
Belle Mythix |

hay i made my sheet sum number of post a go.
I think he wants an "on-site sheet", Kinda like this.

Quirmydt Dephroug |

Hmmm, I am thinking of a new spell for my character:
Summon Bug
Level: 0
Standard Action
Components: Dead Bug
This spell conjures a single large fly which flies around annoyingly but has no effect on gameplay. Grippli characters may attempt to catch the fly with their tongues. Catching 10 such flies equals a nutritious meal.

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Eugeni Serius wrote:Any plans for dealing with PC death? E.g. Will the same player be allowed to make a new PC, resurrections etc etc?Basically here are my thoughts:
1. I have warned everyone to be careful
2. Gave good stats and Hero Points
3. There are some in game things that could help with recovering from death, along with some that will hasten it :)We'll see when we get to it, but the one thing I know I do not want is the same character labelled #2. I'd like some consequence to dying and if its too easy to continue with a new guy then I feel like the edge is taken off somewhat.
I'll probably put it to a vote when the 6 are chosen on how to proceed.
I don't have a problem with that, just wanted some indication on whether I should start contemplating a back-up character (being the optimistic kind I assume I'll get chosen :)) as I quite like making PCs.
But you're right, might as well cross that bridge when we get to it...

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Numair Nejem wrote:Sheet complete.Check your feats. Combat expertise requires 13 Int I think.
One way around this is 2 levels in Lore Warden.
Thanks for the catch. I went back and forth between Dazzling Display/Shatter Defenses and Improved/Greater Feint. I ultimately chose the latter because it has party synergy. I'm contemplating switching deity to Shelyn and using rapier instead, but undead love piercing weapons.
Thoughts?

Tirion Jörðhár |

Tirion Jörðhár wrote:Numair Nejem wrote:Sheet complete.Check your feats. Combat expertise requires 13 Int I think.
One way around this is 2 levels in Lore Warden.
Thanks for the catch. I went back and forth between Dazzling Display/Shatter Defenses and Improved/Greater Feint. I ultimately chose the latter because it has party synergy. I'm contemplating switching deity to Shelyn and using rapier instead, but undead love piercing weapons.
Thoughts?
I am sort of confused what you are going with with the 20 Cha as a paladin, other than mega saves. I assume you are planning on going bard, oracle or sorcerer later since the DM has barred summoner. Dazzling Display is better if you are planning on not being a front liner.

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Numair Nejem wrote:I am sort of confused what you are going with with the 20 Cha as a paladin, other than mega saves. I assume you are planning on going bard, oracle or sorcerer later since the DM has barred summoner. Dazzling Display is better if you are planning on not being a front liner.Tirion Jörðhár wrote:Numair Nejem wrote:Sheet complete.Check your feats. Combat expertise requires 13 Int I think.
One way around this is 2 levels in Lore Warden.
Thanks for the catch. I went back and forth between Dazzling Display/Shatter Defenses and Improved/Greater Feint. I ultimately chose the latter because it has party synergy. I'm contemplating switching deity to Shelyn and using rapier instead, but undead love piercing weapons.
Thoughts?
Extra charisma does the following for him.
10 lay on hands = raise dead w/ ultimate mercy (no material component if he takes temp negative level). Lay on hands also fuel warrior of holy light abilities.
He will be defensive in most fights, and smite against major threats (hopefully)
He will greater feint to debuff for party.

Jokbur 'The Thorn' Oakenshield |

Just curious about the level bonuses (or boni).
If I select ranged or melee at first level for a +1 bonus, is it similar to an enchantment bonus of +1 to hit AND damage, or to hit only?
As a monk can armor bonus stack with a monks natural armor? Is the armor/shield bonus touch and flatfooted too, or just AC?

GM Blood |

Ranged and melee count as an enchantment bonus to your weapon, so +1 to hit and damage (but does not make your weapon magical)
Armor bonus is an armor enchantment bonus and does not make your armor magical. It can be applied even without armor. It increases your armor bonus and would increase your Flatfooted AC.
Shield Enchantment Bonus increases your shield bonus only if you are wielding a shield. It would increase your flat-footed AC.
Save bonus is a resistance bonus and would not stack with any other resistance bonus.
Natural armor is a separate bonus to AC so is not affected by any of these.

GM Blood |

Don't wanna nit pick too much, but you keep saying enchantment bonus. There's no such thing, I assume you are intending to say enhancement bonus. Is this correct?
Uh Right. Late night and such. Enhancement bonus for Weapons and Armor. Resistance Bonus for saves. Also Enhancement bonus for stats. Sorry about the confusion.

GM Blood |

Updated list (Any new submission need an interest post by tonight):
I believe we only have two clerics and three full arcane casters now (and maybe only 2)
Completed
Uhtred Uhtredsson --> Human Barbarian (Invulnerable Rager) (Not reviewed)
Tashtal ul-Voshnak --> Male Half-Orc Cleric (Gozreh) (Not Reviewed)
Hermann von Rabenstrange --> Human Fighter 1 (Not Reviewed)
Ariana Rosencruz --> Human Wizard (Foresight) (Not Reviewed)
Jonas Hearth --> Ifrit Hospitaler Paladin of Sarenrae (Not Reviewed)
Eugeni Serius --> Aasimar Paladin of Sarenrae with Sorcerer/Dragon Disciple later (Not Reviewed)
Quirmydt Dephroug --> Grippli Bard (Dawnflower Dervish) with Monk and fighter later (Not Reviewed)
Karissa Valerius --> Changeling Ranger (Not Reviewed)
Xanyon --> Peri-Blooded Aasimar (Emberkin) Inquisitor of Iomedae (Not Reviewed)
Edmund Gwenn --> Human Sorcerer(Sage) (Not Reviewed
Jorid --> Human Bard (Archeologist) (Not Reviewed)
Ariella Hearth --> Aasimar Cleric of Sarenrae (Not Reviewed)
The Gardener --> Oread Monk (Not Reviewed)
Ser Arak of The Warrens --> Orc Two-Handed Fighter- (Not Reviewedt)
Lueck --> Half-Orc Ranger (Spirit Ranger) - (Not Reviewed)
Jokbur 'The Thorn' Oakenshield --> Half Elf Ranger (Trapper/Infiltrator) - (Not Reviewed)
Numair Nejem --> Human Paladin of Sarenrae (Undead Scourge/Warrior of the Holy Light) (Not Reviewed)
Partial Completion
Schnelthek Stonesnapper --> Svirfneblin Wizard (Earth Elementalist) - (Background and concept)
Interest
LordofMuck
FallenMage
Classes
Barbarian 1
Bard 2
Cleric 2
Fighter 3
Inquisitor 1
Monk 1
Paladin 3
Ranger 3
Sorcerer 1
Wizard 2

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Numair revised moderately to respond to the expected hardcore dungeon. New Numair will be smiting frequently, and keeping attention focused on him through moderately lower AC and higher damage output.
Pertinent changes:
Iomedae replaced Sarenrae
Oathbound (Vengeance) archetype replaced Undead Scourge
Greatsword replaced sword & shield
Weapon Focus & Power Attack replaced Combat Expertise & Improved Feint
Stats Adjusted

Jokbur 'The Thorn' Oakenshield |

Just to comment on divine and arcane casters. The level choices do not complement a straight caster as well. They have to choose two of the follwing three: melee, ranged, shield. If an option was allowed to increase the DC of saving throws by .5 (1 seems too much) and give a bonus to spell penetration rolls against spell resistance (1 seems right), possibly a bonus to channeled energy or one extra channel energy per day (half of a feat), it would balance spellcasters out more. Maybe even allow a hp or skill point choice (like an FC bonus).
My two cp. I know we are breaking new ground here.

GM Blood |

I appreciate the comments, but the reason for these bonus is to remove the most common magic items. If there were other items that gave spell casters spell penetration or extra channels than that might be added as a choice.
As is even a wizard has some good choices. Ranged for rays, Saves, melee for touch attacks (for the to hit at least), armor for AC and I have seen mithril shields worn.
And as it is, it is a "free" bonus even if they don't use it as much or at all. As it is I chose 5 bonuses to choose from for every 4 levels to make a harder choice (potentially).
We'll see how it all works out, and thanks for everyone here who is willing to give it a shot.

Apocalypso |

This recruitment thread just caught my eye. But I realize I am half a day past the deadline. Sorry.
I have been playing with an idea for a rogue that might fit really well in this campaign, and I see no rogues have been submitted yet. So, I will submit my concept in hopes that the void in the rogue category gets her a late review.
If you are intrigued enough to answer a couple of build questions, I will have her character sheet complete within two hours (of having my questions answered):
Buttercup was born to a long line of valiant defenders of the noble fey, the Pixie and Nixie and Dryad Queens. For centuries they have served as scouts, border patrol, and personal guards to royalty.
But as the centuries advance, so does the unrestrained propagation of humans. "Humans, bah!" she often heard her father say, "what do they offer the world? Not beauty, certainly. Not magical talents. Just an unending ability to make more of themselves and their dull normalness." Every year the humans advanced, past the sacred trees of the dryads and the blessed rivers of the nixies. And every year the magic of the Twilight Grove was forced further back.
Buttercup's father would go the Solstice Mushroom Council and plead every year to be allowed to bring a troop of his finest Atomie warriors to defeat the Evil Queen Malice (or any appropriately evil human overlord). The council would pretend to consider his advice. But every year the festivities went on, and no plan was ever enacted.
One year Buttercup went to eavesdrop on the council meeting. What she heard there made the tips of her pointed ears burn. Once her noble father had left the Circle, she heard the noble fey laughing at him! Laughing at her valiant father! Belittling his size, and joking about how amusing it was to keep such earnest little warriors around before returning to their games and fermented nectar.
Buttercup burned. She knew her father was right! Something had to be done about Evil Queen Malice and her endlessly breeding humans. But she couldn't bear to break his heart, with the words the Council had shared after he was out of earshot. But what to do? If they wouldn't listen to him, they surely wouldn't listen to her.
Quickly she dashed off a note to her father, that she was off to seek battle experience, and hopefully allies against Queen Malice.
With her few possessions she set off in a random direction, hoping for a chance to prove herself in battle, and maybe find some help from some of the elves or gnomes that might remember their ties to the fey.
~~
Buttercup is extremely earnest for a fey. She thinks of herself as a mighty warrior, and will be insulted if you refer to her as a rogue. She calls her abilities "scouting." Smite, as she now calls herself, will never back down from a fight, and will challenge anyone to a duel for any slight to her honor. (After the challenge is issued, she will frequently "reduce person" on them so the fight is more fair.)
She is extremely devoted to Desna and Freedom and dedicated to defending all fey. She will probably take ranks in Inquisitor.
Initially, she is highly suspicious of humans, but if the party has some she will probably soften to them once she learns humans are not all the same. She will be very well inclined towards gnomes and elves. She knows she has to get battle experience and allies before returning to defend her homeland, so she doesn't expect to go back anytime soon.
~~
Build Questions:
1. Is an Atomie allowable? Here is the link:
http://www.d20pfsrd.com/bestiary/monster-listings/fey/atomie
2. If so, how many RP will you rate it at?
3. Shall I leave all the stats "as is" for an NPC atomie, or shall I adjust using whatever point buy remains? Either way is fine, its just so I know what to work with.
4.If it is too high, can we put some of the natural abilities on hold, for her to regain as feats at later levels?
I think that's basically it. Clearly she's not a fighter (although she thinks she is.) She'll be more of a scout and trapper for the party.
I hope you like Buttercup's concept. And I hope the party's need for a rogue might compensate for the late submission. Thanks for your consideration.

GM Blood |

Ok started working through the character sheet with a little extra eye for detail. I plan on getting all of these reviewed over the next couple of days:
A couple issues I saw:
15 point buy with an 8 Rp race=23 Character points (12 short)
No mention of 1st level choice (melee, saves, armor, etc)
No background adjustment for Rappan Athuk. I would like everyone to have some sort of reason for risking their lives. If it is to make the area safer that is fine, but would like it made clear your goals.
Haramaki armor combined with armor kit would make it medium armor slowing you to 20ft speed.
You should have +1 more to initiative due to Class Ability of diviner
You should have +1 more skill points/Level for being human (2+5Int+1Human)
I Like how you flavored traits and tied it into your background, very nice!
Does your sheet list your speed at 20' somewhere? Didn't see it unless I missed it
Equipment - What is the thought on the small Lucerne hammer? Don't forget you would need a Feat for it as it is an exotic weapon. is Torch name of the warhammer? I didn't understand what that was either.
Do forget to include a spot for listing bonus chosen every level (melee, armor, shield, etc)
First off, it was easy to read and find things, everything spelled out nice! Makes looking through the sheet very easy and appreciated
Point buy is off - 15 Race with 22 BP=37 (Strength changed to 14 or Wisdom to 10?)
Melee is off - 15 Str is still only +2, need to adjust throughout your sheet.
Paladin has good will saves and your listed wisdom is +1 so should be a total of +3 unless you lower your Wisdom to get your point buy correct then it will be a +2 instead of 0
Might be good to have a note for yourself that your falchion is a 2-handed weapon so you adjust your AC when wielding it instead of warhammer/shield. (For in game reasons, this might not be a big deal as I like status updates each post which will be explained once I have chosen the group)
Since you picked melee enhancement, remember its +1 to hit and damage. But it doesn't affect range, so with a dagger in hand you would get it, but not if you threw it.