
GM Tarondor |

Okay, I’ve been playing around with some builds for Grimnir.
So far, I’m leaning toward one of the following:
Cloistered Cleric/Champion Dedication
Ranger/Champion Dedication
ChampionI’ll probably spec out all three and see which works best, but he will probably remain heavily armored dwarf.
Any input on the above?
PW: Isn't a Cloistered Cleric with a Champion dedication similar to a Warpriest Cleric, but without the need for the dedication? I'm not experienced enough to assert that with certainty.
The armored ranger is a thought I hadn't had, but I see no reason it wouldn't work. I wonder if you'd want to look at the "Animal Ranger" build in the Core Rulebook and have an earth-based animal companion (like a badger?) Toss in the Champion Dedication and you'd have something fairly similar to the Stonelord.

Alister Medvyed |

Sorry for the absence. Work was exhausting this week. Trying to plan for how we bring people back to work all around the world when we haven't even gotten everyone out of countries where the standard of medical care is who your family is. I never thought I would have consult with legal on the Vienna Convention. And we're starting to see how fragile our infrastructure is when you only have 1 person to maintain it.
I have Alister up to 8th level on pathbuilder. I'll get him transferred over to Paizo this weekend. 8th level gets him Dirge of Doom and he can demoralize the enemies in a 30 foot radius. It'll be interesting how Alister (bard+sorcerer) and Aristu (Sorcerer+Bard) mirror each other and yet will be wildly different.

Aristu Medvyed |

Nick: Be aware that you can't heighten the 1st level spell you gain from Adaptive Adept.
Yes, I understood this.
Alister Medvyed wrote:
It'll be interesting how Alister (bard+sorcerer) and Aristu (Sorcerer+Bard) mirror each other and yet will be wildly different.
Yes, that really brings out the brothers dynamic, I think.
I am also appreciating this.
I realized that Aristu will receive Lightning Reflexes as a Class ability with his next level, so I am changing his Canny Acumen General Feat to Trick Magic Item.

Mikhail Templeson |

So the problem with Cloistered Cleric/Champion is your weapon proficiency. The base class determines how good you get with your weapons, and for Cleric it really doesn't improve much unless your a Warpriest using your deities favored weapon. That was why I was lamenting the crossbow. Champion gives you the heavy armor you probably want, but you will never be as great in melee.

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Okay, so even if I were proficient with the warhammer from Torag, I'd never be good with it?
The Cloistered Cleric was definitely an attempt to turn into a full armored caster. But maybe that's not the best.
How many melee vs. ranged do we have now?

Alister Medvyed |

"Not good" is relative. A Champion only gets to Master with his weapons (at 13th level). A Warpriest gets to Expert with his deity's weapons (at 7th level). So from 7th-13th, they are equally good assuming using the deity's weapons. After 13th, the difference is 2. Only the Fighter gets Legendary in their weapons.

Mikhail Templeson |

If you did Cleric (Warpriest)/Champion gains expert at your god's weapon at 7th. Cloistered Cleric gets it at 11. Cloistered Cleric is intended to use Divine magic to smash your enemies. Warpriest is intended to go into melee. If your plan is to cast a spell and swing in melee once each round then either version of Cleric with Champion will work well together.
I think we have three spellcasters. I am built to be able to do front and use a crossbow as needed. I think Alister also plans to go in with a Rapier as the feeling strikes him. I am guessing Piotr and Aristu plan to not be in melee if possible.

Alister Medvyed |

Alister upgraded to level 8. No fancy formatting. How much wealth should we have to equip ourselves for non-weapon, non-armor magic items?
Alister
Male Human Bard 8
Background: Noble
CG Medium Humanoid
Senses Normal vision Perception: +12 [E]
Languages: Common, Jotun, Elven, Sylvan
Defenses
Hit Points: 96
AC: 26; +1 Resilient Leather Armor [T]
Fort: +13 [T] Ref: +17 [E] Will: +13 [E]
Offense
Speed: 25
Melee +1 Striking Rapier +15, 2d6+1 (P) (Deadly d8, disarm, finesse)
. . +1 cold iron (low-grade) light mace +15, 1d4+1 (B) (agile, finesse, shove)
. . dagger +14, 1d4+1 [P] (agile, finesse, thrown 10ft, versatile S)
Ranged +1 Striking Composite Shortbow +15, 2d6 [P] (deadly d10, propulsive)
Spells
Focus Points: 3
Focus spells: Counter Performance; Lingering Performance, Ancestral Memories
Performance Cantrips: Inspire Courage; Inspire Defense, Dirge of Doom
Arcane Spell DC: 24 [T]
Arcane Spell Attack: +14 [T]
Cantrips: Detect Magic, Ray of Frost
Arcane Tattoo DC: 26
Arcane Tattoo Spell Attack: +16
Cantrip: Electric Arc
Occult Spell DC: 26 [E]
Occult Spell Attack: +16 [E]
Cantrips Light, Message, Ghost Sound, Shield, Telekinetic Projectile
1st level (3/day) Liberating Command, Fear, True Strike, Soothe (signature)
2nd level (3/day) Blur, False Life (signature), Dispel Magic
3rd level (3/day) Heroism (signature), Invisibility Sphere, Hypnotic Pattern
4th level (3/day) Confusion, Fly, Phantasmal Killer (signature)
Statistics
Str 12, Dex 18, Con 14, Int 14, Wis 10, Cha 18
Ancestry Feats
Arcane Tattoos Gain an arcane cantrip usable at-will
Clever Improviser Gain Untrained Improvisation feat; you can attempt trained skill actions even if untrained.
Class Abilities
Muse: Maestro Inspired by music or a performance
Lightning Reflexes Become Expert in Reflex saves
Signature Spells One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Expert Spellcaster Occult spell attack and spell DCs increase to Expert
Class Feats
Lingering Composition: Learn the Lingering Composition focus spell; Increase focus pool by 1.
Sorcerer Dedication (Imperial bloodline): Gain 2 Arcane cantrips; become Trained in Arcane spells; Gain 2 skills
Inspire Defense: Learn the Inspire Defense composition cantrip
Basic Bloodline Spell (Imperial): Gain Ancestral Memories focus spell; Increase focus pool
Dirge of Doom: Learn the Dirge of Doom composition cantrip
General/Skill Feats
Fascinating Performance Fascinate with a Performance check vs Will DC. Target is immune for 1 hour. Expert can fascinate up to 4 targets; Master can fascinate up to 10 targets; Legendary can fascinate any number.
Courtly Graces Use Society to make an impression on a noble.
Trick Magic Item Use Arcana, Nature, Occult, or Religion checks to activate magic items. GM determines DC for each item.
Toughness Increase hitpoints by your level. DC of recovery checks is 9+dying value
Group Impression Use Make an Impression against multiple targets. Trained = 2 targets; Expert = 4 targets; Master = 10 targets; Legendary = 25 targets
Untrained Improvisation Gain proficiency bonus equal to half your level instead of +0. At 7th level, gain full level as bonus.
Battle Medicine Make a Treat Wounds check during combat; Target is immune to Battle Medicine for a day
Battle Cry When you roll initiative, demoralize a target as a free action; if Legendary, demoralize as a reaction on a successful attack roll
Terrified Retreat: When you critically succeed at Demoralize, if the target is lower level than you, it flees for 1 round.
Skills
Acrobatics +14 [T], Arcana +12 [T], Athletics +9, Crafting +10, Deception +14 [T], Diplomacy +16 [E], Intimidation +18 [M], Lore (Genealogy/Heraldry) +12 [T], Lore (Greenbelt) +12, Medicine +10 [T], Nature +10 [T], Occultism +12 [T], Performance +14 [T], Religion +8, Society +12 [T], Stealth +12, Survival +8, Thievery +12
Equipment
Worn backpack, belt pouch, bandoleer, Bag of Holding, +1 resilient leather armor
Weapon +1 striking rapier, +1 cold iron light mace, +1 striking composite shortbow, arrows (30), dagger, alchemist's fire, acid flask
Stowed Bedroll, chalk, crowbar, flint & steel, healer's tools, rope, rations, sheath, thieves' tools, torch, waterskin, minor healing potion
Coin

Alister Medvyed |

Battle Cry and Terrified Retreat really go well together. When we roll initiative, Alister has a chance (d20+18 vs Will DC+10 to crit) to send a a lower level enemy fleeing.
Slightly annoyed at the arbitrary rule that you can't get skills to master until 7th and legendary until 15th, as well as a limit of 3 focus points.

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Okay, I'm thinking Grimnir will end up being a Champion with Fighter Dedication. Maybe something like this. Let me know if there are any improvements I could make.
Grimnir Hammerhand
Dwarf champion 7
LG, Medium, Dwarf, Humanoid
Perception +10 (+12 to notice unusual stonework, discover mechanical traps made of stone or hidden inside of stone.); darkvision
Languages Common, Dwarven
Skills Acrobatics +10, Athletics +15, Intimidation +14 (+15 when you physically menace the target of your Coerce or Demoralize attempt.), Medicine +10, Religion +10, Stealth +8, Thievery +8, Warfare Lore +9
Str 19 (+4), Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
Other Items full plate, hide, clan dagger, dagger, javelins (4), meteor hammer[LOGM], backpack, bedroll, belt pouch, belt pouch, chalks (10), crowbar, flint and steel, grappling hook, rations (1 week)s (2), rope (foot)s (50), sheath, soap, torchs (5), waterskin, purse (680 gp; 32 sp)
--------------------
AC 26; Fort +15; Ref +10; Will +12; If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.
HP 115 Focus Points 1 Hero Points 1; Resistances slashing 2
--------------------
Speed 20 feet
Melee [1] clan dagger +15 (versatile B, agile, dwarf, parry), Damage 1d4+6 bludgeoning/piercing
Melee [1] dagger +15 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+6 piercing/slashing
Melee [1] meteor hammer +15 (disarm, trip, backswing, reach 10 feet), Damage 1d8+6 bludgeoning
Ranged [1] dagger +12 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+6 piercing/slashing
Ranged [1] javelin +12 (thrown 30 ft.), Damage 1d6+6 piercing
Feats Attack Of Opportunity, Basic Maneuver, Battle Cry, Fighter Dedication, Group Coercion, Intimidating Prowess, Lunge, Quick Coercion, Ranged Reprisal, Shield Block, Stonecunning, Toughness, Unburdened Iron, Untrained Improvisation
Other Abilities armor expertise, blade ally, bulwark, champions's code, death warden dwarf, deific weapon, deity and cause, devotion spells, divine ally, paladin, retributive strike, shield block, weapon expertise, weapon specialization

Aristu Medvyed |

Here's Aristu, with the above mentioned feat change (and some improvements to formatting)
Male Human (Versatile Heritage) Sorcerer (Fey) 8
Background: Noble
NG Medium Humanoid
Senses: Normal vision, Perception: +12 [T]
Languages: Common, Sylvan
Defense
Hit Points: 72
AC: 23; Unarmored/Bracers of Armor [T]
Fort: +15 [E] Ref: +13 [T] Will: +15 [E]
Offense
Speed: 30
Melee: Dagger +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Ranged: Dagger +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Spells
Focus Points: 2
Bloodline Spells: Faerie Dust, Fey Disappearance
Blood Magic: Whenever Bloodline or Fey spell is cast, target creature is concealed by colorful fey glamours for 1 round. This obvious concealment can’t be used to hide.
Occult Spell DC: 24 [T]
Occult Spell Attack: +14 [T]
Cantrips: Daze, Message
1st Level (1/day): Illusory Object
2nd Level (1/day): Illusory Creature
Primal Spell DC: 26 [E]
Primal Spell Attack: +16 [E]
Cantrips: Detect Magic, Electric Arc, Ghost Sound (Fey), Light, Shield
1st level (4/day): Burning Hands (signature), Charm (Fey), Fleet Step, Magic Missile
2nd level (4/day): Animal Form (signature), Dispel Magic, Glitterdust, Hideous Laughter (Fey)
3rd level (4/day): Enthrall (Fey), Haste, Searing Light (signature), Slow
4th level (5/day): Fly, Freedom of Movement, Heightened Lightning Bolt (signature), Suggestion (Fey), Summon Animal/Plant/Fungus
Statistics
Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 19
Ancestry Feats
Adapted Cantrip: Gain a cantrip from a different tradition.
Adaptive Adept: Gain cantrip or 1st level spell from a different tradition.
Class Abilities
Bloodline: Fey
Signature Spells: One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Magical Fortitude: Proficiency rank for Fortitude saves increases to expert Expert Spellcaster: Primal spell attack and spell DCs increase to Expert
Class Feats
Bard Dedication: Gain 2 Occult cantrips; become Trained in Occult spells; Become trained in Occultism, Performance; Gain a Muse (Enigma)
Basic Bard Spellcasting: Gain basic Occult spellcasting benefits
Advanced Bloodline: Gain advanced bloodline spell and +1 to focus pool.
Primal Evolution: Gain an extra spell slot of your highest level to cast a heightened version of Summon Animal or Summon Plants & Fungi.
General/Skill Feats
Fleet: Speed increases by 5.
Courtly Graces: Use Society to make an impression on a noble.
Recognize Spell: Identify a spell as a reaction as it’s being cast.
Trick Magic Item: Activate a magic item you normally couldn’t activate.
Lie to me: Use Deception to detect lies.
Natural Medicine: Use Nature to Treat Wounds.
Feather Step: Step into difficult terrain. Slippery Secrets: Evade attempts to uncover your true nature.
Trait
Noble Born – Medvyed: +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Skills
Acrobatics +10, Arcana +11 [T], Athletics +9, Crafting +9, Deception +20 [M], Diplomacy +12, Intimidation +14 [T], Lore (Genealogy) +11 [T], Medicine +10, Nature +14 [E], Occultism +11 [T], Performance +14 [T], Religion +10, Society +11 [T], Stealth +12 [T], Survival +10, Thievery +10
Equipment
Bracers of Armor, Cloak of the Mountebank, Hat of Disguise, Lesser Healing Potion, Invisibility Potion, Ring of Acid Resistance (from Stag Lord), Ring of Sustenance, Scroll of Ant Haul (p), Scroll of Comprehend Language (o), Scroll of Fleet Step (p), Scroll of Floating Disk (o), Scroll of Illusory Disguise (o), Scroll of Illusory Object (o), Scroll of Knock (o), 2 Scrolls of Mage Armor (o), Scroll of Phantom Steed (p), Scroll of Protection (o), Scroll of See Invisibility (o), Scroll of Shocking Grasp (p), Wand of Burning Hands, Wand of Manifold Missiles, Heightened Wand of Manifold Missiles (3rd), 2 Vials of Moderate Alchemists’ Fire, Leather Armor, 2 Daggers, Longsword, Backpack, Bedroll, Beltpouch, Wooden Fife, Flint & Steel, Hooded Lantern, Tiny Cold Iron Manacles, 4 pints of Oil, Noble’s outfit, Traveler’s Outfit, 7 days of Rations, 2 Scrollcases, Signet Ring, 4 Person Tent, Waterskin, Tiressia’s silver seed, Yulia’s Journal, 34 pp, 27 gp, 6 sp, 10 cp

GM Tarondor |

How much wealth should we have to equip ourselves for non-weapon, non-armor magic items?
Evaluate the 1e value of your 1e stuff. Multiply that by 10%. That's how much you have to buy 2e stuff. You can't buy anything that is above your level unless you had that item in 1e. If you want something that isn't Common, ask me.

GM Tarondor |

Okay, I'm thinking Grimnir will end up being a Champion with Fighter Dedication. Maybe something like this. Let me know if there are any improvements I could make.
There's a lot of moving parts there, aren't there?
If you need me to build that character in Hero Lab and post the BBCode (the stuff formatted for online posting), let me know.

Piotr Denisov |

To clarify, is character wealth in 2e reduced greatly to 1/10th of 1e?
I had already dropped Piotr's Headband of Intellect because that was far too valuable an item for an 8th level character in 2e.

Aristu Medvyed |

One of the items I bought for Aristu was level 10 (Cloak of the Montebank), so I am trading it in for a level 7 Cloak of Elvenkind (and some cash back).
Male Human (Versatile Heritage) Sorcerer (Fey) 8
Background: Noble
NG Medium Humanoid
Senses: Normal vision, Perception: +12 [T]
Languages: Common, Sylvan
Defense
Hit Points: 72
AC: 23; Unarmored/Bracers of Armor [T]
Fort: +15 [E] Ref: +13 [T] Will: +15 [E]
Offense
Speed: 30
Melee: Dagger +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Ranged: Dagger +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Spells
Focus Points: 2
Bloodline Spells: Faerie Dust, Fey Disappearance
Blood Magic: Whenever Bloodline or Fey spell is cast, target creature is concealed by colorful fey glamours for 1 round. This obvious concealment can’t be used to hide.
Occult Spell DC: 24 [T]
Occult Spell Attack: +14 [T]
Cantrips: Daze, Message
1st Level (1/day): Illusory Object
2nd Level (1/day): Illusory Creature
Primal Spell DC: 26 [E]
Primal Spell Attack: +16 [E]
Cantrips: Detect Magic, Electric Arc, Ghost Sound (Fey), Light, Shield
1st level (4/day): Burning Hands (signature), Charm (Fey), Fleet Step, Magic Missile
2nd level (4/day): Animal Form (signature), Dispel Magic, Glitterdust, Hideous Laughter (Fey)
3rd level (4/day): Enthrall (Fey), Haste, Searing Light (signature), Slow
4th level (5/day): Fly, Freedom of Movement, Heightened Lightning Bolt (signature), Suggestion (Fey), Summon Animal/Plant/Fungus
Statistics
Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 19
Ancestry Feats
Adapted Cantrip: Gain a cantrip from a different tradition.
Adaptive Adept: Gain cantrip or 1st level spell from a different tradition.
Class Abilities
Bloodline: Fey
Signature Spells: One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Magical Fortitude: Proficiency rank for Fortitude saves increases to expert Expert Spellcaster: Primal spell attack and spell DCs increase to Expert
Class Feats
Bard Dedication: Gain 2 Occult cantrips; become Trained in Occult spells; Become trained in Occultism, Performance; Gain a Muse (Enigma)
Basic Bard Spellcasting: Gain basic Occult spellcasting benefits
Advanced Bloodline: Gain advanced bloodline spell and +1 to focus pool.
Primal Evolution: Gain an extra spell slot of your highest level to cast a heightened version of Summon Animal or Summon Plants & Fungi.
General/Skill Feats
Fleet: Speed increases by 5.
Courtly Graces: Use Society to make an impression on a noble.
Recognize Spell: Identify a spell as a reaction as it’s being cast.
Trick Magic Item: Activate a magic item you normally couldn’t activate.
Lie to me: Use Deception to detect lies.
Natural Medicine: Use Nature to Treat Wounds.
Feather Step: Step into difficult terrain.
Slippery Secrets: Evade attempts to uncover your true nature.
Trait
Noble Born – Medvyed: +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Skills
Acrobatics +10, Arcana +11 [T], Athletics +9, Crafting +9, Deception +18 [M], Diplomacy +12, Intimidation +14 [T], Lore (Genealogy) +11 [T], Medicine +10, Nature +14 [E], Occultism +11 [T], Performance +14 [T], Religion +10, Society +11 [T], Stealth +12 (+13 with Cloak), [T], Survival +10, Thievery +10
Equipment
Bracers of Armor, Cloak of Elvenkind, Hat of Disguise, Lesser Healing Potion, Invisibility Potion, Ring of Acid Resistance (from Stag Lord), Ring of Sustenance, Scroll of Ant Haul (p), Scroll of Comprehend Language (o), Scroll of Fleet Step (p), Scroll of Floating Disk (o), Scroll of Illusory Disguise (o), Scroll of Illusory Object (o), Scroll of Knock (o), 2 Scrolls of Mage Armor (o), Scroll of Phantom Steed (p), Scroll of Protection (o), Scroll of See Invisibility (o), Scroll of Shocking Grasp (p), Wand of Burning Hands, Wand of Manifold Missiles, Heightened Wand of Manifold Missiles (3rd), 2 Vials of Moderate Alchemists’ Fire, Leather Armor, 2 Daggers, Longsword, Backpack, Bedroll, Beltpouch, Wooden Fife, Flint & Steel, Hooded Lantern, Tiny Cold Iron Manacles, 4 pints of Oil, Noble’s outfit, Traveler’s Outfit, 7 days of Rations, 2 Scrollcases, Signet Ring, 4 Person Tent, Waterskin, Tiressia’s silver seed, Yulia’s Journal, 96 pp, 27 gp, 6 sp, 10 cp

Piotr Denisov |

Total value of Piotr's 1E gear (including headband) = 17,137 gp, 5 sp
Converting to 2E = 1,713 gp, 7 sp, 5 cp
This means that Piotr cannot afford the Bracers ... so new gear list is:
Bracers of Armor I ... 450 gp
Wand of Manifold Missiles (3rd level) ... 700 gp
Scroll of Daze ... 4 gp
Scroll of Enlarge Person ... 12 gp
Scroll of Mage Armor ... 4 gp
Scroll of Shield ... 1 gp
Still a bit short, so add the following:
Staff of Conjuration ... 230 gp
Necklace of Fireballs - Type II ... 115 gp
Hat of the Magi ... 50 gp
Crafter's Eyepiece ... 60 gp
Alchemist Goggles ... 100 gp
That is slightly more ... 1726 gp

Mikhail Templeson |

I went through and took care of my equipment. Sadly, I had to ditch the rations from my pack so I would not be slowed down.
Character Name: Mikhail
Ancestry & Heritage: Human
Background: Field Medic
Class:Fighter 8
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 3 Str Score: 18 (+2 start, +2 5th, +2 Fighter, +2 Human)
Dex Mod: 3 Dex Score: 16 (+2 Start, +2 Human, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 2 Int Score: 14 (+2 5th +2 FM)
Wis Mod: 3 Wis Score: 14 (+2 Start, +2 FM)
Cha Mod: 0 Cha Score: 10
Armor Class
AC 28=20 + 8 (Dex [0] or Cap[0]) *T*EML + (Item [])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield (+ 1 ) Hardness: 20 Max HP (-)/BT (-) Current HP (-)
Saving Throws
Fortitude: (15) Con [2] + Prof [12] + Item [1] T*E*ML
Reflex: (16) Dex [3] + Prof [12] + Item [1] T*E*ML
Will: (15) Wis [2] + Prof [12] + Item [1] T*E*ML
Hit Points: Max [112] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [18] Wis[2] + Prof [14]+ TE*M*L + Item [2]
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon: +1 Cold Iron Striking Greatsword [19]= Str [4] + Prof [14] + TE*M*L + Item [1]
Dice [2d12P] + Str[4] BPS + W Spec[3] + Other [] + Traits [Versatile P]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [16]= Dex [3] + Prof [12] + TEML + Item [1]
Dice [2d10] + Special [] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: T*E*ML ; Martial: TE*M*L ; Advanced: *T*EML ; Expert: *T*EML
Skills
Acrobatics: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Arcana: [10]= Int [2]+ Prof[8] + TEML + Item []
Athletics: [14]= Str [4]+ Prof[10] + *T*EML + Item [] - Armor []
Crafting: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Deception: [8]= Cha [0]+ Prof[8] + TEML + Item []
Diplomacy: [8]= Cha [0]+ Prof[8] + TEML + Item []
Intimidation: [8]= Cha [0]+ Prof[8] + TEML + Item []
[Greenbelt] Lore: [12]= Int [2]+ Prof[10] + *T*EML + Item []
[Warfare] Lore: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Medicine: [17]= Int [2]+ Prof[14] + TE*M*L + Item [1]
Nature: [10]= Int [2]+ Prof[8] + TEML + Item []
Occultism: [10]= Int [2]+ Prof[8] + TEML + Item []
Performance: [10]= Int [2]+ Prof[8] + TEML + Item []
Religion: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Society: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Stealth: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Survival: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Thievery: [11]= Dex [3]+ Prof[8] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Special 1st:
Heritage 1st: Skilled Heritage [Craft]
Feat 1st: Haught Obstiancy [If you roll a success on a saving throw against a mental effect that attempts to control you, you get a Critical success instead. If a creature fails a Coerce check they get a critical failure and cannot try for at least 1 week)
Feath 5th: Clever Improviser- Untrained Impovisation feat [] and you can attempt to try skill actions athat normally require you to be trained even if you are untrained.
Feath 9th:
Feath 13th:
Feath 17th:
Skill Feats:
Background:Field Medic(ine)
2nd: Student of Canon
4th: Experienced Tracker
6th: Magical Crafting
8th: Ward Medic
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd: Toughness
7th: Fleet
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Attack of Opportunity
Featuer 1st: Shield Block
Feat 1st: Power Attack
Feat 2nd: Cleric Dedication
Feature 3rd: Bravery
Feat 4th: Basic Spellcasting
Feature 5th: Fighter Weapon Mastery
Feat 6th: Deadly Simplicity
Feature 7th: Battlefield Surveyor +2 Initative
Feature 7th: Weapon Specialization +2 damage for expert, +3 for master, +4 for Legend
Feat 8th: Divine Breadth
Feature 9th:
Feat 8th:
Feature 9th:
Feat 10th:
Feature 11th:
Feat 12th:
Feature 13th:
Feat 14th:
Feature 15th:
Feat 16th:
Feature 17th:
Feat 18th:
Feature 19th:
Feat 20th:
Bonus Feats:
Inventory: Everburning Torch, Healer's Gloves [2d6+7 healing], Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking [Standard Grade] Cold Iron Greatsword, +1 Striking Crossbow, Adventure's Pack (no rations), 50 crossbow bolts, Healer's Tools, 2 Wooden Holy symbols
Bulk [9 w/pack] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP:9 ; SP:1 ; GP:30 ; PP:
Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML
Magic Tradition:
Cantrips:
Shield
Stabilize (30 ft)
Innate Spell:
Focus Spells:
Spells:
L 1: Heal X2
L 2: See Invisibility
L 3: Circle of Protection

Piotr Denisov |

So, revised gear & magic item list:
Gear
Wizard Class Kit ... 1 gp, 2 sp
Basic Crafter's Book ... 1 sp
Spellbook ... 1 gp
Scroll case ... 1 sp
Superb Repair kit ... 25 gp
Magic Items
Alchemist Goggles ... 100 gp
Bracers of Armor I ... 450 gp
Crafter's Eyepiece ... 60 gp
Hat of the Magi ... 50 gp
Staff of Conjuration ... 230 gp
Wand of Manifold Missiles (3rd level) ... 700 gp
Scroll of Enlarge Person ... 12 gp
Scroll of Mage Armor ... 4 gp
Alchemical Formulae
Antidote, Lesser ... Free
Antidote, Moderate ... 13 gp
Antiplague, Lesser ... Free
Antiplague, Moderate ... 13 gp
Sunrod ... Free
Tindertwig ... Free
Magical Formulae
+1 Armor Potency Rune ... 8 gp
+1 Weapon Potency Rune ... Free
Alchemist Goggles ... 5 gp
Bracers of Armor I ... 25 gp
Brooch of Shielding ... Free
Crafter's Eyepiece ... 3 gp
Everburning Torch ... Free
Hat of the Magi ... 3 gp
Runestone ... Free
Wand of Manifold Missiles (1st level spell) ... 8 gp
That comes in at almost exactly the same ... 1713 gp, 2 sp

GM Tarondor |

I have created a guide to the Pathfinder Second Edition Wizard.
HERE IS THE FIRST DRAFT. I would appreciate your comments and criticisms.
Also, enjoy!

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Hey guys, I'm continuing to struggle with the move to 2e. I have only played it once, and only at level 1, and I am also struggling to make the character I want.
I don't know if it's that, or a combination of jumping into this campaign half-way through, but I'm just not feeling it.
I think I need to withdraw from the campaign. Tarondor, thanks so much for giving me a shot on this. It's been fun gaming with you over the years! Sorry to do this to you! I hope we'll get another shot at some point.

Mikhail Templeson |

I am not sure if you are checking this Grimnir, but I have quite a bit of free time and I like to build characters. If you discribe what you want I can throw some builds together and see if the look fun to you.

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Thanks, Tarondor. I wish I were feeling it.
I think jumping into 2e at mid-level is a little much for me, but maybe with some time learning it I'll get there.
I've really enjoyed playing with you over the years, and hopefully we'll get another round soon. :)
If you'll go ahead and remove me from the active players, I'll see you around in another game, I'm sure.

GM Tarondor |

Sure. This seems more than just the aftermath of what the fey army wrought, or am I reading too much into it?
You are. I'm just trying to bring home the devastation of the Fellnight Army and perhaps give you an incentive to field your own army. But I don't want to get bogged down in roleplaying small details. As much fun as that may be, we have four more books of this AP to get to!

GM Tarondor |

After consoling the survivors of Tatzlford, the heroes of the Sword Marches return home. The land is despoiled and the town of Stagfell is much damaged, though in far better shape than poor Tatzlford
The citizens of Stagfell greet the heroes with ragged cheer, for their crops are ruined and many of their sons are dead. Over the next few days, you manage to piece together a picture of the damage, learning that the Fellnight Armies reached as far east as Lake Silverstep and the Tors of Levenies, but did not reach far west of the Narlmarches.
Loy and Letricia Rezbin are dead, though thankfully all the other best-known citizens of the Sword Marches have survived. The fairy dragon Sir Perlivash is missing, though his friend Tyg-titter-tut insists she would know if he were dead. She claims he disappeared during the invasion and she hasn't seen him since.
Tatzlford is a ruin, and both Hashaask and Erastil's Vale were hard-hit. Stagfell and Sootscale Caverns were mostly spared, while Khavatorov was untouched. Many of the farms were ruined, but the lumber mills and mines were largely unharmed.
A weeks later, a missive arrives from Maegar Varn in Varnhold, offering to send aid in the form of food and supplies. The next day a messenger arrives from Sir Andrad Aldori in Restov, offering to send three hundred swordsmen to your aid if still needed.

GM Tarondor |

Here's what I'm thinking about. Please give me your thoughts. With the switch to 2e, I'm examining the version of the Kingdom-building rules we're using. We were never using the actual (very clunky) rules from the Kingmaker AP. Nor were we using the rules from Ultimate Campaign. We were instead using rules from a 3rd-Party product, Legendary Games' "Ultimate Rulership".
The difference is that in UC, the rule was that leaders added only a bonus for their ability score (Charisma or Wisdom or whatever), whereas in the UR system, you also got a bonus for a related skill (e.g., Knowledge (Arcana) or Profession: Merchant). That bonus was equal to +1 for every five skill ranks (or +3 by the time you hit 15th level). If we were to extend that to 2e, I'd find the analogous skill and give a bonus depending on your level of proficiency in that skill (half of the usual +2/+4/+6/+8 seems about right). On the one hand, that seems like a lot of work to re-do the spreadsheets, on the other hand, I know someone who says it probably won't be that hard.
I'm also expecting a new 10th Anniversary edition of Kingmaker to be out later this year (from Legendary Games), which will have a 2e version and a 7th chapter (based, I'm assuming, on the 7th chapter in the Pathfinder:Kingmaker computer RPG). So... do I want to go making my own system now when we might just have to re-do it in the late fall?
Finally, how long do we want to keep up the kingdom-building? Many Kingmaker games give it up before reaching the end. I was thinking of phasing out Hexploration by the end of Book III, but I'm not sure about phasing out Kingdom-building. It still seems to hold value in that it makes the Sword Marches a unique place you all have a hand in creating.
Option A: Ability Score bonus + Skill bonus (requires some Excel editing)
Option B: Ability Score bonus only (standard Ultimate Campaign) (requires ignoring part of the Excel spreadsheet)
Option C: Give up Kingdom-Building and get on with the story (Kingmaker calls this "Kingdom in the background".)
What are your thoughts?

Alister Medvyed |

I think I choose option C with the caveat that we could still have time for discussions on how we want the Kingdom to develop, but not on a turn-by-turn granularity. Something like, "Let's focus city X on magic production" or "Let's invest more in defense and building up an army."
I enjoy the simcity game of kingdom development, but it's really a different game than the main story and I'd rather focus on that now that we're farther along in the story. With the complexities of the conversion to 2e, I just don't see it worth the time on your part to figure out the exact mechanics, and I definitely didn't build 2e Alister with any knowledge of how it would affect the kingdom building game. I think we could handle it narratively, much like we do XP.
I'm fine if we still want to decide who the main advisors/court should be (actually, that seems like a must) and how we want the land to develop, I just don't think it's worth it to figure out the exact bonuses and do a turn-by-turn development. Tell us when famines hit or that Erastil's Vale has become the home of a local band of Rangers or how religion is taking hold, but just make it story.
I will also admit to forgetting half the stuff we've done in kingdom building. I do still like the idea of giving each of us a city/region to manage and direct though. We can all have discussions on how we want to move things, but each person would have the final say on their subsection.
Maybe we revisit this when the new edition comes out and see how well it matches up to our game.

Aristu Medvyed |

I like the kingdom building aspect, but I don't see a reason to make extra work if there is an updated 2e version of the adventure path coming our way - let's wait and do the work at that point if we are in agreement that it's worth it.
Until then, i am happy to focus on the story and let Scott handwave and use his instincts to handle kingdom growth (and inevitable growing pains).