
drbuzzard |

Campaign is currently at 6th level, but the front line barbarian had life come up, so he had to bail. The party needs a replacement who can do melee duty.
Rules are: (as initially set out)
20 point buy
Paizo only
level 6
2 traits, one campaign
No gunslingers except Bolt Ace
Only unchained summoners
Only unchained rogues
No sap adept and sap mastery
Core Spells only (barring approval- explicit approval, not implied)
I'm inclined to avoid the Occult classes since they are not terribly balanced IMO.
Force bomb does not trip people.
Mages Disjunction dispells anti-magic fields.
Background skills
Automatic Bonus progression (normal)
Core magic items only (unless otherwise noted)
Core spells only (unless otherwise noted)
1/2 WBL
max HP at first, 1/2 die size +1 past that
+2 skill points per level.
Campaign occurs in Garund. Picking a race which suits this is fine. No custom races, and to be quite honest the weirder you go, the less will be your chances of selection. The party needs a meat shield, so keep that in mind. Campaign tone, as always for me is tongue in cheek, beer and pretzel style. You can provide a paragraph of background if you like and I may even bother to read it.

![]() |

Zahur Bai
Human (Mwangi) samurai (sword saint) 6 ( Pathfinder Player Companion: Dragon Empires Primer ,
Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (human)
Init +6; Senses Perception +8
—————
Defense
—————
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 58 (6d10+18)
Fort +8, Ref +4, Will +4
Defensive Abilities resolve 3/day
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +1 katana +11/+6 (1d8+7/18-20) or
mwk wakizashi +10/+5 (1d6+3/18-20)
Ranged mwk composite longbow +8/+3 (1d8+3/×3)
Special Attacks brutal slash, challenge 2/day (+6 damage, gain DR 2/- vs. target), iajutsu strike, terrifying iajutsu, weapon expertise (katana)
—————
Statistics
—————
Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Dazzling Display, Improved Initiative, Shatter Defenses, Weapon Focus (katana), Weapon Specialization (katana)
Skills Acrobatics -3 (-7 to jump), Climb +7, Diplomacy +12, Intimidate +12, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nobility) +10 (+13 to checks relating to the nobles or politics of your land), Perception +8, Sense Motive +11, Swim +2; Racial Modifiers honor in all things
Languages Common, Dwarven, Polyglot
SQ order of the warrior UC
Combat Gear potion of cure light wounds (2), potion of enlarge person ;
Other Gear mwk full plate, mwk katana, arrows (20), mwk composite longbow (+3 Str), mwk wakizashi UC, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone , feather step slippers UE, shawl of life-keeping ARG, bedroll, belt pouch, flint and steel, masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap, torch (4), trail rations (5), waterskin, 848 gp, 3 cp
—————
Special Abilities
—————
Brutal Slash +3 (Ex) Gain a bonus to confirm Iajutsu Strike criticals.
Dazzling Display (Katana) Intimidate check to demoralize can affect those within 30' who see you.
Honor in All Things (2/day) (Ex) Gain +4 morale bonus to Save or Skill check.
Iajutsu Strike +3d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Resolve (3/day) (Ex) Your resolve can remove effects or reroll saves.
Terrifying Iajutsu (DC 16) (Ex) When hit foe with Iajutsu Strike, all foes in 30 ft shaken 1d4+1 rds (Will neg).
Warrior's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, DR 2/- against attacks from challenge target.
Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.

Nemris Silverclaw |

Here's a brief rundown of Nemris' stats. Hes a Tiefling Monk 2/Druid 4 focused on being a wildshaped melee bruiser while also offering utility spell-casting. Obviously the combat stats shown aren't while wildshaped so he'll have additional AC and damage in Bear/Cat form.
Male Tiefling (Oni-Spawn); Medium Outsider ( Native, Oni-Spawn )
Monk2 Druid4
Alignment:
Lawful Neutral
Hit Points:
54
Initiative:
+1
Speed:
Walk 30 ft.
AC:
16 (touch 14, flatfooted 15)
Attacks:
*Claw +10/+10(1d4+5/20x2)
Vision:
Darkvision (60 ft.)
Face / Reach:
5 ft. / 5 ft.
Skills:
TBD
Spells:
TBD
Special Qualities:
AC Bonus, Bonus Feat, Claw, Darkvision, Evasion, Fiendish Language, Fiendish Sprinter, Fuse Style, Nature Bond, Nature Bond, Nature Sense, Orisons, Prehensile Tail, Resistance to Fire, Resist Nature's Lure, Scaled Skin (Fire), Totem Transformation, Trackless Step, Unarmed Strike, Wild Empathy, Wild Empathy, Woodland Stride
Saves:
Fortitude: +9, Reflex: +5, Will: +10
Abilities:
STR 19 (+4), DEX 12 (+1), CON 14 (+2), INT 8 (-1), WIS 16 (+3), CHA 8 (-1)
Skills:
Perception +12
Acrobatics +9
Feats:
Dragon Ferocity, Dragon Style, Feral Combat Training (Claw), Improved Unarmed Strike, Snake Style, Stunning Fist, Weapon Focus (Claw)
Possessions: Amulet of Mighty Fists +1; Bracers of Armor +1; Claw; Outfit (Monk's);

![]() |

Here's a brief rundown of Nemris' stats. Hes a Tiefling Monk 2/Druid 4 focused on being a wildshaped melee bruiser while also offering utility spell-casting. Obviously the combat stats shown aren't while wildshaped so he'll have additional AC and damage in Bear/Cat form.
** spoiler omitted **
So like a bear druid from WoW?

Nemris Silverclaw |

Nemris Silverclaw wrote:So like a bear druid from WoW?Here's a brief rundown of Nemris' stats. Hes a Tiefling Monk 2/Druid 4 focused on being a wildshaped melee bruiser while also offering utility spell-casting. Obviously the combat stats shown aren't while wildshaped so he'll have additional AC and damage in Bear/Cat form.
** spoiler omitted **
Yeah pretty much, loved my feral druid in Wrath, guess that might be why I love this concept so much! Congrats on the pick Rubani, if you guys ever need another replacement let me know! Have fun!

drbuzzard |

Actually I think I'm going to ask for 3 people if possible. I started this with 6 people, and would just as soon go back to that. It makes someone dropping less jarring.
Keep in mind, a paragraph of background is quite sufficient. It is more for your sake than mine since I may glance at it, but won't make decisions based on it. This is, after all, a beer and pretzels game.

hustonj |
A Half-Orc Shifter with both Tiger and Orca (Dolphin) forms?
I've been in games where the ruling was "monster feats" that a natural weapons ranger can select are available for Shifters, for basically the same reasons. Is that acceptable?
No is not insurmountable, but it will alter the build. Improved Natural Weapon (Claws) is just too big a deal to pass up, really.

hustonj |
Little frustrated looking at the gear purchase, as the online references all use the LAST PUBLISHED version, so all the core items republished in Ultimate Equipment are listed as from the newer book . . .. Just means it will take longer (or I can find my actual physical core book . . .).
With the way the ABP rules work, this character REALLY wants a suit of Wild armor. More so than the same build with standard magic items would, I think. After all, the Armor Attunement will only apply in arguably his weakest combat form, otherwise. <shrug> You makes your choices, you deal with the consequences.
The below should cover all the non-gear mechanics-based questions about the character concept, though.
Init +2 (Orca or Tiger+1)
Speed 30' (Orca Swim 60'; Tiger 40')
Trackless Step: leaves no trail in natural surroundings unless chooses to
Woodland Stride: move through any natural undergrowth at full speed without impediment or injury
Darkvision (120') (Low-light as Orca/Tiger)
Blindsense (10') as Orca
Scent (30') as Tiger
Standard Attack Options
Half-Orc
..Claw +11 for 1d6+4 @ 20, PS, magic, cold iron, silver
..(BAB+6, Str+3, WF+1, WA+1)
Orca (Dolphin)
..Bite +10 for 1d8+5 @ 20, BPS, magic, cold iron, silver
..(BAB+6, Str+5, Size-1)
Tiger
..Claw +12 for 2d4+6 @ 20, PS, magic, cold iron, silver, GRAB (+18)
..(BAB+6, Str+5, Size-1, WF+1, WA+1)
Full Attack Options
Half-Orc
..Right Claw +11 for 1d6+4 @ 20, PS, magic, cold iron, silver
..(BAB+6, Str+3, WF+1, WA+1)
..Left Claw +10 for 1d6+3 @ 20, PS, magic, cold iron, silver
..(BAB+6, Str+3, WF+1)
or
..Right Claw +11/+6 for 1d6+4 @ 20, PS, magic, cold iron, silver
..(BAB+6, Str+3, WF+1, WA+1)
Orca (Dolphin)
..Bite +10/+5 for 1d8+5 @ 20, BPS, magic, cold iron, silver
..(BAB+6, Str+5, Size-1)
Tiger (POUNCE)
..Right Claw +12 for 2d4+6 @ 20, PS, magic, cold iron, silver, GRAB (+18)
..(BAB+6, Str+5, Size-1, WF+1, WA+1)
..Left Claw +11 for 2d4+5 @ 20, PS, magic, cold iron, silver, GRAB (+17)
..(BAB+6, Str+5, Size-1, WF+1)
..Bite +10 for 2d6+5 @ 19+, BPS, magic, cold iron, silver, GRAB (+16)
..(BAB+6, Str+5, Size-1)
or
..Right Claw +12/+7 for 2d4+6 @ 20, PS, magic, cold iron, silver, GRAB (+18/+13)
..(BAB+6, Str+5, Size-1, WF+1, WA+1)
..Left Claw +6 for 2d4+2 @ 20, PS, GRAB (+12)
..(BAB+6, Str+5, Size-1, WF+1)
..Bite +5 for 2d6+2 @ 19+, BPS, GRAB (+11)
..(BAB+6, Str+5, Size-1)
Power Attack for -2 to attack but +4 damage (+6 for Orca Bite)
HP 58 (10+5x6+6xCon+2+6xFavored Class 1)
AC
Half-Orc
..AC 17 T17 F15 CMD26 (Armor+0, Defensive Instinct+4, Deflection+1, Dex+2, Str+3, BAB+6)
Orca (Dolphin) or Tiger
..AC 19 T15 F18 CMD28 (Armor+0, Defensive Instinct+4, Deflection+1, Dex+1, Natural Armor+4, Size-1/+1, Str+5, BAB+6)
Fort+8 (Base+5, Con+2, Resist+1)
Ref+8 (Base+5, Dex+2, Resist+1) (Orca(Dolphin) or Tiger-1)
Will+7 (Base+2, Wis+3, Resist+1, Boarded in the Shackles+1)
1 Weapon Focus (Claws)
3 Power Attack
5 Improved Natural Attack (Claws)
--
7 Shifter's Rush
9 Vital Strike ?
11 Improved Vital Strike?
**Traits**
Campaign: Boarded in the Shackles: +1 Trait on all Will Saving Throws
Faith (Gozreh): Devotee of the Green: +1 Trait Know (Geography) and Know (Nature). Know (Geography) is Class Skill.
** Proiciencies **
Weapon: club, dagger, dart, flchion, greataxe, natural attacks, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear
Armor: light and medium armor and shields (except tower shields) but are prohibited from using metal versions
Languages: Common, Orc
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)
+ 9 Handle Animal {Background} 0+6+3
+10 Knowledge (Geography) {Background} 0+6+3+Devotee +1
+10 Knowlege (Nature) 0+6+3+Devotee +1
+14 Perception 3+6+3+Bestial +2
+12 Profession (Trapper) 3+6+3
+11-Stealth 2+6+3(+Size-4)
+12+Survival 3+6+3(+Track+3)
+12 Swim 3+6+3
+ 6-Wild Empathy 0+0+0+Shifter Level+6(+Magical Best-4)
Major Aspects for 9Hours/Day
Orca (Dolphin)
Minor: +4 competence bonus on Knowledge checks to identify creatures’ abilities and weaknesses.
Major: Your shape changes to that of a Large dolphin, but your space is 10 feet instead of 5 feet. While in this form, you gain a swim speed of 60 feet, blindsense with a range of 10 feet, low-light vision, a bite attack (1d8), and the ability to hold your breath for a number of minutes equal to 6 times your Constitution score before you risk drowning.
Tiger
Minor: +2 enhancement bonus to your Dexterity score.
Major: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 damage), the grab ability with both your bite and claw attacks, and pounce.
Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice (Str) at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Dragon Sight (2 RP): Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Base Race Level ABP Final
5 14 +2 16 +1 17 +0 S 17 +3
5 14 +0 14+0 14 +0 D 14 +2
5 14 +0 14 +0 14+0 C 14 +2
0 10 +0 10 +0 10 +0 I 10 +0
5 14 +0 14 +0 14 +2 W 16 +3
0 10 +0 10 +0 10 +0 H 10 +0

drbuzzard |

A Half-Orc Shifter with both Tiger and Orca (Dolphin) forms?
I've been in games where the ruling was "monster feats" that a natural weapons ranger can select are available for Shifters, for basically the same reasons. Is that acceptable?
No is not insurmountable, but it will alter the build. Improved Natural Weapon (Claws) is just too big a deal to pass up, really.
A dolphin form isn't going to get you much use in this AP. You're pretty much past the part where swimming is important. I'll have to look into the feats.

hustonj |
hustonj wrote:A dolphin form isn't going to get you much use in this AP. You're pretty much past the part where swimming is important. I'll have to look into the feats.A Half-Orc Shifter with both Tiger and Orca (Dolphin) forms?
I've been in games where the ruling was "monster feats" that a natural weapons ranger can select are available for Shifters, for basically the same reasons. Is that acceptable?
No is not insurmountable, but it will alter the build. Improved Natural Weapon (Claws) is just too big a deal to pass up, really.
Big thing to remember on INA (Claws) is the ruling on size changes. Actual size changes and "as if" changes do NOT STACK, only the better applies. So, in the example provided with a Medium Shifter having 2 Large Aspects, he gets the better of the Aspect's normal "S@%*er Claws-based" damage (bite for the Orca, actual claws for the Tiger) or his adjusted Shifter Claws damage in base form. Were an Aspect medium, then there could be a discussion about improving claw damage inherent to that form if it starts better than the core Shifter Claw damage.
Not sure how the doesn't stack rule works with a Small (or less) aspect. I've always reduced the damage anyway, but now I'm wondering if he isn't supposed to keep the higher damage rating per applying his Shifter Claws directly. That's kinda scary, actually. Sorry, thinking out loud.
Edit: And thank you for the Dolphin aspect pointer. Seemed a good fit for a character from the Shackles, but no point in overly-limiting a character's utility to the group.

Ausk the Heathenbane |

I'd like to present Ausk the Heathenbane. He's a Jungle Druid who's mother is a half orc from Cheliax and father is a Mwangi tribesman. Ausk is returning to Sargava after spending some time in Cheliax. He's a prototypical shamanistic druid.
Edit: Gonna be honest and say I'm really not digging the loss of 2 levels of wildshape and I might go back to just a normal druid.

drbuzzard |

Reading through this again, you are limiting a lot of things to core, is the game really core only?
It says core spells and core magic items. Given that we're doing ABP, the core magic items is a bit less important (and there will be little if any magic mart when you get to a suitable place).
I know some people are a bit focused on spell casters, but last I checked there's plenty of classes and feats outside of core. Also I should note, that if you pick a spellcasting class from a book later than core, you can pick spells from that book as well.

Josh.Ingle |

Is an Archer/Switch Hitter something the party could use? I'm currently looking at ways to get a double weapon of some kind to work with Weapon Finesse, and lv6 is plenty of build time to give me some flexibility. Leaning towards Fighter/UC Rogue mix and Spear Dancing Style/Spiral.
Edit: Also, what's your opinion on crafting? I know it's suboptimal but I like the idea of making a large chunk of my own gear. It's a fun character quirk. That said, it doesn't work for every campaign.

drbuzzard |

Sorry, I didn't post yesterday.
Looks like we have:
Lucian the bloodhound
Bahari
Ausk the Heathenbane
since they are all done.
Thanks for the submissions. Sorry if I didn't get back on some questions (I honestly didn't really know the answers without more digging).
The selected should report over to discussion, and I'll figure out how to get you into gameplay in at least a semi-reasonable fashion.