
oyzar |

So, you need a skill monkey of sorts, but you're rather restricted on sources. Do you even have a trapfinder at the moment? I've been wanting to play an arcane trickster for a long time, but I kinda need a few options to be available for it to be viable. Would you allow unchained rogue and accomplished sneak attacker?
Any preferences by either you or the players on what roles they want to fill?

Dalgrym Oakenshield |

We are good on Frontline types and we have a Divine and Arcane caster. What we're really missing is a utility character.
As a player I liked having a Bard/Skald type for the buffs (we are replacing a dead Bard). We don't have much range, but you kinda have to go all in (improved precise shot right away) or the house rules are just too penalizing.

oyzar |

When I saw that 3 out of four were 9th level casters I did not think "we're good for melee". Thanks for the clarification. I was considering making a Magus as well, but if melee is already clogged...
I do have an idea for a bard. Though I would like to use the duettist archtype which is from familiar folio. It would also be nice if I could use and reflavor the master performer and grandmaster performer feats to something that fits the setting...
Though perhaps I'm misunderstanding what's available just like Spazmodeus. Can we request stuff from outside the listed sources, or is that only for after the game starts?

brvheart |

Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
I know this is what Dalgyrm is referring to, but in running 3.x and pathfinder for 20 years I can say it does not have as much of an affect as he thinks. It is all a matter of positioning. As long as you are not firing directly through an ally it does not apply.
The party did lost a ranger and bard/swashbuckler. Yes, melee is still a little light IMHO. I run straight rogues, non-unchained sorry. The party lost one about a year ago. The skills they bring are invaluable.
This is an old school game.

brvheart |

When I saw that 3 out of four were 9th level casters I did not think "we're good for melee". Thanks for the clarification. I was considering making a Magus as well, but if melee is already clogged...
I do have an idea for a bard. Though I would like to use the duettist archtype which is from familiar folio. It would also be nice if I could use and reflavor the master performer and grandmaster performer feats to something that fits the setting...
Though perhaps I'm misunderstanding what's available just like Spazmodeus. Can we request stuff from outside the listed sources, or is that only for after the game starts?
What do you have in mind? My general rule is that I have the source, but I have most of the older pathfinder material including about 100 Paizo mods.

Decimus Observet |

I'm thinking Dayananda Kher, the overly-curious son of two ex-pats who were from an Indian-subcontinent type land. Highly intelligent but the world is fascinating and he wants to go see it as opposed to a nice safe career in academia or a bureaucracy. Maybe even his parent's homeland, or find out why they left.
Mechanically, a human investigator taking the empiricist archetype. Has trapfinding from base investigator and tonnes of skills.
Traits from APG?

brvheart |

If you're going for a rogue it might be better if I go for something else than a skill monkey. I'm thinking either alchemist or magus. For the magus would I be able to pick the slashing grace feat?
I know there has been a lot of discussion about using dex for damage, but it is not something I use in an old school campaign.

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Here is the crunch for by elven weapon master submission.
Amadan
Male elf fighter (weapon master) 6 (Pathfinder RPG Advanced Player's Guide 109)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +4 Dex, +1 dodge)
hp 64 (6d10+24)
Fort +7, Ref +6, Will +2; +2 vs. enchantments, +2 bonus vs. effects targetting a Elven curve blade held by you
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen elven curve blade +13/+8 (1d10+5/15-20)
Special Attacks reliable strike, weapon training
--------------------
Statistics
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Str 12, Dex 19, Con 14, Int 13, Wis 10, Cha 12
Base Atk +6; CMB +7; CMD 22 (24 vs. disarm, 24 vs. sunder)
Feats Dodge, Elven Battle Training[ARG], Toughness, Vital Strike, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits armor expert, warrior of old
Skills Appraise +2, Climb +4, Craft (carpentry) +5, Handle Animal +6, Intimidate +7, Knowledge (dungeoneering) +6, Linguistics +3, Perception +7, Profession (soldier) +7, Ride +8, Survival +7, Swim +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Giant, Goblin
SQ elven magic, weapon guard
Combat Gear potion of cure moderate wounds (3); Other Gear +1 elven chain, +1 keen elven curve blade, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 561 gp, 1 sp
--------------------
Special Abilities
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Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Reliable Strike: Elven curve blade (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Vital Strike Standard action: x2 weapon damage dice.
Weapon Guard +2: Elven curve blade (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Elven curve blade (Ex) +1 to hit and damage with your chosen weapon.

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Amadan
Male elf fighter (weapon master) 6 (Pathfinder RPG Advanced Player's Guide 109)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +4 Dex, +1 dodge)
hp 73 (6d10+24)
Fort +7, Ref +6, Will +2; +2 vs. enchantments, +2 bonus vs. effects targetting a Elven curve blade held by you
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen elven curve blade +13/+8 (1d10+5/15-20)
Special Attacks reliable strike, weapon training
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 14, Int 12, Wis 10, Cha 12
Base Atk +6; CMB +7; CMD 22 (24 vs. disarm, 24 vs. sunder)
Feats Dodge, Elven Battle Training[ARG], Toughness, Vital Strike, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits armor expert, warrior of old
Skills Appraise +2, Climb +4, Handle Animal +5, Intimidate +6, Knowledge (dungeoneering) +6, Linguistics +2, Perception +6, Ride +8, Survival +6, Swim +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Giant, Goblin
SQ elven magic, weapon guard
Combat Gear potion of cure moderate wounds (4); Other Gear +1 elven chain, +1 keen elven curve blade, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], silk rope (50 ft.), soap, trail rations (2), waterskin, 254 gp, 4 sp
--------------------
Special Abilities
--------------------
Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Reliable Strike: Elven curve blade (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Vital Strike Standard action: x2 weapon damage dice.
Weapon Guard +2: Elven curve blade (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Elven curve blade (Ex) +1 to hit and damage with your chosen weapon.