Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Huh. I'm new to PbP but it seems like it might make sense to have a certain time-limit-until DM bot? I know once/day was floated around during recruitment as how often people thought they could post, but we could also say a longer or shorter period of time.
It's also possible that people might not think to post every round because they don't realize there's anything special for them to do yet? I'm not really sure.
I would normally bot them daily, but moving too fast means they miss too much, so I'm going every other day or so to bot them, plus I have to do it without putting them in too much danger.
Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Not sure—maybe they're expecting to be botted until combat starts or traps happen? We have been posting a lot of "I walk down the hallway / I also walk down the hallway / I open the door / I walk through that door," or maybe people are just busy.
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
A combination of being the newbie in the party (and therefore reluctant to take a leadership role in character) and finding that this character is not speaking to me out of character as much as I thought she would is causing this for me.
I'm hoping it will resolve in time. Apologies for being boring until then.
the other 2 still have a whole day to see combat and post their actions.
Also, from this point forward the gold found, I will pm it to you directly, that way it gets added to the character sheet and does not get missed, because no matter what game you play or who dms, it usually gets missed in posts by someone. Items found will stay on the loot sheet, gold gained from selling those items, will be pmed to you directly.
I don't know where Kaylors picture went, so I had to write it back into the map.
I'm also temporalily taking Yumi out of the game for inactivity, so when I give you the loot, you will also have her share of the gold, since the gold found in the chariot was divided by her. Experience gained in the dungeon will not be divided by her either, you will all gain loot and experience in this dungeon as if she was never there.
@avelloran, you need to specify what you are using spellcraft on. Specify the check for the item, don't just assume I know which one you are doing first.
If they are both magical than in order top to bottom, if only one is magical just use my first role on it. Sorry about that, I'll specify in th e future.
It is just an empty hallway, the book doesn't even have doors there, but I'd thought, I would do it anyway to make PCs try to look for something that ins't there.
Also, don't just rely on my autorolling to spot traps as supereffective.
A very few amount of traps are very hard to spot, and sometimes taking 20 for a perception check is a wise idea. I have nothing against take 10/20. Just remember that a take 20 is 2 minutes of game time.
Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Got it. I'm just assuming since the doors are similar that they'd be similarly trapped. It's probably not a valid assumption from a paranoia perspective, just one I thought my character may make nevertheless.
Normally I don't just jump to combat like that, I wait till everyone has posted, but sometimes people do nothing and just wait for combat to happen, and though you think they may have went inactive, they really didn't. So I decided to jump straight to combat to see if anyone suddenly went inactive or if some people are just waiting for combat. Jumping straight to combat was a test to see if that was what was happening or if people went inactive.
That being said, anyone who does not post a combat action by Sunday afternoon I will assume went inactive and will be removed and possibly replaced. I live in Est -5.
Elmar is exempt from this since he isn't in combat and is talking to the statues as he can continue to ask them more questions if he wants or decide the end the conversation.
Man, I wish Perception was a class skill for fighters. Even with a +10, I still get snuck up on. You'd think a guy who spent his life learning how to fight would be able to tell when someone is sneaking around...
You too are exempt sefu and all who can't act in the surprise round, this is just a check to see who is all here, I hate to think my players went inactive and left paizo or their computer got hit by a virus leaving them out for weeks. I haven't been counting, it just seems the last 3 days were slow.
Also I forgot to mention, none of you have to wait for others anymore to take further actions in this dungeon, unless we are in combat.
Just don't go beserk and take like a dozen actions before someone else takes 1 or 2.
The mage armor will last until the final boss of this dungeon so no worries there.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
List of items is in header.
I think we should keep the masks for their abilities. Kaylor will go either way on the knowledge books, but he won't be the one carrying them.
Nahoçe might want the masterwork spear. And since nobody claimed any, Kaylor is taking one of the potions of CLW. He's not interested in any of the weapons/shields though.
Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Well, Nahoçe uses a shield, so I doubt she'd want a 2-hander spear.
I'm in favor of keeping the knowledge books with someone heavy and selling just about everything else (unless someone wants it), because at this level the unused masterwork weapons, cantrip masks, and redundant potions like darkvision give us a huge pile of cash.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
I think for now, Kaylor might grab the doom mask. It'll give him something to do for enemies with DR since he won't be doing much damage until he gets an Agile weapon.
Also, all of Nahoce's attacks so far have been with a spear, if I remember correctly. That's why I suggested it anyway; she can take whatever she wants.
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
Elmar is correct. It's a shortspear/shield style so a full-length (2-hand) spear is not her bag, baby. Her first and primary loot claim (not necessarily mine) is the Pharasma mask.
After that, she would request a shield. The scarab shield, being a shape that is "a psycho-pomp for Pharasma" (according to the description) is the logical choice, regardless of what the wooden shield turns out to be.
She realizes that the scarab shield is very expensive compared to most of the loot, so if taking that puts her too far ahead of everyone else to recompense with coin, she will reluctantly allow it to be sold with the rest.
Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
It's not that expensive, especially considering what an incremental bonus it gives you, so we could worry about equalling that out later if she wants to keep it. The unidentified shield might turn out to be move valuable anyway.
(Also, I thought the scarab was a symbol of Khepri? But if Nahoçe's fanatical enough it might still be important to her.)
EDIT: Never mind, looks like maybe the scarab of khepri is depicted with its wings raised, while the scarab of Pharasma is not, from what I can gather on the internet.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Remember that the shield also has special abilities.
Also, I personally tend to be of the opinion that if someone in the party will use it, it's better to give it to them than sell it. Then we're getting the full value of it rather than 1/2 value.
Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Oh, absolutely. The question is which items will have a use to someone in the party, and I just assumed that many of them wouldn't, but also that I'd be incorrect about some of those assumptions.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
So, update on the loot. Especially since we haven't heard from Sefu or Avelloran.
Things We Are Currently Selling (AKA speak up ASAP if you want it)
- "Usable Hammer" (5sp)
- Light Wood Shield (1.5g)
- "Special" light wood shield (3g)
- Composite Shortbow (38g)
- Mwk Khopesh (160g)
- Mwk Spear (151g since I think it wasn't the kind Nahoce uses?)
- Gold leaf (50g)
- History Docs (250g, not the same as the one with knowledge bonuses)
- Abadar Mask (100g, at will Read Magic)
- Osiris Mask (150g, at will Sun Metal)
- Mwk Longbow (187g)
- Potion of Darkvision (200g, there are 2 of these, but Sefu is taking 1 of them)
This sells for a total of 1290.55 gold divided by 5 players for 258.11 gold each.
Things We're Keeping But No One Is Carrying Right Now
- Alchemist's Fire x2 (1 lb each, I believe)
- Potion CLW (Kaylor took one, someone else should take the other)
- Books for bonuses to knowledge (25 lbs each; Kaylor isn't going to carry them)
- Silversheen Vials x2
- Potion of Lesser Restoration
If nobody wants to carry them, Kaylor will carry the things without weight, but he's currently at the edge of his light load limit. So unless he buys a Mwk Backpack, he won't want to carry things with weight.
Edit: I also made a loot spreadsheet for easier adding of money.
Also the keep your init idea, out the window, because that assumes you are constantly moving, where in real life you would stop to see the sites. So init will be rolled every round.
I don't think that I need the books as my knowledge checks are already high enough. I may take the mask of Osiris but only if people want the fire damage to their weapons, its basically an unlimited low level weapon buff. But I personally have no use for it.
272.2 gold Kaylor I gave the basic sell values and then the sell values with relic trait added. You said you had a trait that allows you to sell relics for more. Though if you do have question feel free to ask.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Unless someone else also has that trait, it's 258.2g per person.
A) Kaylor doesn't not trust the rest of the party yet and therefore has no reason to tell them about the extra gold. I plan to have that change as the game progresses, but we're definitely not there yet.
B) He bought a wand of healing that he intends to use on the party, so it' not like he's being totally selfish about it anyway.
If you remember, when I asked about relics, I told you this.
Ah, gotcha 258.2 gold per person, go ahead and add the correct amount to your inventory, if you added the incorrect amount of 272.2 subtract the difference of 14 Gold Kaylor ends up with extra gold, whatever that might be, or whatever he buys with it. also people knowing Kaylor having that trait is metagaming knowledge, so IC, you all do not know Kaylor is richer than you, just OOC.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Well, given that it's an extra 110g (80 if Avelloran keeps the mask) and a wand with a 1st level spell is 750g, I'd argue that Kaylor is actually poorer than everybody else right now.... But I think it makes complete sense for his character.
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Assuming we sell the armor, scimitar, nets, khopeshes, the books, and all but 1 longbow (that Sefu may or may not want), that's and extra 390 gold each. If we don't sell the books, it's 270 each.
Also, out of curiosity, Nahoçe, how visually obvious is it that you're not human?
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
Nahoce is typical for her race.
Dhampir wrote:
Physical Description: Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.
While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.
She is pale skinned, slender, graceful, and grey haired. She hides her incisors as much as possible, but you all would have noticed them by now from working in close quarters with her this long.
Okay so if you sold off the stuff an noone is keeping the extra unclaimed loot, everyone give yourself 390 Gold with Kaylor recieving a little extra in secret because of his trait.
Elmar, remember to add those 60 arrows to your inventory if you haven't already.
Good roll, I'm back from a friends party...no not that kind of party, I'm sober. Got a lot of reading to catch up on, not just here but in all my games.
I'm going to contact Sefu via, pm, if he don't respond my Monday morning, I'm dropping him as I will assume RL got in the way and will be gone for weeks.
A player dropped out, we are looking for 1 more, we are going to be starting book 6 and I do give out pfs credit for this, as according to the rules, you can receive pfs credit for playing an ap without using a pfs character. Character creation on first page. Also because we are ahead of the gold curve, we are doing level 15 characters, but for those submitting level 17 gold.
leave that to a DM, but you'll get introduced before book 6 starts.
Basically Mummys mask is all about undead takeover with past pharaohs being resurrected, vodoo and egyptian magic at play. If you want to know what happened, I'd have to go over books 1 through 5 with you and that is a lot to go through.
opened up tombs pissed off people in the city, pissed of peoples performed rituals to raise pissed of spirits of long dead pharaohs and their legions, PC's have to make things right or undead legions will overtake the land as in the mummies return? got it.
one more question, I love mounted characters, however I am getting a very "dungeon dive" theme from this game, are the dungeons big enough to allow large animals inside?
As a DM, I can always make the dungeons a little bigger, if a hallway is 5 by 1, I can make it 8 by 2, so that your large creature can fit. I've been adjusting the size of some dungeon as well as add monsters
Magical Items: Hany Haversack II, Belt of Physical Perfection (+6), Headband of Mental prowess (wis/Int) +6, Ring of Freedom of movement (40k), Gloves of Dueling (15k) Cloak of Resistance +5, Ring of Sustenance
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Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
For you to look at.
Concept is this- A bastard son of a Pharaoh, he was cast out and taken in by a pharasma temple. He was raised an undead slayer. When the tombs opened he returned to both cleanse any foul taints withing the tomb, and find proof of his heritage and take his rightful place as pharaoh.
Once the concept gets the OK I'll fill out a 10 minute background if so desired
He has a Horse(heavy, combat trained) Animal Companion.
As for Vital strike+ charge, I normally allow it in my games, even when the PC themselves make a charge (FAQ states clearly they didn't want this, I think it is fine, an still not worth the feat investments)
However, to my knowledge no clear rulings have been laid out for mounted charge + vital strike, and its usually left up to the DM from what I have seen.
I also didn't see how you all did HP, so I just used the normal half HD rounded up+con etc.
Took a quick look at the present characters, if I'm not mistaken you've just lost one of your clerics but I didn't see any major arcane caster apart from the magus which is usually more of a melee fighter than a dedicated caster. Would you prefer an arcanist or an oracle of life/holy vindicator? The latter would be my first choice but I'd gladly go with the former if needed.
anything is okay with me Jaime, I just want people to join so that I can stay above 3 pcs at all times. If the game drops below 3 I can't hand out PFS credit as the min table size is 3 and up to 6 for a full table. No PFS credit for the players means no pfs credit for the DM either. And when running an adventure path and going through the series, I'm not subject to the pfs rules, like 20 point buy, running the module exactly, etc.
anything is okay with me Jaime, I just want people to join so that I can stay above 3 pcs at all times. If the game drops below 3 I can't hand out PFS credit as the min table size is 3 and up to 6 for a full table. No PFS credit for the players means no pfs credit for the DM either. And when running an adventure path and going through the series, I'm not subject to the pfs rules, like 20 point buy, running the module exactly, etc.
Excellent! Going for the Oracle/Holy Vindicator then, just need some time to make a proper character. What's the deadline?
Oracle of life 11/ Holy Vindicator 4 - Deity: Sarenrae
NG medium humanoid (human)
Init (5+2+1)+8 Perception +16
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Defense
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AC (10+5+11+3+5+4+1)=39/49VS, touch (10+5+5+1)=21/31VS, flat footed (10+0+11+3+5+4+1)=34/44VS
CMB +14 CMD (10+12+2+5)=29
HP 160 [8+4+1+(5+4+1)*10 + (6+4+1)*4 +3 fav. class - lvl 1-3]
Fort (5+4+4+6+1)=20, Reflex (4+5+4+6+1)=20, Will (9+0+4+6+1)=20
Concentration +21
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Offense
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BAB +12/+7
Speed 30 ft
Ranged +19/+14 (+1 Seeking Composite Longbow +2 str) 20 x3
Melee +19/+14 (+1 Holy / Keen / Ghost Touch Rapier w/ weapon finesse) 1d6+2 (+2d6 holy) 15/20 x2
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Statistics
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Str 14, Dex (15+1 level up +4 belt)=20, Con (14+4 belt)=18, Int 14, Wis 10, Cha (15+2 human +2 level up +4 headband)=23
Languages Common, Aklo, Infernal, Abyssal, Celestial
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Feats
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1- Toughness
1- Weapon Finesse
3- Alignment Channel (Evil Outsiders)
5- Quick Channel
7- Extra Channel
9- Selective Channel
11- Improved Channel (+2 DC)
13- Piercing Spell (-5 spell resistance, +1 level)
15- Divine Protection (+ Cha mod to saves)
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Traits
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Reactionary - You gain a +2 trait bonus on Initiative checks
Dangerously Curious - UMD +1 and class skill
Campaign: Mummy-Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do.
You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
Ring of protection +5 50.000
Ring of evasion 25.000
Amulet of natural armor +4 32.000
Cloak of resistance +4 16.000
Weapon: Rapier +1 Holy / Keen / Ghost Touch with Locked Gauntlet 50.008 gp
Weapon: +1 Seeking Composite Longbow Strength +2 8.550
ARmor:
Mithral Breast Plate +5 glamered (31.900 gp) +11 AC max 5 Dex AC Penalty -2
Buckler +3 Fortification (light: 25% chance to negate critical or sneak attack) with the flame of Sarenrae 16.000
Implanted Ioun stones:
- Dusty rose +1 ac 5.000
- Lavender and green absorbs spell 8th or lower level 40.000
- Pale green +1 compet. bonus on attack rolls, saves, skill checks and ability checks 30.000
- Orange prism +1 caster level 30.000
Wand of Mirror Image 3* CL 4.500 (1d4+1 images for 3 minutes)
Wand of CmW 4.500
Handy Haversack 2000
Phylactery of positive channeling +2d6 11.000 gp
Headband of alluring charisma +4 16.000 gp
Belt of physical might (Dex, Con) +4 40.000
Small equipment, other (water, food, trinkets, etc.): 1.542 gp; material components and focus up to 15.000 gp (includes 10.000 diamond dust and holy symbol 500 gp)
Money left: 8.000 gp
Spells:
Caster Level: (14+1 ioun stone) = 15
Level_____Known(+fav.class)_____Available slots per day
Spells known
Orisons: Detect Magic / Detect Poison / Light / Stabilize / Read Magic / Create Water / Purify Food and Drink / Mending / Spark
Level 1: Liberating Command / Divine Favor / Bless / Protection fron Evil / Shield of Faith / Endure Elements / Remove Fear / + Cure light wounds + Detect Undead
Level 2: Grace / Surmount affliction / Remove paralysis / Delay Poison / Silence / Pilfering Hand / Spiritual Weapon / + Cure m. wounds + Lesser Restoration
Level 3: Borrow Fortune / Invisibility Purge / Remove Disease / Dispel Magic / Resist Energy, Communal / Searing Light / + Cure S. wounds + Neutralize poison
Level 4: Blessing of fervor / Death Ward / Divine Power / Magic Weapon, Greater / Holy Smite / Freedom of movement / + Cure C. Wounds + Restoration
Level 5: Air Walk, communal / Break Enchantment / Flame Strike / Spell Resistance / Righteous Might / + Cure light wounds, mass + Breath of Life
Level 6: Dispel Magic, Greater / Harm / Wind Walk / Cold Ice Strike /
Level 7: Destruction
Special abilities:
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Curse and Revelations
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1 - Channel Energy (8d6 +2d6 phylactery=10d6) (1+6+2=9/day) (DC: 10+7+6+2=25)
3 - Energy Body 11 rounds/day
7 - Combat Healer 2/day
11 - Safe Curing
Curse: Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, AKLO, Aquan, Auran, CELESTIAL, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype* and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
*Elemental subtype: Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots.
This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability.
Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Stigmata (Su) (-2/+2): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata.
While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator's caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.
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Still working on the background but the crunch is there.
Your feedback will be welcome and appreciated. Thank you!
Welcome, Rorek55 and Jaime. Make your aliases and introduce yourself in the gameplay and the dicussion. You will meet the heroes at an inn, and you are told to wake them up, at 6:00 am in the morning, warning them of danger or that you have to hurry.