Thanks for at least taking a look, Nikolaus!
Yeah, as was stated, we have random consumables, for better or worse. So far no one has gotten to the point of running out. Mostly because it is stuff that regenerates daily. It seems the link to the rules is missing though, I am wondering if they took them down. I'll have to see if it is archived somewhere. I believe I wrote out an example of it in the campaign info tab. I will double check that..
Wealth: 3d6 ⇒ (3, 5, 2) = 10
Alright, a small preview of the character:
He's a half-orc, raised in a Shoanti village, who had a knack for medicine and magic. Studied with the local medicine man and learned the totemic ways, but he wanted to travel along Varisia when he turned out of age to learn more about the world. As a half-orc, he's sometimes feared, but his good humor and kindness usually go a long way for him, and his healing skills are much appreciated.
He heard of the new cathedral and wanted to admire it (even if not revering a proper God but a totem), but when he arrived he found out about the raid. Being told the heroes are out trying to solve the problem, he decides they might need his curative skills and goes there to help.
Crunch is done, just need to put it in an alias. Now, how do we do with HP at 2nd level? Half+1 as usual?
Growing up in the wilds of Varisia, some elven youths learn the ways of nature, or of magic. Others learn more directly phyusical things. Sileven was one of the latter. While his frineds learned to work directly with nature, to understand the world around them, he was busy climbing, or swimming, or chopping firewaood and helpin in the smithy. In short, he's focused more on simply getting through life than on being an example fo one of the famous elven archetypes seen through all the stories.
Move 20' (30' w/o Pack)
Melee+4, Ranged/Finesse+6, CMB+4/+6 (BAB+2, Str+2, Dex+4)
Standard (any one of):
Shortbow +6 for 1d6 over 60' @ 16+; P; Ammo 2d20
Elven Thornblade +6 for 1d6+2 @ 14+; P or S; +2 to confirm threats
Elven Leafblade +6 for 1d4+2 @ 14+; P or S; +2 to confirm threats
Elven Thornblade +4 for 1d6+2 @ 14+; P or S; +2 to confirm threats
Elven Leafblade +4 for 1d4+1 @ 14+; P or S; +2 to confirm threats
HP: 22? (10 + 1d10 + 2xCon+2 + 2xFavord Class+1)
Gain additional +1 HP from Magical Healing
AC+7 (8), T+3 (4), F+4, CMD+7 (8) (Armor+4, Dex+3, Two-Weapon Defense+1, BAB+2, Str+2)
AC, T, & CMD all improve by +1 w/o pack carried
Two-Weapon Defense applies only for 1 round following Two-Weapon Full Attack
Fort +5 (Base+3, Con+2)
Ref +4 (Base+0, Dex+4)
Will +1 (Base+0, Wis+1)
immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
+1 Will vs Fear
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 7- Climb 2+2+3+Encumbrance
+ 6 Craft (Weapons) - Background 1+2+3
+ 3 Linguistics - Background 1+2+0
+ 5 Perception 1+2+0+Keen Senses+2
+ 7-Swim 2+2+3+Encumbrance
Encumbrance: -3 (-2 w/o pack)
Languages Known Taldane, Elven; Sylvan; Varisian, Shoanti
1 Weapon Finesse
F1 Two-Weapon Fighting
F2 Two-Weapon Defense
Campaign: Sandpoint Faithful: Silver Holy Smbol of Shelyn; +1 HP from Magical Healing
Race: Warrior of Old: +2 on Initiative
x60 Elven Thornblade 4# (1d6/18+/P or S/+2 to confirm threats)
x40 Elven Leafblade 3# (1d4/18+/P or S/+2 to confirm threats)
x30 Shortbow 2# (1d6/x3/60'/P)
xx3 60 Arrows 9#
100 Chain Shirt 25# (+4/+4/-2/20%/30')
xx9 Fighter's Kit 29# (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
FREE Silver Holy Symbl of Shelyn 1#
That's 242 GP spent (8 GP on hand) for 73# (45# w/o Pack)
Up to 58# Light (by armor)
Up to 116# Medium (+3/-3/20'/x4)
Up to 175# Heavy (+1/-6/20'/x3)
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Level Base Attack Bonus Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training (or advanced weapon training*)
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, Weapon mastery
Class Features The following are class features of the fighter.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
Weapon Training (Ex) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: axe-gauntlet, dwarven heavy, axe-gauntlet, dwarven light, bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, kumade, collapsible, light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Blades, Heavy: ankus, bastard sword, chakram, cutlass, double, double chicken saber, double walking stick katana, dueling sword, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, switchscythe, temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.
Bows: composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.
Close: axe-gauntlet, dwarven heavy, axe-gauntlet, dwarven light, bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.
Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light repeating crossbow, heavy repeating crossbow, pelletbow, dwarven heavy, pelletbow, dwarven light, and tube arrow shooter, underwater heavy crossbow, underwater light crossbow
Double: bo staff, boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear.
Firearms: all one-handed, two-handed, and siege firearms.
Flails: battle poi, bladed scarf, cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Hammers: aklys, battle aspergillum, chain-hammer, club, earth breaker, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, ram hammer, dwarven, sphinx hammer, dwarven, taiaha, tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, giant-sticker, dwarven, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ogre hook, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.
Spears: amentum, boar spear, chain spear, elven branched spear, harpoon, javelin, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.
Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, kestros, lasso, light hammer, net, pilum, poisoned sand tube, ram hammer, dwarven, rope dart, shortspear, shuriken, sibat, sling, sling glove, snag net, spear, sphinx hammer, dwarven, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.
Tribal: Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
Armor Mastery (Ex) At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex) At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Advanced Armor Training
Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus.
Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.
Adaptable Training (Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.
Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
Armored Confidence (Ex): While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +4 at 19th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.
Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Armored Master: The fighter gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites.
Armored Sacrifice (Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.
Armored Sprint (Ex): The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.
Critical Deflection (Ex): While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.
Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.
Quick Donning (Ex): The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal
Armor Type Don Don Hastily Remove
Light armor 5 rounds 1 round 5 rounds
Medium armor 1 minute 5 rounds 1 minute
Heavy armor 2 minutes 1 minute 1d4 minutes
Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it. The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.
Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Unmoving (Ex): Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type
Advanced Weapon Training
Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups.
Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.
The fighter’s weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Some advance weapon training options can be selected only if the fighter meets the option’s prerequisites.
Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.
Abundant Tactics (Ex) The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.
Armed Bravery (Ex) The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.
Combat Competence (Ex) For any weapon in the associated weapon group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that weapon group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.
Combat Maneuver Defense (Ex) When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.
Dazzling Intimidation (Ex) The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.
Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.
**Effortless Dual-Wielding (Ex)** The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons. Source PPC:BotB
Fighter’s Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.
Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
Inspiring Confidence (Ex) A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated weapon group.
Item Mastery: The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites. Source: PZO9468
**Trained Grace (Ex)** When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.
Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
Trained Throw (Ex) When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option’s benefits to any weapon from that group that he throws.
Versatile Training (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).
Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Source: PZO9468
Weapon Mastery The fighter gains a weapon mastery feat as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Sacrifice (Ex) When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with unarmed attacks.
**Weapon Specialist (Ex)** The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Roll Race Level Magic Current
14 +0 14 +0 14 +0 14 S 14 +2
16 +2 18 +0 18 +0 18 D 18 +4
16 -2 14 +0 14 +0 14 C 14 +2
11 +2 13 +0 13 +0 13 I 13 +1
13 +0 13 +0 13 +0 13 W 13 +1
13 +0 13 +0 13 +0 13 H 13 +1
|Wesh the Summoner|
wealth: 5d6 ⇒ (2, 3, 1, 3, 3) = 12
Submitting Ellyn Fields aka the Devil of Masks if you allow an evil character looking for redemption
Yes, Artistry and Lore are in this game.
As for Ellyn, the story intrigues me greatly, so I'm inclined to include her, but as a vigilante, I believe there are supposed to be two stat write ups and we'll need both so we can easily switch between personas. I'm not sure how other people have done it, but it may help. I will also need your gear list as well..
Sileven is approved!
All: Characters are shaping up and with four of you now, I'm going to close recruiting so we can finish up character generation and get you into the game...
|Wesh the Summoner|
Attention Heroes! Once again, we are opening the recruitment for this campaign. We are still playing 1st Edition Rise of the Runelords. Please check the character and rules notes on the campaign page and when you are ready, throw up a submission. We have just completed the first chapter and everyone is in Sandpoint. Your background should include notes on how you came to be in Sandpoint and your actions during the goblin crisis. As for what we need, we have a catfolk Swashbuckler, a half orc Shaman healer and a kobold Sphere Caster. A skill based build or another fighter type would probably fit in well. You will start at Level 4.
Oh right, this was in a later post in this thread:
As for actual character creation, I'm going standard rules, 4d6 drop lowest 6 times, arrange as you like. Roll for money. If you want to use Influence and Social Combat from Intrigue, I'm all for it. I want you guys to feel part of the world and not just characters in it.
As for races, I'm allowing just about anything, as long as it makes sense in your background. We do have a kobold running around in Sandpoint and they are normally considered evil by most civilizations.
So, think up what you like and we'll go from there.
Does Paizo have the k3 dice code: 4d63 ⇒ (58, 51, 21, 34) = 164
It does not.
For Realsies: 4d6 ⇒ (2, 6, 2, 1) = 11
For Realsies: 4d6 ⇒ (5, 2, 1, 3) = 11
For Realsies: 4d6 ⇒ (4, 5, 2, 5) = 16
For Realsies: 4d6 ⇒ (5, 4, 3, 6) = 18
For Realsies: 4d6 ⇒ (5, 6, 5, 5) = 21
For Realsies: 4d6 ⇒ (4, 1, 6, 2) = 13
Seeing people using Spheres of Power looked pretty fun, so I might see if I can fit a little Spheres of Might in. I remember being part of the playtesting for that and I'd love to see if it's come along to being a full product that fulfills its fantasy of enabling more neat skill/martial stuff.
As for character backstory, I was thinking a normal human who wishes he/she was some sort of unique exotic race. So they created a vigilante identity to fight evil while being cool. I figured it would be amusing if there's a normal human with that desire amidst such a diverse group as we have here.
Still reading up on Rise of the Runelord to see what it would make sense for them to be doing and have gotten here, as it's my first time with this AP.
Ideas look good so far. Someone with more outdoors knowledge would be a good addition and I definitely like the wannabe special human vigilante. That could work into the story well.
@YoricksRequiem- The standard array (15,14,13,12,10,8) gives a mean bonus of +1. Yours has a mean of -2/3rds. I will allow rerolls so that you have a mean bonus of at least +1. If you want to keep the rolls for story value, that's perfectly fine. I can adjust encounters as necessary.
Okay. so! I've never made something using Spheres of Power before so I may have done some things wrong, and please let me know if that's the case. Very open to feedback on this, but feeling good about submitting here's Kejal, a Drow Shifter. Shouldn't be anything breaking, I think it'll play pretty close power-wise to Milah. I'll no doubt revise the background and add more about personality over the next day or so, but wanted to get something up early!
|The Captivating Caprice!|
Hit Dice Rolls: 3d8 ⇒ (4, 3, 6) = 13
Counterpoint Gopher here. The Captivating Caprice's backstory is ready to go. And her build is fairly complete, available in two different formats for perusal in my profile. I've got a Trait, Feat, Some Money, and a Talent left over, but the character is more or less complete without any of those. I'm leaving them open for now in case the party is like "We really need someone who can X" like if you need me to have Trapfinding to detect magical traps. If you guys don't need anything like that, I'll probably end up spending them along the lines of "Reactionary, +2 initiative ahoy".
Idun was Ulfen born and raised in the Lands of the Linnorm Kings, a cold and harsh land. She much preferred the warmer sunny coasts of Varisia, which she encountered visiting family at the annual Swallowtail Festival. She grew in love with the warm vibrant colors of the autumn, and eventually resolved to stay. Of course, fate so turned that the year she chose was an event filled one.
During the goblin attacks she kept a close watchful eye to her Ulfen relatives to protect them from harm. But in the aftermath, she feels a bit selfish for only protecting those close to her, and has resolved to cast a wider net to protect the whole of Sandpoint. It's definitely not because nobody noticed her that she decided to be more helpful!
As for the build, I expect her to be able to provide a frontline fighter, with a bow on hand mostly for those pesky flying enemies. She's got magic solely as a way to buff her frontline survivability which suffers a little from her mediocre Con and HD. And she's got a ton of skills, thanks to Vigilante + Int 16, so she should be able to provide a lot of things out of combat. She can definitely be sneaky, and has great survival skills too.
4d6 - 2 ⇒ (2, 6, 2, 4) - 2 = 12
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
4d6 - 1 ⇒ (2, 1, 1, 6) - 1 = 9
4d6 - 3 ⇒ (3, 4, 4, 5) - 3 = 13
4d6 - 2 ⇒ (6, 5, 5, 2) - 2 = 16
@GM: Dotting with interest! I'd like to bring a Dwarf Fighter (Corsair), the regular fantasy grumpy goblins-and-orcs-hatred Dwarf, very vanilla. I think it would work fairly well with the current party composition. Let me know your thoughts and I'll work on mechanics (right now, more interested in the fluff part ;) )
@Kejal- Looks good at first blush, the Ananasi type shifter sounds like an interesting backgrond for this character, especially how you would integrate into normal society..
@Caprice- I love the story, a real life wannabe super hero. So far, the build looks good. Depending on what the others say, we can see what other things you can add.
@Archlich- A straight up Dwarf fighter is a good fit, but as you said, it's all about the fluff.
@pad300- Yes, Occult Adventure classes are allowed.
|Albion, The Eye|
I am going to throw my hat in the ring for this one!
I have two separate concepts/ideas - one is a young Shoanti Barbarian girl, just having completed her rite of passage with the Shundar-Quah, and now on the Spirit Walk as determined by the quah-jothka’s counsel, to know the world, and learn to look outside the tribe instead of only inward. She is as tough and wild as Barbarians come - always the first one to the fray, but with a decent tactical acumen, and resilient as bedrock = Urban Barbarian/Invulnerable Rager/Unbreakable Fighter :D
The other one is a Dwarven Evangelist cleric (still undecided on his deity), having come to Sandpoint to pay his homage at the building of the new Cathedral, and perhaps meet up with his old friend father Zanthus. I envision him tying in with Sandpoint in more than one way - I am planning on making him a wise and down to earth character, and an armorsmith (you are using Background Skills, right?) at heart, so merchant ties are also not out of the picture at all. My main question regarding this one is: would it be an issue since the group has already a divine focused character? I sense they would be much different from what I read about Drek'Thar, but still wanted an honest opinion before plodding ahead.
|Albion, The Eye|
I have another question - any chance we can use a point buy? I always roll like crap on character creation :P
4d6 - 1 ⇒ (3, 5, 1, 5) - 1 = 13
4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
4d6 - 1 ⇒ (1, 2, 5, 2) - 1 = 9
4d6 - 1 ⇒ (6, 1, 2, 3) - 1 = 11
4d6 - 1 ⇒ (3, 5, 1, 3) - 1 = 11
4d6 - 1 ⇒ (1, 4, 1, 3) - 1 = 8
Like I said....
Since it is an average bonus of +0?
4d6 - 2 ⇒ (5, 5, 2, 4) - 2 = 14
4d6 - 1 ⇒ (6, 5, 4, 1) - 1 = 15
4d6 - 1 ⇒ (4, 5, 1, 3) - 1 = 12
4d6 - 2 ⇒ (2, 4, 6, 3) - 2 = 13
4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12
4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
I am noticing some differences :P
Traits- Yes, we are using traits, including Campaign Traits
Stat rolls- No point buy, but the re roll is allowed until you get at least a +1 average.
Kejal and Caprice- I'm looking at your characters a little closer to verify rules stuff, but as I'm not as familiar with Spheres of Might, Kejal, I will need to take a closer look at how you are statted up. Do you have a list of level choices you made so it's a little easier for me to find what I'm looking for?
Otherwise, to echo what some of the current players have mentioned, be careful with racial choices as though I allow just about anything, racial discrimination and mistrust is a thing in this campaign. You may have to prove your worth as a hero as it were.
As for Albion's character concept, I think the Barbarian would fit a little better since we do have a healer, but I'm very much a 'play what you will enjoy playing' GM, so there you go.
|The Captivating Caprice!|
Yeah, I totally understand about Spheres of Might being a bit of a doozy.
Honestly, I'm not a big fan of dealing Bleed Damage, as it adds a bunch of bookkeeping when a PC consistently DoTs NPCs. I really just wanted Dueling Sphere for the Bleed Resistance to cancel out my Bleed Vulnerability (right now it breaks even but eventually I'll have more bleed resistance than vulnerability), so if you want to just ignore Dueling Sphere's ability to deal Bleed Damage, I think Caprice is still fine offensively without it. Makes things a lot simpler.
Kejal and Caprice- I'm looking at your characters a little closer to verify rules stuff, but as I'm not as familiar with Spheres of Might, Kejal, I will need to take a closer look at how you are statted up. Do you have a list of level choices you made so it's a little easier for me to find what I'm looking for?
Oh, I'm actually not using Spheres of Might, just Power. I was tempted to take the Martial Shifter archetype to gain access to Combat spheres, but I'm not sure they'll help much. At any rate, totally! I added a table to the end of my doc that shows the decisions I made with some links.
|The Captivating Caprice!|
I'm using the new Ultimate rules, but yeah, I can probably switch back no problem.
Checked all of the Talents/Drawbacks I have, and they're the exact same in Ultimate and Original, so no problems there. Checking my tradition next.
On the subject of my Tradition, the only change seems to be that Prepared Casting in the ultimate edition has a clause for an odd situation that my character doesn't interact with.
So, whichever edition you say you guys are using, I am also using, because none of the rules I used changed between Old and Ultimate. :P
Presenting, Khamul Froghoth, small Medium at large in the wilds of Varisia:
Concept : Medium focusing on champion spirit day to day
Khamul’s family moved to backwoods Varisia when he was a babe. He grew up in a little town near Ravenmoor. He learned his father’s ritual for containing the fiend, some very disreputable “urban” skills from his mother’s mis-spent youth, Erastil’s creed and goat herding… When he was 14, the town burned – raided by giants from the Storval Plateau. His father died fighting giants, and he inherited the responsibility for the keeping of the fiend: K’Tok’Tath.
Not willing to stay on the frontier after the tragedy, the family returned south to Magnimar. Khamul though has some wanderlust. Also, he wants blood for blood; his father’s ghost needs to be avenged. After getting helping Mom (Gildais Froghoth) and his 2 sisters (Andylia (older) and Torbria (younger)) settled in Magnimar, he’s started wandering the backlands. He’s killed many goblins, and figures he’ll work his way up to handling giants.
He’s literally just arrived in Sandpoint. He rushed there from Galduria (Where he was staying for a bit; he’s got a contact or two in the Twilight Academy.), upon hearing the rumours of the great goblin raid. He figured there might be the kind of action he’s looking for in Sandpoint…
NG Male Halfling, Favored Class : Medium
Medium 4 (Fiend Keeper)
Init +4 = +4 (Dex)
Speed 20 ft
AC : 20 =10+ 4 (Dex) +4 (Armor) +1 (Shield)+1 (Size)
HP: 27 = 8 +3d8 = 15 + 4
Fort +3 = +1 (Medium 4) + 1 Con + 1 Racial
Ref + 6 = +1 (Medium 4) + 4 Dex + 1 Racial
Will + 5 = +4 (Medium 4) +1 Racial
CMD :16 = 10 + 3 (bab)+ 4 (dex)-1 (size)
BAB : +3
CMB : +3 = +3 (BAB) +1 (Str) -1 (Size)
Knacks (L0, DC 11, */day, 4 Known) : Guidance, Message, Read Magic, Stabilize
L1 (DC 12, 1+1/day, 2 Known) : Longarm, Hermean Potential
Str 12 = 14 -2 racial
Dex 18 = 15 +2 (racial)+1 (lvl 4)
Con 13 = 13
Int 12 = 12
Wis 11 = 11
Cha 13 = 11 + 2 racial
Feats : Spirit Focus : Champion (1st), Point Blank Shot (3ed),
Traits : Giant Slayer (Campaign), Highlander (Region), Trap Finder (Campaign), Occult Bargain (Drawback)
Skills (20 = 4*4+4 * 1(int)) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (4,+7+1 Trait+4 Racial to detect danger)
Use Magic Device (4, +7)
Sense Motive (2,+7+1 Trait)
Stealth (3,+10+4 Small)
Bluff (2,+7+1 Trait)
Ride (2,+9 +1 Trait)
Disable Device (4,+11+1 Trait)
Background Skills : (8= 4*2) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal (4,+4+1 Trait)
Linguistics (4, +8)
Languages : Common, Halfling, Varisian, Grippli, Goblin, Giant, Shoanti
Class Special Abilities :
Knacks, Evil Spirit, Spirit bonus (+2), Lesser Spirit Power, Spirit Surge 1d6, Shared Séance, Taboo, Dark Communion
FCB : +1/3*4=+1 to the bonus the medium gains from its seance boon
Racial Abilities :
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fey Thoughts : The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A halfling can take it in place of fearless.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Danger Detection: Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion).
Warslinger : Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Magic: Slingstaff +1 (2370 gp), Sleeves of Many Garments (200 gp)
Weapons(*** gp): Sling (0gp), Spiked Gauntlet (5 gp), Dagger (2 gp), 10 Sling Bullets (1 sp), 10 Halfling Sharpstones (1 gp), Estoc (50 gp)
Armor : Masterwork Chain Shirt (250 gp), Masterwork Buckler (155 gp)
String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Masterwork Thieves Tools (100 gp)
In Sleeves: Explorer’s outfit, Swarmsuit (20 gp), Cold weather Outfit (8gp), Shinobi Shozoku (50 gp)
Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations 8 days (4 gp), ), waterskin (1 gp), 100 Sling Bullets ( 2 gp), 50 ft of hemp rope (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp), 20 Halfling Little Startstones (1 sp), 20 Halfling Softstones (2 sp), 30 Halfling Sharpstones (3 gp), Longspear (5 gp), Morningstar (8 gp), 9 days dog food ()
Combat Trained Riding Dog (150 gp), Military Saddle (30 gp), Leather Barding (20 gp), Saddlebags, Lance, 20 sling Bullets, 20 Halfling Sharpstones, 1 day of dog food (), 1 day() of trail rations (0.5 gp)
He's mostly complete, I will sort out the rest of the equipment if picked. I also haven't written out the attack routines because they vary enormously with the spirit for the day. I've put him up so DM ShadowBloodmoon can take a peek. Something ShadowBloodmoon should know: There is a cheat - I took a drawback, Occult Bargain, to take a 3ed trait, and I selected Trap Finder, a 2nd campaign trait. I did this because I believe every party should have the capability to find traps; call it a grognard holdover...
Hello, I'm Drek'Thar, the
I have to say I'm built on Ultimate :P Since there are some changes from time to time, I occasionally have a look and change talents in accordance. Man, how good was Sustaining Vitality before all the nerfs! :D
What I was here for, really, is to say I don't really mind another healer. Though this is probably not what the party needs most, having two healers allows splitting the job and thus more spare resources to do other things. On the other hand, yeah, we wouldn't mind someone who can
eat the swordchops for mehold the line or whatever. But remember what the DM has just said: play something you feel like to.
|Albion, The Eye|
Thank you to DM ShadowBloodmoon and Drek'Thar for the feedback - I think I am turning my concept a bit upside down, and go with an orphan half-orc bare knuckle street brawler who arrived at Sandpoint a wreck, but has been improving one day at a time, splitting his days between serving under Father Zanthus, training with Sabyl at the House of Blue Stones, and more recently like so many others, defending the town from goblin incursions ;)
I have been wanting to try my hand at a monk character for a long time, and this seems to adapt nicely to the game and the group.
I have a basic crunch for him, and will be adding to the fluff above tomorrow ;)
Male half-orc bloodrager (urban bloodrager) 1/fighter (varisian free-style fighter) 1/unchained monk 2
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +12
AC 18, touch 17, flat-footed 15 (+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis)
hp 34 (4d10+6)
Fort +10, Ref +7, Will +7
Defensive Abilities evasion, sacred tattoo[APG]
Speed 40 ft.
Melee mwk cold iron brass knuckles +9/+9 (1d3+4) or
. . unarmed strike +8/+8 (1d6+4)
Ranged sling +6 (1d4+4)
Special Attacks bloodrage (11 rounds/day), flurry of blows (unchained), martial flexibility 4/day, stunning fist (2/day, DC 15)
Str 18, Dex 14, Con 12, Int 13, Wis 16, Cha 12
Base Atk +4; CMB +8 (+10 grapple); CMD 25 (27 vs. grapple)
Feats Alertness, Dodge, Dragon Style[UC], Extra Rage, Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits fate's favored
Skills Acrobatics +9 (+13 to jump), Handle Animal +6, Intimidate +3, Knowledge (history) +6, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +6, Perception +12, Sense Motive +12, Survival +9; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Infernal, Orc
SQ controlled bloodrage, fast movement, foretold touch, orc blood
Combat Gear wand of mage armor (50 charges); Other Gear mwk cold iron brass knuckles[APG], sling, amulet of natural armor +1, ring of protection +1, bedroll, blanket[APG], grappling hook, masterwork backpack[APG], silk rope (50 ft.), trail rations (5), waterskin
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Foretold Touch +1 (Su) Familiar gets bonus to attack and DC when delivering touch spells
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +8
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 17 (1d8-2)
Fort +5, Ref +6, Will +1
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +4; CMB +3; CMD 8 (12 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +10 (+6 to jump), Climb +5, Handle Animal +0, Linguistics +0, Perception +8, Sense Motive +5, Stealth +19, Survival +4, Swim +5
SQ empathic link, loyal bodyguard, spiny defense
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r
|Albion, The Eye|
No one in Sandpoint really knows where Grenz came from - fact is not even himself... The half orc was a mess when he arrived in town - nothing more than a brawler, provocative and aggressive after having wandered over Varisia in bare knuckle fighting bouts here and there, making money in whatever way he could, Fighting bouts... In the beginning they weren't even that. In the beginning he just relied on that anger which always seems to brim just behind his eyes and went with it - no technique, just brute force. He probably ended losing more than winning but hey, whatever...
His first days in town were just 'a series of unfortunate events' - he got drunk and caused a ruckus in the Rusty Dragon Inn, threw a few punches at the wrong patrons and got hammered bad. He spent his night in jail, and sheriff Hemlock was waaaaay more patient with him than he should. In the morning they realized the half-orc was more beaten up then he seemed initially - his nose was still bleeding every time he moved his head, the left cheek had swollen and closed shut one of his eyes. On top of that his breathing was ragged, and there was a pain on his side from probably a few cracked ribs.
They brought in Father Zanthus to look over him, and the man asked Grenz to be released to his custody, and placed either at the church or the monastery for extended care - his wounds were too severe and needed to be followed up close. "I am ok" - he managed to growl through gritted teeth, but the words carried no strength. "We really should just throw you out and be done with it - leave it to the wilds to take care of" - he could sense Hemlock pondering his options, but Zandalus would have none of it - "I know you better than that sheriff - we will not just throw this man out of Sandpoint just to die alone"
He was rude and thick even to those who treated them, as he expected them to simply demand something back at some point in the future - but he was met mostly with a pragmatic attitude from hard working people, trying to do their best and lead a straight up life, even if it included taking care of an idiot like him.
Zanthus was curious about him, and would dedicate some time to get to know Grenz a little better - they had long talks about Sandpoint and the people around town, their ambitions and how they led their lives. Sabyl would sometimes join them, curious about the half-orc's inclination for bare knuckle combat, and total absence of technique. After a while, he found himself enjoying those moments, and could no go longer without giving back.
He started by helping in the care of the church grounds - the orchard, the vegetable garden and the animals.
Waking up with the rising sun every day, it would be common to see him going about his chores after a spartan breakfast at the church´s kitchen - Alda the chaplain became a good friend, and has been ever since he remembers - she makes sure he is well fed - "You are a big boy, so you need to eat well - here have some bread, eggs, milk and fruit. Couple it with some bacon and you have the perfect breakfast for a lad your size" - she would joke with him again about his strong build and frame. Eventually she learned how to make him smile.
There was never shortage of hard labor, and he came to understand he preferred it like that - most people around Sandpoint would recognize him as 'the idiot who stirred up that mess at the Rusty Dragon', so there would not be many he would call friends. It really did not matter - he liked Alda and he liked the life he might be building in Sandpoint.
Father Zanthus would allow him access to the library every once in a while, and take him on long walks and conversations about the Gods, and about doing what is right versus choosing to do what is wrong. Grenz was never sure if it meant anything to him, but he liked the stories.
He took pride in his work, and reflexively smiled every time someone complimented the pristine state of the orchard, the lushness of the vegetables or the cleanliness of the grounds. The animals are well tended and fat, and the half-orc enjoyed releasing them in the surrounding hills and just sitting there watching and looking over them in the cold breeze. Very strong of limb and agile as few, he also aided in tending to the church itself, and whatever repairs may be needed.
One day he would want to know more about his past and the tattoos that cover a significant part of his body ever since he was a small boy or the rage that constantly bubbles inside, but regardless he soon felt he would give his life for Zanthus and Alda, and the only time he got himself in trouble again was when some brigands tried to rob the alms box, and turned violent on those he came to almost consider his adoptive parents - he pounced on them without a second thought, accepting the blows from their clubs, and returning it with violent punches. He ended badly blooded, but one of the assailants almost died - Grenz would probably be arrested again if not for Alda's fiery intervention with Hemlock.
He was there when all hell broke loose during the Swallowtail Festival. He helped getting people to safety, and pummeling down more than one stray goblin during the attack. Many were those who changed their opinion regarding the young half-orc that day - even amidst the terror of the attack, that brought him a measure of happiness. He realized being accepted in Sandpoint had become more important for him than he thought. His actions also played a very important part of why Sabyl accepted him as a student, and began inducting him into the martial arts fighting techniques.
Grenz was well aware adventurers had departed to investigate the attacks, but he decided to stay in Sandpoint. This way he could contribute to the town's safety as best as he could, and continue his training.
I took some creative liberties with some NPCs - hope that is ok. Please let me know if otherwise DM ShadowBloodmoon.