
Professor Brooks and Ham |

Okay, where is everybody? By my count, we've got me and Flint, then a guy who hadn't finished his character 'till this afternoon (no offense, just adding you to the tally), then we've got one person who hasn't participated beyond adding himself to the thread and two who haven't even done that much. Did interest in this game die that quickly?

trawets71 |

Here is my character for the tank spot William Grove. I switched from fighter/rogue to fighter/barbarian(armored hulk) as I felt rogue didn't add much to the tank role but barbarian did. The character is in a pcgen file on my computer, I just need to get it all into my alias. Sorry for the delay.

Professor Brooks and Ham |

So, a friend pointed out a flaw in this build- it takes 3 rounds for him to get fully combat functional. Since most of my stuff is so much cheaper than the 10k limit, could I get Boots of Speed (12k gold)?
Also, howsabout that fiddle?

Flint Blackwood |

And my armor and bandolier from the previous post.

GM Miskatonic |

Two last things on build. I don't like any of the +1 or +2 abilities on armor so can I take on of the especial armors? Specifically Lesser Luck Mail improved to mithril and +2 enchantment. The version they have is a little over 5000 so that probably means Luck is around a +2 enchantment.
The other thing is, I couldn't find a body slot item. I was going to make that the slot for your special quiver but found one that suits me better. The beneficial Bandolier. Can I make that the body slot item so I look more like the traditional gunslinger with the bandolier over the shoulder, or, combine it with the belt of dexterity and not take a body slot. In either case it is cheap enough I can make alterations and still be under the 10,000gp limit.
Beneficial Bandolier is cool as your body slot, yep. The Lesser Lucky Mail seems reasonable.
So, a friend pointed out a flaw in this build- it takes 3 rounds for him to get fully combat functional. Since most of my stuff is so much cheaper than the 10k limit, could I get Boots of Speed (12k gold)?
Also, howsabout that fiddle?
You may have the Boots of Speed but you only get 5 rounds per day rather than the listed of 10 rounds per day. We'll call these boots the Boots of Super-Fastness... just kidding, they shall be called the Boots of Swiftness.
You may also have your Masterwork fiddle but take the Drawback: Attached(Your Fiddle). You may name your fiddle. Strange but awesome things may happen with your fiddle...

Professor Brooks and Ham |

Can the Boots of Super-Fastness be upgraded at a later date? And do I get a trait from the drawback, or is the benefit provided by the strange and awesome things that happen with my fiddle?

Professor Brooks and Ham |

Although, to be honest, I don't really want cool things to happen when I play the fiddle. I just want it to be something I do around the campfire at nights. I'd almost rather not have it at all, than have a special one, for some reason.

Khazia Nyrazim |

Added the trait Blessed Touch. I'll post in gameplay when Khazia's no longer naked. Could really use some help with the armor... I like the straight DR of adamantine breastplate, but would like something heavier like full-plate. Here's what I'm looking at for wondrous items:
Tremor Boots (feet)
Belt of Physical Might +2 (Str, Con) (belt)
Unfettered Shirt (chest)
Necklace of Adaptation (neck)
Mask of a Thousand Tomes (head)
Insignia of Valor (unslotted)
Phylactery of Positive CHanneling (headband)
Phylactery of Negative Channeling (headband)
That leaves the body, hands, wrists, & shoulders available for wondrous items (gonna look at rings in a minute). I would very much like something that boosts Charisma, and you can see I don't have any resistance (saves) or AC bonuses (natural, deflection, etc).
Each of the items above, except the phylacteries, meets the 10k limit. I would like to request a combined neg/pos phylactery, or have one take a different slot or something. Some way to have a phylactery for each of my channel abilities. Also they're each 1k over your limit.
The Mask adds +10 to all knowledges, but makes you blind while wearing it. It's just something I want for flavor (part of her quest to understand her Mystery & learn more about her genie roots), and there are plenty other items for the head slot that would actually increase combat effectiveness. Essentially going for the Blind Oracle trope. I'd like some Oracular or magical way to mitigate the blindness. The Blind-fight feat chain combined with tremor/blindsense makes fighting grounded enemies feasible. The Blind Man's Fold takes up the eye slot & grants the middle feat (also makes you blind). It's 2k over the limit though, and taking up a second slot now to mitigate the penalties from the slot used solely for flavor. Otherwise I can just put something else on her head.
I'd also like the Bracers of the Merciful Knight (taking the wrist slot). These are 50% more than your set gold limit, but match your original CL 9th limit.
Still have no idea about armor, & need to grab some mundane stuff.
Can I swap the tremor boots out after level 10? At that point I'll have blindsense 30ft from the Cloudy Vision curse (making Blind Fight effective against flying enemies). The boots are partially just to mitigate the blindness again anyway.
Not currently pressing, but can the 15ft Blindsight gained at level 15 from the Cloudy Vision curse stack with the 30ft blindsight from the Lifesense Revelation for 45ft of Blindsight? Planning to pick the revelation asap at level 11.
If you're looking to increase spells known, allowing the bonus spells from both Dual-Cursed archetype & Life Mystery at levels when each gives a bonus spell would be nice, but I don't really need the bonus spells (currently, the archetype spells replace the Mystery spells at specified levels).

Khazia Nyrazim |

Sounds good, thank you! After I pick a couple more spells & get the gear sorted out she'll be good to go. I'll work up her backstory along the way (given a good sense of it through recruitment & discussion posts already).
EDIT: Following along with the action. I really like your style, Miskatonic, this should be a fun adventure :) I may post my intro in gameplay sooner than I stated

Khazia Nyrazim |

PP: 1d4 + 1 ⇒ (4) + 1 = 5
GP: 2d6 + 3 ⇒ (2, 3) + 3 = 8
SP: 3d8 + 6 ⇒ (7, 2, 2) + 6 = 17
CP: 4d4 + 9 ⇒ (1, 2, 3, 1) + 9 = 16
Backstory & Personality added to alias. Finished spell choices. Added Belt of Physical Might, Tremor Boots, Unfettered Shirt, Insignia of Valor, & Necklace of Adaptation to the sheet.
For armor, could I use a +1 bonus and the +2 worth of enhancement to get +1 Medium Fortification (50%) Full Plate? It's a +4 bonus equivalent. Otherwise I'll just use +2 Full Plate of Light Fortification (25%) & Spell Storing.
Gotta pick mundane equipment, make any corrections/additions you request, & I'm good to go. As for my initial lengthy equipment request, I can scale back & make a simpler request, if you'd like. I just figured with the cloudy vision & different sense abilities available it'd be fun to go completely blind. But it's not necessary.
It was one such meeting, the prince's final dealing with a bound genie, when Khazia's new mortal life would truly begin. The genie, a towering being of flame and muscle, had finished dealing with one of his master's most powerful rivals, and was determined to win his freedom with this news. The Efreeti was the first to recognize Khazia's Jann ancestry, and both were granted a brief vision of her twisted destiny.
Using this revelation, the genie talked his way to freedom between his master and the stunned concubine. How's that for a recognizable fantasy scene! The Efreeti left in a flash of light, blinding the revealed oracle outsider, but granting her another vision of her future greatness. When the blinding light that had become her world subsided days later, her sight was blurry and clouded. She could see no further than half the length of the caravan on a night's march, and was no use watching for bandits creeping in the dessert expanse during the day.
All of Khazia's visions are binary; imparting a vague sense of two possibilities. She has always seen what she understands as the future, and the visions are focused on her wielding great power; one aspect for good, the other for evil.
Whenever she channels this power directly, Khazia is only able to produce a dark, foul, life-negating energy. Because of this, she strives to do the best thing for the most people in all situations. From tending to the sick to killing the unlawful bandits raiding the trade routes. Through pure determination, will, & force of personality, shaped by an immutable personal code (she is stubbornness incarnate), Khazia has managed to manipulate her strange connection to her ancestors into powerful healing magics. The fact that the mysterious source of her connection remains tainted, granting her only negative energy when she calls on it, drives her forward to greater heights.
Khazia draws strength from the raw force of her personality. Her presence is difficult to ignore, and impossible not to feel. Her wrath is no less furious, and fueled by her prophetic curse. She is brash, but polite. Since that first revelation brought about her strange powers, Khazia rarely lets her guard down. On the rare occasion she does relax, Khazia is quite charming. Keep Watch prepped daily, cast nightly.
She prefers to talk her way through situations, never seeking to harm others, and uses her palpable charisma to win over many initial opponents. When words fail, she is very capable with her powerful pole-hammer. Crafted to destroy evil extraplanar beings, the hammer represents what Khazia has come to see as her mission in Life: protect the innocent from the power of evil outsiders.
She has yet to even glimpse the final course of that goal.
--------------------
Defense
--------------------
AC 11; Touch 11; Flat-Footed 10; (+1 Dex)
CMD 24
HP 125 (9d10+36)
Fort +13, Ref +8, Will +11
Resist acid 5, cold 5, electricity 5, fire 5
Weakness Tainted Spirit; Oracle's Curses (Cloudy Vision, Haunted); Fey Foundling
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Ghosttouch Evil Outsider Bane Lucern Hammer +15/+10 (1d12+8/×3; +2d6+2 vs evil outsiders)
Ranged Masterwork Sling +10 (1d4+5)
Special Attacks Channel Negative Energy 5/day (DC 18, 5d6 +4); Channel Positive Energy 7/day (DC 17, 3d6 +1); Smite Evil 2/day
Oracle (Dual-Cursed) Spells Known (CL 9th; concentration +13):
4th (5/day)-Cure Critical Wounds, Neutralize Poison, Restoration, Air Walk, Spiritual Ally
3rd (7/day)-Bestow Curse (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Greater Stunning Barrier
2nd (7/day)-Cure Moderate Wounds, Darkness, Calm Emotions, Oracle's Burden (DC 17), Shield Other, Spiritual Weapon,
1st (7/day)-Bless, Cure Light Wounds, Divine favor, Ill Omen, Spiked Armor, Protection from Evil, Shield of Faith
0 (at will)-Create Water, Detect Magic, Guidance, Light, Mending, Resistance, Stabilize, Purify Food/Water
Paladin (Hospitaler) Spells Prepared (CL 9th; concentration +13):
2nd Bullet Ward, Shield Other
1st Hero’s Defiance, Keep Watch, Honeyed Tongue
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 19
Base Attack Bonus +9/+4; CMB +13; CMD 24
Feats Selective Channel, Channel Smite, Fey Foundling, Quick Channel, Toughness
Traits Dangerously Curious, Valashmai Veteran, Reactionary, Blessed Touch
Drawbacks Tainted Spirit
Skills Diplomacy +18; Heal +8; Knowledge (History) +12; Knowledge (Planes) +12; Knowledge (Religion) +8; Perception +14; Sense Motive +15, Use Magic Device +17; Racial Modifiers +2 Diplomacy; +2 Sense Motive
Languages Common, Terran
Revelations Misfortune, Channel Negative Energy, Life Link, Combat Healer
Mercies Fatigued, Staggered, Cursed
--------------------
Equipment
--------------------
Equiped Magic Items:
Necklace of Adaptation
Insignia of Valor
Unfettered Shirt
Tremor Boots
Belt of Physical Might +2 (Str, Con)
--------------------
Special Abilities
--------------------
Elemental Assault: 1/day, 1 round/level, swift action; +1d6 elemental damage (choose) to attacks
Tainted Spirit: Fort save after combat, DC 10 + rounds of combat; fatigued 10 minutes/round of combat
Blessed Touch: +1 HP healed w/channel, lay on hands, & cures
Haunted Oracle Curse: Standard action to retrieve stored item; spirits make small bad things happen
Cloudy Vision Oracle Curse: Blind beyond 60ft (Darkvision)
Fey Foundling: +1 damage taken from cold iron; +2 HP healed/die
Channel Positive Energy: 7/day (DC 17, 3d6 +1); 30ft burst
Channel Negative Energy: 5/day (DC 18, 5d6 +4); 30ft burst
Smite Evil: 2/day; +4 attack; +9 damage (x2 damage vs outsiders, dragons, & undead)
Lay on Hands: Heal 5d6 +1 & cure Fatigue, Stagger, & Curses; swift action on self.
Life Link:Standard action to establish, immediate action to end, long range, no duration; each creature (1/Oracle level) heals 5 HP at start of Oracle’s turn; Oracle takes same amount of damage
Combat Healer: 1/day; expend 2 spell slots to cast cure spell as swift action
Misfortune: Immediate action; force creature to reroll d20 & take 2nd result (every creature, 1/day)

Professor Brooks and Ham |

I'm wondering what the purpose of the Dual-Cursed archetype is. It looks like it provides a fairly large penalty, with no real bonus- it only replaces things you already get, rather than adding something new. And the replacement abilities seem to be about as good as the regular ones, or only slightly better.
Obviously it's great from a story point of view, but what's the gameplay advantage?

Khazia Nyrazim |

Dual-Cursed is the only way to get the Misfortune & Fortune revelations. Both are immediate actions, one forces another creature to reroll d20 & take the 2nd result, the other allows you to do the same (more times/day at later levels). Misfortune can be used 1/day on every creature.
Critical hit? Reroll. Nat 20 on the save-or-die? Reroll. I don't like your face. Reroll.
EDIT: You'll appreciate the benefit the first time I force you to reroll a failed save ;)
Planning to pick up Fortune at 13th level, giving me 2 immediate action d20 rerolls/day.
Also, GM Miskatonic, are you not going to wait for Khazia before moving past the Odeon of Reflection?

Khazia Nyrazim |

I'm fine with that, but I did also just type this up. Whichever you'd prefer is fine. I was trying to get in on the action a little sooner, but I can be patient & wait for the results of my request & for you to fold me into the story. No worries, just let me know. & thanks for handling my obtuse requests, I don't mean to be a pain.
The fate-plagued oracle couldn't remember the last time she'd slept. Pausing her inexorable march only long enough to renew the connection to her prophetic curse each day, Khazia used that same power to continue her endless vigil every night.
Staring down the empty alleyway, Khazia shakes the wandering thoughts from her head and eyes the dingy quarters mistrustfully.
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Her limbs moving with obvious fatigue, it's clear the heavily armored woman has been marching for hours beyond the normal range of human endurance. Her white, gold-trimmed armor glowing with magical light, Khazia moves with slow, measured, grace down the alley. She places a hand to her chest, and strength visibly returns to her body in a brief flash of healing energy. Swift action Lay on Hands to self, curing fatigue from forced marching.
Khazia draws her cloak tighter about her glowing frame, and pulls the hood up to obscure her features. She pauses before the old sign, puzzling out the words as her destination, before staring down the steps to the dark entryway. As she takes her first steps down, the hammer-tipped pole-arm on her back clanks quietly against her armor.

Professor Brooks and Ham |

I now know why I thought the Misfortune and Fortune revelations are worthless. You have to use the ability before the results of the first roll are revealed, and the second roll is the one that's taken, no matter what. So, effectively, it does nothing. If you could do it after the results of the first roll are revealed, it would be useful, because then you could use it to force the reroll of results you don't like. If it forced your opponent to take the worse result, and you to take the better, that would be useful, for the same reason. If Misfortune provided some sort of penalty, or prevented your opponent from using some bonuses, that would be useful, because it would effectively be a debuff. But the way it's written, from a logistics standpoint, it doesn't actually do anything.
Look at it this way. Say Ham is attacking you, and rolls his attack roll. Now, before you know if that attack hits or not, you force him to repeat the exact same roll. Effectively, the first one didn't happen. There's no difference in the likelihood of Ham's attack hitting or not.
Do you see what I'm getting at?

Khazia Nyrazim |

I follow you, and hadn't really thought of it that way.
The way I read it was that Misfortune applies after the roll is made (& you know the number rolled), but before the results of that roll are revealed. So you make your attack, and I see you rolled a 19 before your modifiers are added and compared to my AC (before the results are revealed), and force a reroll, hoping for a lower roll.
It would almost have to apply this way for Fortune (rerolling your own d20). It makes no sense to have an ability that says "After you roll a d20, before you look at the number you just rolled, decide if you want to reroll the d20. Then take the second result." That would be the explicit instructions for your depiction of the ability from Fortune.
For Fortune, "before the results are revealed," means specifically before the DM tells you whether your save failed/passed, or your attack hit, or whatever the results of your d20 roll are. You decide after a roll if you want to reroll it.
I just applied the same logic to Misfortune.
Also, it will probably work a little differently here on the boards. Since the way we typically make rolls here reveals their results at the same time as the roll, & given the timing inherent to posting our actions (rather than describing them around a table), most times I choose to use Misfortune will be after both the roll is made & the results are revealed (since both typically happen in the same post).
If Miskatonic rolls dice individually, without adding modifiers until after the roll, and describes actions without giving us their associated dice, I'll need to apply Misfortune in the way you described. EDIT: e.g. "Idk what numbers are being used at all, but this monster's attacking me, so reroll the dice!" But that feels like an underhanded way to run things to me, just to make ability work against the way it seems to be intended.
TL;DR - "The result of a roll" & "the number rolled" are two different things. You can change one before knowing the other, & create a different outcome.

GM Miskatonic |

Added the trait Blessed Touch. I'll post in gameplay when Khazia's no longer naked. Could really use some help with the armor... I like the straight DR of adamantine breastplate, but would like something heavier like full-plate. Here's what I'm looking at for wondrous items:
Tremor Boots (feet)
Belt of Physical Might +2 (Str, Con) (belt)
Unfettered Shirt (chest)
Necklace of Adaptation (neck)
Mask of a Thousand Tomes (head)
Insignia of Valor (unslotted)
Phylactery of Positive CHanneling (headband)
Phylactery of Negative Channeling (headband)That leaves the body, hands, wrists, & shoulders available for wondrous items (gonna look at rings in a minute). I would very much like something that boosts Charisma, and you can see I don't have any resistance (saves) or AC bonuses (natural, deflection, etc).
Each of the items above, except the phylacteries, meets the 10k limit. I would like to request a combined neg/pos phylactery, or have one take a different slot or something. Some way to have a phylactery for each of my channel abilities. Also they're each 1k over your limit.
The Mask adds +10 to all knowledges, but makes you blind while wearing it. It's just something I want for flavor (part of her quest to understand her Mystery & learn more about her genie roots), and there are...
Alright, the armor can be full-plate adamantine, no problem there.
As for the Phylacteries, how about this item:
Circlet of Duality
Aura moderate necromancy, moderate conjuration; CL 10th
Slot headband; Price 10,000 gp; Weight —
DESCRIPTION
When worn, a divine channeler can enhance their positive or negative energy channeling by +1 per two divine channeler character levels. This half adamantine and half mithral circlet is studded in clear spherical gems, those on the adamantine side seem tinted purple whereas those on the mithral side seem tinted gold.
When channeling negative energy the purple gems glow brightly and their eye on that side glows purple as well.
When channeling positive energy the gold gems glow brightly and their eye on that side glows gold as well.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a 9th-level cleric, cure light wounds, inflict light wounds; Cost 5,000 gp
Hope you found some items for those other slots but if you still need help lemme know.
I like the mask, very cool :)

Professor Brooks and Ham |

Somebody in my other campaign pointed out that, as a vivisectionist and surgeon, the Professor ought to have a Healer's kit at least, if not a Surgeon's Kit. Is that acceptable?

William Grove |

Here is my completed character.
Does anyone happen to be able to cast Vampiric Touch? I'd like to keep my greatsword loaded up with it. If you have any suggestions, please let me know.
PP: 1d4 + 1 ⇒ (3) + 1 = 4
Gold: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Silver: 3d8 + 6 ⇒ (6, 7, 6) + 6 = 25
Copper: 4d4 + 9 ⇒ (2, 2, 2, 3) + 9 = 18

Professor Brooks and Ham |

Here is my completed character.
Does anyone happen to be able to cast Vampiric Touch? I'd like to keep my greatsword loaded up with it. If you have any suggestions, please let me know.
If the magus can't, Imma b~!&% slap 'im.

Savyon Calanthis |

William Grove wrote:If the magus can't, Imma b$$$% slap 'im.Here is my completed character.
Does anyone happen to be able to cast Vampiric Touch? I'd like to keep my greatsword loaded up with it. If you have any suggestions, please let me know.
Vampiric touch is indeed one of my spells. Hahaha. No need for the slap threats.

GM Miskatonic |

@ Khazia Nyrazim: If you ever feel the need to use either Misfortune/Fortune then just speak up and I'll let you know if it applies.
@ Professor Brooks: You may have a Masterwork Healer's Kit and a set of Surgeon's Tools, yes.
HEADS UP EVERYONE
AFTER ALTAEN'S INTRODUCTION AND THE SUBSEQUENT 'EVENT' YOU WILL NO LONGER BE ABLE TO MODIFY YOUR CHARACTER. I WILL WAIT UNTIL TOMORROW TO ALLOW YOUR FINAL TOUCHES AFTER HIS INTRO AND THEN I WILL BEGIN 'FINE-TOOTHING' CHARACTERS.
THIS PROCESS WILL INVOLVE ME NOTING UP TO TWO CHARACTERS AT A TIME IN DISCUSSION AND PROFFERING MODIFICATIONS IF NEEDED. HEAVY MODIFICATIONS WILL BE SENT VIA PRIVATE MESSAGING ON PAIZO.
Again, thank you everyone for slogging through these slower parts with me, a few more chunks of roleplay/story and your first encounter shall begin.

Flint Blackwood |

Aw shit. I just found some great resonance with another class that will make long and short range badass. I'll make the adjustments later today.

Khazia Nyrazim |

Made final adjustments to spell choices, swapped the Reactionary trait for Fate's Favored, did a little numbers correction (I had Paladin CL & Background Skills incorrect), & added mundane gear. I went with a different wondrous item for the Head slot, and filled all the other slots except Hands & Body. I also have one unslotted wondrous item. All are within the 10k gp limit. Links to each under equipment in the spoiler.
Khazia is all set to go, although I do have 2 final requests:
1) May I have a +2 Charisma wondrous body or hand slot item? There isn't one in the pregened Pathfinder items. I figure the remaining slot can then be "exchanged" for the unslotted Insignia of Valor, yeah? Something like "Splendid Robes" or "Gloves of Resplendent Gestures." Equivalent to your common ability-boosting belts/headbands etc.
2) Can I go with the +1 Medium Fortification Full-Plate instead of adamantine full-plate? I mentioned this in a previous post. Medium fortification is a +3 bonus, so added to +1 Full-Plate it is still a +4 bonus equivalent. After a bit of thought, I'd even rather go with +2 light fortification and another +1 equivalent enhancement. Any percentage to avoid sneaks/crits is better than a piddling 2 damage off the top of each attack. If allowed, I'd be quite happy with Medium Fortification Full-Plate without the +1 armor enhancement (making the armor only +3 enhancement equivalent).
Thanks for helping me with this. Gestalt is hard enough to compile properly, but this is also the first character I've fully built starting above level 1, & the first time I've been given such free reign on magic items. Also my first "full caster" in Pathfinder. Excited to start, gonna go dot in gameplay :)
Khazia Nyrazim
Female Gestalt Suli-Jann (genie kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9
LG Medium Outsider (Native)
Deity: Spirits of the four defeated Good Elemental Lords
Initiative: +1; Senses: Low-Light Vision & Darkvision 60ft, Tremorsense 30ft, Deathwatch; Perception +9 (blind beyond 60ft)
--------------------
Defense
--------------------
AC 23; Touch 15; Flat-Footed 20; (+8 Armor, +1 Dex, +2 Deflection, +2 Luck)
CMD 28
HP 134 (9d10+45)
Fort +13, Ref +8, Will +11 (+2 vs Death effects)
Immune Fear, Disease, Charm Spells & Spell-like abilities
Resist acid 5, cold 5, electricity 5, fire 5
Weakness Tainted Spirit; Oracle's Curses (Cloudy Vision, Haunted); Fey Foundling
Damage Reduction 2/-
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Grayflame Evil Outsider Bane Lucern Hammer +15/+10 (1d12+8/×3; +2d6+2 vs evil outsiders)
Ranged Masterwork Sling +10 (1d4+5)
Special Attacks Channel Negative Energy 5/day (DC 18, 5d6 +8); Channel Positive Energy 7/day (DC 17, 3d6 +5); Smite Evil 2/day
Oracle (Dual-Cursed) Spells Known (CL 9th; concentration +13):
4th (5/day)-Cure Critical Wounds, Neutralize Poison, Restoration, Divine Power, Spiritual Ally
3rd (7/day)-Bestow Curse (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Prayer
2nd (7/day)-Cure Moderate Wounds, Darkness, Calm Emotions, Oracle's Burden (DC 17), Shield Other, Spiritual Weapon,
1st (7/day)-Bless, Cure Light Wounds, Divine favor, Ill Omen, Spiked Armor, Protection from Evil, Shield of Faith
0 (at will)-Create Water, Detect Magic, Spark, Light, Mending, Resistance, Stabilize, Purify Food/Water
Paladin (Hospitaler) Spells Prepared (CL 6th; concentration +10):
2nd Bullet Ward, Shield Other
1st Hero’s Defiance, Keep Watch, Honeyed Tongue
At-Will
Detect Evil
--------------------
Statistics
--------------------
Str 20, Dex12, Con16, Int10, Wis12, Cha19
Base Attack Bonus +9/+4; CMB +14; CMD 28
Feats Selective Channel, Channel Smite, Fey Foundling, Quick Channel, Toughness
Traits Dangerously Curious, Valashmai Veteran, Fate's Favored, Blessed Touch
Drawbacks Tainted Spirit
Skills Diplomacy +18; Heal +8; Knowledge (History) +12; Knowledge (Planes) +8; Knowledge (Religion) +8; Linguistics +3; Lore (Genie History) +4; Perception +9; Profession (Courtesan) +2; Sense Motive +15, Use Magic Device +17; Racial Modifiers +2 Diplomacy; +2 Sense Motive
Languages Auran, Celestial, Common, Infernal, Terran
Revelations Misfortune, Channel Negative Energy, Life Link, Combat Healer
Mercies Fatigued, Staggered, Cursed
--------------------
Equipment
--------------------
Equiped Magic Items:
Headband: Circlet of Duality
Head:Jingasa of the Fortunate Soldier
Eyes:Deathwatch Eyes
Neck:Necklace of Adaptation
Shoulders:Eagle Cape
Wrist:Merciful Vambraces
Unslotted:Insignia of Valor
Chest:Unfettered Shirt
Feet:Tremor Boots
Belt:Belt of Physical Might +2 (Str, Con)
Rings:Ring of Foe Focus
Ring of Protection +2
Weapon:+2 Grayflame Evil Outsider Bane Lucern Hammer
Armor:Adamantine Full-Plate
Bag:Handy Haversack
Noteworthy Mundane Items:
Adamantine Weapon Chain
20 Adamantine Bullets (61 gp each)
30 Sling Bullets
Approx. 3 weeks/food
--------------------
Special Abilities
--------------------
Elemental Assault: 1/day, 1 round/level, swift action; +1d6 elemental damage (choose) to melee attacks
Fate's Favored: +1 from each source of any luck bonus
Tainted Spirit: Fort save after combat, DC 10 + rounds of combat; fatigued 10 minutes/round of combat
Blessed Touch: +1 HP healed w/channel, lay on hands, & cures
Haunted Oracle Curse: Standard action to retrieve stored item; spirits make small bad things happen
Cloudy Vision Oracle Curse: Blind beyond 60ft (Darkvision)
Fey Foundling: +1 damage taken from cold iron; +2 HP healed/die
Channel Positive Energy: 7/day (DC 17, 3d6 +5); 30ft burst
Channel Negative Energy: 5/day (DC 18, 5d6 +8); 30ft burst
Smite Evil: 2/day; +4 attack; +9 damage (x2 damage vs outsiders, dragons, & undead)
Lay on Hands: 8/day; standard action; heal 5d6 HP & apply mercies; swift action on self.
Life Link:Standard action to establish, immediate action to end, medium range, no duration; each creature (1/Oracle level) heals 5 HP at start of Oracle’s turn; Oracle takes same amount of damage
Combat Healer: 1/day; expend 2 spell slots to cast cure spell as swift action
Misfortune: Immediate action; force creature to reroll d20 & take 2nd result (every creature, 1/day)
Aura of Courage: Allies within 10ft +4 morale vs fear
Aura of Resolve: Allies within 10ft +4 morale vs charm
Divine Bond: Standard action; 2/day; 9 min; add +2 enhancement to melee weapon, or +2 worth select bonuses
Aura moderate necromancy, moderate conjuration; CL 10th
Slot headband; Price 10,000 gp; Weight —
DESCRIPTION
When worn, a divine channeler can enhance their positive or negative energy channeling by +1 per two divine channeler character levels. This half adamantine and half mithral circlet is studded in clear spherical gems, those on the adamantine side seem tinted purple whereas those on the mithral side seem tinted gold.
When channeling negative energy the purple gems glow brightly and their eye on that side glows purple as well.
When channeling positive energy the gold gems glow brightly and their eye on that side glows gold as well.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a 9th-level cleric, cure light wounds, inflict light wounds Cost 5,000 gp

Khazia Nyrazim |

@Flint Blackwood: As you can see, Miskatonic answered my question on armor before I posted, but I had an approved armor equipped in the meantime anyways. The other request is a for a +2 Cha item, which will add to many of my existing abilities, but again, isn't itself essential.
I just realized, from an OOC Player's perspective, that Sense Motive check was foolish. If they aren't the good guys, Khazia probably just got herself killed :P But of course it is something she would do.
EDIT: & GM Miskatonic did intro Khazia, so it appears he doesn't share your trepidation, Flint. But what is it you see that makes her not ready for gameplay?

Flint Blackwood |

This is why I wish there was a better way get tone and emphasis across using just typed speech. Flint would assume the Choosing would mean a battle and your characters just popped in so they are the obvious choice. I get what you meant, that your character is ready for RP. But since you are still gathering equipment I didn't know if you were ready for combat. That is what I was getting at. But now that I see the order and times of posts this all probably moot.

Khazia Nyrazim |

Ah, I see what you meant, Flint. Well, without divine spells or abilities (read: nearly all my abilities), Khazia is far from "ready" for combat. But that's an in-game issue, and I am, otherwise, all set for combat.
As far as expressing tone, I didn't take offense to your statement, and my response was just clarifying the situation, followed by an honest question. It's certainly possible I miscalculated something, or otherwise skipped over some aspect of her sheet.
If you do see something incorrect on the sheet (this goes for everyone), think of a new combat strategy for Khazia, or have any other suggestions for the character, don't hesitate to tell me. I tend to appreciate criticism more than most people.
@GM Miskatonic - Do Khazia & William each have a mark as well? I'm not really worried, but you specifically mentioned everyone else having gotten a mark. Just trying to get a clear picture, as I have no idea how many of these little details will come into play later.

GM Miskatonic |

@ Khazia Nyrazim: William and Khazia have yet to take the Mark, that will become evident momentarily. It is very integral but before further details are given I shall await some prompts from everyone that they have read the 'portal opening sequence' and are following or not following the Accommodator.

GM Miskatonic |

@ EVERYONE: I apologize for any redundancy here, but I need everyone to post their most recently edited Character Sheet, whether it be in a url format(see formatting for info) or simply a post stating your alias is largely done. Those of you with questions regarding empty Wondrous Item slots, I'll address them as I go over your sheets and craft/edit new items accordingly if it is wished.

Professor Brooks and Ham |

GM Miskatonic |

1.)I didn't see these extracts on your list as per the Vivisectionist archetype feature Torturous Transformation: anthropomorphic animal, awaken, and baleful polymorph.
2.)You have 9 more skill points than you have listed due to the addition of the bonus racial trait: Skilled.
3.)From what I calculated you have a total of 135hp ((12 + 2) x 9 + 9).
4.)Rage, man, where is your Rage? That Rage is gonna be a huge boon later on.
5.)What enchantments are on your Amulet of Growing Menace?
6.)Your breastplate may be adamantine or mithral if you wish.
I think I covered everything. Just make the listed changes and get back to me. Lemme' know if I missed something or miscalculated.

Flint Blackwood |

Professor Brooks and Ham |

1)Vivisectionist says that you may learn those. I chose not to, as I had things that were more important to grab with my limited options.
2)Missed that. That'll make my life a little easier. Thanks.
3)My favored class (Barbarian) bonus went into HP. That's another 9 points. Or, if you were including that, then toughness also added 9.
4)The attacks all include stats for when he's raging. That's the third and fourth number for each attack. I'll add the HP and AC adjustments.
5)+2, Wounding.
6)Shiny. I'll take Mithral. Those Armor Check penalties were getting on my nerves.

GM Miskatonic |

1.) Tisk, tisk, I must be reading it wrong... Torturous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.
At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken or baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.
At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract.
2.)No problem.
3.)Totally brained on favored class stuff. No worries here.
4.)Good thinking.
5.)Alrighty, while transformed and raging your Claws and Bite gain the Keen and Furious qualities. Enjoy.
6.)Down with check penalties!
Next up for evaluation: FLINT BLACKWOOD