Tales of the Nalbrin (Table 1)

Game Master sarpadian

Regional Map

Tactical Map

Initiative:

Odirin
Arvanon
Griff
Ihro
Thondain
Gunnar
Enemy


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For those who have expressed interest, as well as any others who might like to do so, I'd like to have at least a basic synopsis of your character as soon as possible. The party is almost done with their current encounter, and I'd like to introduce the new character as soon as possible after that.


We've also lost the paladin from Table 1, so now I'm recruiting to fill two slots. Table 1 needs a front-line melee fighter, and Table 2 needs a character with some healing capacity.


Sorry about dissapearing, work got busy. I'll be honest I'm more interested in the first table then the second. I'm having trouble with a healer type for the second but have a front liner I've been sitting on for a while I'll post soon.


GM wrote:
LG, NG, LN, N. Normal alignment restrictions for classes are still in effect.

I've a question: You mention alignment restrictions are still in effect. But if you're a monk, then you HAVE to be Lawful "something". How does N and/or NG come into play?


Per the "ex-Monk" section, monks can become non-lawful, but they then forfeit the opportunity to continue in monk. So, since we're starting at second level, you could choose to be NG or N, but you'd be obligating yourself to multiclass into another class for your second level, and you could never go back to monk.


Here's the crunch just need to finish up the background.

Crunch:
Damon Lezwis
Dwarf fighter (tower shield specialist) 1/monk (wildcat) 1 (Pathfinder RPG Advanced Class Guide 105, Pathfinder RPG Ultimate Combat 48)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 shield)
hp 23 (2 HD; 1d8+1d10+5)
Fort +6, Ref +4, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee gandasa +2 (2d4+3/×3) or
. . gauntlet (from armor) +2 (1d3+3) or
. . hurlbat +1 (1d6+3/×3) or
. . manople +2 (1d8+3) or
. . unarmed strike +2 (1d6+3) or
. . unarmed strike flurry of blows +1/+1 (1d6+3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 13, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Catch Off-guard, Endurance, Improved Unarmed Strike, Saving Shield[APG], Stunning Fist
Skills Acrobatics -5 (-9 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Intimidate +4, Perception +7 (+9 to notice unusual stonework), Survival +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ living steel
Other Gear mwk mountain pattern armor, mwk living steel tower shield, gandasa, hurlbat (3), light crossbow (2), manople, adventurer's sash, bedroll, belt pouch, climber's kit, crowbar, flint and steel, grappling bolt, grappling hook, hip flask, masterwork backpack, mess kit, mug/tankard, silk rope (100 ft.), trail rations (5), waterskin, 13 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.


What gods are worshipped in this area?

What would you think about a dwarf who turned to Zon-Kuthon in order to help him not give up the secret under torture, but has since gotten deeper?


Zon-Kuthon is right out; the dwarves have been isolated too long for it to make sense for them to worship a human god. I think there's a similar god in the dwarven pantheon, though, and (if so) that would be acceptable.


@the_hound:

Honestly, I have some reservations about adding another AC-focused character to the party. I'm already having a hard time finding enemeies that have a decent chance of hitting without killing them in one hit. Saving Shield, in particular, is only going to make that problem worse. That said, I'm willing to consider the character, though I've noticed a few issues:
-You're missing a campaign bonus feat. Check out the campaign info tab for options.
-You get two traits.
-You can't use flurry of blows.
-Given the mechanical similarity to the breastplate, and the fact that its description specifically refers to it covering the torso and shoulders, I'm going to rule that mountain pattern armor doesn't grant a gauntlet attack.
-If you're intending to fire your crossbow with your tower shield equipped, the attack bonus should be -1 (there's an additional -2 penalty for firing one-handed). Also, you can't reload a crossbow with a tower shield equipped.
-Also worth noting is that you will be completely incapable of manipulating objects if you're wielding a manople and tower shield; both of them say you can't do anything else with that hand.


Let me introduce Quingrin; Monk of the Iron Mountain/Warpriest.

I was thinking of taking Scared Fist 2 but they lose their armor proficiency. The campaign setting allows some armor to be worn plus wisdom modifier so I'm better off taking advantage of these homegrown bonuses.

I will be making adjustments to the character profile like traits, feats, skills and background in a day or two.
Btw, skills were cut and pasted from another character so values are not valid.


Quingrin Ironbar wrote:
Let me introduce Quingrin; Monk of the Iron Mountain/Warpriest.

What is it that you're after, Quin?

What features of Monk and/or Cleric (or Warpriest). Sacred fist does have some good Monk synergies while maintaining Spells and Fervor/Channeling.

Don't forget the Armor Expert Trait, unless you're planning on adding "Comfort" for 5,000gp to your Breastplate.

Heavy Armors become somewhat cost prohibitive until later levels.

Mithral Hellknight Plate of Comfort! +16,000gp. And, a dead Hellknight.

Nalbrin Armor Adept Feat does NOT apply to shields.


Is irori an acceptable god for a dwarf? It states that Irori is worshipped by dwarves but not sure if you have a specific dwarven god in mind.


Irori works for me. One of my PFS characters is a dwarven cleric of Irori, actually.

Dark Archive

i still have my guy from the first round if you still need people,

Spoiler:

Bartholomew Swank
Male dwarf monk (hungry ghost monk) 2 (Pathfinder RPG Advanced Player's Guide 110)
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
hp 22 (2d8+6)
Fort +6, Ref +5, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d6+3 plus 1d4 bleed) or
. . unarmed strike flurry of blows +3/+3 (1d6+3 plus 1d4 bleed)
Ranged or
. . cold iron shuriken flurry of blows +2/+2 (1d2+3) or
. . cold iron shuriken +3 (1d2+3)
Special Attacks flurry of blows, hatred
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Belier's Bite, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Punishing Kick[APG], Steel Soul[APG]
Traits glory of old, reactionary
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +7, Perception +7, Sense Motive +6, Stealth +6, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ dwarf monk, rock stepper
Combat Gear universal solvent, heatstone, smelling salts; Other Gear cold iron shuriken (50), healy myrrh, raucous canard, sleeves of many garments, traveler's any-tool, backpack, belt pouch, blanket, grappling hook, hemp rope (50 ft.), iron vial (2), silk rope (100 ft.), soap, trail rations (5), waterskin, wrist sheath, spring loaded (2), 245 gp, 9 sp
--------------------
Special Abilities
--------------------
-2 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Punishing Kick (Push 5', 2/day, DC 13) You can push or knock down an opponent with an unarmed attack.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Sleeves of many garments Transform current clothes into any non-magical new form.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Well thanks for the input, but as it seems I'm busy with work. But it looks like your getting some interest. I'll keep checking and rework the character for a different type of front line just in chase.


I'm not sure if I am still on time for this one, but I remember the original recruitment thread, and would like to throw my hat in the ring.

My plan is to build a Monk/Evangelist Cleric, and I am actually thankful for the monk level for some added feats which I believe will come in handy :D

I would like to head the Heroism domain path, which would usually mean Iomedae, but since dwarves have been isolated, and human deities are somewhat 'off the chart', would you have any suggestions GM Sarpadian?

The eventual plan would be a mix of reach and summoner cleric, with some serious buffing (Evangelist+Heroism) thrown in the mix so LG deity, if possible, fits the bill very well ;)

I think he would most likely be applying for table 2?


Yes, you would probably be applying for Table 2. Kols doesn't normally offer the Heroism sub-domain, but he does offer the Glory domain. I'm willing to bend things a little bit and let you have the Heroism sub-domain. Since you mentioned that you want a reach cleric, I should point out that I've set the precedent already that Kols' favored weapon of "hammer" is any hammer--including the dwarven longhammer. The character you're replacing was a sacred fist warpriest of Kols eventually headed for flurrying with a longhammer :).


Dang GM Sarpadian, that would be right on the money ;)

I'm sure to have some crunching done tonight, so we can get the mechanics out of the way. I'm also curious to see how he ends up with that monk level thrown into the mix ;)


If I understand correctly, if I take an armor that has no Armor Check Penalty, I still get to add my Wisdom to AC, as per your houserule?


Assuming so, here's the basic crunch:

Rannock:

Rannock
Male dwarf cleric (evangelist) of Kols 1/monk (weapon adept) 1 (Pathfinder RPG Advanced Player's Guide 114, Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 armor, +2 Dex, +2 untyped bonus)
hp 20 (2d8+4)
Fort +6, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk cold iron dwarven longhammer +4 (2d6+4/×3) or
. . unarmed strike +3 (1d6+3) or
. . unarmed strike flurry of blows +2/+2 (1d6+3)
Ranged sling +2 (1d4+3)
Special Attacks countersong, fascinate, flurry of blows, hatred, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of glory (+1)
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor, shield of faith[D]
. . 0 (at will)—create water, detect magic, guidance
. . D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Reflexes, Exotic Weapon Proficiency (dwarven longhammer), Improved Unarmed Strike, Perfect Strike[APG], Spell Focus (conjuration)
Traits fate's favored, glory of old
Skills Acrobatics +2 (-2 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Diplomacy +4, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sense Motive +6, Spellcraft +5, Survival +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
SQ public speaker, spontaneous casting
Other Gear leather armor, mwk cold iron dwarven longhammer, sling, crowbar, hemp rope (50 ft.), masterwork backpack, waterskin, 16 gp
--------------------
Special Abilities
--------------------
Bardic Performance: Fascinate (1 targets, DC 10) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fate's Favored Increase luck bonuses by 1.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Glory +1 (5/day) (Sp) Grant +1 to a CHA-based skill or ability check.

Still need to take a good look at gear, and seeing as I don't have any channel yet, a wand of CLW may be in order :P


Looks good, Akkramar. Yes, you understand the houserule correctly, but notate "Nabrin Armor Adept" as your campaign bonus feat to remind me that you're using that instead of one of the other bonus feat options. Finish buying gear (you're definitely going to want to buy extra rations; table 2 is trying not to have to slow down to forage), figure out your encumbrance, and write a backstory. Speaking of wands, the party already has one.

Silver Crusade

would you allow the foehammer(fighter)?

That, or looking at going into brawler.


But GM Sarpadian, do I have any other option for bonus feat, apart the Nabrin Armor Adept?

Finishing the crunch - should be done by tonight. The fluff is in my head, just need time to write it down ;)


You could pick Steel Soul or (theoretically) Domain Strike. Domain Strike doesn't really do you any good, though, given your domain, so you're better off with Nalbrin Armor Adept or Steel Soul.


I think I am going with Steel Soul - it is just too good to pass up. All feats can be taken at a later time, as normal? Or if I want Nalbrin Armor Adept I need to take it at level 1?


You are allowed to take Nalbrin Armor Adept later.


Sorry for taking so long. Got side tracked at work.

Sacred Fist Char


I'm on the same boat, but I'll try to free up some time today to write down some fluff bits.


Some fluffy bits on Rannock:

"Again! On me lads!" - the battered dwarf shouted to those around him, spear well in front of him, offering a safety perimeter - "Mak'em pay for every inch they try to take! Mak'em regret it!" - he roared. His word carried easily to the gathered combatants, bolstering and urging them to fight harder.

"We're here because we chose to be!" - he kept on speaking to the patrol - they were mostly inexperienced, but tbat was not the reason why they had been caught between a rock and a hard places - "Damned orcs are getting smarter by the day" - Rannock grumbled. The orcs had veritably ambushed them, striking hard and from hiding, forcing them to retreat into a bad spot. Once there, the initial stealth assault gave way to a full on attack - perhaps as many as five orc squads, crashing on them one after the other.

They had no chance to escape, stuck in the corner of a gigantic cave, and surrounded by all sides but one. The priest knew reinforcements would be with them soon, as the communiction pattern between guard patrols was well established - once they missed the checkpoint, two squads would be sent for them. It shouldn't be long, but it could be too long.

"Wounded on tha left flank priest!" - a gruff voice came from up ahead, as the orcs pounced on them yet again. "I'm no band aid lad! Fight HARDER, and protect yerselves!" - came the answer from Rannoc as he moved to the area pointed out.

The words formed in his mouth, more than him speaking them - it was as if the energy had always been there, wanting to burst from his chest, and he just had to let it follow its path - "I'll be here till the end" - he whispered words shared only with his God - "These boys still have a chance"

A golden glow enveloped him and the closest wounded dwarves, wounds immediately closing, and bleedings clotted - "There ya go! Just like the doctor ordered! Not as good as a mug of ale, but enough ta keep ya goin,!" - he pressed on with the encouraging words.

-------------------------------

He knew this was where he belonged - among his kin, and ready to move out on patrol, Rannock felt as if at home.

The words exchanged, of motivation and heartfelt encouragement made the difference for the younger dwarves going out for the first time, and brought smiles to veterans among them. In fact, he was probably not the only one that fit right in the patrol squad, as it was usual for dwarves to feel the want or need to take the fight, and stick it right into the faces of their enemies.

The will was no different in the priest, yet his mindset was slightly different - fiddling with the silvered warhammer symbol around his neck, he could feel the divine power and inspiration pulsing in his heart, strengthening his resolve. He aimed for more though, at making a difference for those around him, whether through blade, word or spell.


@rorek: Sorry, I missed your post earlier. The front-line spot at table 1 has been filled via PM from one of the players' friends. However, table 2 is losing their skald in addition to their warpriest, if a skill character appeals more to you than a divine one.

@Akkramar: I like the fluff. As far as the crunch goes, you don't get to add your Wisdom bonus to AC because you chose Steel Soul as your bonus feat (or dump the leather armor, either way works). Finish picking your gear (so that we can figure your encumbrance), and you're good to go.

@Quingrin: I'm having a hard time figuring out what you're trying to do. Are you trying to build a monk 1/warpriest (sacred fist) 1 or a warpriest (sacred fist) 2? You seem to be mixing the two.

@everyone: The other players are understandably getting a little frustrated with the game stalling. Therefore, I'm taking the first two acceptable characters.


Hello GM Sarpadian, my crunch is finished - the AC remains the same (AC16) because I picked up a Chainmail instead of the Studded Leather.

Apologies to you and the players for the delay.

Rannock:

Rannock
Male dwarf cleric (evangelist) of Kols 1/monk (weapon adept) 1 (Pathfinder RPG Advanced Player's Guide 114, Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+4)
Fort +6, Ref +4, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +3 (1d8+3/×3) or
. . longspear +3 (1d8+4/×3) or
. . mwk cold iron dwarven longhammer +4 (2d6+4/×3) or
. . silver warhammer +3 (1d8+3/×3) or
. . unarmed strike +3 (1d6+3) or
. . unarmed strike flurry of blows +2/+2 (1d6+3)
Ranged sling +2 (1d4+3)
Special Attacks countersong, fascinate, flurry of blows, hatred, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of glory (+1)
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor, shield of faith[D]
. . 0 (at will)—create water, detect magic, guidance
. . D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Combat Reflexes, Exotic Weapon Proficiency (dwarven longhammer), Improved Unarmed Strike, Perfect Strike[APG], Spell Focus (conjuration), Steel Soul[APG]
Traits fate's favored, glory of old
Skills Acrobatics -1 (-5 to jump), Climb +4, Craft (weapons) -1 (+1 on checks related to metal or stone), Diplomacy +4, Heal +8, Knowledge (dungeoneering) +2, Knowledge (religion) +5, Perception +6 (+8 to notice unusual stonework), Sense Motive +6, Spellcraft +5, Survival +3; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
SQ public speaker, spontaneous casting
Combat Gear alchemist's fire (3), antitoxin, healer's kit; Other Gear chain shirt, battleaxe, longspear, mwk cold iron dwarven longhammer, silver warhammer, sling, bandolier, bedroll, bell, blanket, chalk (10), climber's kit, crowbar, flint and steel, hemp rope (50 ft.), iron holy symbol of Kols, masterwork backpack, miner's pick, trail rations (10), waterskin, 33 gp, 3 sp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Performance: Fascinate (1 targets, DC 10) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fate's Favored Increase luck bonuses by 1.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
1st: Command
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Glory +1 (5/day) (Sp) Grant +1 to a CHA-based skill or ability check.


And now with an alias :D


@Rannock: Could you break down your skill modifiers for me? I'm having a hard time checking your math. Also, I have your remainder after gear being 25 gp, 6 sp (and you need to spend 5 of that on a spell component pouch). For the record, you're solidly in medium load territory: I have your current load as 124 lbs (counting your share of the metal and the spell component pouch); the top end of your light load is 87 lbs. No real problem there, though, because you can always drob your pack before combat starts, and being a dwarf takes care of the out of combat effects. Those seem to be the only issues.


Skill breakdown is done > Don't really know the best way to format the text but there you go.

Encumbrance in and out of combat confuses me a tad > Do I have AC penalties in combat for being at Medium load?


Everything looks good; I was forgetting your equipment bonuses. You would have penalties for being at medium load in combat if you weren't wearing a chain shirt: as it turns out, the ACP for your load is the same as your armor's ACP, and they don't stack.


Cool, let me know if anything else needs to be fixed.


Everything is fine. Head on over to Table 2. I just introduced your character.

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