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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Oh, just because it's come up in a facebook group nonsense, are we using RAW or RAI for the human "comprehensive education" racial trait?
The text seems pretty straight forward...*more research*
Huh...apparently other people find that more confusing I do. The way I interpreted it without reading anyone else's thoughts lines up with what this person said here on the forums:
The way I see this is that if your class would normally grant you a knowledge skill as a class skill, you get a +1 bonus in it.
So say you are a cleric with Knowledge (arcana, history, nobility, planes, and religion). You get +1 on these skills, but not, say, knowledge (engineering). The trait grants you knowledge (engineering) as a class skill, as well as knowledge (dungeoneering, nature, and local) but you don't get a +1 in them, because you would not normally get them as a cleric. Hope that makes sense!
You do not get geometric growth of your knowledge ability just because you have a lot of knowledge skills. (Clerics get +1 in each of those knowledge skills, not +5 since there are five of them).
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![Hellknight](http://cdn.paizo.com/image/avatar/hellknight_final_hires.jpg)
Results of DM Audit: Brother Aterro....
Point the First: Okay, yes, I shoulda asked first. Thanks for being okay with it because I'm just not feeling it with the PF deities. Iomedae is the obvious stand in, but she just seems so...contrived. Don't get me wrong, I'm all for HAWT CH1X in armor an' stuff, but she's got a bit of the Mary Sue to her. IMHO. YMMV. But Torm has BEEN there, man! He's BEEN there. Dude, I read the Trilogy and it's intense. He's just got that whole righteous AND angry thing going on. XD
2) Brother Aterro names all his weapons. The ranseur is Righteousness. And the gauntlet is now Zeal. As in "Zeal is its own excuse." =) We could do a LOT with that. If I use it a lot, I would take Focus in it, which means I could give it Sacred Weapon damage...this could get nuts. =3
'When Aterro releases the Ioun Stone, instead of floating up it...attaches to his gauntlet.'
3) Oh, my brother, I tell you EVER have I said that the skills are PF's greatest weakness and the entire reason 5E got made. But, for you, I've been vigilant. I actually get 6 skills points (+1 for being human) (1 pt to Intimidate, Perception, Survival, Know: Religion, Know: Nobility and History for background skills.).
4) Oh. Oh no. The gauntlet IS the holy symbol. I love the imagery of raising my hand to dispense the Yellow Light of Grace. Also, see #2. =D
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DMoogle |
![Eligos](http://cdn.paizo.com/image/avatar/Eligos_finish.jpg)
Oh yeah, for sure that is what they meant to write, and what the developer wanted to happen.... However, terrible editing means that that's not what they actually wrote. Only once have I seen a GM throw out all RAI and go only with RAW, and in that game the +10 to all skills Bard and the drowning to heal was brought out in full
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Nairb the Grey wrote:Results of DM Audit: Brother Aterro....2) Brother Aterro names all his weapons. The ranseur is Righteousness. And the gauntlet is now Zeal. As in "Zeal is its own excuse." =) We could do a LOT with that. If I use it a lot, I would take Focus in it, which means I could give it Sacred Weapon damage...this could get nuts. =3
'When Aterro releases the Ioun Stone, instead of floating up it...attaches to his gauntlet.'
If you do end up taking weapon focus for the sacred weapon bonus I would probably recommend a spiked gauntlet...that way it is considered armed instead of unarmed. (You could also take Improved Unarmed Strike obviously, but that seems like a waste of a feat unless you are going to try to go for a throwing build with Ki Throw and the rest).
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
After consideration I have decided to use ABP for this campaign to reduce my workload on building loot for the participants.
We will be using it as pringed instead of the alternate alternate method of going with 2 levels higher and dumping magic loot all togther.
I could see where this would possibly change some of your build decisions, particularly around placement of ability scores, so I wanted to get this out today in case anyone wants to adjust their submissions.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Those items will be replaced with other magical items and mundane gear that I think you guys will find enjoyable or unique. Having read through a good part of the book and some of the reviews of others that have played through the dungeon before though, my understanding is that those types of items are pretty low on the ground, so I will be adding in loot of my own as appropriate to keep the WBL where it should be.
Thats why ABP was recommended. It lowers the amount of work I have to do with those custom adds.
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DMoogle |
![Eligos](http://cdn.paizo.com/image/avatar/Eligos_finish.jpg)
Just to make sure I'm reading how this works correctly:
If I'm a 9th level character using a +2 longsword, and I find a holy longsword, if I switch my attunement to that, I now wield it as a Holy longsword? It's not till I hit level 14 that it would treated as a +1 Holy weapon? Super Weird.
Or at level 9 if I am two weapon fighting, and have a flaming dagger, then my best option is to only attune to one weapon, as a +2, because the attunement on the other weapon would get eaten by the special ability
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
You are correct. So weapons have intrinsic magic qualities that use your attunement to power them.
In your second example, at level 9 with two daggers you have the option of wielding a +2 dagger and a mundane dagger or a +1 dagger and a flaming dagger. And you can change that option at the start of each day.
From the math stand point the second option is probably marginally better I think? let's run the damage numbers and see:
Average damage on +2 dagger - 4.5 (2.5+2)
Average damage on mundane dagger - 2.5
Level 9 rogue with twf & itwf - (4.5+2.5)*2 (assuming all 4 attacks hit)
Damage = 14
Average damage on +1 dagger - 3.5 (2.5+1)
Average damage on flaming dagger - 6 (2.5+3.5)
Level 9 rogue with twf & itwf - (3.5+6)*2 (assuming all 4 attacks hit)
Damage = 19
Option two is better unless you are running into baddies with fire resistance of any kind.
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DMoogle |
![Eligos](http://cdn.paizo.com/image/avatar/Eligos_finish.jpg)
The way that I was reading "If a character doesn’t have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon’s power on its own, but the weapon gains no enhancement bonus." was that the options were +2 dagger and a flaming dagger, or a +1 dagger and a flaming dagger.
Is there anything in the ruleset for characters who use more then 2 weapons? I'm hoping to get a bite attack at some point
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
The way I read that is that you have to have some amount of attunement bonus to get weapon special properties to "turn on" otherwise they would have given the example at level 1 instead of level 4 when weapon attunement bonuses start. So from my perspective, you have to "feed" the magic weapon some bonus just to get it's special property to work.
For the other part, there is nothing in that ruleset for breaking the attunement up across more than 2 weapons, so that would come down to me building something custom on it.
First glance, it would change the two weapon rule to be a multiweapon rule with that sum of bonus...
So at 8 you have a net +2 that you can divide however you see fit, at 14 net +4, at 15 net +6, at 17 net +7. As you pick up the legendary weapon gift it increases your net bonus by 1.
I may have to think on that a little more, it feels a little too vanilla. But it is the first draft. And it would not matter for quite a while anyways.
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![Hellknight](http://cdn.paizo.com/image/avatar/hellknight_final_hires.jpg)
Brother Aterro wrote:If you do end up taking weapon focus for the sacred weapon bonus I would probably recommend a spiked gauntlet...Nairb the Grey wrote:Results of DM Audit: Brother Aterro....
stupid entirely reasonable suggestions...
And right you are! Alright, I re-calculated my gold and grabbed two of those things because apparently they are things I've never used but are AWESOME because they're just like normal gauntlets, but are also light melee. Huh, never knew.
Alright, I better stop thinking now before I want to do two-fisted spiked gauntlets which would be...um...ah...they would be BA AF!!!1!
Ok, great, I am almost definitely gonna change to that.
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Axolotl |
![Ramoska Arkminos](http://cdn.paizo.com/image/avatar/PZO9047_Arkminos.jpg)
Ok, I joined the "spend every silver piece" club. Bought all kinds of things for Zurne. Will they be useful? Who knows! :D
Zurne
Male human (Varisian) druid (cave druid) 1 (Pathfinder RPG Advanced Player's Guide 99)
NG Medium humanoid (human)
Init +2; Senses Perception +8 (+10 in dim light)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +1 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Druid (Cave Druid) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, goodberry, magic stone[D]
. . 0 (at will)—create water, light, purify food and drink (DC 14)
. . D Domain spell; Domain Earth (Caves domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Underworld Connections
Traits outcast's intuition, underbridge dweller (magnimar)
Skills Handle Animal +4, Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Linguistics +1, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)
Languages Common, Druidic, Undercommon, Varisian
SQ nature bond (Caves domain[APG]), wild empathy +1
Combat Gear alkali flask[APG], darkflare, paper candle firework[UE] (3); Other Gear hide shirt, cutlass, sling, sling bullets (10), animal call (bat)[ACG], animal call (frog)[ACG], animal call (rat)[ACG], bandolier[UE], bell, blanket[APG], chalk, earplugs[APG], flint and steel, fresh berries (0.5 lb), hammock[UE], holly and mistletoe, masterwork backpack[APG], mess kit[UE], piton (2), silk rope (50 ft.), snorkel[UE], soap, string or twine[APG], trail rations (3), 4 cp
--------------------
Special Abilities
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Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid (Cave Druid) Domain (Caves)
Underworld Connections +2 to survival underground, +4 to rolls mod by city corr/crime/econ (if fail, seen breaking law).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Description and Personality:
Zurne is a quiet and intense Varisian youth, whose tan looks just a little sallow from too much time spent in shade. He wears well-worn, utilitarian blacks and greys. His eyes are a startling violet, focusing in when someone speaks. Nothing about his demeanor reveals his talents as a druid, especially not the slightly battered but well cared for cutlass at his belt that speaks more of piracy than the wilderness.
Background:
Zurne is a Varisian foundling who has only the vaguest memory of his biological parents. Like so many poor children beneath the Irespan, he had the misfortune of being carried off by the Creepers as a toddler, and taken to work in the dim tunnels stretching into the depths past Underbridge in Magnimar. There, save for his own canniness and fortitude, he would have probably died in a cave-in or gotten snatched by derro, if it had not been for two Magnimarian crusaders, the former pirate Veshela and her cleric husband, Bahram, a Keleshite and sworn of Sarenrae. Veshela and Bahram smashed much of the Creepers’ organization and rescued many children, and Zurne was adopted by the two. For the first time, his life was not a shadowy nightmare.
It took a while for the boy to shake off the horrors he had been through, and when he began to manifest something like primal magic, Veshela and Bahram sought out Luma Derexhi to tutor Zurne in the ways of druidism. Zurne and Luma studied the songs of the city, and Zurne found that his time in Underbridge had given him an affinity for shadows and the below-places of Magnimar, which Luma encouraged—mastery over places which gave you fear, she said.
Veshela and Bahram continued their plans to clean up Underbridge and, audaciously, restore a Temple of Sarenrae beneath the Irespan once more—an arduous task.
Their work soon drew the attention of multiple antagonists—the Sczarni, and worse. Ancient guardians and recent houses of criminals fought back against the duo, to the point where they had to move to the outskirts of Magnimar. Zurne, now a teenager, depaired to see his adopted parents so beaten down and defeated. He longed to help them in some way, and when he heard of their discussions of raising money—to pay off Sczarni debtors, and hire a crew to drive out monsters from within the Irespan—he started thinking about how to obtain funds to help them. He had never cared for money before.
When the news broke that adventurers were travelling to Ravenmoor to explore ill portents, Zurne had his answer: go, and seek his fortune, to aid his parents, who had saved his life as a child.
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Mystic Ankh |
![Ankana](http://cdn.paizo.com/image/avatar/07-Ankana.jpg)
I'm rolling in super late to the party here - I apologize for that. Before I present my sheet for inspection, however, I'd like attempt to justify a few things, and give the backstory of her first.
So I opted for the Limburger method in choosing my traits - that is to say, overpotent cheese. I took Rich Parents and Chosen Child - this sets my base starting gold to 900, and then doubles it to 1,800.
Crikey, that's an advantage! And you're right, usually, but only for two or at most three levels. If I had dumped it all into a 1700 gp suit of armor, I'd take the flak, but here's what I'm doing instead.
1-Masterwork Spiked Agile Breastplate with Armored Kilt - 620 gp
2-Spiked Heavy Living Steel (very situational, but a money sink) Shield with Masterwork Illuminating Shield Boss (who's sundering my shield anyway? And - the character has Darkvision, so the illuminating property is only for others and thus unnecessary) - 215 gp
3-Dwarven Boulder Helmet (unproficient - just for the +2 vs crit confirm and the idea of wearing a helmet, since you can't just buy one) - 20 gp
4-Overkill weapons. Cold Iron doubles the cost, and Alchemical Silver adds a set amount - normal people only get one of each. Here is what I bought -
A: Cold Iron Spiked Gauntlet - 10 gp
B: Alchemical Silver Spiked Gauntlet - 15 gp
C: Cold Iron Pickaxe - 28 gp
D: Cold Iron Lucerne Hammer - 30 gp
E: Alchemical Silver Glaive-Guisarme - 192 gp
F: Greatsword - 50 gp
G: Cold Iron Earthbreaker - 80 gp
H: Cold Iron Warhammer - 24 gp
I: Cold Iron Heavy Pick - 16 gp
J: Alchemical Silver Gandasa - 105 gp
K: Alchemical Silver Machete - 30 gp
L: Cold Iron Light Pick - 8 gp
M: Cold Iron Light Hammer - 2 gp
Weapon Total Cost - 590 gp - this would be 201 without all the special materials.
Combat Equipment Total Cost - 1,445 gp!
This leave me with 355 gp, of which I've already spent 100 and have yet to really delve into the mundane. As you can see by the weapons, I've sank ample amounts of extra gold into redundancies and really, probably useless items. I certainly could have had more bang with 2 1st-level wands, or a backpack full of potions - but I opted instead to be "wasteful" in the hopes that my ridiculous money cheese would be accepted. And truth be told, if it comes down to "having a coffee pot" and "having an Alchemical Silver Glaive-Guisarme," the weapon will lose and I'll pack even more mundane gear onto myself.
Additionally, I'm sure I can't carry everything I want. I will buy a Warpony for gear - I'd do a mule but as seen here and mentioned before, I'd probably want to try something like that since mules are almost 5.5x cheaper than a Warpony...I won't, I promise, but if I had them on-hand, I'd find a way to make them useful somehow. I would like to pay an additional 15 gp (so 60 total) for a Warpony with the Narrow Frame feat replacing Run in the base animal. They're Medium anyway, unlike a horse, so unless we the PCs are going to squeeze, the pony wouldn't have to either...but it would fit the theme.
Additionally, I've been playing League of Legends since the first season some eight or nine years ago, and a lot of their lore ret-cons have bothered me by taking what I felt were really cool stories and then making the dummy version of it. So, I present to you -
Malphite, Shard of the Monolith
Ten thousand years ago, ancient and evil Aboleth mages brought forth destruction on their rebellious subjects by summoning a magical meteorite to fall upon Golarion and destroy their insolence. Many scholars of today claim that they simply grabbed space debris and pulled it to the surface, with the magic of Aroden transforming the rock into the Starstone, and not the other way around. This was not so.
The Monolith has stood firm amid the Maelstrom since time immemorial - a living demiplane composed entirely of rock. No simple elemential roil spawning parts of itself and resembling a living thing, The Monolith existed with singular consciousness and purpose - though to what end it exists has been its contemplation for eons. When the Aboleths performed their vile ritual, they did not grab a passing comet or floating asteroid from the Diaspora - they summoned a fragment of The Monolith itself. The demiplane barely took note of so small a component going missing, but the Shard found itself aware and conscious in a world not meant for one such as it.
For nearly five thousand years, the Shard sat at the bottom of the ocean, writhing in despair from being separated from its whole and knowing nothing but cold and darkness as its existence. It was not until the archmage Aroden, Last Son of the Azlanti rose the rock from the sea did Malphite become aware of individuality. This spark of consciousness was so great that it bestowed upon the powerful mage true Divinity, and thus the God of Humanity was born, not of its own trials but through the gestalt existence of The Monolith and its shard, whom named itself Malphite - from an ancient Azlanti word pulled from Aroden's mind. Bound intrinsically to the new deity, Malphite sat dormant in the form of the Starstone, unwittingly imparting fragments of itself into those who managed to complete Aroden's trials and touch it. It spend millenia in quiet contemplation, broken only by these rare visits, until Aroden perished in 4606. No longer bound to the dead god's existence, Malphite felt a taste of true freedom and individuality for the first time, and it took over 1000 years before it was able to act upon it.
Malphite first manifested itself physically in 4686 AR - inserting its alien spark into a child of Janderhoff, Malphite was born as an Oread girl to surface Dwarves who traded with the Shoanti. From there, she was swept into the struggles for Numeria, drawn inexorably to the materials of the great space ship crashed within its depths. As those events unfolded, the divine spark within became manifest, and a strange woman, half-machine and half-mortal named Casandalee, touched upon this spark as she awoke as an Iron God.
Upon imparting this divinity, Malphite's avatar crumbled into the earth and rocks - and was born again as an Oread to Tromard Roldheim, the Dwarf in charge of Riddleport's Gas Forges. She remembered her past events with Casandalee, but as she aged, and it became clear that those events had not occurred, she largely forgot, and relegated the memories to childish fancies of adventure and excitement.
She found plenty of that herself, as she left Riddleport for the quiet town of Sandpoint in her middling years. It was there she met Ameiko Kaijitsu, and discovered her true nature and role in the world. She lost the party in the Crown of the World, and wandered for years amid the ice and snow. Eventually, the scenery changed, and she found herself in a strange new world where men spoke new languages and wielded sticks of fire, poisonous gasses, and an alarming number of firearms both large and small - the likes of which tugged briefly on her memories of another life, and allowed her to realize she was no longer on the Golarion of her home. She wandered as well through these frozen wastes, avoiding the humans who shot at her and shunned her strange appearance, before she was plucked by Baba Yaga herself, tossed into her hut, and deposited back in the Land of the Linnorm Kings.
She moved through the lands in a daze, the memories of her recent experiences clouding and turning to nonsense - Malphite lost all sense of her self during this time, even forgetting the hatred she initially held for the Queen of Witches for presumably doing this to her. She now knew only that she wished to survive, and piece together what had happened to her life thus far. She wandered down to Riddleport, feeling a strange calling for the Varisian coast, where she has since encountered fliers and talks of a strange new danger lurking to the north. With no other purpose in life but to live, Malphite has turned her attentions to this new challenge, hoping that pushing herself might, if not bring back her memories, at least allow her to forget that something with her is wrong. She sold the various bits of spoils she had acquired during her travels, and outfitted herself with all the tools she could muster, before treking out to find her latest challenge.
E: Whoops, I should at least throw -some- stats at you!
Abilities: 18,15,14,12,12,5 - I may adjust these slightly, but it'll be the mental stats that get wiggled in order to boost Con.
Class: Unbreakable Fighter. Alternate FCB into the Oread alternate of +1 to CMD vs Bull Rush and Drag. Feats (in no real order) - Stony Step, Nimble Moves, Power Attack, Combat Reflexes, Stand Still, Step Up, Following Step, Step Up and Strike, Dodge, Mobility, Combat Patrol, Two-Weapon Fighting, and various shield feats. Her objective is to be the wall which blocks the baddies from getting to her allies.
That's pretty much it for a Fighter advancement, and I do not forsee any class dips or other wonky things beyond what's above.
EE: And as a last edit point before I run out of time - I like her armor as-is, and wouldn't want to advance to a full set of Heavy; Endurance lets her sleep in Medium armor, so she'll simply take off her skirt and lose 1 AC while still being able to rest without fatigue - something that's probably too relevant in a place like this. As such, worries about how to get a "fitted Full Plate" in the dungeon-of-all-monsters are moot.
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DMoogle- Zordlon |
1 person marked this as a favorite. |
![Rogue Elf](http://cdn.paizo.com/image/avatar/06_forlorn_elf_final.jpg)
Sayarisha, as someone thats only seen it from the GM side, any chance this Rogue can convince you to pick up the Slumber Hex? For how grindy this dungeon is probably going to be, we could probably use a save or die that is infinitely repeatable
Mystic, the only reason I didn't bring a mule in myself is because I'm worried about being able to feed it, haha
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
@Mystic -
I like the background story you have built, so I have no problems with that.
While you work on your crunch, here is the feedback I would provide you.
1) As I said to Grimmir yesterday, having a 5 in any one ability score really doesn't sit well with me. You can make that choice, but it does initially look like a min-max stat dump and nothing else, so to be selected you will have to convince me that it is not just a calculated stat dump, but a true aspect of the character.
PFSRD estimates people with a 5 charisma as: "Has no awareness of the needs of others, almost no sense of empathy" - Read 'is a self-interested sociopath'. If you are prepared and able to play that character then I will consider it.
2) At first glance I am not sure Mostly Human and Granite Skin really go together. If you are so close to human as an oread that you can pass as one, then you likely do not have doomsday-like growths of rock coming out of your skin to give you a natural armor bonus. I would encourage you to take one or the other rather than both.
3) Believe it or not I am actually okay with the beginning wealth cheese. It is a whole lot of equipment to carry though. Definitely will be making good use of that 18 strength.
Those are the three points I have off the top of my head. There may be more when I get to look at a full character sheet.
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Mystic Ankh |
![Ankana](http://cdn.paizo.com/image/avatar/07-Ankana.jpg)
1) PFSRD estimates people with a 5 charisma as: "Has no awareness of the needs of others, almost no sense of empathy" - Read 'is a self-interested sociopath'. If you are prepared and able to play that character then I will consider it.
Oof - I hadn't actually read that line, I suppose. I'll adjust her mental stats to at least bump that up to a 7 - "sociopath" isn't really the mentality I was aiming for with her, but more like "disinterested ruffian" who wouldn't care to tell you you're being stupid or to shut up about your pretty haircut, sort of thing.
2) At first glance I am not sure Mostly Human and Granite Skin really go together.
While I like Mostly Human for the mechanical advantages such as Enlarge, it was a holdover from the original idea I had, before I went off on a lore tangent - she was going to be from Po Li, and walked that distance rather than wandering around the pole and being reborn. I can drop it with no qualms.
3) Believe it or not I am actually okay with the beginning wealth cheese. It is a whole lot of equipment to carry though. Definitely will be making good use of that 18 strength.
Are you okay with the 60gp Narrow Framed War Pony? That'll take a lot of the burden off of her back...literally. Let me worry about feeding it. :D
Thanks for the speedy response!
E: Took her stats to 18,15,14,10,10,8. Now she's not such a monster, and her lack of bonuses to Int/Wis does fit nicely with the background of being Shinji Ikari (aka confused and unsure of who they are).
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CucumberTree |
I have finished my crunch, and I have an idea for an interesting background. But it would fit better if he could be around age 13 years. according to the rules 15 years is the lower limit for adulthood, but could be lower with GM approval. Once I finish the background you can tell me if it's OK to go with 13.
Class: Inquisitor(Santified Slayer)
Alignment: N
Hitpoints: 9
Stats:
Str: 12
Dex: 17 (+2 Racial)
Con: 12
Int: 13
Wis: 16
Cha: 7
Init: +5(+7 If PC can act during surprise Round)
Saves:
Fort: +3
Ref: +3
Will: +5
Speed 40'
Darkvision 60'
AC 16 Touch 13, Flat-footed 13 (+3 Dex, +3 Armor)
CMD 14
CMB +1
Base Attack Bonus +0
Longbow, composite (+1) +4[+5] 1d8+1[+2] x3
Longspear +1 1d8+1 x3
Inventory:
Starting cash: 240 gp
Longbow, composite (+1) 200 gp
Studded leather 25 gp
Rope, hemp (50 ft.) 1 gp
20x Arrows 1 gp
Longspear 5 gp
Kit, Sorcerer’s 8 gp
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Race: Human
Racial Traits:
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Languages: Common, Draconic
Traits:
Reactionary
+2 to init
Fate’s Favored
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Feats:
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Class Skills (6 Ranks + 1 Stat Ranks + 1 FCB = 8 Ranks)
Perception: 7(9) = +1 rank, +3 Class, +3 Stat (+2 Racial in darkness concealment)
Survival: 7 = +1 rank, +3 Class, +3 Stat
Sense Motive: 8 = +1 rank, +3 Class, +3 Stat, +1 Morale
Stealth: 7(9) = +1 rank, +3 Class, +3 Stat (+2 Racial in darkness concealment)
Knowledge (Arcana): 8 = +1 rank, +3 Class, +1 Stat, +3 Stat
Knowledge (dungeoneering) 8 = +1 rank, +3 Class, +1 Stat, +3 Stat
Knowledge (nature) 8 = +1 rank, +3 Class, +1 Stat, +3 Stat
Knowledge (planes) 8 = +1 rank, +3 Class, +1 Stat, +3 Stat
Background Skills (2 Ranks)
Craft(Bows) 5 = +1 rank, +3 Class, +1 Stat
Sleight Of Hand 4 = +1 rank, +3 Stat
Spells:
Cantrips
*Create Water
*Detect Magic
*Guidance
*Read Magic
1st level (2 slots)
*Divine Favor
*Shield of Faith
Class Features
Sanctified Slayer Archtype
Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Domain:
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Granted Powers
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness (Ex)
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
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Sayarisha Khovihani |
![Vorrea Talminari](http://cdn.paizo.com/image/avatar/PZO9274-Vorrea2_500.jpeg)
Sayarisha, as someone thats only seen it from the GM side, any chance this Rogue can convince you to pick up the Slumber Hex? For how grindy this dungeon is probably going to be, we could probably use a save or die that is infinitely repeatable
You know, Slumber was going to be the next hex I get when possible. I had considered getting it earlier but I thought the combination of Evil Eye and Cackle would be more effective in the long term.
But I am willing to hear your thoughts on why getting Slumber would be better than Cackle and/or Evil Eye.
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Malphite, Shard of the Monolith |
![Elenuta](http://cdn.paizo.com/image/avatar/PZO9535-Elenuta_90.jpeg)
But I am willing to hear your thoughts on why getting Slumber would be better than Cackle and/or Evil Eye.
I can't speak from DMoogle's point of view, but from where I'm sitting, I see it like this:
Assuming the creature is not immune, and that your save DCs are high enough (which they should be - you're a witch), then a creature will immediately fall asleep, making them Helpless and thus subject to a coup de grace. From a melee frontliner, this will probably kill them; if it doesn't, they still have to save again to not outright die - and if Massive Damage is being used, they'll probably have to save yet again, or die.
And even if all of that goes through and they aren't dead, they're still prone, with the melee in their faces. And since it will hit on any HD of single creature, it's viable from 1-20, or very near to it, becoming ever-increasingly deadly as the frontliner gets stronger hits.
E: Ninja'd by Moogle, but I was right! Huzzah.
Personally, here is the profile for Malphite from Mystic Ankh. I'll have it all filled it (mostly - I'm still not finished shopping ;) ) within the next hour.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Need to update the interest tracker, and then I will go through and answer pending questions and do a few more GM audits.
Melee:
::Helikon - Unbuegasm dwarven Fighter - Submission Completed
::Oceanshieldwolf - Taanimohka Elven Monk (Harrow Warden) - Submission completed
::Atlas2112 - Brother Aterro - Human Warpriest of Torm - Submission Completed
::Mystic Ankh - Malphite, Shard of the Monolith - Oread Female Unbreakable Fighter - Waiting for GM Audit
Skilled:
Cucumber Tree - archer focused inquisitor - Crunch done, Working on and background
Xazil - Grimmir Ironbreaker - Dwarven Trapfinder / Melee - Submission Completed
DMoogle - Zordlon, Elvish Locksmith of Pharasma - Submission Completed
Arcane:
::Sbodd - Tamrel - Human Summoner w/ Ancestor Eidolon, Support Caster w/ Melee ally - Submission Completed
::Barrier - Sayarisha Khovihani - CG Witch - Waiting for GM Audit
Divine:
::Warsor - Byung-He Human Oracle Pei Zin Practictioner - Submission Completed
::Axolotl - Zurne Human Cave Druid - Submission Completed
::Skelatox - Sheth Mauck Kobold Druid (Elemental Ally) - Working on crunch and background
General Interest:
::Sven
::Gummy Bear
::Rabscuttle
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Just checking - I didn't see an audit post go by for me. Did I miss it?
Also, how does ABP work for everyone, animal companions, etc? I don't see anything in the rule about it directly.
The initial feedback I provided you (when I pointed out that I was missing the subtype for your eidolon) was the GM audit. I just had not hit upon the format that I used for later audits yet. You are good to go.
For ABP I don't know...and it looks like quite a few others don't either. I need to do some more research to come up with a balanced answer...
Honestly as I go through it more I am becoming more convinced that ABP is an unchained idea that needed a few more minutes in the oven. I might end up reversing my decision on whether or not we are using it.
What I will say for now is once characters are selected we will have a discussion about it and vote, not a true democracy, but where I can hear your thoughts and make a full informed decision.
To that end, if anyone else has ideas on how ABP works for animal companions, eidolons, and the like I would certainly be open to hearing it.
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1 person marked this as a favorite. |
![Hellknight](http://cdn.paizo.com/image/avatar/hellknight_final_hires.jpg)
I am...confused and aroused and a little bit intimidated at Mystic Anhk's proficiency at Shopping-Fu. I thought I knew how to Pathfinder. =p
Of course, I'm not above shamelessly stealing getting inspiration from new ideas either. =)
Converting to TWF:
Con drop from 12->10. Loss of 1 HP, Int drop from 13->10, -1 SP, goodbye Survival.
Dex from 12-> 15. Init and AC +1
Focus changed to Spiked Gauntlet.
1st lvl feat changed to TWF.
Human feat changed to Toughness. +3 hp.
Ret'd ransuer, cost equal to upgrading 2 gauntlets to cold iron. (Huh, never done that myself, see how it goes.)
Purchased Dwarven Boulder Helmet so character now resembles avatar.
Purchased armored kilt because kilts are awesome.
Brother Aterro clangs his fists of STEEL together and wades into the line of enemies. "Into the maelstrom of battle!"
As far as ABP with eidolons, etc go, I guess I don't see the difficulty. If a PC wants to "transfer" a bonus to a minion, that seems fine. i.e., if a summoner found a +1 sword and wants his eidolon to hold it, that's normal. So too, if a summoner doesn't want his weapon attunement +1, but wants to give it the eidolon, that seems fine as well.
I'm not seeing the confusion, but I'm not that bright either. ^_^
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DMoogle |
![Eligos](http://cdn.paizo.com/image/avatar/Eligos_finish.jpg)
To be honest, with what its been said above with how many encounters we are going to have before leveling, I'm fine with lighter gear. If I know the type of adventure design that I'm sure WLD is, we are going to be under Wealth by level for a long time, then find a treasure room or fight a boss or something, and be massively over Wealth by level for a bit. That at least is my experience with things like Rappan Athuk, and I'm willing to ride out the poor parts to enjoy the highs of the rich parts
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CucumberTree |
Atrau saw the entrance. ”There!” He said to the crying child. In a fluid motion the hunter dismounts and pulls the child to him with one hand. He launches himself towards the cave entrance. A whistling he hears behind him. The nape of his neck burns with radiant heat. Instinctively, the hunter gathers all his mortal strength and tosses his son through the entrance of the cavern. In a horrible instant, the boy loses his father in an explosion that rips the entrance apart in a collapse of rock and dirt.
The boy of eight years sits in the dark, shivering with shock. The minutes give way to hours, and the boy begins to cry. The nature of hunger and thirst push the boy forward into the darkness as the hours turn to days. He gropes for the sound of scurrying insects and the sound of dripping water. Then, one day, the boy heard singing and muttering in a language that he did not understand. The voice stopped and challenged him. The small creature no bigger than him, touched his face in the darkness. Sounds of happiness and friendliness came from the creature in a barking language. It offered the boy food and water, which he placed in his hand.
It was the day, the boy met his savior in the bleak caverns that he found himself trapped in. Using fungi and medicinal lichen, the kobold helped the human boy’s eyes to acclimate to the darkness. Working to understand each other, The boy learned the kobold was named Cringe. He too, was alone. It was loneliness that caused Cringe to keep the knowledge of exits from the caverns from the child. It loved him in its own way, but selfishness was a streak too deep within the creature.
The boy learned and grew with every year that passed. The boy understood the dark and the creatures in it. The kobold taught him how to craft a bow, and how to use it. The boy yearned for the outside, and that yearning grew as the years wore on. One day, in the boy’s thirteenth year, he found where Cringe had found the sticks of wood for the arrows that they needed. Up high on a cliff face, a small crevice led to the outside deep within a forest. The boy had followed without Cringes knowledge.
A fight between the two raged, as the boy felt betrayed. The fight escalated, and by mistake the larger boy shoved the kobold from the cliff face to it’s death. Despite whatever betrayal the boy felt, it was washed away in an torrent of regret and loss. He stood at the cliff face filled with pain and contemplating whether he should follow Cringe to his death. Turning away, he instead makes his way to the forest and the open sky.
Not long after he finds a caravan. He follows, stealthily pilfering food and supplies as the days wear on. But it was not supplies that kept him close. It was a beautiful girl Possibly, a PC…or PC’s caravan to Ravensmoor that he watched from the shadows of the forests edge.
- General Personality & Physical Description
Emotionally and Socially stunted, he is very skittish and shy
He is dirty as hygiene is a foreign Concept.
He loves to move. Staying in one place is something he cannot stand.
He is a sanctified Slayer because of his Idolization of Travel and the hunt
- What your character was doing when they heard the call for adventurers from Ravensmoor.
He is following a caravan…I’d think he’s eventually discovered, and someone who is astute would find value in the skills that he possesses for the dungeon delving ahead.
- Why your character would be interested in responding to this call.
Literally nothing better to do.
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Mystic Ankh |
![Ankana](http://cdn.paizo.com/image/avatar/07-Ankana.jpg)
I am...confused and aroused and a little bit intimidated at Mystic Anhk's proficiency at Shopping-Fu. I thought I knew how to Pathfinder. =p
I usually just do this first and ask permission later (since it's rarely denied), but as you brought it up...
GM, I'll break down my mundane equipment into a big list so you can see exactly where the gold goes - do you mind if I do the extrapolation of certain products myself and let you agree to it after? For example, bags of coffee beans are not listed in the books, but you can buy a coffee pot. Similarly with raw tea leaves by the pound, or things like potatos, carrots, beets, mushrooms...foodstuffs I may wish to have 25+ pounds of since they're not prone to mold...that sort of thing? There are a huge number of items with variable or unlisted-in-base-form prices, and most people don't enjoy playing Packmules and Quartermasters like I do. I promise to be fair and use my best approximations on what the prices would look like.
Edit: Also, re: ABP and companions, I'd refer to this thread, with my personal opinion siding with the post I linked to directly.
EE: Genuinely did not notice that it was Mark Seifter who made the next post - it seems as though ABP was only designed to apply to PCs that progress partly by the wealth-by-level system - since it would cost a Druid twice as much in a normal game to outfit herself and her companion, it shouldn't be given to them for free under the ABP system.
You could devise a way to split it, if someone wanted to sacrifice one of their stat boosts to their animal - that amounts to much the same thing as buying them a belt instead of yourself, so it shouldn't change much.
E the Third: ABP usually works out just fine in low-loot systems. You get a Cloak of Resistence, a headband, a belt, the option of getting the two-stat belt or the +4 version, scaling weapon and armor enchants - there's one more Big Six I'm missing, but it's covered. And if you find that it isn't working with this dungeon, you could always drop the replacement loot to make up for it.
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Grimmir Ironbreaker |
![Staunton Vhane](http://cdn.paizo.com/image/avatar/PZO9074-Staunton2_90.jpeg)
Heh, and here I thought boulder helmets were unusual when I made my character two weapon fighting with one. My thoughts are for the ABP is that it can make the GMs life easier and makes sure people have their bases covered gear wise which without a shop or downtime crafting could be an issue. Of course having random gear picked up over the adventure can be a part of the fun and making the party choose how to split up the ‘essential’ items. Of course the ABP also takes away some GM control on the parties power level that is done through treasure.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Okay. I need to get some more GM audits done. Looks like right now the only ones due are Sayarisha and Malphite. If I have a chance might look at Cucumbertree's submission too. Does he have a name? Is it just "Son of Atrau" right now?
Results of DM Audit: Sayarisha Khovihani
I know a conversation is going on regarding Slumber v cackle. Ultimately it is your decision, but I definetely think slumber should be on your list for some time down the road. It has great versatility and staying power.
If it were me I think I would go with Slumber and Evil eye and then pick up cackle at 2...or heck, you're human...drop Toughness for another Extra hex and pick up all 3 at level 1. Makes you more squishy, but between slumber and evil eye you will be able to avoid getting hit anyways.
I don't see the answers to the three questions requested for your background. Am I missing those and they are already up somewhere?
I also am a little lost on the int based stuff. So I see 11 skills selected. A witch gets 2+ int mod (5) and then the 2 background skills to take it to 9. Unless I am mistaken the FCB you took was +1 hp rather than +1 skill point based on the HP total.
Looks like equipment has not been purchased yet. I think I jumped the gun on the audit...looks like crunch and fluff are not quite done. That's okay, I'm sure you won't mind the early feedback.
I think that's all I got. On the whole a solid build that I can see going towards debuffs and battlefield control. That will make my job fun. :D
Edit: Oh, I owe you an answer about hirelings. You can likely find a mercenary that will carry stuff for you and stand infront of you if the coin is good. If you decide to hire a hireling I will make a DMPC for you to hire. It will be an NPC classed character with of your choice (you choose the NPC class, I do the build). He will be a lvl 1 character and will come outfitted with 60 gp of gear that I will select. Also for ability scores...I will be giving him either 10 or 15 point buy of stats...not sure yet.
Word of warning. As is probably already apparent, the adventure path is going to railroad you into being locked in a dungeon with no quick easy way out. When your hireling realizes that he is trapped he will not be amused. If the money runs out he is likely to go free agent on you.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Malphite, Shard of the Monolith
As mentioned before, I really enjoyed your backstory and character personality design. I am much more comfortable with it now that the charisma indicates they can be some kind of functioning member of society.
I can't remember if I answered your question about a narrow framed pony. Yes, I am fine with that character choice.
Man. That is a lot of weapons. Like, a lot a lot. I am 100% fine with the choice, I did say be prepared after all. But do me a favor, I do not see one person, no matter how strong, realistically carrying all of those around on their person. Just too cumbersome. Maybe you have 2 2H weapons on your back and a 1H and a LT on each hip (don't forget about your quiver for your arrows). The of course there is the equipment you can wear, like the gauntlets and the helmet. Heck, if you have any gold left over maybe consider picking up some daggers, those you could probably stow in your boots. The rest I imagine will be going on the pony though.
Please note which weapon(s) (including the shield in that) are currently wielded, which ones are stowed on your person, and which ones are stowed on Murfey. During combat if you need to get a weapon off of your pony that is going to require more than just drawing it yourself. I will not require any kind of skill check, because I assume you will be keeping your weaponry well organized, but probably will still eat your move instead of just being part of a move action...haven't decided yet, so we can talk more on that if selected.
On the note of weapons, having such a wide array works really well for ABP, which I imagine might be part of the reason. If we do move away from ABP before the game starts I will give you an opportunity to make some different choices on gear and traits if you want.
For the more mundane equipment, I am open to seeing what you've got and then we can go through it together. I will try to say yes where I can.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Results of DM Audit Son of Atrau
I continue to be amazed at the writing ability of people on this forum. So much better than mine. Needless to say, I love your fluff. I am fine with your character starting as 13 but mechanics wise being an adult.
The only thing I would recommend is that you look at finding a way through trait or skill focus feat to get disable device on your list of skills. In story I think it makes sense, Kobolds are very mechanically minded, so Cringe probably showed you the basics of setting up and tearing down basic mechanicals.
Besides the lack of disable device you have everything else you would need to slot nicely into the Skilled archetype for the campaign.
Other than that I don't see incorrect or missing. Good job.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
Just wanted to note that Tamrel still has a little gold unspent...I figure that can be spent once the party's been picked and we see if there are any obvious gaps in our collected gear.
I am good with that. Likely selection will be next Monday and then we will discuss some things and target starting gameply next Wednesday or Thursday.
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Axolotl |
![Ramoska Arkminos](http://cdn.paizo.com/image/avatar/PZO9047_Arkminos.jpg)
I found as a Witch in another game that Slumber doesn't hit as many times as you'd like; Misfortune + Evil Eye + Cackle is actually a great combo. Heck, Ward is a good one. Both Slumber and Evil Eye are mind-affecting, so undead, constructs, oozes, you're out of luck. And a lot of monsters have good Will saves. Accursed Hex is a good feat, though, to give it another go.
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CucumberTree |
OK,
I added the following trait:
Trap Finder (Mummy's Mask)
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
And due to my killing Cringe, I'll add the drawback:
Haunted
Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy.
Effect You take a –2 penalty on saves against spells with the evil descriptor.
I dropped Knowledge(Planes) and added
Disable Device 8 = +1 rank, +3 Class, +3 Stat, +1 trait
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Mystic Ankh |
![Ankana](http://cdn.paizo.com/image/avatar/07-Ankana.jpg)
Man. That is a lot of weapons. Like, a lot a lot.
Thank you for the kind words!
I'm at work at the moment, and was saving this until I did some math - but I was considering asking for "weapon rack saddlebags" much like the backpack, but for the pony. I'll get back to you with that and the rest of her equipment in the relatively near future.
That being said, I probably wouldn't change too much if we drop ABP. While the functionality of mundane weaponry generally falls off pretty rapidly, the idea was to have one of each type - a reach weapon, a two handed weapon, the one-handed weapon, and a light weapon each of bludgeoning piercing and slashing. The special materials are honestly just a gold sink, so if we did strip the game of ABP, I will probably just go down to one or two cold iron and alchemical silver and buy a portion or six - or cheap wondrous items.
E; Also I make copious use of "drop" when I do this sort of thing - always have to have the GM decide on the action to drop a masterwork backpack - I usually advocate for Move - so I can tromp along at near-max load and then fall to a medium when I ditch the pack.