
![]() |

Ok...I will go ahead and roll and see what I get!!
4d6 - 1 ⇒ (1, 1, 1, 4) - 1 = 6
4d6 - 1 ⇒ (4, 1, 5, 1) - 1 = 10
4d6 - 1 ⇒ (6, 1, 4, 5) - 1 = 15
4d6 - 1 ⇒ (1, 4, 3, 1) - 1 = 8
4d6 - 3 ⇒ (6, 6, 5, 3) - 3 = 17
4d6 - 1 ⇒ (1, 6, 4, 3) - 1 = 13
Wow...ok, that was a complete mess..lol. Assuming I am allowed a second chance, here it is below!
4d6 - 1 ⇒ (4, 1, 5, 1) - 1 = 10
4d6 - 1 ⇒ (5, 6, 1, 4) - 1 = 15
4d6 - 2 ⇒ (6, 4, 3, 2) - 2 = 13
4d6 - 4 ⇒ (4, 4, 4, 4) - 4 = 12
4d6 - 3 ⇒ (6, 2, 3, 1) - 3 = 9
4d6 - 1 ⇒ (6, 5, 1, 6) - 1 = 17
Much better...I will see what I can do with these numbers!!!

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Ok, here is the basic crunch for my submission. Hope this works out for you! Will add more fluff later.
Vantano
Elf fighter 1
Elf, Humanoid
Percep +2; Senses low-light vision
--------------------
Defense HP 17 Hero Points 1 Res 1
--------------------
TAC 15; AC 17
Fort +3; Ref +6; Will +1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 15 (+2); Dex 18 (+4); Con 13 (+1); Int 14 (+2); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +4, Athletics +2, Crafting +3, Intimidation +1, Survival +1, Warfare Lore +3
Feats Double Slice, Weapon Familiarity (elf)
Languages Common, Elven, Sylvan
Other Abilities attack of opportunity
Other Gear studded leather, dagger, shortbow, shortsword, shortsword, arrows (20), bedroll, belt pouch, flint and steel, ordinary clothing, rations (day)s (2), repair kit, silk rope (foot)s (50), waterskin, purse (24 sp, 5 cp)
Abilities and Feats:
Attack of Opportunity: When a foe in reach uses manipulate or move actions, makes ranged attack, or leaves a square while making a move action, make a Strike at -2 that disrupts manipulate actions. This does not count for multiple attack penalties.
Double Slice: Make 1 Strike with 2 melee weapons (2nd weapon takes a -2 penalty if not agile). Combine damage together for purposes of resistances and weaknesses.
Low-Light Vision: See in dim light as if it were normal light.
Quick Repair: You take only 10 minutes to Repair an item.

Vrog Skyreaver |

@Daniel Stewart: Yes, we still have some time, so please make sure you're reading my initial post carefully to get everything in there.
Also, since I asked people to keep an eye out for updates, of course the drop an update today. There's a blogpost on the main page with the new updates link on it, and they also dropped the multiclass archetypes for all twelve classes on there (updating the old ones and adding the missing ones).
Okay, updating the list of submissions:
Characters built:
Velkan Voica - Human (Half-Orc) Alchemist, played by ScegfOd.
Marcan - Human (Half-Elf) Rogue, Played by Sbodd
Thalia Velerin - Human (Half-Elf) Bard, played by Brainiac
Waiting on initial review:
Vantano - Elf Fighter, played by Daniel Stewart
Tework - Human Barbarian, played by MrStr4ng3
Amycus Pope - Human Monk, played by Apoc Golem
Attributes Rolled:
Kevin O'Rourke 440
drbuzzard
Profession Smith 6 ranks
wanderer82
ElbowtotheFace
oyzar
Fighting Chicken
hustonj
Hawksw0rd
TheGoofyGe3k
Slayde77
Gavmania
If you are in review, it means that I'll be going over your character this evening and posting anything that needs to be changed or updated, or that I have questions about.

ScegfOd |

...
Jumping subjects completely, since we're going to be playing in the era of playtests, I want us to all use the most up-to-date info we have. What that means is that if the doc updates doc gets...updated and you don't see me or someone else post here about it, could you do so? It will help everyone keep on the same page. Thanks!
Huh, good point
/me looks at 1.3 document...oh boy. I have a lot of things to look at xD
Also, time to change that -2 for untrained to a -4 in my spreadsheet xD
Ah, that makes more sense. Now that I think about it, it certainly didn't help that I forgot to mention the Orcish Tongue from half-orc, so I'm also sorry for being unclear. And misreading things for the second time in a row, I think I need more sleep xD
and I think that's sound reasoning to just stick with published materials (at least during the play test), thanks for the explanation.
Also, I just had an excellent idea for the languages. Alchemists get a skill feat at 2nd level. I can grab Multilingual (Draconic + something) and spend my 2nd level class feat on starting my path to wizardry!
Velkan will have a spellbook in draconic that he finally deciphers at around 2nd level, sooooo goooood xD

ScegfOd |

which resonance changes?
'cause there's at least one of them in by the 1.3 update (available since 2018-09-24):
Alchemist infused items don't charge resonance for teammates!
That means that Alchemists can actually be secondary healers now :D
And sharing infused elixers makes more sense xD
Not that I'm planning on investing a lot in healing, but whipping up a few heal potions each day is suddenly tempting...
Also there's a bunch of updates for skills.
For example, Alchemists get 4+int + crafting, so I'll have to think of more skills to give Velkan... probably survival because exploring ruins... and... hmmm... I'll think of something xD

Apoc Golem |

Eventually (not with this update) Resonance will only be used for worn items, not consumables. Those will have their own pool, but it won't work quite the same. The blog post on the Paizo frontpage kind of insinuated it would be used to get the full effect from consumable items but those items could also be used without the points for a lesser effect.
In other words, for example, a healing potion will always heal you, but you could expend one of these points to boost the healing or something similar.

Shalm |

Let's see what I get...
4d6 ⇒ (5, 1, 2, 4) = 12
4d6 ⇒ (2, 4, 4, 1) = 11
4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (3, 2, 3, 6) = 14
4d6 ⇒ (6, 2, 1, 1) = 10
4d6 ⇒ (2, 1, 3, 2) = 8
Oh, that's bad. Rerolling...
4d6 ⇒ (4, 1, 1, 3) = 9
4d6 ⇒ (2, 4, 6, 6) = 18
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (5, 5, 3, 5) = 18
4d6 ⇒ (2, 5, 2, 4) = 13
4d6 ⇒ (2, 4, 6, 1) = 13
Better. So that's an 8, 16, 10, 15, 11, 12. I can work with that. More info to come!

ElbowtotheFace |

Human (Half-Orc)
Farmhand
Paladin of Erastil 1
Perception (Trained) +4; Senses: Low light vision
----------------------
Defense – HP 22; Hero Points 1 Res 3
AC 16 (18) TAC 13 (15)
Fort +4 Ref +2 Will +5
------------------------
Offense
Battle Axe +5 (1d8+3 S)
Shortbow +2 (1d6 P)
------------------------
Speed 20ft
-------------------------
Statistics
Str 16 (+3) Dex 13 (+1) Con 15 (+2) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)
Skills Athletics +4 Crafting +1 Diplomacy +3 Medicine +4 Religion +4 Survival +4 Farming Lore +1
Ancestry Feats Half-Orc
Class Feats Hospice Knight
Skill Feats Assurance Athletics
Abilities Retributive Strike, Lay on hands, spell points (2)
Languages Common
Gear Chain mail (60sp), Heavy Shield (10sp), Battle axe (12sp), Shortbow (30sp), 10 Arrows (1sp), Dagger (2sp), Hatchet (4sp), Climbing kit (5sp), Wooden holy symbol (1sp), Backpack (1sp), Bedroll (1cp), 8 days rations (4sp), 10 torches (1cp), Waterskin (5cp).
19sp 3cp
Ricfer fled to a nearby temple of Erastil when his farming village was sacked. While he was bigger and stronger than the other boys his age he was still no match for a band of ruffians. Ricfer was able to find two smaller children who had ran into the forest and bring them with him to safety.
I'll try and finish the back story in a bit the site has eaten my last attempt at a full edit

ScegfOd |

update for Velkan (apparently Alchemists start with 4 formulas from the free book + 4 from their feat, so he has 8 now. Also updated skills to be background Lore + craft + 4 + int, which means he now knows Survival and one more new one (stealth and deception seemed least inappropriate, went with stealth)

Shalm |

Please see Tiro Turtleback, halfling cleric of Pharasma.
The events of the past two weeks had changed everything, and now Tiro was on his way to the town of Sandpoint to inform his master's only living relative - his brother, Naffer Vosk - of the unfortunate occurrence. Seemingly gone was his chance to join the Esoteric Order, since surely no one would sponsor an aging halfling servant now that his master was dead. How he wished he could have spent the last two weeks working to prove his value to the Order, but his loyalty to his master kept him moving toward Sandpoint.
"In for a penny, in for a pound," his father always used to say; and with Cornelius Vosk, he was in for nearly a ton.
Male halfling cleric 1
Halfling, Humanoid, Lawful
Percep +4
Res 4
Hero Points 1
Background Esoteric Scion
--------------------
Defense
--------------------
HP 14
TAC 11; AC 12
Fort +2; Ref +1; Will +5
--------------------
Offense
--------------------
Speed 25 ft.
Melee dagger +1 (1d4-1 P; agile, finesse, thrown 10 ft., versatile S)
Ranged halfling sling staff +1 (1d10-1 B; halfling, propulsive)
Cleric Divine Spellcasting Prepared (CL 1st)
. . 1st—bless, sanctuary
. . 0 (at will)—detect magic, disrupt undead, shield, stabilize
Powers
Spell Points 3
. . Lorekeeper's Fortune
--------------------
Statistics
--------------------
Str 9 (-1); Dex 10 (+0); Con 10 (+0); Int 15 (+2); Wis 16 (+3); Cha 16 (+3)
Skills Arcana +3, Deception +4, Diplomacy +4, Esoteric Order Of The Palatine Eye Lore +3, Medicine +4, Occultism +3, Religion +4, Society +3
Feats Weapon Familiarity (halfling)
Languages Common, Halfling, Varisian
Other Abilities anathema, channel energy, quick identification
Other Gear leather, dagger, halfling sling staff, backpack, bedroll, flint and steel, grappling hook, healer's tools, religious text, silk rope (50 feet), torches (20), waterskin, wooden religious symbol, purse (8 sp, 7 cp)
Role: Healing (in combat); good with knowledge and some social skills out of combat

ElbowtotheFace |

Ricfer fled to a nearby temple of Erastil when his farming village was sacked. While he was bigger and stronger than the other boys his age he was still no match for a band of ruffians. Ricfer was able to find two smaller children who had ran into the forest and bring them with him to safety.
Eventually the girls were placed with a family and Ricfer was given a room in the temple, given his parentage no one jumped to let him live with them plus at 14 summers he was as big as many of the adults. Continuing to help with the local farming Ricfer earned his keep.
During this time he learned much about faith, the church, and its tenants. Ricfer told the elders he wished to be trained as a paladin and they warned him that it wasn't an easy life and if he was in for a penny he was in for a pound, but they agreed to have him trained.
Once his training was completed, other tha settling a few disputes and having an official position in the church, things didn't feel all that different. One night after he completed evening duties the chief priest approached Ricfer and asked if he would take a gift to Sandpoint for the dedication of the new temple, noting that he seemed bored lately. Ricfer jumped at the chance for some travel and maybe some adventure.

Apoc Golem |

For those of you looking for the latest rules update for the playtest, as well as the PDF with the new/updated multiclass archetypes, they are in this blog post.

Vrog Skyreaver |

Sorry about not providing feedback yesterday. I got home and immediately fell asleep on my couch, and when I woke up I didn't have enough time left to properly go through the awaiting applications. Let's fix that now:
Okay, updating the list of submissions:
Characters built:
Velkan Voica - Human (Half-Orc) Alchemist, played by ScegfOd.
Marcan - Human (Half-Elf) Rogue, Played by Sbodd
Thalia Velerin - Human (Half-Elf) Bard, played by Brainiac
Amycus Pope - Human Monk, played by Apoc Golem
Vantano - Elf Fighter, played by Daniel Stewart
Tework - Human Barbarian, played by MrStr4ng3
Tiro Turtleback - Halfling Cleric, played by Shalm
Ricfer - Human (Half-Orc) Paladin, played by ElbowtotheFace
Attributes Rolled:
Kevin O'Rourke 440
drbuzzard
Profession Smith 6 ranks
wanderer82
oyzar
Fighting Chicken
hustonj
Hawksw0rd
TheGoofyGe3k
Slayde77
Gavmania
Humanz
Now onto the feedback:
The first thing I noticed is that your AC is wrong: it should be 16, not 15, as Monks are Expert in Unarmored Defense (so 2+4+10 base=16).
Additionally, your Fort and Ref saves are wrong: Since Monks are expert in all three saves, your Reflex should be +6, but since you don't have a con modifier, your fort save should only be +2.
Next, I noticed that you're missing any gear, including clothing. As I was mentioning to someone else, there are decency laws in Sandpoint. It's a nice, quiet town, after all...
There are a couple of things I think are worth noting about the Monk class in general: First, not all of their stance based attacks are finesse, so make sure you're keeping an eye on which ones you take (you are currently fine here, but I don't want you to accidentally grab something that doesn't work with your high dex build). Secondly, it's worth mentioning that the Strikes from Flurry of Blows DO apply to your multiple attack penalty.
I enjoyed your backstory a good deal.
If you are not Amycus Pope, Go ahead and add one to all your saving throws! just let me know so that when I audit your character, I don't miss it.
Okay, First things first: You're missing a background, which gives you a +2 to one of two stats, a free lore skill, and a feat. Please make sure to add one to your character that makes sense for his backstory.
Secondly, your stat line is incorrect. Per my post about rerolling, you have to take the second set. That means your attribute set is:
17, 15, 13, 12, 10, 9
Modifying that starting statline should be your racial modifiers (it would include your background, but see above), which give you +2 to Dex and Int, -2 to Con
As of your posting of Vantaro, your posted statline is Str 15; Dex 18; Con 13; Int 14; Wis 10; Cha 10
Far as I can tell, you started with a 17 in Dex and then used your racial bonus to raise it to 18 (ignoring the left over point); You then put your 15 into Con, which thanks to the racial penalty drops to 13; you put your 10 into either Wis or Cha and your 9 into the other, then somehow got the other up to a 10; you put your 12 into Int, which bumps to 14; I'm not sure where the 15 for Str is coming from, as you only have a 13 left over.
As far as your skills go, you should have training in acrobatics or athletics, as well as 4 +Int mod skills +1 Lore from your background, meaning that you should have (assuming that you have a 14 int) 6 +Int mod skills to work with. You're missing a couple of skills, so feel free to adjust accordingly.
Looking at your equipment, it looks like you are below bulk amount, coming in at 5.7 bulk, with a conservative estimate of a +1 modifier to strength meaning that you'll have 6 bulk, which is not a lot to carry treasure without being encumbered. It's also worth noting that your backpack holds 4 bulk of stuff, so with the things you have, you should still have some space in there to haul loot.
Please feel free to make the changes I mentioned above and then resubmit him.
First thing I noticed is that you're missing your background, which is kinda important, as it gives a +2 bonus to one of two stats, a lore skill, and a feat. Please list that somewhere on your submission if you would. It looks like you might have started to add in a background, as you have a +2 bonus to str or con from somewhere, but it's not called out anywhere.
Secondly (And this is nothing bad, just an upkeep issue) note that with animal totem per the updates, if you wield a weapon at all while raging, that is considered anathema.
Next, you are missing trained skills. You should have Athletics plus 4 plus Int mod skills, plus one for your background. You currently have Athletics plus one plus a lore skill (again, likely from your background, but I can't assume that). This means that you have a couple of additional skill picks to make.
It looks like you added two class feats, which is not correct. Please remove one or the other, and add your background feat to the list.
You are well below bulk, but I would point out that 1) you don't have any clothes, so your armor likely chafes, and 2) if you don't select a weapon to wield outside of raging, you're unarmed attacks will be subpar at best. If you choose to go this way, you'll want to consider the Monk Dedication, which will at least give you an unarmed attack of 1d6. You'll also want to take a ranged weapon of some variety.
Make sure that you list your Domain somewhere on your submission. Also, you might want to buy some clothes, as there are decency laws in Sandpoint.
In all seriousness, however, you are carrying a great deal more bulk than you can easily port. With a 9 strength, your bulk is 4. So I noticed that you purchased 20 torches; in the lack of any sort of ruling (I can't find one yet), I am assuming that each torch is considered L bulk, not L bulk for 10. I made that ruling on someone else's build, and I'm going to stick with it until we get a ruling.
Even assuming the other way, you have almost no capacity to carry anything else. My count of your bulk is (even without the ruling on bulk) 3.7 out of 4 bulk.
Other than the above, everything looks to be in order. All of your math seems to check out, and you have the correct number of skills and proficiencies.
IF you are not Tiro, go ahead and increase your max bulk by 5. Just be sure to let me know so that I don't get it wrong when calculating your character's gear.
Please note which two options you're taking with your Half-Orc feat.
Your saves are all correct, but I noticed that your bonus to hit with your axe is one higher than it should be: Paladins are trained in simple and martial weapons, and you get to add your strength to that, which is 3.
Your AC is also higher than it should be. You have chainmail, which is item bonus +4/+1, and max dex of 3. add to that your dex mod of 1, and you should have an AC of 15/12 (with your AC increased by 2 when you raise your shield).
Your HP should also only be 20: 8 for human, 10 +con mod for Paladin (2 in your case).
You're also over bulk. with your strength, your bulk max is 8; even exluding torches, you are close to your cap. With torches, you are actually over.
If you are not Ricfer, go ahead and add +1 to your attack and damage rolls. Just let me know so that when I am auditing your character sheet, I don't mess up.
Okay, so I have 2 requests, and 1 rule clarification that I thought I had posted to the thread, but I missed.
The rule clarification first:
When purchasing things that you buy in multiples (like torches) you pay the money cost for each increment of that item, but each individual item in the set weighs the bulk listed in the table entry. To use the Torch example, you buy them in sets of 10, but each torch has a weight of L bulk, meaning that a set of them weighs 1 bulk.
The exception to this rule is ammunition, which will only count once per iteration for purposes of bulk (i.e. each set of 10 arrows you carry counts at L bulk, not 10 l bulk).
Now the requests:
First off, could you all please make sure that you're purchasing clothing? You will have days off, and streaking IS against the law in Sandpoint.
Secondly, on your submissions, please make sure to mark your level of training on your proficiencies (weapon, armor, skill) and saves.
Finally (with a sneaky third request!) please add your perception to your entry, and track your proficiency level with it as well.
Thanks all, and keep the submissions coming!

Shalm |

HeroLab counted 10 torches as L bulk (which is why I got the amount that I did), but I will adjust based on your ruling. Taking away all torches (for now), it looks like I have 2.9 bulk:
Leather armor - 1 bulk
Halfling sling staff - 1 bulk
20 sling bullets - .2 bulk
Backpack - .1 bulk
Bedroll - .1 bulk
Flint and steel - n/a
Grappling hook - .1 bulk
Healer's Tools - .1 bulk
Religious symbol - .1 bulk
Silk rope - .1 bulk
Waterskin - .1 bulk
Clothing - n/a
I'll hold off on buying any torches now, and may get some in town as needed. It's obviously not ideal, but I have 1 bulk left of carrying capacity as needed, and honestly encumbered doesn't affect me that much - 15 foot move speed and -2 armor check.
Updated stats below.
Male halfling cleric 1
Halfling, Humanoid, Lawful
Percep +4 (trained)
Res 4
Hero Points 1
Domain Knowledge
Background Esoteric Scion
--------------------
Defense
--------------------
HP 14
TAC 11; AC 12
Fort +2; Ref +1; Will +5
--------------------
Offense
--------------------
Speed 25 ft.
Melee dagger +1 (1d4-1 P; agile, finesse, thrown 10 ft., versatile S)
Ranged halfling sling staff +1 (1d10-1 B; halfling, propulsive)
Cleric Divine Spellcasting Prepared (CL 1st)
. . 1st—bless, sanctuary
. . 0 (at will)—detect magic, disrupt undead, shield, stabilize
Powers
Spell Points 3
. . Lorekeeper's Fortune
--------------------
Statistics
--------------------
Str 9 (-1); Dex 10 (+0); Con 10 (+0); Int 15 (+2); Wis 16 (+3); Cha 16 (+3)
Skills Acrobatics -3, Arcana (t) +3, Athletics -4, Crafting -1, Deception (t) +4, Diplomacy (t) +4, Esoteric Order Of The Palatine Eye Lore (t) +3, Intimidation +0, Medicine (t) +4, Nature +0, Occultism (t) +3, Performance +0, Religion (t) +4, Society (t) +3, Stealth -3, Survival +0, Theivery -3
Feats Weapon Familiarity (halfling)
Languages Common, Halfling, Varisian
Other Abilities anathema, channel energy, quick identification
Weapon Proficiency All simple weapons, halfling sling staff, short sword
Armor Proficiency All light, medium armor and all shields
Other Gear leather, dagger, halfling sling staff, sling bullets (x20), backpack, bedroll, ordinary clothing, flint and steel, grappling hook, healer's tools, religious text, silk rope (50 feet), waterskin, wooden religious symbol, purse (9 sp, 5 cp)

Apoc Golem |

As for his saves, that flub came because I originally had his stats allotted differently, but then realized there was no way I could do it with the background I wanted (barkeep) so his Con was 12 and Int 11, but that had to switch to Con 11 and Int 12, hence the wonky numbers. As for his AC, I have no excuse. I am just bad at math lol.
As to the feats, I am not too concerned. He will only be picking up a few more monk feats in general, so probably no more stances than Tiger Stance. The bulk of his class feats will go into multiclassing into rogue.
Anyway, fixed the numbers. Please let me know if you spot anything else. If you still can't see his full character sheet, let me know and I'll try hosting him elsewhere to see if that works.

Tework |

Thank you for the feedback
-Background Clearly Stated
-At least I can Wield a weapon wile not raging now.
-Thank you I missed the change to skills, and then again missed that is was 1+4
-My Ancestry Feat is to Gain another Class Feat
-Bulk Should be better now, I think I may be adding too much confusion by bringing a mule. But it seemed right. The total of all gear would be 10

Remnar |

I've been wanting to both try the playtest and rise of the runelords! I am planning on creating a support Bard
4d6 ⇒ (3, 5, 4, 2) = 14 12
4d6 ⇒ (4, 4, 6, 3) = 17 14
4d6 ⇒ (3, 5, 1, 4) = 13 12
4d6 ⇒ (5, 2, 2, 6) = 15 13
4d6 ⇒ (4, 4, 1, 6) = 15 14
4d6 ⇒ (2, 4, 5, 2) = 13 11

Remnar |

Connor The Wanderer
Human Male Bard 1 CG
STR 15
DEX 16
CON 12
INT 12
WIS 11
CHA 18
HP: 17
Speed 25'
FORT: +2 [T]
REF: +4 [T]
WILL: +2 [E]
Perception: +2 [E]
AC: 16 TAC: 14
class
BARD
- Muse: Polymath
-- Versatile Performance
-- Summon Monster
Spells
Spell Points 4/4
- Cantrips: detect magic, light, inspire courage, shield, telekinetic projectile
- 1st (2/2): magic missile, summon monster
Feats
Ancestery: Natural Ambition [Bardic Lore]
Background: Fascinating Performance
Class: Versatile Performance
Class: Counter Performance
Proficiencies
Weapons:
- Trained in All Simple plus Longsword, Raapier, Sap, Shortsword, Shortbow, Whip
Armor:
- Trained in light armor and shields
Skills
- Acrobatics [T] +4
- Deception [T] +5
- Diplomacy [T] +5
- Intimidation [T] +5
- Lore [T] +2
-- Bardic
-- Entertainment
- Occultism [T] +2
- Performance [T] +5
- Society [T] +2
Gear
Longsword [10 sp] 1
Studded Leather [30 sp] 1
Shortbow [30 sp] 1
- Arrows (20) [2 sp] L
Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1
Rations (5 day) [2.5 SP] Lx5
Rope Hemp 50 ft [1 SP] 1
Torch (10) [0.1 sp] 1
Waterskin [0.5 SP] L
62.9 SP BULK: 6.9 Light 0-7
They sure hid some things in that book, like Saves calculations and a few other linked items. Not that they ended up being different, but I wanted to make sure and they need to list all that stuff on one page, with all the derivatives and their linked attributes.

![]() |

Axel Brander
NG Dwarf Male Sorcerer
Str 15
Dex 15
Con 13+2+2=17
Int 12
Wis 11+2=13
Cha 14-2+2=14
HP: 10+8+2=20
Ancestry: Dwarf
Backgrounds: Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Fascinating Performance skill feat, and you’re trained in the Gladiatorial Lore skill.
Class: Sorcerer
Aberrant
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind, but grants you power. Whether that power will come with consequences, who can say?
Spell List occult (see pages 200–201)
Skills Acrobatics, Intimidation, Occultism, Stealth
Granted Spells Cantrip: daze; 1st: phantom pain; 2nd: enlarge; 3rd: mind reading; 4th: confusion; 5th: black tentacles; 6th:
feeblemind; 7th: warp mind; 8th: mind blank; 9th: shapechange
Bloodline Powers Initial Power: tentacular limbs; Advanced Power: aberrant whispers (2); Greater Power: unusual anatomy (2)
Speed 20'
FORT: +2 [T]
REF: +4 [T]
WILL: +2 [E]
Perception: +2 [E]
AC: 16 TAC: 14
Spells
Spell Points 4/4
- Cantrips: daze, chill touch, shield, dancing lights, ghost sound
- 1st (2/2): phantom pain, magic missile, grim tendrils
Feats
Ancestery: Weapon Familiarity [Dwarf]
Background: Fascinating Performance
Proficiencies
tentacular limbs
Weapons:
- Trained in All Simple plus battleaxe, pick, warhammer and martial dwarf weapons.
Armor:
- No training
Skills 5 + 1 Int
- Acrobatics [T] +2
- Athletics [t] +2
- Intimidation [T] +5
- Lore
-- Gladitorial [T] +2
- Medicine [t] +1
- Occultism [T] +2
- Stealth [T] +2
Perception [T]
Gear
Clothing, ordinary [1 sp] -
Battleaxe [12 sp] 1
Backpack [1 sp] - (holds 4 BP)
--
Roles: Axel will start as more of a front liner, I think, but as his powers grow, and his melee skills get outpaced, he will become more of a damage dealer.

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Wow, I found a lot of errors... I was too tired last night. I may still have made more, as this is my first try at the playtest material, but I think it is in much better shape.
Axel Brander
NG Dwarf Male Sorcerer
Languages: Common, Dwarf
Str 15 +2 15
Dex 14 +2 14
Con 17 +3 13+2+2=17
Int 12 +1 12
Wis 13 +1 11+2=13
Cha 15 +2 15-2+2=14
HP: 10+6+3=19
AC: 12 TAC: 12
Speed 20' (Unburdened)
Size: Medium
FORT: +4 [T] (trained +1 level + 3 Con)
REF: +3 [T] (trained +1 level + 2 Dex)
WILL: +2 [E] (trained +1 level + 1 Wis)
Class DC (Cha): 13 (10 + 1 lvl + 2 Cha)
Perception: +3 [E] (+1 Level + 1 Wis +1 Expert)
Has Darkvision
Hero Points: 1
Resonance: 3 (1 lvl + 2 Chr)
Ancestry: Dwarf
Backgrounds: Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Fascinating Performance skill feat, and you’re trained in the Gladiatorial Lore skill.
Class: Sorcerer
Aberrant
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind, but grants you power. Whether that power will come with consequences, who can say?
Spell List occult (see pages 200–201)
Skills Acrobatics, Intimidation, Occultism, Stealth
Granted Spells Cantrip: daze; 1st: phantom pain; 2nd: enlarge; 3rd: mind reading; 4th: confusion; 5th: black tentacles; 6th:
feeblemind; 7th: warp mind; 8th: mind blank; 9th: shapechange
Bloodline Powers Initial Power: tentacular limbs; Advanced Power: aberrant whispers (2); Greater Power: unusual anatomy (2)
SPELLS
Spell Points 2/2
- Cantrips: daze, chill touch, shield, dancing lights, ghost sound
- 1st (2/2): phantom pain, magic missile, grim tendrils
FEATS
Ancestery: Weapon Familiarity (Dwarf)
Background: Fascinating Performance
PROFICIENCIES
tentacular limbs
Weapons:
- Trained in All Simple plus battleaxe, pick, warhammer and martial dwarf weapons.
Armor:
- No training
SKILLS (5 + 1 Int)
Acrobatics [T] +3 (Trained +1 level + 2 Dex)
Arcana [U] -2 (-4 Untrained +1 level +1 Int)
Athletics [T] +2 (Trained +1 level + 2 Str)
Crafting [] (-4 Untrained +1 level + 1 Int)
Deception (-4 Untrained +1 level + 2 Chr)
Diplomacy (-4 Untrained +1 level + 2 Chr)
Intimidation [T] +5 (Trained +1 level + 2 Chr)
Lore
-- Gladitorial [T] +2 (Trained +1 level + 1 Int)
Medicine [T] +1 (Trained +1 level + 1 Wis)
Nature[] (-4 Untrained +1 level + 1 Wis)
Occultism [T] +2 (Trained +1 level + 1 Int)
Performance [T] +4 (Trained +1 level + 2 Chr)
Religion [] -2 (-4 Untrained +1 level + 1 Wis)
Society [] -2 (-4 Untrained +1 level + 1 Int)
Stealth [T] +2 (Trained +1 level + 2 Dex)
Survival [] (-4 Untrained +1 level + 1 Wis)
Thievery [] (-4 Untrained +1 level + 2 Dex)
EQUIPMENT
Clothing, ordinary [1 sp] -
Battleaxe [12 sp] 1
Backpack [1 sp] - (holds 4 BP)
--
136 silver pieces
Roles: Axel will start as more of a front liner, I think, but as his powers grow, and his melee skills get outpaced, he will become more of a damage dealer.

Vrog Skyreaver |

@Joakker: Sure is. Welcome!
@ElbowtotheFace: Nope, my bad. you are quite correct. I thought I was missing something!
My comments were based on the profile for your alt. If I should be looking elsewhere, please let me know.
list of submissions:
Characters built:
Velkan Voica - Human (Half-Orc) Alchemist, played by ScegfOd.
Marcan - Human (Half-Elf) Rogue, Played by Sbodd
Thalia Velerin - Human (Half-Elf) Bard, played by Brainiac
Amycus Pope - Human Monk, played by Apoc Golem
Tework - Human Barbarian, played by MrStr4ng3
Tiro Turtleback - Halfling Cleric, played by Shalm
Ricfer - Human (Half-Orc) Paladin, played by ElbowtotheFace
Awaiting Audit:
Connor the Wanderer - Human Bard, played by Remnar
Axel Brander - Front-Liner - Dwarf Sorcerer, Played by PJP
Attributes Rolled:
Kevin O'Rourke 440
drbuzzard
Profession Smith 6 ranks
wanderer82
oyzar
Fighting Chicken
hustonj
Hawksw0rd
TheGoofyGe3k
Slayde77
Gavmania
Humanz

Apoc Golem |


Slayde77 |
I've completed my character. I'll have an alias up if selected. Allow me to introduce Syeira
Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own.
This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl.
As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk.
While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking.
This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint.
Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?”
Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron.
That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. She has a standing challenge at the Inn to anyone that wants to attempt beat her a test of strength. (So far she has a twenty-two and three record). Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her.
Syeira stands at 5'8" and has a slight build as typical for an elf. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it.
I see Syeira mainly as a damage dealer role with a bit of controller role. At the moment, I foresee myself playing her kind of as a Magus as she has the strength to wield weapons. At level 2 I see her taking either the Paladin dedication or the Fighter dedication to gain armor training and further weapon skills. Syeira took the Evoker school. At this moment I see her focusing her spells at blasts as well as spells that boost her combat with dashes of battlefield control (ala color spray). You’ll notice I said “At the moment” and “I foresee” a lot. That is because I believe that a character evolves as you play the game and what you think the character’s path is can change at a moment’s notice, particularly once the player gets a true feel for the character.
Finally, my in for a penny, in for a pound moment (I didn’t really know how to incorporate that phrase). An interesting moment in Syeira’s backstory would be her initial encounter with Ameiko. In looking for employment, Syeira got the job by breaking up a bar fight.

humanz |

I'm aiming at making a healer using the Fey sorcerer bloodline. His social skills are very high thanks to Charisma being the sorcerer's primary stat. The strength is low but I'm not concerned long term.
I'll have a background up over the weekend.
Bohane
Male gnome sorcerer 1
Chaotic, Gnome, Good, Humanoid
Perception(T) +4 (+5 against fey creatures); Senses low-light vision
--------------------
Defense HP 15 Spell Points 4 Hero Points 1 Res 5
--------------------
TAC 15; AC 15
Fort +2 ; Ref +5; Will +5 (+1 to all saves against fey creatures)
--------------------
Offense
--------------------
Speed 20 ft.
Sorcerer Spellcasting Known (CL 1st)
1st (3/day) — Charm, Heal & Shocking Grasp
0 (at will) — Detect Magic, Ghost Sound, Guidance, Know Direction & Stabilize
--------------------
Statistics
--------------------
Str 7 (-2); Dex 18 (+4); Con 13 (+1); Int 12 (+1); Wis 17 (+3); Cha 18 (+4)
Skills Alcohol Lore +2, Arcana +2, Athletics -1, Deception +5, Diplomacy +5 (+6 against fey creatures), Nature +4 & Stealth +5.
Feats Fey Fellowship
Languages Common, Gnomish, Sylvan
Gear Crossbow, Dagger, Backpack, Bedroll, Bolts (40), Flint and Steel, Ordinary Clothing & Silk Rope 50'
Wealth 101 sp, 4 cp

Kevin O'Rourke 440 |

Sorry Vrog I've been very busy the last week, little chance to work on the character and getting those numbers into a place where I am happy with them is proving challenging. I am away for most of the weekend so I'm well aware odds are slim for me getting to play right now!

Vrog Skyreaver |

Okay, I'll take a look at it again here shortly.
EDIT: Looks good!
@Joakker: Yes, you can. I would suggest you take a look at my initial post, as it covers character creation in depth.
@Kevin O'Rourke 440: I'm not planning to start yet, so you still have some time. As I mentioned previously, I'll make sure people know when we're close to the cutoff.
List of submissions:
Front-Liners:
Healers:
Damage Dealers:
Controllers:
Support:
Characters built:
Velkan Voica - Human (Half-Orc) Alchemist, Played by ScegfOd.
Marcan - Human (Half-Elf) Rogue, Played by Sbodd
Thalia Velerin - Human (Half-Elf) Bard, Played by Brainiac
Amycus Pope - Human Monk, Played by Apoc Golem
Tework - Human Barbarian, Played by MrStr4ng3
Tiro Turtleback - Halfling Cleric, Played by Shalm
Ricfer - Human (Half-Orc) Paladin, Played by ElbowtotheFace
Connor the Wanderer - Human Bard, played by Remnar
Axel Brander - Front-Liner - Dwarf Sorcerer, Played by PJP
Bohane - Healer - Gnome Sorcerer, Played by Humanz
Syeira - Elven Wizard, Played by Slayde77
Awaiting Audit:
None currently (Go me!)
Attributes Rolled:
Kevin O'Rourke 440
drbuzzard
Profession Smith 6 ranks
wanderer82
oyzar
Fighting Chicken
hustonj
Hawksw0rd
TheGoofyGe3k
Gavmania
The first thing that I noticed is that your stats are off. You rolled 14, 14, 13, 12, 12, 11; with that stat array, there is no way that you could have both an 18 or a 16. Please review the rules for rolled stats on page 21 of the playtest rulebook for further details.
Next, I noticed that you're missing a background.
Unfortunately, I can't complete your character audit, because your attributes effect everything else. Please fix the above two items and I'll review it. Thanks!
So the first thing I noticed is that your ability scores are incorrect. You're adding +2 to Con twice, but you only get to add +2 once, assuming that you want to use your boost from your background to add to your charisma (to counteract your racial flaw). That means your con should be 15. Please see page 21 of the playtest book for further details. Having your con 2 points lower shouldn't effect me being able to audit the rest of your character, however.
Your saves should be +3 across the board (your Fort save drops to 3 after correcting your con, and your Will save should be 1 higher, because you're an expert in it, not trained)
Your skills are a bit off. As of update 1.2, class skills calculate a bit differently. Sorcerers, for example, get training in 2 of their bloodline skills as well as 3+int mod skills, plus the lore skill from your background. This means you should have a total of 7 trained skills: 2 from bloodline +1 from background +(3+int mod, or 4) for a total of 7 trained skills. You are currently trained in 8.
For notes on your class powers, it's worth noting now that you don't have to take the advanced or greater bloodline powers for your bloodline; you will now get a class feat at levels 6 and 10 which lets you pick up your bloodline power as a feat or one of the earlier class feats.
Also, as of update 1.2, all characters are trained in unarmored defense, so you should be adding your level to your ACs.
First thing I noticed is that your stats are off. You rolled a rather impressive 18, 17, 17, 12, 9, 8; with that being said, I can't find a way that your stats can end up with the posted results. Please review the rolled attribute rules on page 21 of the Playtest rulebook.
You're also missing a background.
Unfortunately, at this time I can't complete your character audit, because your ability scores and background effect everything else your character does. Please fix both and I'll be more than happy to audit your character.
An extremely well put together character. I didn't have much to say, except the following:
You should have an additional first level Evocation spell in your spellbook, bringing your total number of first level spells to 9.
Your bulk on your character sheet is showing 4.7, but I can only see 3.3. You're also missing clothes of any kind. See my previous comment about decency laws in Sandpoint.
Finally, while your character sheet is useful, should you be accepted, I will need you to put your character details into your alias, as I sometimes post from work and a lot of online storage sites are blocked.
If you are not Syeira, you have been accepted automatically to the game. Please just let me know so I don't make the mistake of not including you!
Note to everyone: You might have noticed that I added a section under the list of submissions for each role. When a submission is complete, I will add it to the appropriate role section.
Keep up the good work everyone!

Slayde77 |
I have clothing. It's listed on sheet two right above the spell book. As for the other 3 bulk, it's on sheet 4. The longbow, longsword, and 30 arrows.
As for the character sheet, I usually list it in my alias (See Timo Zoci in my aliases as an example). I just don't currently have a good template. As soon as I do I'll transition the Syeira alias to this new character.

Remnar |

Connor the Wanderer
Male Human (Entertainer) Bard 1
CG Medium humanoid (human)
Perception +2 [E]
=================================================
DEFENSE
=================================================
AC 15, TAC 13
hp 17
Fort +2 [T], Ref +3 [T], Will +2 [E]
=================================================
OFFENSE
=================================================
Speed 25 ft.
Longsword +3 (1d8 + 2, S) Versatile, P
Shortbow +3 (1d6, P) 60' Deadly D10
=================================================
GEAR
=================================================
Weapons
- Longsword [10 sp] 1 bulk
- Shortbow [30 sp] 1 bulk
-- Arrows (20) [2 sp] L
Armor
- Studded Leather (AC 2, Max DEX 5, -1 Check) [30 sp] 1 bulk
Consumable
- Torch (10) [0.1 sp] 1
- Rations (5 day) [2.5 SP] Lx5
Other Stuff
Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1
Rope Hemp 50 ft [1 SP] 1
Waterskin [0.5 SP] L
MONEY: 62.9 SP
BULK: 6 [9 L] Light 0-7
=================================================
SPELLS
=================================================
Resonance Points 3/3
Spell Points 3/3
CANTRIP: detect magic, light, inspire courage, shield, telekinetic projectile
1ST [2/day]: magic missile, summon monster
=================================================
STATISTICS
=================================================
Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 16,
=================================================
SKILLS/PROFICIENCIES
=================================================
Skills
- Acrobatics [T] +3
- Athletics [T] +3
- Deception [T] +4
- Diplomacy [T] +4
- Intimidation [T] +4
- Lore [T] +2
-- Bardic
-- Entertainment
- Occultism [T] +2
- Performance [T] +4
- Society [T] +2
Proficiencies
Trained: All simple, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip
Trained: All light armor and shields
=================================================
FEATS
=================================================
Bardic Lore [From Human Natral Ambition]
Fascinating Performance [From Entertainer Background]
Versatile Performance [From Muse]
Counter Performance
=================================================
SPECIAL ABILITIES
=================================================
Ancestry Feat [Natural Ambition: Bardic Lore]
Background [Entertainer]
First Compositions [Inspire Courage, Counter performance]
Initial Proficiencies
Muse [Polymath]
Background/History
Conor was born the 4th son in a moderately successful Korvosan merchant family. As the black sheep of the family, preferring to live in a world of fantasy and adventure rather than the terribly boring world of caravan routes and warehouse organization, not to mention the horror of keeping track of goods prices throughout Golarion, he was not terribly liked by his stern father or his brothers. It didn't help that he would rather compose a song or jaunty ditty over discuss the price of grain with the farmers. Luckily he was born reasonably fit and constant beatings from his brothers led to him learning quickly how to fight. Kept secret from his family was the fact that his music wasnt simply frivolous, but had power. He knew his father would try to leverage his magic for his family and, frankly, Conor disliked his family. Once he became an adult, or near enough, Conor gathered what little he had figuring "in for a penny, in for a pound", and ran off, dreaming of a life of adventure and exploration. His family didnt miss him, or even care. Wandering, singing for his dinner, and glutting his wanderlust has delivered Conor to Sandpoint.

Joakker |

Alright, given my rolls, I think I'll make a sort of Arcanist equivalent for 2e. I put the 17 in intelligence so I can take the wizard archetype at level 2.
As far as background goes, I'm picturing my character as having grown up in a circus, as part of the performers. His father was an illusionist so he always looked up to him, and that gives me an excuse to take the archetype.
A few months ago, he decided to take a break from the life at the circus and go into the world to prove himself, and so he has been travelling across Golarion ever since.
https://drive.google.com/file/d/1qGeEIVYucCRB19ZRUa5tgzAe3H3jf9oU/view?usp= sharing

Gavmania |

ok, I've read the character creation rules for random rolls, and I don't get as many bonuses as I'd like so I will roll again:
4d6 - 3 ⇒ (3, 3, 4, 3) - 3 = 10
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
4d6 - 1 ⇒ (5, 3, 1, 1) - 1 = 9
4d6 - 3 ⇒ (5, 3, 4, 3) - 3 = 12
4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
4d6 - 1 ⇒ (3, 1, 1, 1) - 1 = 5
Man, that sucks. I'd go with it if I could swap the 5 for an 8, but I can't see a character with STR 5 being effective under the encumbrance rules. Even boosting it to 7 it's still sucky.
I'm gonna have to bow out. Shame, I was really looking forward to trying the system.

Vrog Skyreaver |

@Marcan: I don't know where to put you...
@Rorek55: I want to do the rolled method, so that we can offer feedback on it, as I'm guessing they probably won't get alot, which is a long way around to say I just want people to roll for stats.
@Slayde77: No worries on the alias. Like I said, I'm not going to demand anyone make aliases until selected, so not a super huge deal.
List of submissions:
Front-Liners:
Healers:
Damage Dealers:
Controllers:
Support:
Characters built:
Velkan Voica - Human (Half-Orc) Alchemist, Played by ScegfOd.
Marcan - Human (Half-Elf) Rogue, Played by Sbodd
Thalia Velerin - Human (Half-Elf) Bard, Played by Brainiac
Amycus Pope - Human Monk, Played by Apoc Golem
Tework - Human Barbarian, Played by MrStr4ng3
Tiro Turtleback - Halfling Cleric, Played by Shalm
Ricfer - Human (Half-Orc) Paladin, Played by ElbowtotheFace
Axel Brander - Front-Liner - Dwarf Sorcerer, Played by PJP
Bohane - Healer - Gnome Sorcerer, Played by Humanz
Syeira - Elven Wizard, Played by Slayde77
Awaiting Audit:
Connor the Wanderer - Human Bard, played by Remnar
Atzadi - Human Sorcerer, played by Joakker
Attributes Rolled:
Kevin O'Rourke 440
drbuzzard
wanderer82
oyzar
Fighting Chicken
hustonj
Hawksw0rd
TheGoofyGe3k
Q'Lee
I'm going to set a cutoff for players rolling stats for this Friday (since there's been pretty decent response so far). After that, I'm forseeing a week or so for people to complete their characters (with some wiggle room), and then I'll review and select the characters.
As always, please don't hesitate to ask questions!