GM Pox |
Hello potential carnival participants! I am going to be running the one shot module Carnival of Tears slightly modified. Im looking for 4-5 folks, depending on strength of builds and submissions to try and save the town of Falcon's Hollow! For those of you who might have ran this before please leave OOC knowledge out please.
Post requirements:
One post a day minimum is required, excluding weekends/holidays. If you cannot commit to this don't sign up please. Id hate to have to murder hobo you, but I will so be warned.. That said I understand RL happens, so please leave my a message in discussion tab if your going to be absent. I will try to do this as wel..
Game info:
Character level 7th - Being a 1 shot dont plan for the long haul. An efficient 7th level character will be best..
Alignment - No Evil
Races - Core only.
Classes - Any Paizo minus Occult/Unchained stuff. No summoners.
Stats - 20 point buy, Only one stat below 10 period.
Traits - Two, no campaign traits.
Hps - max 1st, half +2 after, so a fighter would get 5+2 or 7 from dice each level etc.
Skills - As normal, but 1 extra per level.
Wealth - 25k, no crafting period, if your class gets a bonus craft feat ask me about a replacement. Wizards get spell focus instead of scribe scroll at 1st.
Each player will recieve a bonus feat at 1st level. Only feats available are ones that can only be taken at 1st.
A backstory will be required but try not to overdo it. Something that explains traits, bonus feat, and class stuff will suffice. Also you all will be an adventuring group just returned to Falcon's Hollow for a break.
Just as a heads up there will be some roleplaying parts of this module, but for the most part it will a roll playing game. That said non-combat skills will still be useful.
Any questions feel free to ask!
"Dark, hate filled eyes watch in anticipation"
GM Pox |
Falcon's Hollow is decent size, roughly 1500 population. It lies in the shadow of the Darkmoon Wood, located in Andoran. It's mostly a logging settlement. Roughly 90% on the inhabitants are humans, with a miz in of dwarves, half-elfs, and halflings.
Welcome to the boards Dabercro. It seems quite a few people have taken advantage of that bundle.
So far it seems we have:
Archlich - Dwarf Ranger
Tin Foil - Wizard of some sort
Seth - Big stick fighter
Dabercro - Swashbuckler maybe
Raltus - yet to be determined
If others submit ill have to try and put together the best comp. Looks like alot of melee atm.
Seth86 |
Here is Wreck's crunch
Wreck
Half-orc fighter (two-handed fighter) 7 (Pathfinder RPG Advanced Player's Guide 108)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 24 (+11 armor, +1 deflection, +1 natural, +1 trait)
hp 80 (7d10+28)
Fort +9, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 ghost touch cold iron earth breaker +14/+9 (2d6+19/×3) or
. . dagger +11/+6 (1d4+10/19-20)
Ranged composite longbow +7/+2 (1d8+6/×3)
Special Attacks backswing, overhand chop, shattering strike, weapon training (hammers +1)
--------------------
Statistics
--------------------
Str 22, Dex 11, Con 16, Int 10, Wis 10, Cha 7
Base Atk +7; CMB +13 (+15 sunder); CMD 24 (26 vs. sunder)
Feats Cleave, Endurance, Great Cleave, Iron Will, Power Attack, Step Up, Surprise Follow-through[ARG], Vital Strike, Weapon Focus (earth breaker), Weapon Specialization (earth breaker)
Traits defender of the society, veteran of battle
Skills Acrobatics -5 (-9 to jump), Climb +11, Knowledge (dungeoneering) +10, Swim +11
Languages Common, Orc
SQ orc blood
Combat Gear cold iron durable arrow (50), potion of cure light wounds (2); Other Gear +2 full plate, +1 ghost touch cold iron earth breaker[UE], composite longbow (+6 Str), dagger, amulet of natural armor +1, belt of giant strength +2, ring of protection +1, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask[UE], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], tent, medium[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 32 gp
--------------------
Special Abilities
--------------------
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
GM Pox |
Additionally there are a number of good heling classes besides the cleric if you wanna try something you haven't played before. For example: Oracle and Shaman are both exellent healers built right. Witch's can also be decent at it. All that said Cleric's imo are the best at it.. Only one close would be a Life Oracle imo.
Looks good Seth, id say between the ranger and the fighter frotnline melee is deffintely covered..
GM Pox |
Druids work.. Nature fang is fine.
Dont forget about the 1st level upbringing feat.. Below is a list to choose from. try to incoperate into the backstory plz to help me get a slight feel for the character..
Big Game Hunter
City Born
Country Born
Elven Spirit
Fey Foundling
Hermean Blood
Human Spirit
Lone Wolf
Noble Scion
Shingle Runner
Totem Spirit
If there's something else you think might apply let me know..
GypsyMischief |
Howdy, I'd love to jump in with a Bard, I've been playing for years but never jumped into a game at 7th level, so I figured it's smart to go with a support class. I'll most likely go with a Human that used to be a carnie himself (Just like me). Yeah, I'll be going with the Noble Scion background feat for the extra 3 rounds of Bardic Performance, although I'd like to be from a prominent clan of Varisian nomads as opposed to a noble family, just for flavor.
GM Pox |
Welcome Gypsy!
Maestro of the Society adds 3 rounds as a trait, so you could do that and instead do charisma to initiative noble scion for an added boost, or perhaps both for 6 extra rounds.. And I agree lingering performance is a must. Harmonic Spell is another way to save song rounds too.. Flag bearer is another useful way to buff allies too.. Just some tips!
As I stated above background need not be super lengthy, but if submissions keep rolling in it might end up a determinig factor in selection so some work on it is recommended.
Ash.. |
Not every druid loves animals and trees. Some of us think nature is as much about the strong eating the weak and fire consuming the dead and the cycle churning along. It's not good or evil, it's just the rules. There's something simple in the laws of nature, and it's from those simple laws that all of the rest of what you call society and I call an interesting field journalling exercise is born. Why field journals? Well, I grew up in the first world. Simpler rules there. Win, or die and try to win tommorrow. But the rules that work for there, don't work for here. You have to figure out what's what in every place you visit, thus the journals.
Monsters? Sure monsters are out there, but they're just being monsters. It's the things who break down order you need to worry about, they're something worse than monstrous. They're unnatural, abberant, chaotic, unpredictable. They're working to end existence itself. Scary thought, eh? So anyways, that's why I became a druid.
My circle is interested in preserving order, the little things you and I identify as reality. Things like the idea that fire is supposed to burn, and if it starts knitting flesh back together well. We'll have all sorts of problems, that's all I can say. Mending gaps between the worlds isn't as romantic as hugging trees and petting bunnies, but it's necessary.
That's what we do, we look for things that are a little bit odd. Then we stamp that oddness out. If you think something 't ain't hardly natural... Call us.
Female elf druid (nature fang) 7 (Pathfinder RPG Advanced Class Guide 92)
LN Medium humanoid (elf)
Init +5; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 51 (7d8+7)
Fort +7, Ref +9, Will +10; +2 vs. death
Immune blindness, dazzled
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9 (1d4+4/19-20 plus 1d6 sneak attack) or
. . mwk cold iron aldori dueling sword +10 (1d8+4/19-20 plus 1d6 sneak attack) or
. . mwk cold iron elven branched spear +10 (1d8+5/×3 plus 1d6 sneak attack) or
. . quarterstaff +9 (1d6+5 plus 1d6 sneak attack) or
. . switchscythe +9 (2d4+5/×4 plus 1d6 sneak attack)
Ranged +1 adaptive paueliel composite longbow +11/+11 (1d8+10/19-20/×3 plus 1d6 sneak attack)
Special Attacks sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 7th; concentration +6)
. . At will—light
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—fire bolt (1d6+3 fire)
Druid (Nature Fang) Spells Prepared (CL 7th; concentration +10)
. . 4th—healing warmth[ARG], wall of fire[D]
. . 3rd—fireball[D] (DC 16), jolt (DC 16), neutralize poison, wind wall
. . 2nd—alter summoned monster (DC 15), barkskin, gust of wind (DC 15), produce flame[D], lesser restoration
. . 1st—ant haul[APG] (DC 14), burning hands[D] (DC 14), cure light wounds (2), obscuring mist, whispering lore[ARG]
. . 0 (at will)—create water, detect magic, mending, read magic
. . D Domain spell; Domain Fire (Ash domain subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 14, Wis 16, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Deadly Aim, Fey Foundling[ISWG], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits fate's favored, psionic item familiarity
Skills Bluff +1, Climb +6, Disable Device +8, Fly +9, Handle Animal +9, Heal +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (martial) +5, Knowledge (nature) +14, Knowledge (planes) +5, Knowledge (psionics) +5, Knowledge (religion) +5, Perception +20, Ride +9, Sense Motive +5, Spellcraft +12, Survival +7, Swim +6, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Orc, Sylvan
SQ combat style (archery), lightbringer, nature bond (Ash domain[APG]), slayer talents (ranger combat style[ACG], ranger combat style[ACG]), trackless step
Combat Gear scroll of glide, wand of cure light wounds; Other Gear +1 leaf armor[ISWG], darkwood light wooden quickdraw shield[APG], +1 adaptive paueliel composite longbow, arrows (40), blunt arrows[APG] (20), dagger, mwk cold iron aldori dueling sword[ISWG], mwk cold iron elven branched spear, quarterstaff, switchscythe, belt of incredible dexterity +2, bracers of falcon's aim[UE], cloak of resistance +2, efficient quiver, headband of inspired wisdom +2, ioun torch ioun stone[APG], traveler's any-tool[UE], bedroll, belt pouch, candle (2), chalk, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hammer, hollow-heeled boot, hollow-heeled boot, holly and mistletoe, holly and mistletoe, masterwork backpack[APG], masterwork thieves' tools, mug/tankard, piton (4), sack (2), sewing needle, signal whistle, silk rope (100 ft.), spell component pouch, spell component pouch, string or twine[APG], sunrod (3), thread (50 ft.), tindertwig (4), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 5 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Druid (Nature Fang) Domain (Ash)
Fey Foundling Magical healing works better on you
Fire Bolt 1d6+3 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Raltus |
Danika Keish
Female human (Keleshite) arcanist 7 ( Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +5; Senses Perception +8
—————
Defense
—————
AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)
hp 57 (7d6+21)
Fort +7, Ref +4, Will +7
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +1 quarterstaff +4 (1d6+1)
Special Attacks arcane reservoir (4/13), arcanist exploits (acid jet ACG, lightning lance ACG, potent magic ACG,
spell tinkerer ACG), consume spells
Arcanist Spells Prepared (CL 7th; concentration +12)
3rd—ablative sphere , fly
2nd—acid arrow , mirror image, summon monster II
1st—corrosive touch UM, mage armor , magic missile , ray of sickening UM (DC 16), snowball (DC 16)
0 (at will)— acid splash , breezeUM, detect magic , flare (DC 15), open/close (DC 15), prestidigitation,
read magic
—————
Statistics
—————
Str 10, Dex 12, Con 14, Int 20, Wis 12, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Elemental Focus APG, Eschew Materials, Extra Reservoir ACG, Great Fortitude,
Improved Initiative
Skills Acrobatics -2 (-6 to jump), Craft (alchemy) +12, Diplomacy +4, Fly +8, Knowledge (arcana) +15,
Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge
(history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes)
+9, Knowledge (religion) +9, Perception +8, Sense Motive +5, Spellcraft +15, Use Magic Device +6
Languages Azlanti, Common, Dtang, Elven, Kelish, Osiriani, Vudrani
Combat Gear oil of levitate (2), potion of cure light wounds (2), potion of gaseous form , wand of acid
arrow, wand of detect magic , wand of web ; Other Gear +1 quarterstaff , amulet of natural armor +1 ,
cloak of resistance +1 , headband of vast intelligence +2 , ring of protection +1 , backpack, bedroll, belt
pouch, flint and steel, ink, inkpen, mess kit, pot, soap, spell component pouch, trail rations (5),
waterskin, 554 gp, 1 sp
—————
Special Abilities
—————
Acid Jet (4d6+1 acid damage, DC 14) (Su) Use 1 reservoir, touch att deals acid dam & sicken 1d4 rd
vs. foe in 30 ft (Fort part).
Arcane Reservoir +2 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL
or DC while cast spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane
reservoir.
Elemental Focus (Acid) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lightning Lance (4d6+1 electricity damage, DC 14) (Su) Use 1 reservoir, touch att deals elec dam & all foes are concealed 1 rd vs. foe in 30 ft (Fort part).
Spell Tinkerer (DC 14) (Su) Use 1 reservoir, +/- 50% of touched spell's duration, but only once/effect (Will neg).
Danika was a minor mage who apprenticed to a apparently great wizard, her family found out really fast they had paid lots of good money to a man who was a fake. After that Danika struck out on her own, finding anyone who could teach her even an ounce of magic here and there. She joined a travelling circus because of the prospect of travelling for free and learning from those in other more exotic lands than her own.
Halmier Diera |
I did find the Life Shaman class. I will submit one of those.
Here's my life shaman.
Halmier is the son of an elf sorcerer and a human healer. His parents were ambushed in the forest near the elven village where they lived, very close to the time when Halmier was due. In a powerful, but panicked, reaction Halmier's father drove off the attackers in a violent explosion, gravely injuring his own wife in the process. Dying, Halmier's mother used all of the powers at her disposal to save Halmier, given birth in the charred patch of forest.
Halmier's father vowed never to use his magic again, and quietly raised Halmier in the elven village. His father hid nothing from Halmier though, so Halmier grew up hating the gods. Why had they not given his mother the strength to save herself? Despite this, he always desired the ability to save others.
Halmier always felt out of place in the elven village. Growing much faster than his childhood friends, who were still older and more experienced than him. A strong sense of wanderlust drove him to leave the village as soon as he was of age. Shortly after his departure, he stumbled upon a band of witches. This was finally his chance to learn the ability to heal.
The witches kindly took Halmier in and tried teaching him their trade. They quickly realized he was not clever enough to brew a potion or cast their spells, but he was still gained the power he was searching for. He was communing with spirits, but in a different way. He continued traveling with the band for a time, refining his healing abilities, but once again wanderlust drove him away from the group. With his newfound powers, he roamed as a lone healer before eventually finding adequate excitement as the member of an adventuring group.
For stats, you can see this profile page. I can also generate a crunch if you would like. I still need to pick items and spells prepared for the first day though.
Seth86 |
Wreck's background
Wreck was most of his life viewed as an outcast due to his heritage. Mother a survivor of an orc attack. He was sheltered and kept away from most kids. He had to fend for himself most of the time, while his mother did her duties as a shaman to those who saught her help
As he grew, he began to have a knack for helping those his mother though needed protection. Omens and prophesies. So he trained and trained. Using his ancestry to improve on his skill and aptitude.
When his mother finally freed him as her protector, he underwent a ceremony. She tattooed him, all across his body with sacred runes and tribal symbols. Infusing them with her magic. As her gift to him to go out in the world and do his duty as a protector of those who fate deemed to be tested
GM Pox |
Looks like a nice start Daber, my only suggestion atm would be that a 19 wisdom take points to get there and does nothing to help you. Remember you have 25k to spend so a Headband +2 wis/cha is certainly doable. If your set on dumping int I would do something along this lines personally. Just a suggestion mind you.
str-10
dex-14(5 points)
con-14(5 points)
int-8(-2 points)
wis-15(7 points) +2 racial, +1 level, +2 item = 20
cha-14(5 points) +2 item = 16
Gives you much more survivibility and roughly same casting stats..
Also dont worry about buffing channel dc's.. I would instead go with the bonus channel per day trait.
Ash and Raltus im looking over your builds now and ill get back to you shortly..
Halmier Diera |
Looks like a nice start Daber, my only suggestion atm would be that a 19 wisdom take points to get there and does nothing to help you. Remember you have 25k to spend so a Headband +2 wis/cha is certainly doable. If your set on dumping int I would do something along this lines personally. Just a suggestion mind you.
str-10
dex-14(5 points)
con-14(5 points)
int-8(-2 points)
wis-15(7 points) +2 racial, +1 level, +2 item = 20
cha-14(5 points) +2 item = 16Gives you much more survivibility and roughly same casting stats..
Also dont worry about buffing channel dc's.. I would instead go with the bonus channel per day trait.
Ash and Raltus im looking over your builds now and ill get back to you shortly..
Ah, I only dumped Int because I thought that's what you meant by one stat below 10. I also didn't realize having items could increase my spells/day (I think they couldn't in v3.5). Of course, then I could always have 21 Wis and 18 Cha ;) But yeah, if we're not expected to get to level 8, I can definitely spend those last few points better. Thanks for the tips.
GM Pox |
What exactly is paueliel? I assume it a substance the bow is made of but i cant find it anywhere. Same goes for the trait psionic item fam.
Also your stats are off.
str 14(5 points)
dex 20(7 points) +1 4th, +2 racial, +2 item
con 10(2 points, 12-2 racial etc)
int 14(2 points) +2 racial
wis 16(5 points) +2 item
cha 8(-2 points)
Your 1 point short, so you charisma could be 9, or int 15 etc.. I suppose you could fully dump to a 7 cha and get your con to 12 though..
Otherwise nice build.
A few things ive noticed and a few suggestions:
Your points are off:
str-10
dex-12(2 points)
con-14(5 points)
int-20(7 points) +1 4th, +2 racial, +2 item
wis-12(2 points)
cha-12(2 points)
You're 2 points short. I also don't see any traits and I think you have 1 to many feats, although I dont see an upbringing feat as well. You should do spell focus(evocation) over elemental focus as it adds to all evocation spells, not just acid ones. Speaking of which I don't see any acid spells that have a save. You might wanna consider fireball over ablative sphere and pick up a lesser elemental(acid) metamagic rod if your goinf for an acid theme.. You could swap spell tinkering for a sorcerer bloodline and pump up the damage on acid spells if thats what you were going for too.. Burning Arc is a Kelshite only spell thats really good. Also I dont see a spellbook. Arcanists have spellbooks much like wizards they can only select a few spells know each day though. Also why the +1 quaterstaff? If you ever have to swing that thing your in trouble and its 2300 gold that can be better spent. same goes for the wand of magic missile. You have it as a cantrip unlimited times per day. I would spend the gold from these on something else, perhaps that metarod.
GM Pox |
Yea I just meant if you wanted to dump a stat it could only be one.. Its not neccessary if you dont wish to have a negative score..
So to update the list:
Archlich - Dwarf Ranger
Tin Foil - Wizard of some sort?
Seth - Half-Orc fighter
Dabercro - Half-Elf Life Shaman
Raltus - Human Arcanist
Ash - Elf Druid Archer
Gypst - Bard?
Grim - Rogue/Swashbuckler?
Derz - Rogue/Bard?
I think with a number of good builds I'm going to set a end or recruitment date for Tuesday, the 15th. That should give everyone enough time to finalize builds etc..
Ash.. |
Oh, right. I didn't catch that I'd been inefficient with point buy, I suppose I'll take bonus HP since it's a one shot. Updated crunch.
Female elf druid (nature fang) 7 (Pathfinder RPG Advanced Class Guide 92)
LN Medium humanoid (elf)
Init +5; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 58 (7d8+14)
Fort +8, Ref +9, Will +10; +2 vs. death
Immune blindness, dazzled
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9 (1d4+4/19-20 plus 1d6 sneak attack) or
. . mwk cold iron aldori dueling sword +10 (1d8+4/19-20 plus 1d6 sneak attack) or
. . mwk cold iron elven branched spear +10 (1d8+5/×3 plus 1d6 sneak attack) or
. . quarterstaff +9 (1d6+5 plus 1d6 sneak attack) or
. . switchscythe +9 (2d4+5/×4 plus 1d6 sneak attack)
Ranged +1 adaptive paueliel composite longbow +11/+11 (1d8+10/19-20/×3 plus 1d6 sneak attack)
Special Attacks sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 7th; concentration +5)
. . At will—light
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—fire bolt (1d6+3 fire)
Druid (Nature Fang) Spells Prepared (CL 7th; concentration +10)
. . 4th—healing warmth[ARG], wall of fire[D]
. . 3rd—fireball[D] (DC 16), jolt (DC 16), neutralize poison, wind wall
. . 2nd—alter summoned monster (DC 15), barkskin, gust of wind (DC 15), produce flame[D], lesser restoration
. . 1st—ant haul[APG] (DC 14), burning hands[D] (DC 14), cure light wounds (2), obscuring mist, whispering lore[ARG]
. . 0 (at will)—create water, detect magic, mending, read magic
. . D Domain spell; Domain Fire (Ash domain subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 14, Wis 16, Cha 7
Base Atk +5; CMB +9; CMD 22
Feats Deadly Aim, Fey Foundling[ISWG], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits fate's favored, psionic item familiarity
Skills Bluff +0, Climb +6, Disable Device +8, Fly +9, Handle Animal +8, Heal +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (martial) +5, Knowledge (nature) +14, Knowledge (planes) +5, Knowledge (psionics) +5, Knowledge (religion) +5, Perception +20, Ride +9, Sense Motive +5, Spellcraft +12, Survival +7, Swim +6, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Orc, Sylvan
SQ combat style (archery), lightbringer, nature bond (Ash domain[APG]), slayer talents (ranger combat style[ACG], ranger combat style[ACG]), trackless step
Combat Gear scroll of glide, wand of cure light wounds; Other Gear +1 leaf armor[ISWG], darkwood light wooden quickdraw shield[APG], +1 adaptive paueliel composite longbow, arrows (40), blunt arrows[APG] (20), dagger, mwk cold iron aldori dueling sword[ISWG], mwk cold iron elven branched spear, quarterstaff, switchscythe, belt of incredible dexterity +2, bracers of falcon's aim[UE], cloak of resistance +2, efficient quiver, headband of inspired wisdom +2, ioun torch ioun stone[APG], traveler's any-tool[UE], bedroll, belt pouch, candle (2), chalk, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hammer, hollow-heeled boot, hollow-heeled boot, holly and mistletoe, holly and mistletoe, masterwork backpack[APG], masterwork thieves' tools, mug/tankard, piton (4), sack (2), sewing needle, signal whistle, silk rope (100 ft.), spell component pouch, spell component pouch, string or twine[APG], sunrod (3), thread (50 ft.), tindertwig (4), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 5 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Druid (Nature Fang) Domain (Ash)
Fey Foundling Magical healing works better on you
Fire Bolt 1d6+3 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Paueliel is from ISWG and is just a variant of Darkwood. It has hardness 7 instead of 5, costs slightly more (15 instead of 10), still halves weight, still reduces ACP by 2 for shields. It's silvery in appearance and the fey like it so it seemed more in line with Daph than a darkwood bow. I doubt it matters unless there's a monster with a sunder fetish or we wind up short 10gp.
GM Pox |
You have 5 traits listed. You should have 4 with additional traits, also I don't allow 2 metamagic reduction traits on the same spell. Looking at that I think your persistant spell combo will not work. Sorry I suppose I shoulda mentioned that before. You could always memorize it as a 4th level I suppose.
Also I count 4 feats at 1st, but none of them is an upbringing feat so I think you have to many.
Class Bonus - Spell Focus
Human Bonus - G. Spell Focus
1st - Improved Initiative
Fast Study is not an approved upbringing feat so you'll have to swap either it or Improved Intiative.
It also appears you have memorized 1 spell short in your 2nd and 3rd level slots, or perhaps you haven't filled them in yet. And either you forgot to take off the Ant Haul or your 1 over in 1st level spells.
On topic of gold spent I have you at 26200 before scribe fee's and extra spell's in spellbook..
By my count you have 3 extra 3rd level spells in your book and 6 extra 4th level spells. While I wont make you pay for the spells, seeing as you are an adventurer and would have surely scavanged an evil wizards spellbook or two, you do have to pay the scribe fee's. That's an extra 1230gp, which brings your total to 27430. You're gonna have to shave a bit off the top please..
Oh and at 1st and 2nd level your fcb would be adding cantrips that you already know, so should prob use those to hit points!
Nice backstory!
Tin Foil Yamakah |
You have 5 traits listed. You should have 4 with additional traits, also I don't allow 2 metamagic reduction traits on the same spell.
Ok didn't know that one
Looking at that I think your persistent spell combo will not work. Sorry I suppose I shoulda mentioned that before. You could always memorize it as a 4th level I suppose.
That's too Bad, I enjoy my casters to have a signature spell
Also I count 4 feats at 1st, but none of them is an upbringing feat so I think you have to many.
Class Bonus - Spell Focus
Human Bonus - G. Spell Focus
1st - Improved Initiative
The way i understood it was that we have a bonus feat at first level. So this is how I calculated it
Spell Focus replaces Scribe Scroll
Regular Feat = Greater Spell Focus
Human Feat = Imp. Init.
Your Bonus = Fast Study
Fast Study is not an approved upbringing feat so you'll have to swap either it or Improved Initiative.
What is an upbringing feat?
It also appears you have memorized 1 spell short in your 2nd and 3rd level slots, or perhaps you haven't filled them in yet. And either you forgot to take off the Ant Haul or your 1 over in 1st level spells.
On topic of gold spent I have you at 26200 before scribe fee's and extra spell's in spellbook..
By my count you have 3 extra 3rd level spells in your book and 6 extra 4th level spells. While I wont make you pay for the spells, seeing as you are an adventurer and would have surely scavanged an evil wizards spellbook or two, you do have to pay the scribe fee's. That's an extra 1230gp, which brings your total to 27430. You're gonna have to shave a bit off the top please..
Oh and at 1st and 2nd level your fcb would be adding cantrips that you already know, so should prob use those to hit points!
I am still playing around with spells
Nice backstory!
Thank You
GM Pox |
Sorry for the confusion over feats..
In a post above I have a list spoilered that are available to be taken as the bonus. Upbringing feats ae generally the ones that can only be taken at 1st level. If you, or anyone for that matter, have one in mind throw it out there. For now though the spoilered list are the only ones open to take for the bonus.
As far as a signature spell goes you can still have one, I just feel 2 traits for -2 level to metas is a bit broken.. One is fine though.
Raltus |
Female human (Keleshite) arcanist 7 ( Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)
hp 57 (7d6+21)
Fort +7, Ref +5, Will +8; +1 vs. fire damage
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Offense
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Speed 30 ft.
Melee quarterstaff +3 (1d6)
Special Attacks arcane reservoir (4/10), arcanist exploits (acid jet ACG, bloodline development ACG, lightning
lanceACG, potent magic ACG), consume spells
Bloodline Spell-Like Abilities (CL 7th; concentration +14)
4/day—elemental ray (1d6 acid)
Arcanist Spells Prepared (CL 7th; concentration +14)
3rd—fireball (DC 19), fly
2nd—acid arrow , burning arc (DC 18), mirror image
1st—mage armor , magic missile , obscuring mist , ray of sickening UM (DC 16), snowball (DC 16)
0 (at will)— acid splash , breezeUM, detect magic , flare (DC 16), open/close (DC 15), prestidigitation,
read magic
Bloodline Elemental
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Statistics
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Str 10, Dex 12, Con 14, Int 20, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats City Born - Magnimar, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Spell
Focus (evocation)
Traits focused mind, walking ward
Skills Craft (alchemy) +12, Diplomacy +10, Fly +11, Knowledge (arcana) +15, Knowledge (dungeoneering)
+9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local)
+9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9,
Perception +8, Sense Motive +6, Spellcraft +15, Use Magic Device +6
Languages Azlanti, Common, Dtang, Elven, Kelish, Osiriani, Vudrani
SQ bloodline (elemental), hero points
Combat Gear elemental metamagic rod (lesser, acid) APG, potion of cure light wounds (2), wand of acid
arrow; Other Gear quarterstaff, amulet of natural armor +1 , cloak of resistance +1 , handy haversack ,
headband of mental prowess +2 (Int, Wis) , ring of protection +1 , bedroll, flint and steel, ink, inkpen, soap,
spell component pouch, trail rations (5), waterskin, 383 gp, 1 sp
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Special Abilities
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Acid Jet (4d6+1 acid damage, DC 14) (Su) Use 1 reservoir, touch att deals acid dam & sicken 1d4 rd
vs. foe in 30 ft (Fort part).
Arcane Reservoir +2 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL
or DC while cast spell.
Bloodline Development (1 round) Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane
reservoir.
Elemental Ray (1d6 acid, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Lance (4d6+1 electricity damage, DC 14) (Su) Use 1 reservoir, touch att deals elec dam & all foes are concealed 1 rd vs. foe in 30 ft (Fort part).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.