
Dementia Walker |

Glad one of my ideas made it. I only have the original class template for the scholar that we spoke of, did you ever make any changes or is that the one that we are going for? Either way I can have the character up by this afternoon in the gameplay thread. I am currently about to run out the door to work.

The Dragon Master |

So instead of the true spell casting we talked about, you can make a small amount of potions. Right now, you can make cure light, ant haul, endure elements, keen senses, and polypurpose pancea. If you think other spells should be on this list, you can make your argument. These potions shouldn't be outside of the realm of what is possible with science.
Dementia and Kraven, can you post the last draft of the rules for those classes?

Kraven Smythe |

This is what we have sofar, I'm stull trying to develope some alternate talents so that he wouldn't haev everything by lvl 16.
The priest will be a 1/2 bab and d6 HD class. 4+ int skills/level. Class skills as a cleric with the Cloistered Cleric archetype. High will save.
Simple weapons, no armor.
1: Inspire courage, as per bard skill
2: Healing hands, starting at second level, and then every 4 levels after that, wounded characters under the care of the priest would recover from your wounds at an increased rate. At second level, HP regained via resting is doubled, at 6, tripled, 10, quadrupled, etc… This is due to the priests skill with herbs and his resolute faith that god helps those that help themselves.
3: The priest gains the power of the holy scriptures. By reciting lines of scripture, the priest can fortify mens minds, strengthen their body and will, or allow their faith to let men stand against the fires of hell. The priest gains an Oration talents that he can use to inspire a number of different effects in members of his flock. The priest gains one talent at level one, and then every even level thereafter.
- The men of God shall know no fear: The priest grants a number of people equal to his Cha modifier a +2 bonus to will saves for the next minute, this effect is doubled against fear effects. Wis mod times per day.
- The men of God shall feel no pain: The priest grants a number of people equal to his Cha modifier temporary HP equal to 5+ priest level. Wis times per day
- The men of God shall withstand the fires of hell: The priest grants a number of people equal to his Cha modifier resistance to elemental damage equal to 5+ priest level. Wis times per day
- The men of God shall not rest before their task is completed: The priest asks God to spare a member of his flock, stabilizing a dying man by returning him to 1 HP. No limit
- Half healing to cure normal disease, @ 11 no healing, but can cure magical diseases
- +5 to poison saves, @11 poison immunity
- Lay on Hands, must be 6th level to take talent
- Bonus feat, cannot be Combat feat
- Breathe of life effect, must be 11th level to take this talent
And since I have to roll for some HP's: HP: 2d6 ⇒ (6, 6) = 12

Kraven Smythe |

That would be up to the Lord Almighty. There is a place in heaven for all God's creatures, but the blessings he has bestowed upon me may not work for those not of the true faith.

The Dragon Master |

The priest probably needs a few more abilities to round it out. Outside the talents. The other inspire abilities the bard has (competence, greatness, heroics) by the utterance of prayers and sermons would seem to fit.
And for talents, adding a few spell like abilities for divine spells would be good. Starting with cantrips at min level 4, they can take a talent to learn 1 divine spell useable wis per day. Same for scholar with arcane. Any spell taken would have to be a relatively low magic one, one that could be construed as science or faith rather than magic.

Dementia Walker |

So instead of the true spell casting we talked about, you can make a small amount of potions. Right now, you can make cure light, ant haul, endure elements, keen senses, and polypurpose pancea. If you think other spells should be on this list, you can make your argument. These potions shouldn't be outside of the realm of what is possible with science.
Dementia and Kraven, can you post the last draft of the rules for those classes?
Simple Weapons
Level BAB Fort,Ref,Will Special
1st 0 +0,+0,+2 Call it Out, Lore, Trapfinding, Brew Potion, Throw Anything,
2nd +1 +0,+0,+3 Rogue Talent, Poison Resistance, Poison Use
3rd +1 +1,+1,+3 Trap sense +1, Swift Alchemy
4th +2 +1,+1,+4 In the Bag, Rogue Talent
5th +2 +1,+1,+4
6th +3 +2,+2,+5 Rogue Talent, Trap sense +2, Swift Poisoning
7th +3 +2,+2,+5
8th +4 +2,+2,+6 Rogue Talent
9th +4 +3,+3,+6 Trap sense +3
10th +5 +3,+3,+7 Rogue Talent
11th +5 +3,+3,+7
12th +6/+1 +4,+4,+8 Rogue Talent, Trap sense +4
13th +6/+1 +4,+4,+8
14th +7/+2 +4,+4,+9 Rogue Talent
15th +7/+2 +5,+5,+9 Trap sense +5
16th +8/+3 +5,+5,+10 Rogue Talent
17th +8/+3 +5,+5,+10
18th +9/+4 +6,+6,+11 Rogue Talent, Trap sense +6, Instant Alchemy
19th +9/+4 +6,+6,+11
20th +10/+5 +6,+6,+12 Rogue Talent
Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
'Formulae Progression'
1st 2nd 3rd 4th
4th 0
5th 1
6th 1
7th 1 0
8th 1 1
9th 2 1
10th 2 1 0
11th 2 1 1
12th 2 2 1
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3
This is the last build that we spoke of, Also request to use my first set of rolls that were for 'Garret' rather then all the crappy rolls that I did for Damion as I finish the character.

The Dragon Master |

Damien, keep in mind the talents are the skill focused rogue talents + the ones found here
As for the potions, every level, you add two formulae, following the alchemist progression. However, these can only be made as potions, not as extracts. They are also drawn from a much smaller list, ones that can be reasonable done nonmagically. We will have to figure out later high level abilities, but it seems ok for now.

Damion of the Enlightened Minds |

One feat, my Rogue/Scholar Talent and some equipment left to round out and I will be done. Due to my 2 mo old having some issues tonight while I was working on the character it will have to wait until tomorrow to put that stuff up.
As far as languages go, I need to choose 7, what are we using as languages?

Kraven Smythe |

Hows this GM
Simple Weapons
Level BAB Fort, Ref, Will Special
1st 0 +0, +0, +2 Inspire Courage +1,
2nd +1 +0, +0, +3 Priest Talent, Poison Resistance, Healing Hands 1
3rd +1 +1 ,+1, +3 Inspire Competence
4th +2 +1, +1, +4 Interventions of God, Priest Talent
5th +2 +1, +1, +4 Inspire Courage +2
6th +3 +2, +2, +5 Priest Talent, Healing Hands 2
7th +3 +2, +2, +5 Inspire Competence +3
8th +4 +2, +2, +6 Priest Talent
9th +4 +3, +3, +6 Inspire Greatness
10th +5 +3, +3, +7 Priest Talent , Healing Hands 3
11th +5 +3, +3, +7 Inspire Courage +3, Inspire Competence +4
12th +6/+1 +4, +4, +8 Priest Talent
13th +6/+1 +4, +4, +8
14th +7/+2 +4, +4, +9 Priest Talent, Healing Hands 4
15th +7/+2 +5, +5, +9 Inspire Competence +5
16th +8/+3 +5, +5, +10 Priest Talent
17th +8/+3 +5, +5, +10 Inspire courage +4
18th +9/+4 +6, +6, +11 Priest Talent, Healing Hands 5
19th +9/+4 +6, +6, +11 Inspire Competence +6
20th +10/+5 +6, +6, +12 Priest Talent
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
'Interventions of God Progression'
1st 2nd 3rd 4th
4th 0
5th 1
6th 1
7th 1 0
8th 1 1
9th 2 1
10th 2 1 0
11th 2 1 1
12th 2 2 1
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3

Damion of the Enlightened Minds |

idk if it matters, but akio here knows french, English, Japanese, danish, Latin, Germanic , and I think Spanish.
Cool, thanks for the ideas. I will have the rest of my character completed in little bit
Edit: I will be trading my +1 skill at each level for the +2 +2 -2 Stat block that you said we could do in the recruitment thread.

Kraven Smythe |

Crunch is done for the most part, still working on equipment. He's very Bard like with high Cha and social skills up the wazzo. Combat, not so much, lol.

Gniel |

So to sort of help me a bit, can you guys put in your race/class fields your basic statistics? Similar to this alias. Make sure to include any class abilities that are limited per day (like inspire courage).

Kraven Smythe |

Do you need the skills listed? I'm not a fan of the stat spoiler , and would prefer to keep it as it is.
Is mine good enough?

The Dragon Master |

@Damion Looks god, but I would spend some of that gold on crafting some potions and alchemical items.
@Guy Barain You seem to have stuff in there from a different campaign.
@Layton Could you add a bit of backstory. This doesn't need to be done now, but it will help me later.
I'll post in the gameplay thread later today, but for now, I have to go to work.

Damion of the Enlightened Minds |

I was planning on rolling some craft checks, I was wondering how you wanted to handle poisons too.
I was thinking of keeping poison vials on my bandolier and alchemical items in my belt pouches.
Also will we have a permanent 'home'? I was thinking of getting a alchemist kit but I didn't want to lug 40 lbs of equipment with me everywhere we went.

Damion of the Enlightened Minds |

Acid(10gp=100sp), Alchemy DC 15
Unlimited ammount by taking 10 on craft checks if I have unlimited time.
-> Craft Alchemy taking 10= 22
-> 22x15=330(sp)
-> 330/7=47.14(craft per day)
-> takes a little less then 3 days to make 1 flask of acid
Alchemist’s fire(20gp=200sp), smokestick(20gp=200sp), or tindertwig(1gp=10sp), Alchemy DC 20
Unlimited ammount by taking 10 on craft checks if I have unlimited time.
-> 22x20=440(sp)
-> 440/7=62.85(craft per day)
-> 62.85x4=251.43(sp)
-> takes a little less then 4 days to make one vial of Alchemist's fire or a smoke stick.
->I can make 6 tender twigs/day
Antitoxin(50gp=500sp), sunrod(2gp=20sp), tanglefoot bag(50gp=500sp), or thunderstone(30gp=300sp) Alchemy DC 25
->Tanglefoot bag
Craft Alchemy 1d20 + 12 ⇒ (18) + 12 = 30 30x25=750
Craft Alchemy 1d20 + 12 ⇒ (9) + 12 = 21 No progress
Craft Alchemy 1d20 + 12 ⇒ (18) + 12 = 30 30x25=750
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=675
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=675
Craft Alchemy 1d20 + 12 ⇒ (19) + 12 = 31 31x25=775
-> 7 tangle foot bags 99gp cost
->Antitoxin
Craft Alchemy 1d20 + 12 ⇒ (5) + 12 = 17 Ruin half material
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=775
Craft Alchemy 1d20 + 12 ⇒ (8) + 12 = 20 Ruin Half material
1 anti toxin 66gp cost :/
->Sunrod
Craft Alchemy 1d20 + 12 ⇒ (7) + 12 = 19 ruin half material
Craft Alchemy 1d20 + 12 ⇒ (1) + 12 = 13 ruin half material
Craft Alchemy 1d20 + 12 ⇒ (17) + 12 = 29 29x25=725
36 sunrods 4gp 6sp 2cp cost, I'll sell some of those...
sell 26 sunrods for 26 gold. -> 10 sunrods

Damion of the Enlightened Minds |

Hp for level 2 and 3 2d6 ⇒ (4, 4) = 8 noticed I still had d6 written in my HP block
I forgot to factor in half normal time for crafting in my previous post so all times are divided by 2 also apparently craft alchemy can craft poison as well so I am relocating those skill points.
finished spending my money on alchemical items and potions

Erik Løvendal |

That doesn't really make sense for the background I'm planning for him. I would prefer to make him a Lutheran, if 1518 isn't too late for your story to work. The Reformation wouldn't have technically begun beyond some nobles reading about Luther's edicts, so the jump isn't far.
Whew, scooted in under the bar to change his name to something less Viking-y!

Kraven Smythe |

The earlier the better for me, as the position of Pardoner fell by the wayside well before the reformation.. I could go for a nice 1200/1300 year game. lol.
EDIT: updated the alias name just incase we do move to an era not inhabited by Pardoners.