
GM Bold Strider |

Here are my feat modifications:
All martial characters are considered to have the Martial Versatility feat, which means that any weapon specific feat is treated, is treated as a fighter weapon group feat (e.g. Weapon Focus would apply to Heavy Blades (fighter weapon group) not Greatsword). This is to promote the use of various drops and not pigeonhole fighters and other martials into a single weapon.
All characters will also get one free skill point in Profession, Craft or Perform that describes the summation of their personal history. Example: Ben the Fighter takes his free skill point in Profession(Miner) due to be a miner at the local mining company.
Weapon Finesse and Power Attack are free feats that you gain when you meet the requirements.
Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]
All crafting feats have their caster level requirements increased by two levels.
Crafting is no longer a 50% price reduction, instead crafting will cost 80% of the value of the item.
Two-Weapon Fighting is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
Vital Strike is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
Whip Mastery is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
All Improved combat maneuver feats are grouped into three feats and no longer grant +2 to CMB/CMD.
Improved Warrior Maneuvers: Bull Rush, Drag, Overrun, Sunder
Improved Thief Maneuvers: Dirty Trick, Disarm, Steal
Improved Wrestler Maneuvers: Grapple; Reposition; Trip
There are no requirements for these feats.
Greater Combat Maneuvers feats remain the same and require the lesser Improved version.
Weapon Focus now scales at 8th level to Greater Weapon Focus and gives a total of +2 to hit
Spell Focus now scales at 8th level to Greater Spell Focus and gives a total of +2 to the DCs of that school’s spells.
Weapon Specialization now scales at 10th level to Greater Weapon Specialization and gives a total of +4 to the damage with that fighter weapon group.
Leadership is banned. (May be given out as a bonus)
-------------------------
Start with full gold for one of your classes [the higher or lower, you choose ;) ]
One trait for you character must be from the Carrion Crown Player's Guide.

Naxx |

I'm assuming I made it in, since my name was green on the sign-up sheet ;)
(Revvy here btw)
Just wanted to make sure that skinwalker (nightskulk) as a race is allowed - Just cause it sounded cool to play and I'd like a feat they get - or if I need to change him into a halfling before I finalized Naxx's profile

GM Tektite |

Hey guys, checking in!
Still working on a character. Likely taking tiefling or aasimar for a little bit of an early entry into MT. (if that is applicable)
Swamped with GenCon coming up this week, trying to prep my games and get my RL stuff in order as well.
Likely won't have anything substantial until the first of next week.

Gaarm |

Checking in also

Naxx |

K, I'll update my profile sometime this weekend then...picking stuff in gestalt is even worse then building a normal PFS character , way too many options ;)

GM Bold Strider |

A couple caster updates:
I prefer casters to have a focus and what that means to me is things like the Druid who focuses on plant and plant-related spells or a Winter Witch (archetype and prestige class). When you train your magic gifts, you will likely be an apprentice to a single powerful member of your class and that person will have specialized. Seeing a sorcerer with powerful lightning magic, cold magic, necromancy, etc. would be quite rare. I don't have any formal rules for this, but please try to keep magic in a general "specialization", if that makes sense.
Things I don't like to see: Divination or Conjuration Wizard for the powerful school abilities and then most of your spells are Evocation or Necromancy. You're not really a Divination specialist if you know one divination spell per spell level.
As such, any elemental spell has any of the four base elemental types. This means that there are acid "fireballs", cold "lightning bolts", fire "shocking grasps", etc. This is only for spells without riders for the moment. Things like Chill Touch are specific to their existing elemental type. Things like Ice Storm or Ash Storm however could be reflavored to a Lightning Storm.
Heighten Spell no longer exists. If you use a 5th level spell slot for Acidball, then it's a stronger Acidball. All spells can be adjusted via Heighten Spell mechanics without the feat. Additionally, this means having this power doesn't count toward things like Spell Perfection.
Dazing Spell no longer exists.

Naxx |

Just to check to see if my idea on where I'm planning to go is ok with you for your idea of where the campaign should be going
I was thinking of taking a few different classes to work on my character as a concept as I level up
-Summoner, so that I can summon rats and rats swarms
-Bard so that I can play a flute and get some use out of it
-1 lvl in Cavalier to get a teamwork work feat that I can share with party members 1/day (and my cat eidelon) so that when they are adjacent they don't get damaged by ratswarms
-Druid with an arch type that gives you multiple animal companions and then take a few dire rats
-Maybe 1 lvl in wizard to get a rat familiar..just to get a rat more
This means I will be flooding the battlefield with lots and lots of not so useful stuff...but that hopefully will be able to provide flanking and can be boosted by bardic performances/spells..since this is pbp it shouldn't slow the game down I think, but if you think it will be a problem or it isn't the focus you are looking for in a character let me know and I'll tone it down..I don't really need the druid/wizard and I'm not sure if I will take them..but I'd like the lvl cavalier though

Sir Thomas the Benevolent |

Sir Thomas checking in. Sorry to be late to the party running 7 slots at GenCon was a little ambitious. Got tomorrow off though.

GM Bold Strider |

Character Generation is:
15 point buy
Two classes, separate progression. Take the better BAB/Saves/etc. Earn both classes abilities.
Feat Adjustments
Maximum gold for one of your starting classes.
Two traits; One from the Player's Guide.
Races are anything less than 15 RP.
A modified Wyvaran could be allowed. Off the top of my head, a flightless Wyvaran would be fine.

GM Bold Strider |

@Tektite: Early entry with SLAs isn't a problem for me.
@Revvy/Seth: Why would a Wererat and Wyvaran be associated with the professor? Not saying you can't play the race, but think about why a Wererat (naturally shifty and with a predilection for theft) and a Wyvaran (someone who prefers the company of other dragonkin [dragons, wyverns, and kobolds]) would be a great friend of the professor. Enough to be included in his will. Additionally, why would these reclusive races have met with a human dabbling in the afterlife of ghosts, zombies, etc.?

Seth86 |

im going for chance survivor. he saved the professor's life. and being an arcane user, the theories he had interested him :)
Thanks, working on it as we speak. For fun and interest sake, i stayed a kobold. not an optimized race, but fun. especially with fire dc up the wazoo!
Nizvit
Kobold, Red Sorcerer 1/Wizard 1 (Pathfinder Campaign Setting: Classic Monsters Revisited 0)
CG Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 5 (1d6)
Fort -1, Ref +1, Will +1; +2 bonus vs. fear
Resist fire 10
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bloodline arcana: draconic, claws, fire jet
Sorcerer Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—burning hands (DC 16), snapdragon fireworks{super}UM{/super} (DC 15)
. . 0 (at will)—detect magic, mending, penumbra{super}UM{/super}, prestidigitation
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—mage armor, magic missile
. . 0 (at will)—message, read magic, resistance
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 8, Int 16, Wis 8, Cha 15
Base Atk +0; CMB -3; CMD 8
Feats Eschew Materials, Scribe Scroll, Spell Focus (evocation)
Traits chance savior, desperate resolve
Skills Climb +1, Craft (traps) +9, Fly +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +5, Sense Motive +1, Spellcraft +7
Languages Common, Draconic, Dwarven, Undercommon
SQ arcane bonds (arcane bond [familiar]), bloodlines (draconic), fearless, fire supremacy, gliding wings, kobold pyromania, opposition schools (water), specialized schools (fire)
Other Gear masterwork artisan's tools, bedroll, hip flask, 63 gp, 9 sp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Claws (5 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Climb Checks You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 bonus vs Fear saves.
Fire Jet (1d6, 6/day, DC 16) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire
You must spend 2 slots to cast spells from the Water school.
--------------------
Beads
Spider, Drain (Pathfinder Campaign Setting: Inner Sea World Guide 0)
N Diminutive magical beast (vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 21, flat-footed 15 (+7 Dex, +4 size, +1 natural)
hp 3 (1d8-2)
Fort +0, Ref +7, Will +4
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 1, Dex 25, Con 6, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 8
Skills Climb +19, Fly +14, Perception +5 (+9 in webs), Spellcraft -1, Stealth +23 (+27 in webs); Racial Modifiers +16 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
SQ improved evasion
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

Naxx |

Umm... that all sounds great, however I think I'm going to limit it to one type of companion with you (eidolon, animal companion or familiar). Too many companions plus swarms is going to be a lot to handle on the maps.
That's why I decided to check before hand ;)

Gaarm |

Mobility would add +4 dodge bonus which would stack though wouldn't it? Unless I am missing it somewhere else.

Gaarm |

Correct. Gm just said I was 1 over so I was trying to see where I was missing it.

GM Bold Strider |

@Gaarm: "Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]" -from my first post. You aren't getting the full benefit of Dodge and Mobility.
@Tektite: I'd like to see your planned build before allowing that. Evangelist isn't a terribly strong prestige class, bonuses-wise, but it does add some nice gravy for losing a single level of your preferred class. Also, I won't let your caster level go beyond your actual level.
E.g. - Wizard 5 / (Cleric 1/Mystic Theurge 4) would still only have a Wizard CL of 5 and only have access to 3rd level spells, otherwise it would break the game entirely for you to have access to 5th level spells at 5th level.

Gaarm |

Ah ok! That makes sense. I was crunching numbers thinking something got mixed up with gestalt and herolab lol.

GM Bold Strider |

Update:
Please format your alias profile as follows:
Race: Fighter 6 / Alchemist 6 HP: 39/39 | AC 20 | T 16 | FF 14 | Fort +7 | Ref +11 | Will +3 | CMD 18 | Initiative +6 | Perception +10 | Sense Motive +3 | Knowledge(Arcana/Local/Nature/Religion) +13
Class: [ spoiler=Resources]Bombs 11/11 | Extracts - 1st: 6/6; 2nd: 4/4 | CLW Wand - 43 charges[/spoiler]
Gender: [Blank]
The first will let me easily reference your Current HP/Total HP | Different ACs | Different Saves | CMD | Initiative | Perception | Other Highly Used Skills (Not Appraise or Profession)
The second will let me keep track of your daily expendables on the fly without referencing your character sheets.
Archetypes are unnecessary. Abbreviations of the classes are ok (Alch/Ftr/Wiz/Sorc/etc.) for space reasons. If you multi-class, please put your class tracks as follows: (Wiz 5/Theurge 1) / Cleric 6

Nizvit the Kobold |

Will do when i have my pc. Graphics card died. Getting new one by weekend
-Posted with Wayfinder

Naxx |

Sorry, I wasn't getting updates for this thread and didn't think to check that often..I'll promise I'll be better from now on.
@Naxx: Why would a Wererat be associated with the professor? (naturally shifty and with a predilection for theft) would be a great friend of the professor. Enough to be included in his will. Additionally, why would these reclusive races have met with a human dabbling in the afterlife of ghosts, zombies, etc.?
My answer: It has nothing to do with being a wererat. Naxx is a traveling man moving from town to town, all over the country and a teller and collector of stories. He met the professor while being invited to tell his stories about legends (undead roaming small towns) and they've kept in touch since the first time, trading stories and information.

Phyton Empyraster |

@GM: Forgot to add in the Arcane Bond, likely a ring.
You know, the more I think about it, with Gestalt, playing a cleric/wizard is essentially playing a MT, so I'm not sure what the benefit is in taking levels in MT.

GM Bold Strider |

To make things easy, I'm going to have you spend 1d3 ⇒ 2 days getting acquainted with the town. This will provide you all of the information in the town key and let me work in this information without you all having to visit every house and store.
Sound good? (This won't affect the adventure.)
EDIT: Map of the town and the town key is posted above the thread.

Naxx |

Since we'd most likely do that anyway..sounds good to me

Nizvit the Kobold |

Okidoki!
-Posted with Wayfinder

Gaarm |

Should I have a back-up character ready to go? lol

GM Bold Strider |

@Naxx: Can you update your profile to include your eidolon stats, your feats, etc. Use one of my character's profiles if it helps. You are going to have a very complicated build and using one of my templates would make it so much easier on me, if you don't mind.
George's template:
PFS # 73433-1
Male Tiefling Alchemist of Norgorber 7
N Medium Outsider (Native)
Initiative +6;
[s poiler=Defense:]
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex, +1 natural armor)
HP 45 (7d8+7)
Fort +7, Ref +12, Will +3
Defensive Abilities
[/s poiler]
[s poiler=Offense:]
Speed 30 ft.
Melee claws (x2) +11 (1d4+6/x2)
Ranged bombs +11 (4d6+5/x2)
[/s poiler]
[s poiler=Spells:]
CL 7
1st: 6/day [8 Known] Crafter’s Fortune*; Reduce Person; Touch of the Sea; Shield**; Endure Elements; Cure Light Wounds**; Comprehend Languages; Blend (5 brewed)
2nd: 4/day [8 Known] Invisibility*; Transmute Potion to Poison*; Cure Moderate Wounds; Pernicious Poison; Touch Injection; Alchemical Allocation; Barkskin*; Empower Holy Water (3 brewed)
3rd: 2/day [2 Known] Heroism; Monstrous Physique I* (1 brewed)
[/s poiler]
[s poiler=Statistics:]
Str 7, Dex 22, Con 12, Int 21, Wis 10, Cha 6
Base Attack +5; CMB +3; CMD 19
Feats: Alertness, Weapon Finesse, Throw Anything, Extra Bombs, Poison Focus, Extra Discovery(Infusion), Exotic Weapon Proficiency(Elven Curve Blade)
Skills (49 Ranks: 7 Class, 7 Headband)
Craft(Alchemy) +24; Dis. Dev. +19; Kn. (Arc.) +15; Kn. (Loc.) +15; Kn. (Nat.) +15; Kn. (Rel.) +15; Perception +10; Sleight +16; Stealth +18
Languages Common, Infernal, Abyssal, Kelish, Garund, Vudrani
Traits Vagabond Child - +1 to Disable Device and it becomes a class skill; Venom-Drenched (Count Ambras’s Punishment) - You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.
Racial Traits +2 to Bluff/Stealth, 1d4 Claw Attacks, Prehensile Tail, Fire, Cold, and Electricity Resistance 5, Darkvision (60’)
SQ Discoveries (Concentrate Poison, Tumor Familiar [Monkey], Infusion, Sticky Poison), Bombs, Mutagen, Poison Use, Poison Resistance +2, Swift Alchemy
Combat Gear Belt of Dexterity +2, Headband of Intellect +2, Agile Amulet of Mighty Fists, Cloak of Resistance +1, Darkleaf Leather Armor +2, Mark I Dermal Plating
Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Potion of Magic Circle Against Evil, Potion of Displacement, Potion of Strong Jaw, Cure Light Wounds Wand, Masterwork Thieves' Tools, Alchemy Lab, Travel Hookah, Angel's Trumpet (x9), Black Pesh (x9), Golden Pesh (x10), Amp (x5), Poison Belcher, Poison Diffuser (x5), Urea [20 dose increments] (x5), Shadow Essence (x5), Confabulation Powder (x8), Alchemical Isolation (x5), Count Ambras's Punishment (x10), Giant Wasp Poison (x7), Drow Poison (x3), Holy Water (x4), Alkali Fluid (x5), Acid Flash (x5), Alchemist Fire (x5), Porter [to carry his stuff]
[/s poiler]
[s poiler=Special Abilities:]
Bombs: 14/day, 4d6+5 damage, 9 dmg splash
Mutagen: +4 Dex/-2 Wis/+2 NAC, 10 min/alchemist level
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +4 bonus on all saving throws against poison.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
[/s poiler]
[s poiler=Poisons:]
Giant Wasp Poison: DC 18 (Base) - 1 rd. / 6 rds. - 1d2 Dex damage - 1 save (210GP [52.5GP])
Shadow Essence: DC 17 (Base) - 1 rd. / 6 rds. - 1 Str Drain / 1d2 Str damage - 1 save (250GP [62.5GP])
Black Adder Venom: DC 11 (Base) - 1 rd. / 6 rds. - 1d2 Con damage - 1 save (110GP [27.5GP])
Confabulation Powder: DC 18 (Base) - 1 min. / 2 min. - Staggered 1 min. / Becomes highly susceptible - 1 save (80GP [20GP])
Alchemical Isolation: DC 13 (Base) - 1 min. / 2 min. - Deafened for 10 min. / Blinded for 10 min. - 1 save (175GP [43.75GP])
Count Ambras’s Punishment: DC 16 (Base) - 1 min. / 6 min. - 1 Dex Drain and Nauseated for 1 min. / 1d2 Dex drain and sickened for 1 min. - 1 save (350GP [87.5GP])
Drow Poison: DC 13 (Base) - 1 min. / 2 min. - Unconscious for 1 min. / 2d4 hours - 1 save (Sold out)
[/s poiler]
[s poiler=Mr. Chips - Monkey Familiar:]
Mr. Chips - Monkey
N Tiny animal
Senses low-light vision; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor)
hp 16
Fort +4 (+4), Ref +6 (+4), Will +2 (+1)
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats: Weapon Finesse, Extra Item Slot(Gloves)
Skills Acrobatics +18, Climb +10, Perception +10, Sleight +14, Stealth +16;
SPECIAL ABILITIES
Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.
[/s poiler]

Naxx |

My apologies..I thought I had much more then I did..I either spaced out completely or something went wrong when I entered my information
I think I've got (most of?) it covered now
And again my apologies about the dire rats stats..I looked them up and just used to ones I found..I overlooked the fact that they had augmented summoning build into it's stats..my bad (I should have had 2 less to hit and damage)

Nizvit the Kobold |

Want to make sure? Any 3rd party allowed or none?
-Posted with Wayfinder