.

Bobson |

Given the sheer preponderance of melee, I'm currently working on a retooling of the tiny fey into a gunslinger...
What happens if a flying creature uses the Leaping Shot Deed feat? How do they "fall prone"?

Azure_Zero |

Here's the basics of my submission: Evangline Valeria Astrid
Still have the equipment to do along with the back story.

Karnicore |

I'm not really planning on having a backstory. The scientists didn't bother implanting him with any memories besides how to talk. He'll be born into the test facility with nothing to go on but instinct. Since he doesn't have hands (or their equivalent) I'll be reliant on more humanoid creatures to do things like open doors. With my ring of sustenance though, I should be good to go 22 hours a day. Based on past experience with this kind of game, I'm guessing we'll be able to address threats up to around CR 12-13 then we'll start going through resources really fast. With no healer we might get one CR 13 encounter done before we're screwed. With no oure casters or rogues traps and threats that need magical solutions might be the biggest issue.

Bobson |

Ooh, fast healing. Clever idea.
Here's the revised Solvyn race, now called Vyslon to distinguish. Perhaps they're related in the way elves and drow are... Well, if they weren't a freshly created race, anyway.
Type: Fey (2 points)
Size: Tiny (4 points)
Speed: Slow (-1 point)
Languages: Standard (0 points)
Racial Language: Sylvan
Ability Scores: Advanced (4 points) -> +4 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha
Final ability scores: -2 Str, +10 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha
Traits:
Advanced Dexterity (x2) (4+5=9 points)
Flight (x3) (4+2+2 = 10 points) -> 50' fly speed (average maneuverability)
Low-Light Vision (Innate to fey)
Breeze-Kissed (3 points)
Static Bonus Feat (Point Blank Shot) (2 points) (Quasi-justified as this race using anything except ranged weapons is just silly)
Vulnerable to Sunlight (-2 points)
Description:
Typically standing just over a foot tall, a Vyslon looks like a washed-out version of a Solvyn. Their skin is so pale as to be nearly transparent, with a faint bluish tinge conveyed by the blood moving under it. Rather than vibrant purple hair, their hair is a pale lavender or a nearby shade. Their translucent wings have just a tinge of purple to them, and would otherwise be colorless.
And here's the actual character (almost-raw Hero Lab output - once the alias is created, it'll get cleaned up):
Eapheu Damira
Male Vyslon Gunslinger (Pistolero) 5
CG Tiny Fey
Init +11; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 12 (+9 Dex, +2 size, +2 dodge)
hp 37 (5d10+5)
Fort +4, Ref +13, Will +5
Defensive Abilities breeze-kissed (1/day)
Weakness vulnerable to sunlight
--------------------
Offense
--------------------
Speed 20 ft., flight (50 feet, average)
Ranged +1 Double-barreled pistol +13 (1d4+10/x4) and
. . Masterwork Double-barreled pistol +13 (1d4+9/x4)
Ranged Dragon pistol +16 (1d3+9/x4)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 10, Dex 28, Con 10, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +12; CMD 24
Feats Dodge, Gunsmithing, Leaping Shot Deed, Mobility, Point Blank Shot, Two-weapon Fighting
Traits Black Powder Bravado (1/day), Seeker
Skills Acrobatics +9 (+11 to jump, +5 jump), Craft (firearms) +7, Fly +21, Knowledge (engineering) +9, Perception +13, Stealth +22
Languages Common, Elven, Sylvan
SQ deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, grit, gun training +9 (pistol), pistol training (+9, misfire value -2), up close and deadly +2d6
Other Gear +1 Double-barreled pistol, Alchemical cartridge (dragon's breath) (20), Alchemical cartridge (entangling shot) (20), Alchemical cartridge (flare) (20), Alchemical cartridge (paper) (100), Black powder (30), Black powder (200), Dragon pistol, Firearm bullet (200), Masterwork Double-barreled pistol, Pellets (100), Beneficial bandolier (400 @ 0.334 lbs), Endless bandolier (261 @ 0.3 lbs), Powder horn (30 @ 0 lbs), Powder horn (empty), Powder horn (empty), 341 GP
--------------------
Special Abilities
--------------------
Beneficial bandolier (400 @ 0.334 lbs) Teleport bullet/powder into gun as swift action.
Black Powder Bravado (1/day) When attacking as part of a deed, you can reroll but must take the 2nd result.
Breeze-Kissed (1/day) (Su) +2 to AC vs non-magic ranged attacks, can expend to bull rush/trip foe in 30 ft.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Flight (50 feet, Average) You can fly!
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +9 (Pistol) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Leaping Shot Deed As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two fire
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Pistol Training (+9, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Up Close and Deadly +2d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
Vulnerable to Sunlight (Ex) Take 1 Con damage each hour exposed to sunlight.
And, for comparison, here's the smasher, now with correct stats and could-be-final gear.
Gern
Juggernaut Barbarian (Armored Hulk) 5
CN Large Humanoid (giant)
Init +0; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 20, touch 9, flat-footed 20 (+10 armor, -1 size, +1 natural)
hp 58 (5d12+20)
Fort +9, Ref +3 (+1 against trample attacks), Will +3; +2 trait bonus vs. illusion, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
SR 16
--------------------
Offense
--------------------
Speed 35 ft.
Melee Armor spikes +13 (1d8+9/x2) and
. . +1 Adamantine Lucerne hammer +14 (3d6+14/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks gatecrasher, rage (15 rounds/day), rage powers (smasher [1/rage], strength surge +5 [1/rage], superstition +3)
Spell-Like Abilities Spell-Like Ability, Lesser (Enlarge Person) (1/day
--------------------
Statistics
--------------------
Str 28, Dex 10, Con 16, Int 8, Wis 10, Cha 6
Base Atk +5; CMB +15 (+16 Overrunning, +17 Sundering); CMD 25 (26 vs. Overrun, 29 vs. Sunder)
Feats Extra Rage Power, Improved Sunder, Power Attack -2/+4
Traits Armor Expert, Skeptic
Skills Acrobatics +0, Climb +9, Escape Artist -4, Fly -6, Intimidate +6, Perception +8, Ride -4, Sense Motive +2, Stealth -8, Swim +9
Languages Common, Giant
SQ indomitable stance, resilience of steel +1
Other Gear +1 Armor spikes (magical) Full plate, +1 Adamantine Lucerne hammer, 1270 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resilience of Steel +1 (Ex) Gain bonus to AC vs a foe's critical confirmation rolls.
Skeptic +2 save vs. illusion.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Spell Resistance (16) You have Spell Resistance.
Strength Surge +5 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Dr J. Upton |

Azure Zero: Did you take into account the racial prerequisites? Somehow I seem to be seeing traits with fey-only requirements right next to outsider (native) with elemental ties...
also, I seem to be missing some of your abilities, for I only count 27 RP
Advanced abilities 4
fey 2
fey dr 3
fast heal 6
seducer 2
gliding 3
breath 1
claws 2
energy resis 4
total = 27 points...

Bjorn Brægrim |

Love the pic there Svitz! It looks epic :D
As for healing, I could create a healbot to come along with us, let him be a GMNPC. I could use the Beast of Burden race I have created, as he would naturally prolong the life of anyone nearby and turn him into something that can heal us. Actually I could use this guy that I am building, change his stats around a bit so that he can use UMD and use some wands of CLW. Currently he can dish out a good dozen AC to anyone standing beside him, grant those beside him temporary hps and cover, and finally absorb half the damage the entire party takes (I fully expect him to take more damage than the rest of the party combined :P).
He was going to be a secondary character, but he might be what we need.

Joseph Bonkers |

Both of my characters, Toxicroak and Beast are done. They both should be 100% complete as far as I can tell and I am completely undecided on which one to play :P
Both are very durable, both are only mediocre at offence, Toxicroak has got some great disables while Beast can buff those in close proximity and heal.
I'll let you guys decide which one I play with :)
DR J. Upton, feel free to use whichever one you think would fit best.

Joseph Bonkers |

Alright so it looks like on our team we have:
Tree sorcerer, can heal, and im guessing focusing on summoning?
Abarant Psionic multiattacking DPSer
Spherical master summoner focused on mass summoning (obviously) and regeneration, good buffs.
Large, strong fighter, you do realize you only got 2 claws and 4 arms right?
and me.
now it seems the 3 of you are between fragile and medium defensively, Beast would make you considerably more durable, reducing all damage you take by half, making you immune to sneak attacks, increasing your reflex saves by 2 and giving you +11 AC 3 times a round as well as MORE healing. Biggest weakness is that you would all have to be huddled around me for greatest effect.
Toxicroak would be more of a scoutish type/debuffer. I would have the ability to render enemies useless for long periods of time and slowly debilitate them, scout with a decent sneak rating, get places with swim and jump, but he deals considerably less damage.
Which would you guys prefer? ^__^

Bobson |

I know it's possible to have multiple gameplay threads linked to a shared discussion thread. I'm in a game set up that way. I have no idea how, though, since I've never created a campaign here. Or it could just be set up as two separate campaigns.
Also, Dr Upton - can I get a ruling on the Leaping Shot Deed? Can I use it while flying? Do I drop to the ground, or can I recover mid-air?

Dr J. Upton |

Thanx Joseph, was thinking the same thing.
I think I'm gonna make gameplay the Team Alpha thread and Discussion will be Team Beta. The recruitment thread will remain open as a general discussion thread for all
I'll allow the drop deed in mid-air but with a few alterations:
Instead of falling prone, your fly maneuvrability drops to clumsy and you have to complete the move, what/where ever that may end up.

B.I.T.E |

The DM can make sure everyone is under active player list after beta team posts in the gameplay thread once.
@Joseph: My char can get everyone back to full hp each encounter so out of combat healing is covered. I personally would like a debuffer as my debuff takes the same spells slots as my buff. I will cast it on occasion irregardless though.

Bobson |

Just a note Upton, use this character sheet and not B.I.T.E as I will update B.L.O.B. I couldn't change the name on the other alias so I made a new one with update info, still missing most of my gear and description but getting that up very shortly.
That's why I generally don't create the alias until the character is finalized and the game's about to start. Once you've reached the 10-post cutoff, you'd better hope the character is the one you're going to use...
Speaking of, it's time for me to go create Eapheu's alias. Back in a bit with it.

Azure_Zero |

Any limits on spending other than it has to be below 10,500 gp?
And I'll be doing a few swaps of the feats.
And the Fey DR, even though I'm outsider(Native) is because it has Nymph(Fey) and Succubus(Outsider) blood, both have DR Cold-iron.

![]() |

Hey, heard there was an opening in this crazy awesomeness and that I may be able to get in, as such here is my race/class build idea.
Elemental Infusion Trial 7, Codename: Raijin
Type:Outsider (Native) Air (3rp)
Size:Tiny (4rp)
Speed:Average 30ft (0rp)
Languages:Standard (0rp)
Ability Scores:Tiny, Advanced (4rp), Advanced Strength (4rp)
+2str +4dex +2con +4wis +0int -2cha
Defensive Abilities:Energy resistance lightning 5 (1rp)
Offensive Abilities:Elemental Weapons (6rp), 2x extra arm (8rp)
Monk of the Four Winds 5
Stat Block
20str 17dex 12con 16wis 13int 8cha
Skills:Sense Motive 10 (12 in snake style), Acrobatics 8, Perception 10, Climb 8, Stealth 8, Swim 7
Feats:Dodge, Deflect Arrows, Snake Style, Mobility, Alertness
That's the basics of it, I'm slightly burnt out creatively now, so I'm gonna take a break and set this up properly tommarow, let me know what you think before that.

Toxicroak |

This is a generic post being sent to everyone that I am currently playing with
Hey everyone. This is Toxicroak/Gobo Horde here. Due to the flooding happening here in Calgary and me supposedly going on vacation (which may or may not happen :P) my posting for this next week might be sporadic and lighter than normal. Sorry for it, but such is life :) If you need to, feel free to take control of me and I will pop in when I can.
Thanks ^-^

Toxicroak |

@Hordshyrd I like the idea, you are going to be a tiny air elemental (essentially) who cant fly, has 4 arms and lots of elemental fist attacks.
I do have a few questions tho.
No wings? Air elemental that cant fly? its different :)
4 arms. These wont actually help you out with flurry of blows, what are you planning on using them for? Cool awesome aspect?
You aware being tiny means you have to enter the targets square to attack (and provoke lots of AOOs while you are at it :P)? Just wondering ^-^
like it so far!
As for the rest of us, how is tech support coming along? We all still in this or have some dropped out already?

Dr J. Upton |

About monks with multiple arms:
Flurry of blows does not work in combination with natural weapons. It does however work with a two-weapon fighting IF all attacks are made with monk-weapons and/or unarmed strikes.
Creatures with multiple limbs can use multiweapon fighting in place of two-weapon fighting
A four armed monk can make a flurry + 3 of-hand strikes with monk weapons and/or unarmed strikes. But he does take the TWF (or actually MWF) penalties on top of the flurry penalty.
But yes, you will need a good tumble score or take an AoO any time you engage in melee
And yes I am waiting for tech support. I expect them to get on the problem upcoming monday. If they don't, I could always opt to simply move to a new campaign thread and dub this one inactive.
I expect to make the first in-game post on tuesday or wednessday.

Elizabeth Grey |

I am still here.
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
It functions as Two-Weapon Fighting. Using Two-Weapon Fighting in addition to Two-Weapon Fighting seems a bit odd.