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you use your own feats, your Cohorts aren't gestalts...
-edit- I'm assuming heroic, because whatever we're fighting, they are going to die left and right, although on the other hand, I'm not sure why you'd bother with leadership... it's adding alot of complexity without alot of substantive benefit at this level...

GM Arkwright |

? Hmm anyway it seems like I just choose any feats.
Next, assign the feats garnered from the NPC's total character level (one feat for every two levels beyond 1st). Remember that humans receive an additional feat at 1st level. For simplified feat choices, select feats from the lists provided for the following character types.
I take that as meaning they are feat suggestions; I can give my cohort any feats I want.
Why take leadership? I think my Theurge will add some substantive benefit to the party, and it works well with my character's backstory.

WerePox47 |

So the party consist of a
Half-orc Viking
Dread something/psionics, and there MT assistant..
An Inquisitor, Blackpower so i assume ranged..
A Oracle of Life
Wizard of Summoning
I really wanna make a storm druid, but the party would be alot better off with another melee it seems.. rats.. I suppose i could make a companion druid instead..
Ok so imma make a Reincarnated/Pack Lord Archer with a nice assortment of control spells.. Any objections to goin with a Drow Noble?

WerePox47 |

I suppose your right, but thats alot of cheese lol.. No more than me playing a Noble Drow though i guess.. After reading the reqs though i dunno.. DM call i suppose, but notics how the word spell is plural.. Kinda leans to casting mutiple spells.. Again DM judgement i suppose..
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

GM Arkwright |

DM judgement maybe but this is actually confirmed FAQ that racial SLAs can can count. I can dig you out the ruling, but it isn't a question of convincing the DM of an interpretation, it's a question of convincing the DM not to implement a houserule against an established rule.
I think I made it clear when I first mentioned Leadership that I wanted to try out this new ruling...

DireMerc |

Yeah well technically you didn't even have them as racial spell-like abilities you just took a trait that gave you a spell-like ability once per day for each requirement.
Also I made a post in the campaign section that includes some important information that may affect character creation. I was going to keep it a secret until you were done but changed my mind as I don't want to screw over someone too badly.

WerePox47 |

Well that makes me wanna reconsider my druid build.. -2 CL, ouch.. Ive got her done though..
Reverie Stormflower
Female Garuda-Blooded Aasimar (Plumekith) Druid 15
NG Medium Outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +30
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Defense
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AC 23, touch 16, flat-footed 20 (+7 armor, +3 Dex, +3 deflection)
hp 168 (15d8+90)
Fort +19, Ref +13, Will +24; +4 vs. death, energy drain, necromancy
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Ranged +4 Adaptive, Guided Composite longbow +26/+21/+16 (1d8+14/19-20/x3)
Spell-Like Abilities A Thousand Faces (At will)
Druid Spells Prepared (CL 15):
8 (2/day) Euphoric Tranquility, Finger of Death (DC 28)
7 (3/day) Creeping Doom (DC 27), Ice Storm, Dazing, Heal
6 (5/day) Wall of Stone (DC 26), Dispel Magic, Greater, Sirocco (DC 26), Stoneskin, Communal, Tar Pool (DC 26)
5 (6/day) Fire Snake (DC 25), Baleful Polymorph (DC 25), Stone Call, Dazing, Air Walk, Communal, Cure Critical Wounds, Death Ward
4 (6/day) Geyser (DC 24), Flame Strike (DC 24), Snowball, Dazing (DC 21), Ball Lightning (DC 24), Protection from Energy, Communal, Echolocation
3 (6/day) Ice Spears (DC 23), Aqueous Orb (DC 23), Call Lightning (DC 23), Stone Shape, Delay Poison, Communal, Resist Energy, Communal
2 (7/day) Stone Call (x2), Slipstream (DC 22), Barkskin (x2), Bull's Strength, Bear's Endurance
1 (7/day) Liberating Command, Longstrider, Entangle (x2) (DC 21), Mud Ball (DC 21), Snowball (x2) (DC 21)
0 (at will) Stabilize, Detect Poison, Detect Magic, Guidance
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Statistics
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Str 13, Dex 17, Con 20, Int 10, Wis 31, Cha 10
Base Atk +11; CMB +12; CMD 28
Feats Dazing Spell, Deadly Aim -3/+6, Improved Initiative, Manyshot, Natural Spell, Point Blank Shot, Precise Shot, Rapid Shot
Traits Focused Mind, Heirloom Weapon
Skills Acrobatics +2 (-2 jump), Escape Artist +0, Fly +10, Heal +15, Knowledge (geography) +10, Knowledge (nature) +14, Perception +30, Ride +10, Spellcraft +18, Stealth +0, Survival +16, Swim -2; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Druidic
SQ animal companion link, cheat death (1/day), many lives, mysterious stranger +7, nature bond abilities (reggie, tiger), resist death's touch, share spells with companion, spontaneous casting, tongue of the sun and moon, trackless step, wild, wild empathy, wild shape (5/day), wild shape (animal), wild shape (elemental), wild shape (plant)
Combat Gear Extend metamagic rod (lesser) (3/day), Extend metamagic rod (lesser) (3/day), Wand of cure light wounds, Wand of cure light wounds, Wand of Restoration, Lesser; Other Gear +1 Wild Dragonhide Agile breastplate, +4 Adaptive, Guided Composite longbow (Str +0), Bane baldric (5 rounds/day), Belt of mighty constitution +6, Boots of speed (10 rounds/day), Bracers of falcon's aim, Cloak of resistance +5, Dazing metamagic rod (lesser) (3/day), Efficient quiver (empty), Headband of inspired wisdom +6, Ring of protection +3, 150 GP
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Special Abilities
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A Thousand Faces (At will) Can change your appearance at will while in your normal form, as alter self.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boots of speed (10 rounds/day) Affected by haste
Cheat Death (1/day) (Ex) Reroll save vs death, energy drain, or necromancy effect. Must take 2nd result.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Extend metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Extend metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Focused Mind +2 to Concentration checks
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mysterious Stranger +7 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Natural Spell You can cast spells while in Wild Shape.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Tongue of the Sun and Moon (Ex) Gain ability to speak with any living creature.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wand of Restoration, Lesser Add this item to create a wand of a chosen spell.
Wild Armor can be used in Wild Shape.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
and Kitty..
Reggie
Tiger
N Large Animal
Init +5; Senses low-light vision, scent; Perception +8
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Defense
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AC 32, touch 14, flat-footed 27 (+5 armor, +5 Dex, -1 size, +13 natural)
hp 123 (+60)
Fort +12, Ref +15, Will +8 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee Bite (Tiger) +18 (1d8+10 plus grab/x2) and
Claw x2 (Tiger) +19 x2 (1d8+10 plus grab/x2) and
Rake x2 (Tiger) +18 x2 (1d6+10/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce
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Statistics
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Str 28, Dex 20, Con 18, Int 2, Wis 15, Cha 10
Base Atk +9; CMB +19 (+23 Grappling); CMD 34 (38 vs. Trip)
Feats Improved Natural Attack (Claw x2 [Tiger]), Iron Will, Lightning Reflexes, Multiattack, Power Attack -3/+6, Toughness +12, Weapon Focus (Claw)
Skills Acrobatics +9 (+13 jump), Climb +13, Fly +7, Perception +8, Stealth +9 (+13 in Undergrowth), Swim +13
Languages
SQ +4 stealth in undergrowth, devotion +4, improved evasion, multiattack / extra attack
Other Gear +1 Mithral Chain shirt, Amulet of mighty fists +1, You have no money!
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Special Abilities
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+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

DireMerc |

Yeah your character is the reason I posted the magic effects upfront.
Robe of the magi and spell pen wouldn't help as your not trying to overcome spell resistance. It's a caster level check to cast the spell trough interference blocking transfer of energy between the planes.
Sorry ashern one more person would have to drop out to make room for you as Trihedron was waiting for a spot. If he or another person I'm waiting for declines however your in. However get your character done just in case.
If I don't have everyone sheet by tomorrow I will take yours and start with however is else is ready. It shouldn't take more than 3 days to make a character. I'm gonna start tomorrow with however is ready at the time.

Bjorn Brægrim |

So my guys crunch is done except I am having difficulties with the background :(
Basically he was from a barbarian tribe way up north that got in a fight with a viking warband. His side got decimated except for Bjorn who fought in a one on one duel with the vikings chief and won, granting himself a way out instead of death. He ends up joining up with this warband and eventually becomes accepted by them (begrudgingly, and never openly), especially by the chief who values him as a close friend and battle brother.
He was in a few skirmishes lately and noticed that the mages especially were having difficulty and their creations and summons running amok. He decides to set out and try and find out why this is happening and fix it if he can.
Beyond that I am at a loss... Any advice you can offer to help me with it?

Elara Korechilde |