
| Quinn Kestrel | 
 
	
 
                
                
              
            
            level 3
HP +7 (5+fav+con)
BAB +1
saves: Ref +1
spells: lvl 2 x3; align weapon, spiritual weapon, hold person
skill: 1 knowledge religion, 1 spellcraft
feat: selective channeling
channel increases to 2d6
+2 ability increase: charisma
channel per day +1
selective channel +1

| Hektir the Tracksmage | 
 
	
 
                
                
              
            
            level 3: rugged individualist
+8 hp: (5 class + 2 con +1 fc)
+1 BAB
+2 to STR (AP fiat)
+moar outdoorsy spells
+6 skills
+1 Perception
+1 Know (Nature)
+1 Survival
+1 Swim
+1 Handle Animal
+1 Climb
+1 feat (inexplicable luck)
"Man creates his own luck."

| Malavarius King | 
 
	
 
                
                
              
            
            I'm torn in deciding on my feat this level and am open to suggestions.
I'm looking at Elemental Focus (fire), Improved Familiar (to give Zeno the Resolute template), or Extend Spell.
+1 to the save DC for all my fire spells in an everything-seems-to-have-the-Cold-subtype adventure seems like a strong investment.
Getting Zeno darkvision and an ever-improving DR would make him a less squishy scout.
As an Abjurer, doubling the duration of some of my abjurations (like alarm or endure elements) could be handy.
Thoughts? Alternative suggestions?

| Malavarius King | 
 
	
 
                
                
              
            
            Level 3!
+ HP: 1d6 + 1 ⇒ (6) + 1 = 7
+2 Int (Baba Yaga juice)
+1 Fort Save 
+1 Ref Save
+1 Feat (TBD)
+4 2nd Level Spell Slots/day (+1 for level, +1 specialist school slot, +2 bonus slots)
+8 skill points
+2 2nd Level Spells added to Spellbook
Zeno! 
HP increases to 11 (1/2 master's rounded down) 
+1 Natural Armor 
+1 Int
+ deliver touch spells
+2 skill points

| Pemsworth Smith, Esq. | 
 
	
 
                
                
              
            
            Pems Level 3!
HP = Average of 1d6 (4)
+2 INT (Baba Yaga Boost!)
Will +1
BAB +1
Skills:
Spellcraft +1
Use Magic Device +1
Diplomacy +1
Disable Device +1
Escape Artist +1
Perception +1
Bluff +1
New 1st level spell slot/day
New spells known: ear-piercing scream and ray of enfeeblement 
Patron spell: unshakeable chill
New hex: healing
Feat: extra hex (ward)
FLASH!
HP 11
BAB +1
Will +1

| Tsin Windscar | 
 
	
 
                
                
              
            
            Level 3, Scales of the Butcher
+0 BAB  :(
+2 Fortitude
+2 Will
+8 HP (+4 Class Ave +1, +3 Con)
+2 Wisdom (Illarion's Sacrifice)
3rd Level Feat- Cleaving Finish
Justice Inquisition (+4 to confirm crit, self or allies within 10')
Judgment 1/day
Monster Lore
Orisons
Stern Gaze
4 Level 0 Spells Known (TBD)
2 Level 1 Spells Known (TBD)
2 Level 1 Spells/Day
Skills(6)
+1 Perception
+1 Ride
+1 Survival
+1 Knowledge(Planes)
+1 Knowledge(Nature)
+1 Sense Motive

| Tsin Windscar | 
 
	
 
                
                
              
            
            You're too kind, Mal. We just got shook up, so let's shake it up :)
Level-0 Spells
Acid Splash
Brand
Light
Stabilize
Level-1 Spells
Expeditious Retreat
Litany of Sloth
Aaaaaand, I think I'm finally caught up... New spellchucker here, so be gentle with me...

| Hektir the Tracksmage | 
 
	
 
                
                
              
            
            Because it busts me up (and I blame Quinn for his kowtowing worship of the DiceBot), our attack rolls so far this fight against the Mantis.
17, 4, 9, 1, 8, 4, 4, 10, 6, 6 = 69/10 = 6.9 over 10 rolls.
Like I said, it's all Quinn's fault. I believe the DiceBot is fair but sometimes you're going to get runs like this. I hope to be able to celebrate good runs in future battles.

| Quinn Kestrel | 
 
	
 
                
                
              
            
            Oh Mighty Dicebot! Listen not to this heathen and his blasphemy! We accept thy offerings with humble reverence and respect! (there, that outta f*ck us over for at least three encounters :)

| Malavarius King | 
 
	
 
                
                
              
            
            So it occurred to me last night as I was lying in bed waiting for the neighbor's dog to stop yapping that Malavarius' INT gain from Umber Twilight would also grant a new language.
Since Malavarius is from Irrisen originally, I was thinking I'd just take Skald and have Malavarius not realize that he can speak and understand it again all of a sudden. Is that cool, oh sage and legitimately published one? Or does it come across as too convenient/metagamey?
If the latter, I'd look at grabbing another esoteric, ancient, and magic-y language instead. I ask because if I'd realized the bonus language prior to meeting these folks, I don't think I'd have even thought to consider Skald as an option.

| motteditor RPG Superstar 2012 Top 16 | 
 
	
 
                
                
              
            
            Mal -- I'm fine with it, if you want to take Skald. If you feel it's less than fair, because you wouldn't have considered it earlier, you can take something else.
Soon, I hope, Pems. I just started up a quick mythic adventure, but I'm really tempted to start this one up right away anyway. I'm not sure if five might not be too much for me, though, even if I do know this one pretty well.

| Tsin Windscar | 
 
	
 
                
                
              
            
            Cue Theme to Airplane
Looks like I'm going to be somewhat entirely occupado in Slovenia until next Tuesday. (I await the cringe-inducing retorts about Tsin and 'see you next Tuesday' ;) )
Run-DMPCing is highly welcome. Hopefully, I can chime in during the weekend, if internet access is a thing.

| Quinn Kestrel | 

| Hektir the Tracksmage | 
 
	
 
                
                
              
            
            Choose your next witticism carefully, Mister Kestrel, it may be your last.
What? We have a cap on witticisms?! Uh here, Quinn, take mine. Clearly, I haven't been using them.
And probably never will. :(
 
	
 
     
     
    