
Godforger |

Alright to start us off here's what I need. I apologize in advance for the length but this is important to having a balanced game state.
Each player makes a 25th level character.
Templates reduce that level by 1 for each CR adjustment. (CR+2 means you'd only get 23 levels)
20 point buy for your characters
1,000,000 gp to spend on all total equipment. No crafting feats permitted.
2 traits and up to one drawkback (to get an additional 3rd trait)
Golarion gods for divine spellcasters
No Leadership feat
Use the core rulebook rules for going beyond 20th level
===
Now, when building your character you MUST do it level by level and show each choice made at each level. What feat did you take, how many skill ranks and what did you put them in, what did you do with your favored class bonus, how much did you roll for hp, etc. Everything needs to be verifiable.
You're welcome to do this how you want as long as I can verify everything simply and quickly.
Each player will also receive a substantial supply of curatives such as potions/oils and one shot magic items. This will be given at the start of the adventure.
A last important reminder... this is a one shot. You will NOT be able to rest. The stash of healing and restorative items are there to lessen this penalty but be mindful of blowing all your abilities and spells on the first enemy you see.
Any questions? Ask them here!

Jorn Oathforge |

Dot.

Jorn Oathforge |

Level 1 - LG "Dwarfborn" Aasimar (Angelkin) Oracle (Dual-Cursed) of Life
18 Str (+4) - 16 base (-10 points) + 2 racial
12 Dex (+1) - 12 base (-02 points)
14 Con (+2) - 14 base (-05 points)
12 Int (+1) - 12 base (-02 points)
07 Wis (-2) - 07 base (+04 points)
16 Cha (+3) - 14 base (-05 points) + 2 racial
Traits: Reactionary, Seeker
Alternate Racial Traits: Scion of Dwarvenkind, Truespeaker
Feat: Fae Foundling
Curses: Lame, Tongues (doesn't progress)
Revelation: Misfortune
Skills: Diplomacy (+7), Knowledge (Religion) (+5), Spellcraft (+5), Sense Motive (+4), Perception (+3)
Deity: Ragathiel

Godforger |

Alright one question, can we use spells like planar binding and the likes to bring outsider with us?
I'd allow it but you cannot start with it. You will need to cast it once in the dungeon and hope you have the proper reward. Planar Binding is a roleplay spell if there ever was one and The Vaults of Time and Space are not a place where many outsiders are willing to get themselves killed.

Godforger |

Also, feel free to level everything at once, 1 to 25 in the same post.
The most important is that I shouldn't be wondering where your high states/saves/skill checks and your plethora of abilities are coming from.
When we're all set up we can get started. I'll try and have the supply cache up and finished for all of you.

Jorn Oathforge |

An important question I have for the other players: Do any of you guys have any intention of having pets/animal companions/familiars/etc.?
I'm considering grabbing either the Advanced template (+1 CR) or the Half-celestial template (+3 CR), but I want to have enough Oracle levels to get most of the party Life Linked. I am still trying to decide if I want to go Paladin 19 or 20, too.

Talon Shadowblade |

Hello all I was directed here by Mr GM.
will work on the level breakdown soon as I can.
the character in the profile is not the one I will be working with.
start at the beginning: base stats:
Str: 10 - 0 pts
Dex: 17 - 13 pts
Con: 10 - 0 pts
Int: 14 - 5 pts
Wis: 10 - 0 pts
Cha: 12 - 2 pts
total 20 pts
now add race:
Fetchling:
+2 Dex, -2 Wis, +2 cha
Advanced template:
+4 all stats
Shadow template:
no stat adjustments
Str: 14
Dex: 23
Con: 14
Int: 18
Wis: 12
Cha: 18

Jorn Oathforge |

A question for you, DM: The Half-Celestial template says that Racial Hit Dice get 6+Int skill points per level. Do the levels we give up for templates count as Racial Hit Dice?

Talon Shadowblade |

Jorn:
the levels you give up are to compensate for the increased power you gain from the template.
the racial HD is referring to the base creature. If the base race has racial HD before class levels are added then you get the listed skill points instead of the racial skill points.
If you race is Aasimar then you have no racial HD just class levels.
I have DM'd high level games in the past having to deal with players that love using templates.

Jorn Oathforge |

Was just curious, I figured it didn't count. :)
Half-Celestial really, really fits Jorn (he started off as a normal dwarf, but as he grew stronger his celestial blood got stronger as well!) and it'll help him be a good bit more capable in his role as group support through healing, damage mitigation and such.

Godforger |

Jorn:
the levels you give up are to compensate for the increased power you gain from the template.
the racial HD is referring to the base creature. If the base race has racial HD before class levels are added then you get the listed skill points instead of the racial skill points.
If you race is Aasimar then you have no racial HD just class levels.
I have DM'd high level games in the past having to deal with players that love using templates.
Thanks Talon. Any old salts at high level campaigns are welcome to help out manage character creation!

Jorn Oathforge |

Okay, incoming wall of leveling. If there is anything in specific you want to know about this please ask. :)
Level - Class - BAB - Base Saves - Total Skill Points - Class Abilities - Feats
01 - Oracle 01 - +00 BAB - +00 F +00 R +02 W - 6 skill points - Lame curse, Tongues curse, Life Mystery, Misfortune revelation - Fae Foundling
02 - Paladin 01 - +01 BAB - +02 F +00 R +04 W - 9 skill points - Detect Evil, Smite Evil 1/day, Aura of Good
03 - Half-Celestial 01 - +01 BAB - +02 F +00 R +04 W - 9 skill points - Half-Celestial racial bonuses, HC Smite Evil, SLA - Power Attack
04 - Oracle 02 - +02 BAB - +02 F +00 R +05 W - 15 skill points - Mystery spell (Ill Omen)
05 - Oracle 03 - +03 BAB - +03 F +01 R +05 W - 21 skill points - Life Link Revelation - Toughness
06 - Half-Celestial 02 - +03 BAB - +03 F +01 R +05 W - 21 skill points - Half-Celestial racial bonuses
07 - Paladin 02 - +04 BAB - +04 F +01 R +06 W - 25 skill points - Divine Grace, Lay on Hands, Lame curse Bonus 1 - Extra Revelation (Channel Energy)
08 - Paladin 03 - +05 BAB - +04 F +02 R +06 W - 29 skill points - Aura of Courage, Divine Health, Mercy (Fatigued)
09 - Paladin 04 - +06 BAB - +05 F +02 R +07 W - 33 skill points - Channel Wrath, Rage Subdomain, Destructive Smite - Greater Mercy
10 - Paladin 05 - +07 BAB - +05 F +02 R +07 W - 37 skill points - Divine Bond
11 - Half-Celestial 03 - +07 BAB - +05 F +02 R +07 W - 37 skill points - Half-Celestial racial bonuses - Ultimate Mercy
12 - Paladin 06 - +08 BAB - +06 F +03 R +08 W - 41 skill points - Mercy (Staggered)
13 - Paladin 07 - +09 BAB - +06 F +03 R +08 W - 45 skill points - Smite Evil 2/day - Unsanctioned Knowledge
14 - Paladin 08 - +10 BAB - +07 F +03 R +09 W - 49 skill points - Call Celestial Ally 1/week
15 - Paladin 09 - +11 BAB - +07 F +04 R +09 W - 53 skill points - Mercy (Sickened) - Darting Viper
16 - Paladin 10 - +12 BAB - +08 F +04 R +10 W - 57 skill points - None
17 - Paladin 11 - +13 BAB - +08 F +04 R +10 W - 61 skill points - Powerful Justice, Rage (8 rounds/day), Lame curse Bonus 2 - Raging Vitality
18 - Paladin 12 - +14 BAB - +09 F +05 R +11 W - 65 skill points - Mercy (Exhausted)
19 - Paladin 13 - +15 BAB - +09 F +05 R +11 W - 69 skill points - None - Improved Critical (Dwarven Dorn-Dergar)
20 - Paladin 14 - +16 BAB - +10 F +05 R +12 W - 73 skill points - Aura of Faith, Smite Evil 3/day
21 - Paladin 15 - +17 BAB - +10 F +06 R +12 W - 77 skill points - Mercy (Stunned) - Extra Lay on Hands
22 - Paladin 16 - +18 BAB - +11 F +06 R +13 W - 81 skill points - None
23 - Paladin 17 - +19 BAB - +11 F +06 R +13 W - 85 skill points - Aura of Righteousness - Extra Lay on Hands
24 - Paladin 18 - +20 BAB - +12 F +07 R +14 W - 89 skill points - Mercy (Nauseated)
25 - Paladin 19 - +21 BAB - +12 F +07 R +14 W - 93 skill points - None - Extra Lay on Hands---
28 Str (+9) - 16 base (-10 points) + 2 racial + 4 half-celestial + 6 level
14 Dex (+2) - 12 base (-02 points) + 2 half-celestial
18 Con (+4) - 14 base (-05 points) + 4 half-celestial
14 Int (+2) - 12 base (-02 points) + 2 half-celestial
09 Wis (-1) - 07 base (+04 points) + 2 half-celestial
20 Cha (+5) - 14 base (-05 points) + 2 racial + 4 half-celestial---
Gear and such to come later. Will start updating character's profile tomorrow.

Talon Shadowblade |

Jorn: like the layout, mind if I adopt that?
also the Half-Celestial template is CR+3 thus you loose your last three Paladin levels
Also I am not taking any animals or familiars either
EDIT: disregard that half-celestial thing: I see how you did that Awesome idea I like that.
never thought of doing it like that.

Talon Shadowblade |

Talon Shadowblade wrote:I'd prefer a roll somewhere on the forum.should we roll HP here or just go with the honesty system and just post our results for each level.
drat (I got some great rolls for my first 4 levels.)
oh well I'll work on that as well.
I am doing the character in Hero lab, if you use that I can send you the .por file

Jorn Oathforge |

Feel free, Talon.
Also, Template (CR 3) + Oracle 3 + Paladin 19 = 25. I snuck the Half-Celestial levels in earlier in the leveling, for a general idea of when Jorn would have taken them.
Also, I forgot to list the Rage Powers I get from the Rage Subdomain, which will be Superstition and Witch Hunter (at Paladin 15 and Paladin 19, respectively). And I somehow managed to be off by 1 skill point, but other than that, I think I'm good.
Level - Class - BAB - Base Saves - Total Skill Points - Class Abilities - Feats
01 - Oracle 01 - +00 BAB - +00 F +00 R +02 W - 6 skill points - Lame curse, Tongues curse, Life Mystery, Misfortune revelation - Fae Foundling
02 - Paladin 01 - +01 BAB - +02 F +00 R +04 W - 10 skill points - Detect Evil, Smite Evil 1/day, Aura of Good
03 - Half-Celestial 01 - +01 BAB - +02 F +00 R +04 W - 10 skill points - Half-Celestial racial bonuses, HC Smite Evil, SLA - Power Attack
04 - Oracle 02 - +02 BAB - +02 F +00 R +05 W - 16 skill points - Mystery spell (Ill Omen)
05 - Oracle 03 - +03 BAB - +03 F +01 R +05 W - 22 skill points - Life Link Revelation - Toughness
06 - Half-Celestial 02 - +03 BAB - +03 F +01 R +05 W - 22 skill points - Half-Celestial racial bonuses
07 - Paladin 02 - +04 BAB - +04 F +01 R +06 W - 26 skill points - Divine Grace, Lay on Hands, Lame curse Bonus 1 - Greater Mercy
08 - Paladin 03 - +05 BAB - +04 F +02 R +06 W - 30 skill points - Aura of Courage, Divine Health, Mercy (Fatigued)
09 - Paladin 04 - +06 BAB - +05 F +02 R +07 W - 34 skill points - Channel Wrath, Rage Subdomain, Destructive Smite - Darting Viper
10 - Paladin 05 - +07 BAB - +05 F +02 R +07 W - 38 skill points - Divine Bond +1
11 - Half-Celestial 03 - +07 BAB - +05 F +02 R +07 W - 38 skill points - Half-Celestial racial bonuses - Unsanctioned Knowledge
12 - Paladin 06 - +08 BAB - +06 F +03 R +08 W - 42 skill points - Mercy (Staggered)
13 - Paladin 07 - +09 BAB - +06 F +03 R +08 W - 46 skill points - Smite Evil 2/day - Improved Critical (Dwarven Dorn-Dergar)
14 - Paladin 08 - +10 BAB - +07 F +03 R +09 W - 50 skill points - Call Celestial Ally 1/week, Divine Bond +2
15 - Paladin 09 - +11 BAB - +07 F +04 R +09 W - 54 skill points - Mercy (Sickened) - Ultimate Mercy
16 - Paladin 10 - +12 BAB - +08 F +04 R +10 W - 58 skill points - None
17 - Paladin 11 - +13 BAB - +08 F +04 R +10 W - 62 skill points - Powerful Justice, Rage (Pal level-3 rounds/day), Divine Bond +3, Lame curse Bonus 2 - Raging Vitality
18 - Paladin 12 - +14 BAB - +09 F +05 R +11 W - 66 skill points - Mercy (Exhausted)
19 - Paladin 13 - +15 BAB - +09 F +05 R +11 W - 70 skill points - None - Extra Revelation (Channel Energy)
20 - Paladin 14 - +16 BAB - +10 F +05 R +12 W - 74 skill points - Aura of Faith, Smite Evil 3/day, Divine Bond +4
21 - Paladin 15 - +17 BAB - +10 F +06 R +12 W - 78 skill points - Mercy (Stunned), Rage Power: Superstition - Extra Lay on Hands
22 - Paladin 16 - +18 BAB - +11 F +06 R +13 W - 82 skill points - None
23 - Paladin 17 - +19 BAB - +11 F +06 R +13 W - 86 skill points - Aura of Righteousness, Divine Bond +5 - Extra Lay on Hands
24 - Paladin 18 - +20 BAB - +12 F +07 R +14 W - 90 skill points - Mercy (Nauseated)
25 - Paladin 19 - +21 BAB - +12 F +07 R +14 W - 94 skill points - Rage Power: Witch Hunter - Extra Lay on Hands---
28 Str (+9) - 16 base (-10 points) + 2 racial + 4 half-celestial + 6 level
14 Dex (+2) - 12 base (-02 points) + 2 half-celestial
18 Con (+4) - 14 base (-05 points) + 4 half-celestial
14 Int (+2) - 12 base (-02 points) + 2 half-celestial
09 Wis (-1) - 07 base (+04 points) + 2 half-celestial
20 Cha (+5) - 14 base (-05 points) + 2 racial + 4 half-celestial

Vrog Skyreaver |

Barbarian 1: 1d12 + 10 ⇒ (7) + 10 = 17
Barbarian 2: 1d12 + 10 ⇒ (8) + 10 = 18
Barbarian 3: 1d12 + 10 ⇒ (4) + 10 = 14
Barbarian 4: 1d12 + 10 ⇒ (2) + 10 = 12
Barbarian 5: 1d12 + 10 ⇒ (2) + 10 = 12
Barbarian 6: 1d12 + 10 ⇒ (2) + 10 = 12
Barbarian 7: 1d12 + 10 ⇒ (12) + 10 = 22
Barbarian 8: 1d12 + 10 ⇒ (8) + 10 = 18
Barbarian 9: 1d12 + 10 ⇒ (9) + 10 = 19
Barbarian 10: 1d12 + 10 ⇒ (9) + 10 = 19
Barbarian 11: 1d12 + 10 ⇒ (7) + 10 = 17
Barbarian 12: 1d12 + 10 ⇒ (12) + 10 = 22
Barbarian 13: 1d12 + 10 ⇒ (12) + 10 = 22
Barbarian 14: 1d12 + 10 ⇒ (11) + 10 = 21
Barbarian 15: 1d12 + 10 ⇒ (7) + 10 = 17
Barbarian 16: 1d12 + 10 ⇒ (12) + 10 = 22
Barbarian 17: 1d12 + 10 ⇒ (9) + 10 = 19
Barbarian 18: 1d12 + 10 ⇒ (5) + 10 = 15
Barbarian 19: 1d12 + 10 ⇒ (11) + 10 = 21
Barbarian 20: 1d12 + 10 ⇒ (1) + 10 = 11
Monk 1: 1d8 + 10 ⇒ (8) + 10 = 18
Monk 2: 1d8 + 10 ⇒ (5) + 10 = 15
Monk 3: 1d8 + 10 ⇒ (3) + 10 = 13
Monk 4: 1d8 + 10 ⇒ (4) + 10 = 14
Monk 5: 1d8 + 10 ⇒ (6) + 10 = 16
Okay, so I'm not taking any archetypes, and I'm going 20 levels of barbarian first, followed by 5 levels of monk. That means that my Class Features, skills and other would be as follows:
BAB 23 (20 barbarian, 3 monk)
Fort 16 (12 barbarian, 4 monk)
Ref 10 (6 barbarian, 4 monk)
Will 10 (6 barbarian, 4 monk)
Speed 70' (80' while raging)
Skills: while both classes have 4+int skill points, my int mod of -3 ensures that I only get one skill point/level. That skill will be acrobatics.
Acrobatics rank 25 +7 dex +3 favored class +6 skill focus; for jumping, I add +4/10' of speed above 30, +5 for my monk level; While Raging, I add my barbarian level (raging leaper) and +4 for the extra 10' of movement I get while raging (swift foot), meaning that my total bonus is 41 normally, and my jumping bonus is 62. the jumping bonus goes up to 86 while raging.
HP: Adding up my Dice rolls above, I end up with 430 HP or 630 when I'm raging. In case you were wondering, my bonus to HP is 8 from con +1 from toughness +1 from favored class.
Class Features: I get the following class features:
Barbarian: Fast Movement, Mighty Rage (50 rnds/day), Improved Uncanny Dodge, Trap Sense +6, Damage Reduction 5/-, Indomitable Will, Tireless Rage, Rage Powers (Raging Leaper, Swift Foot x2, Improved Damage Reduction x3, Lesser Hurling, Hurling, Greater Hurling, Terrifying Howl)
Monk: Flurry of Blows, Stunning Fist, Unarmed Strike, Evasion, Fast Movement, Maneuver Training, Pain Points, Exploit Weakness, Martial Arts Master, High Jump, Extreme Endurance
Feats by level:
1: Raging Vitality
3: Power Attack
5: Toughness
7: Awesome Blow
9: Improved Awesome Blow
11: Weapon Focus (Unarmed Strike)
13 and 15: Fleet x2
17: Skill Focus (Acrobatics)
19 and 21: Fleet x2
Monk 1: Combat Reflexes
Monk 2: Dodge
23: Improved Critical (Unarmed Strike)
25: Weapon Specialization (Unarmed Strike)
+4 Strength Book (used)
+5 Dex Book (used)
+5 Con Book (Used)
+4 Wisdom Book (used)
+3, Ghost Touch, Furious Amulet of Mighty Fists
+8 Bracers of Armor
+5 Ring of Protection
+5 Cloak of Resistance
Ring of Freedom of Movement
+6 Belt of Physical Perfection
Monk's Robe
+6 Headband of Wisdom
8000 gp

Jorn Oathforge |

Paladin 1: 1d10 + 9 ⇒ (5) + 9 = 14
Oracle 2: 1d8 + 9 ⇒ (2) + 9 = 11
Oracle 3: 1d8 + 9 ⇒ (4) + 9 = 13
Paladin 2: 1d10 + 9 ⇒ (6) + 9 = 15
Paladin 3: 1d10 + 9 ⇒ (5) + 9 = 14
Paladin 4: 1d10 + 9 ⇒ (5) + 9 = 14
Paladin 5: 1d10 + 9 ⇒ (1) + 9 = 10
Paladin 6: 1d10 + 9 ⇒ (8) + 9 = 17
Paladin 7: 1d10 + 9 ⇒ (5) + 9 = 14
Paladin 8: 1d10 + 9 ⇒ (1) + 9 = 10
Paladin 9: 1d10 + 9 ⇒ (3) + 9 = 12
Paladin 10: 1d10 + 9 ⇒ (1) + 9 = 10
Paladin 11: 1d10 + 9 ⇒ (3) + 9 = 12
Paladin 12: 1d10 + 9 ⇒ (1) + 9 = 10
Paladin 13: 1d10 + 9 ⇒ (5) + 9 = 14
Paladin 14: 1d10 + 9 ⇒ (7) + 9 = 16
Paladin 15: 1d10 + 9 ⇒ (4) + 9 = 13
Paladin 16: 1d10 + 9 ⇒ (2) + 9 = 11
Paladin 17: 1d10 + 9 ⇒ (8) + 9 = 17
Paladin 18: 1d10 + 9 ⇒ (6) + 9 = 15
Paladin 19: 1d10 + 9 ⇒ (4) + 9 = 13
17 + 14 + 11 + 13 + 15 + 14 + 14 + 10 + 17 + 14 + 10 + 12 + 10 + 12 + 10 + 14 + 16 + 13 + 11 + 17 + 15 + 13 + 25 from toughness + 19 from FCB = 336 HP (411 while raging)
+5 Holy Furious Courageous Cold Iron Dwarven Dorn-Dergar [164700g]
Masterwork Dwarven Waraxe [330g]
5 Daggers [10g]
+1 Adaptive Composite Long Bow [2400g]
60 Arrows [3g]
Belt of Physical Might +6 (Str & Con) [90000g]
Headband of Alluring Charisma +6 [36000g]
Amulet of Natural Armor +5 [50000g]
Ring of Protection +5 [50000g]
Ring of Regeneration [90000g]
Cloak of Resistance +5 [25000g]
Manual of Gainful Exercise +4 [137500g] (used)
Manual of Quickness of Action +2 [55000g] (used)
Manual of Bodily Health +4 [137500g] (used)
Tome of Understanding +1 [27500g] (used)
Tome of Leadership and Influence +4 [137500g] (used)
Paladin's kit [11g]
4pp 7gp
Level - Class - BAB - Base Saves - Total Skill Points - Class Abilities - Feats
01 - Oracle 01 - +00 BAB - +00 F +00 R +02 W - 6 skill points - Lame curse, Tongues curse, Life Mystery, Misfortune revelation - Fae Foundling
02 - Paladin 01 - +01 BAB - +02 F +00 R +04 W - 10 skill points - Detect Evil, Smite Evil 1/day, Aura of Good
03 - Half-Celestial 01 - +01 BAB - +02 F +00 R +04 W - 10 skill points - Half-Celestial racial bonuses, HC Smite Evil, SLA - Power Attack
04 - Oracle 02 - +02 BAB - +02 F +00 R +05 W - 16 skill points - Mystery spell (Ill Omen)
05 - Oracle 03 - +03 BAB - +03 F +01 R +05 W - 22 skill points - Life Link Revelation - Toughness
06 - Half-Celestial 02 - +03 BAB - +03 F +01 R +05 W - 22 skill points - Half-Celestial racial bonuses
07 - Paladin 02 - +04 BAB - +04 F +01 R +06 W - 26 skill points - Divine Grace, Lay on Hands, Lame curse Bonus 1 - Greater Mercy
08 - Paladin 03 - +05 BAB - +04 F +02 R +06 W - 30 skill points - Aura of Courage, Divine Health, Mercy (Fatigued)
09 - Paladin 04 - +06 BAB - +05 F +02 R +07 W - 34 skill points - Channel Wrath, Rage Subdomain, Destructive Smite - Darting Viper
10 - Paladin 05 - +07 BAB - +05 F +02 R +07 W - 38 skill points - Divine Bond +1
11 - Half-Celestial 03 - +07 BAB - +05 F +02 R +07 W - 38 skill points - Half-Celestial racial bonuses - Unsanctioned Knowledge
12 - Paladin 06 - +08 BAB - +06 F +03 R +08 W - 42 skill points - Mercy (Staggered)
13 - Paladin 07 - +09 BAB - +06 F +03 R +08 W - 46 skill points - Smite Evil 2/day - Improved Critical (Dwarven Dorn-Dergar)
14 - Paladin 08 - +10 BAB - +07 F +03 R +09 W - 50 skill points - Call Celestial Ally 1/week, Divine Bond +2
15 - Paladin 09 - +11 BAB - +07 F +04 R +09 W - 54 skill points - Mercy (Sickened) - Ultimate Mercy
16 - Paladin 10 - +12 BAB - +08 F +04 R +10 W - 58 skill points - None
17 - Paladin 11 - +13 BAB - +08 F +04 R +10 W - 62 skill points - Powerful Justice, Rage (Pal level-3 rounds/day), Divine Bond +3, Lame curse Bonus 2 - Raging Vitality
18 - Paladin 12 - +14 BAB - +09 F +05 R +11 W - 66 skill points - Mercy (Exhausted)
19 - Paladin 13 - +15 BAB - +09 F +05 R +11 W - 70 skill points - None - Extra Revelation (Channel Energy)
20 - Paladin 14 - +16 BAB - +10 F +05 R +12 W - 74 skill points - Aura of Faith, Smite Evil 3/day, Divine Bond +4
21 - Paladin 15 - +17 BAB - +10 F +06 R +12 W - 78 skill points - Mercy (Stunned), Rage Power: Superstition - Extra Lay on Hands
22 - Paladin 16 - +18 BAB - +11 F +06 R +13 W - 82 skill points - None
23 - Paladin 17 - +19 BAB - +11 F +06 R +13 W - 86 skill points - Aura of Righteousness, Divine Bond +5 - Extra Lay on Hands
24 - Paladin 18 - +20 BAB - +12 F +07 R +14 W - 90 skill points - Mercy (Nauseated)
25 - Paladin 19 - +21 BAB - +12 F +07 R +14 W - 94 skill points - Rage Power: Witch Hunter - Extra Lay on Hands---
38 Str (+14) - 16 base (-10 points) + 2 racial + 4 half-celestial + 6 level + 4 manual + 6 belt
16 Dex (+03) - 12 base (-02 points) + 2 half-celestial + 2 manual
28 Con (+09) - 14 base (-05 points) + 4 half-celestial + 4 manual + 6 belt
14 Int (+02) - 12 base (-02 points) + 2 half-celestial
10 Wis (+00) - 07 base (+04 points) + 2 half-celestial + 1 tome
30 Cha (+10) - 14 base (-05 points) + 2 racial + 4 half-celestial + 4 tome + 6 headband
This should be everything. Just need the okay and I'll update this profile accordingly.

Talon Shadowblade |

helping the GM here a bit:
@Slam...Race is listed as Ogre, you need to loose 3 class levels and instead have 4 racial HD (as per the monster entry). also, I believe you would have to use the same first two feats in the monster entry which are iron will and toughness. but GM can override this. (this will give you more HP overall, but less class features).
this would be the compensation for playing a "powerful race". also what are your racial abilities? of course if the GM allows class levels to replace racial HD then the rest of the group need to recieve a boon valued at 3 free levels
as writtn now you equiv. CR 27 while the rest of the party is equiv. CR 24

Talon Shadowblade |

I am almost done just working on equipment:
observations:
Jorn: you have a few feats that work only with a specific weapon and you do not even have that weapon. you also need to finish equipping the character.
Slam: in addition to the previous comments: any reason why you need the rest of us? I mean I doubt I will be able to even help you fighting an enemy that is a challenge to you. and if they are just a challenge to us you will obliterate it inside of the second round. you are nearly untouchable and and unstoppable. but a little bit of observations: barbarian/monk (where again are those fighter levels for weapon specialization again?)
seems to me that my best asset will be stealth. I don't think I will ever be seen. also I am incorporeal as long as I am moving. so unless the enemy can see incorporeal, I think I can almost always get sneak attack.

Vrog Skyreaver |

the martial artist archetype counts monk levels as fighter levels for purposes of meeting feat prerequisites.
As to why I need the rest of you, Slam is not so smart. Also, Slam only here to help friend. And I'm a good melee combatant, but i'm not so good with the flying creatures, nor can I keep up with a hardcore nuking/control character.
I can certainly change his race to ogrekin if you need me to, or use the standard ogre, or use the ogre that I was going with. any are fine with me. You just let me know what to do and i'll do it bossman!

Talon Shadowblade |

Once explined that is good. I put that up there as questions. You answerso that is good.
Still you are quite capable combat wise, out of combat, well we shall see. Will be harder than you think playing reduced intelligence, especially when you are way smarter than your character.
Wierd that ogrekin costs 1 level and that entry has no level changes. Of course drow does not either and that is like a 40 point race.
I do think we will all be rather useless next to a nuke spellcaster.
My insane stealth can be useless aganst that.

![]() |

23 rp? 1 CR but well not like it matters much at this level.
Oh I actually I know dropping 2 levels of fighter, going for Animal Lord template, is it okay? Going to go with a Cat Lord (Tiger).

Talon Shadowblade |

On the subject of the Ogre, with 23 RP does anyone have a proposed balancing fix? I
I do not but my race (fetchling) is a 17 rp race.
the ogre in the race guide is toned down from the bestiary anyway. so I think its probably alright as is.
the bestiary lists the Ogre at Str 21 and the race guide gives it a +4 str boost. that means it starts at 17 str. over the long hual not to much of a deal, but if we were all under level 5 then yeah it could be an issue.
the only concern I have is finding a good encounter balance that will be challenging to everyone and not a death trap to all but one player.
I am sure that I will find some creative tactics for my chaarcter, when/if the situation comes up I will discuss them to see what a balanced solution would be.
(mainly regarding movement in a round and when precicely does that occur. I mean on my turn I move and perform no other action, but in the grand scheme does that mean I am moving for the whole combat round or do I move then stop awaiting my next turn. that is important as my defenses change depending on weather I am moving or not.

Talon Shadowblade |

23 rp? 1 CR but well not like it matters much at this level.
Oh I actually I know dropping 2 levels of fighter, going for Animal Lord template, is it okay? Going to go with a Cat Lord (Tiger).
Animal lord template is cool, I played one once I think i went with Bear.

Jorn Oathforge |

I'm going to update my character's profile tonight/tomorrow. The PDF character sheet I have for him on my home computer is complete, so I'm ready to start whenever. :)

Jorn Oathforge |

Okay, outside of linking Jorn's Paladin spells (and picking which ones he should have prepared) I should be 100%.

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Almost done [working on google doc will transfer everything in a few hours, I guess]
If you have 25 000 gp to spare, can only recommend you to get a diamond. I will come with 2 of them to cast wish, but in case of, never know if I am going to need to cast Wish more than twice.

Ludovic |

Alright let see:
Hp 277/277 (20d6+3d10+161+20 FCB)
CN
AC 29 Touch 24 Flat-Footed 25 (+4 Dex,+5 AC, +5 natural,+5 Deflection)
Fort+21 Ref+18 Will+23
Initiative +13
Perception +31
Senses Low-Light vision, Scent
Bab+13, CMB +24 ,CMD 36
Melee Bite+ 29 (2d6+15, 19-20) , 2 Claws +28 (1d8+15+Grab)
Ranged
Spells Prepared(CL 20, Concentration+34):
9th(6/day)- Shapechange, Time Stop, Summon Monster IX, Wish
8th(6/day)- Undead Anatomy IV, Giant Form II, Polymorph Any Object
7th(6/day)- Waves of Exhaustion, Reverse Gravity, Teleport Greater, Giant Form I
6th(7/day)- Monstrous Physique IV, Disintegrate, Form of the Dragon I
5th(7/day)- Monstrous Physique III, Wall of Force, Telekinesis, Overland Flight
4th(7/day)- Monstrous Physique II, Black Tentacles, Confusion, Dimension Door
3rd(7/day)- Fly, Haste, Monstrous Physique I, Sleet Storm
2nd(8/day)- Invisibility, Resist Energy, Alter Self, Scorching Ray, Glitterdust
1st(8/day)- Silent Image, Vanish, Grease, Stunning Barrier, Protection from Evil, Polypurpose Panacea
0 (At will)- Detect Magic, Dancing Lights, Read Magic, Open/Close, Arcane Mark, Prestidigitation, Ghost Sound, Acid Splash , Mage Hand.
1: Improved Initiative
Human Bonus: Spell Penetration
3: Power Attack
5: Quicken Spell
7: Greater Spell Penetration
9: Still Spell
11: Combat Casting
13: Expanded Preparation (+1 spell slot)
15: Improved Familiar
17: Spell Perfection: Undead Anatomy IV
19: Expanded Preparation (+1 spell slot)
20 Fighter Bonus: Weapon focus (Bite)
21 Fighter Bonus: Improved critical (Bite)
+1 to perception, always a class skill.
Arcane reservoir: 13/23, Consume spells
-Arcanist exploits: Dimensional Slide (1) ,Powerful change (3), Familiar(5), Metamaxing (7), Share Transmutation (9), Potent Magic (11), School Understanding: Void [Reveal Weakness] (13), Redirect Spell (15), Ice Missile (17), Icy Tomb (19)
Transmutation Supremacy (20)
Pounce, Rake (2 claws+28, 1d8+15)
Change Shape, Dominion (Charm animal at will on cat/felines)
headband skills, the 3 chosen are UMD, Knowledge (Engineering),
Knowledge (Local)]
Spellcraft(Int) +40, Craft (Alchemy) +40, Knowledge (Arcana) +40,
Knowledge (Dungeoneering)+40, Knowledge (Nature) +40, Knowledge (Planes)+40, Knowledge (Religion) +40, Knowledge (Engineering) +40, Knowledge (Local) +40, Knowledge (History) +40, Use Magic Device +30, Fly +32, Perception +31, Disguise +27, Escape Artist +28, Acrobatics +34.
322 gp left
Spellbook: (Start with all cantrips, 3x1st level spells, 2 spells every level)
9th- Shapechange, Time Stop, Wish, Summon Monster IX, Icy Prison Mass, Mage’s Magnificent Enclosure
8th- Giant Form II, Undead Anatomy IV, Prismatic Wall, Polymorph Any Object
7th- Waves of Exhaustion, Reverse Gravity, Giant Form I
6th- Monstrous Physique IV, Form of the Dragon I, Contingency, Disintegrate
5th- Monstrous Physique III, Wall of Force, Telekinesis, Overland Flight
4th- Monstrous Physique II, Black Tentacles, Confusion, Dimension Door
3rd- Fly, Haste, Monstrous Physique I, Sleet Storm
2nd- Invisibility, Resist Energy, Alter Self, Scorching Ray, Glitterdust
1st- Silent Image, Vanish, Grease, Stunning Barrier, Protection from Evil, Polypurpose Panacea, Magic Missile
0-All cantrips
Let see leveling breakdown:
Level 20 Brown-fur transmuter Basics: Bab+10, Fort+6 Ref+6 Will+12
Level 3 Fighter: Bab+3 fort+3 Ref+1 Will+1
Total(with no stat mod): Bab+13 Fort+9 Ref+7 Will+13
Point buy original with +2 stat to Int: Str 7, dex 14, con 14, int 18, wis 12, cha 12.
Cat Lord template adjustment:
Tiger and Human highest ability scores: Str 23, Dex 15, Con 17, Int 18, Wis 12, Cha 12
+4 to all ability scores:
Str 27 Dex 19 Con 21 Int 22 Wis 16 Cha 16
Ability advancement:
+1 to int at level 4,8,12,16 and 20. So Int total 27.
Dweomercat cub familiar
Tiny Magical Beast
AC 26, Touch 15, Flat-Footed 23
Hp 138, SR 25
Init+2, Darkvision 60 ft, scent, Perception +29
Speed 20 ft
Melee Bite+15 (1d2-1), 2 claws (1d2-1)
Dweomer Leap, Pounce, Rake, Improved Evasion, Share Spells, Empathic Link,
Alertness, Deliver touch spells, Speak with Master, Spell resistance, Scry on familiar.
Constant-Detect Magic
1/Week - Dimension Door
Languages Common, Sylvan

Jorn Oathforge |

Jorn's ready to go. :)

Talon Shadowblade |

this stinks, when I lost power I lost the recent updates for the character.
I got all the stats but i have to re-shop for all my equipment.
only 140K left to spend
Male advanced fetchling shadow lord assassin 9/ninja 8/shadowdancer 4
NE Medium outsider (native)
Init +14; Senses darkvision 90 ft., low-light vision, see in darkness; Perception +26
--------------------
Defense
--------------------
AC 31, touch 25, flat-footed 16 (+4 armor, +14 dexterity, +1 dodge, +2 natural)
hp 151 (21d8+42)
Fort +8, Ref +27, Will +7; +4 vs. poison
Defensive Abilities evasion, improved uncanny dodge, incorporeal step, shadow blend, shadow blending; DR 20/magic; Resist cold 30, electricity 30, fire 5; SR 30
--------------------
Offense
--------------------
Speed 30 ft., light steps
Melee +1 ghost touch silversheen dagger +30/+25/+20 (1d4+3/19-20) or
. . +3 agile ghost touch keen siccatite (cold) wakizashi +33/+28/+23 (1d6+17/15-20) or
. . touch attack +17 touch (1d6+2) or
. . unarmed strike +29/+24/+19 (1d3+2 nonlethal)
Ranged +3 distance returning adamantine shuriken +32/+27/+22 (1d2+5)
Special Attacks cloying gloom burst, death attack (DC 31), quiet death, sneak attack +9d6, swift death 1/day, true death (DC 24)
Spell-Like Abilities (CL 21st; concentration +32)
. . 2/day—shadow walk (DC 26)
. . 1/day—disguise self, plane shift (self only, shadow or material plane) (DC 28)
Shadowdancer Spell-Like Abilities (CL 4th; concentration +32)
. . 1/day—shadow conjuration, silent image (DC 22)
--------------------
Statistics
--------------------
Str 14, Dex 39, Con 14, Int 30, Wis 12, Cha 32
Base Atk +15; CMB +17; CMD 42
Feats Ability Focus (death attack), Clustered Shots, Combat Reflexes, Deadly Aim, Dodge, Mobility, Point-blank Shot, Precise Shot, Shadow Ghost, Shadow Strike, Shadow Walker, Weapon Finesse, Weapon Focus (wakizashi)
Traits adaptable flatterer, bandit (river kingdoms), seeker
Skills Acrobatics +38, Appraise +34, Bluff +22 (+23 on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you), Climb +9, Diplomacy +35, Disable Device +40, Disguise +39, Escape Artist +38, Heal +22, Intimidate +24, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (local) +19, Knowledge (nature) +16, Knowledge (planes) +18, Knowledge (religion) +15, Linguistics +14, Perception +26, Perform (dance) +20, Sense Motive +16, Sleight of Hand +38 (+42 in dim light or darkness, +47 to hide weapons on body), Spellcraft +31, Stealth +66 (+70 in dim light or darkness), Survival +3, Swim +9, Use Magic Device +35;
Racial Modifiers +2 Knowledge (planes), +10 Stealth, ki jump (running start), no trace
Languages Aklo, Auran, Common, Dark Folk, Draconic, Elven, Giant, Ignan, Shadowtongue, Terran
SQ fetchling rogue/ninja, hidden weapons, hide in plain sight, ki pool (15 points,), ninja trick (combat trick, deadly range, fast stealth, flurry of stars), paranoid, planar thinning, poison use, rogue talent (finesse rogue), shadow jump, summon shadow, touch attack
Combat Gear shadowform belt, wand of deeper darkness (40 charges), deathblade (5), purple worm poison (5), shadow essence (15); Other Gear +3 shadow, greater siccatite (cold) haramaki, +1 ghost touch silversheen dagger, +3 agile ghost touch keen siccatite (cold) wakizashi, +3 distance returning adamantine shuriken (50), headband of mental prowess +6 (Int, Cha), manual of quickness of action +4, tome of clear thought +4, tome of leadership and influence +3, disguise kit, poisoning sheath, shinobi shozoku, thieves' tools, masterwork, wrist sheath, spring loaded, wrist sheath, spring loaded
--------------------
Tracked Resources
--------------------
+1 ghost touch Silversheen dagger - 0/1
+3 distance returning Adamantine shuriken - 0/50
Cloying Gloom Burst (3/day, DC 21) (Su) - 0/3
Deathblade - 0/5
Disguise kit (10 uses) - 0/10
Disguise Self (1/day) - 0/1
Ki Pool (15/day) (Su) - 0/15
Planar Thinning (1/day) (Su) - 0/1
Plane Shift (self only, shadow or material plane, 1/day) - 0/1
Purple worm poison - 0/5
Ray of Sickening (At will) - 0/0
Shadow Conjuration - 0/0
Shadow Conjuration - 0/0
Shadow Conjuration - 0/0
Shadow Conjuration (1/day) - 0/1
Shadow Conjuration (3/day) - 0/3
Shadow Conjuration, Greater (1/day) - 0/1
Shadow essence - 0/15
Shadow Jump (4 10-ft inc/day) (Su) - 0/4
Shadow Step (3/day) - 0/3
Shadow Walk (2/day) - 0/2
Shadow Walk (2/day) - 0/2
Shadowform belt (10 rounds/day) - 0/10
Silent Image - 0/0
Silent Image - 0/0
Silent Image - 0/0
Silent Image (1/day) - 0/1
Swift Death (1/day) (Ex) - 0/1
Wand of deeper darkness (40 charges) - 0/40
--------------------
Special Abilities
--------------------
+4 to Stealth and Sleight of Hand checks made in dim light or darkness. Add a +½ bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Cloying Gloom Burst (3/day, DC 21) (Su) Creatures in 30-ft cone are slowe and blinded. (Fort neg)
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (15 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (20/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Death Attack (DC 31) (Ex) You can kill or paralyze for 1d6+9 rds with a prepared sneak attack.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Hidden Weapons +9 (Ex) You gain +9 to Sleight of Hand checks made to hide weapons on your person.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Uncanny Dodge (Lv >=25) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 25+.
Incorporeal Step (Su) Gain incorporeal and deflection bonus to AC when moving.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Paranoid Aid Another DC 15 for attempts to help you.
Planar Thinning (1/day) (Su) Create a gate between the Material Plane and Shadow Plane.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quiet Death (Ex) If death attack kills a foe during a surprise round, others may not notice you are the cause.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Blend (Su) When not in bright light, gain concealment.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow Jump (4 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Shadow Strike You can deal precision damage against targets with some concealment.
Shadow Walker Use dimension door while in dim light or darkness by expending a use of shadow walk.
Shadowform belt (10 rounds/day) Become Incorporeal as a swift action, no Cha bonus to AC, Convert Nat. AC instead.
Sneak Attack +9d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (30) You have Spell Resistance.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Swift Death (1/day) (Ex) You can make a death attack without studying the target.
Touch Attack (DC 21) Touch attack does 1d6 damage, plus 1 Con damage on critical hit (Fort neg)
True Death (DC 24) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 24 caster level check.
Wand of deeper darkness (40 charges) Add this item to create a wand of a chosen spell.
--------------------
companion
Male shadow (Pathfinder RPG Bestiary 245)
NE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+2 armor, +2 deflection, +2 dexterity, +1 dodge)
hp 75 (3d8+6)
Fort +3, Ref +3, Will +4; +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
Melee unarmed strike +4 (1d3+2 nonlethal)
Special Attacks constitution damage
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ create spawn, strength damage
Other Gear +1 ghost touch haramaki, 150 gp
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Constitution Damage (Su) A shadow’s touch deals 1d6 points of Constitution damage to a living creature. This is a negative energy effect. A creature dies if this Constitution damage equals or exceeds its actual Constitution score.
Special: The shadow can choose whi
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
some minor tweeks are needed to formatting and fill in some missing data.