
Runt PbP |

Why arcanist? Just curious.
There's a nice archetype for a melee oriented arcanist that has a black blade (Blade Adept) if you plan to stick with it and go melee. You headed for arcane trickster or arcane archer by any chance?
An Investigator is more than just a rogue though. They are the absolute king of skill checks and I've seen them make almost obscene skill rolls. They also make descent archers.

Trunt Zecks |

I’m still interested, but my personal situation makes it hard to post with any regularity. I would understand if you wanted to sideline me.

Trunt Zecks |

We are all fine, which is good. It’s just hard to carve out the time. I think my job will be back closer to normal in June, which would put me back in my routine.

Runt PbP |

It becomes second nature after a while though I sure wish they had some auto formatting features, like a popup where you input number of dice and dice size and it would insert the roll for you (defaulted to 1d20+0).

Runt PbP |

You can always hist the preview button to check it out before submitting it. I always have errors I try to correct by previewing first. Like matching an opening 'ooc' with a closing '/b'. Oh, and lots of spelling errors.

Runt PbP |

@Flable
Some suggestions. it is standard practice to follow these conventions:
When your character is speaking, make it bold.
When your character is thinking, make it italics.
When you yourself are saying something out of character, use the ooc tag which will change the text to a light blue.
When you are describing something use normal text and use, I think it is called, third person present tense.
Example:
Runt looks down the pit and says, "Hey there, handsome fellow," while actually thinking, Poor pathetic thing is too skinny.
Hey, how heavy is your character anyway?

Runt PbP |

Am I right in saying that the only locations left to explore are at B8 and the stairs blocked by rubble?

Ironperenti |

Actually, you guys did check all of the doors in B8, that's where the misshapen skeletons were. As for the blocked stairwell that you found previously, it will take a mining crew to get through that. The only thing you have not done is go through the door in your current room. I'll take care of that right now.

Runt PbP |

Why? Special GM ABP rules? Does this stack with an enhancement bonus?

Ironperenti |

Modified Automatic Bonus Progression is in use. You get a proficiency bonus with any weapon or armor you are proficient with. Characters get +1 armor bonus to worn armor they are proficient with at 3rd level and an additional +1 every 4 levels thereafter. Characters gain a +1 weapon bonus with weapons they are proficient in at 4th level and an additional +1 every 4 levels thereafter.
Spells that give an enhancement bonus change the quality of the weapon first. So magic weapon at +1 would make a weapon Expert quality, +2 masterwork quality, +3 and above it would start adding special abilities. Abilities such as the Paladin's bond work as normal treating an expert quality weapon as +1 and a masterwork weapon as +2. If there are questions please ask.
Magical enhancements will not add to the AC bonus. If you use magical vestment and it gives a +2 then it will make your armor MW quality. If you are wearing Expert quality armor, then it will make it MW quality and add a +1 special ability.

Runt PbP |

I did forget! Will refresh my memory while I level up. Thanks.

Isabella Monstrance |

Cleric 3
+1 BAB, Ref saves
+7 hit points
New feat: Angelic Blood
ABP: +1 resistance bonus to saving throws

Runt PbP |

Hmmm. If you are interested, the choices I made for the level up are:
I did not list all the things that are provided without choice. For the ABP, do you choose a progression? I was under the impression you get a +1 to AC this level and there was no choice involved, but I see Isabella picked +1 ST? Or are we using the normal ABP rules except your special rules replace just the armor and weapon attunement?

Ironperenti |

Mine is just a limited bonus progression that applies to weapons and armor only. It represents training with those items you are proficient with and applies to all items of the type (armor or weapon) with which you are proficient. Any other bonuses are gained by class or magic item.

Isabella Monstrance |

I was going off the automatic bonus progression document. If we're using a customized version of those rules, that will make things even more difficult for me to track. :/

Ironperenti |

Just follow this:
Modified Automatic Bonus Progression is in use. You get a proficiency bonus with any weapon or armor you are proficient with. Characters get +1 armor bonus to worn armor they are proficient with at 3rd level and an additional +1 every 4 levels thereafter. Characters gain a +1 weapon bonus with weapons they are proficient in at 4th level and an additional +1 every 4 levels thereafter.
Spells that give an enhancement bonus change the quality of the weapon first. So magic weapon at +1 would make a weapon Expert quality, +2 masterwork quality, +3 and above it would start adding special abilities. Abilities such as the Paladin's bond work as normal treating an expert quality weapon as +1 and a masterwork weapon as +2. If there are questions please ask.
Magical enhancements will not add to the AC bonus. If you use magical vestment and it gives a +2 then it will make your armor MW quality. If you are wearing Expert quality armor, then it will make it MW quality and add a +1 special ability.

Runt PbP |

So basically any enhancement bonuses to weapons and armor get converted to quality first and then special abilities second. Keeps weapon damage and AC down a little bit. Why did you opt for this?
What happens with a bane weapon? It gives a +2 enhancement bonus to the weapon if you are fighting the right kind of opponent. If your weapon is already masterwork and that converts to two special abilities do you pick it on the fly or is it fixed when you get it enchanted?
Some creatures require magic weapons to hit them. How does that work? And a weapon with enough enhancement bonuses bypass various forms of DR. How would that work or not work?

Lavanor Garavon |

I leveled up. Ranger 3
HP: 8+2
FCB: +1/2 on critical hit confirmation rolls made while using Elven curved blade (I forgot I can use Elf FCB)
Feats: Quick Draw, Endurance (Ranger bonus)
Favored Terrain: Forest (seems like a good choice)
Skills: +1 to Perception, Survival, Stealth, Intimidate, Know (nature), Handle Animal, Craft (bows)

Ironperenti |

They have not had the bonus to overcome a DR in quite some time, not that I've seen. It is magic or some other descriptor. In this case you would need a sword of sharpness or a flaming blade in order to overcome their DR.
Bane is an interesting creature since it is a special ability in and of itself. In light of that I think the +2 would stand as a bonus to hit and damage along with the 2d6 bonus.
I decided to do it to eliminate some of the chasing and spending that goes on with armor and weapons. It should free you up a bit to pursue other items. Or, perhaps everyone will end up with electric burst returning dragon bane clubs, we shall see.

Runt PbP |

Should be interesting.

Runt PbP |

So, does the +1 given by the modified ABP to armor at level 3 change the armor to expert instead of providing a +1 to AC? Or is it just enhancements that go the quality/special ability route?
Normally masterwork armor provides ACP -1. Is that superseded by your list below or does it stack? And what is an AC penalty. is that ACP (armor check penalty) or is it actually an armor bonus?
Expert armor (+100): -1 AC penalty
Masterwork armor (+300): +1 Max Dexterity, 10% weight reduction (stacks with expert level)

Ironperenti |

No, it is a proficiency bonus like that of a Dodge bonus. Just magic enhancements, would upgrade the quality. Us my quality improvements, not the standard. Armor Check Penalty same as before. Essentially, expert armor is the same as the old masterwork. Masterwork armor now takes it a step further.

Runt PbP |

Thanks. That makes sense.

![]() |
Ok, so finally getting something together...
haven't quite done anything with equipment (since its 3rd level, not sure how much to spend, etc, etc)
tiefling, from varisia, bastard child of one of the 'decadent noble' families from korvosa. has recently studied at the Acadamae in Korvosa - was intrigued by the history of ancient Thassilon, which was a side study while he was at the Acadamae... grew bored, restless, and an outsider (...)...
Not sure where you are in the storyline to determine how to tie in more.
Zherxikas
Male tiefling evoker 3 (Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 20 (3d6+6)
Fort +3, Ref +4, Will +4
Resist cold 5, electricity 5, fire 5; SR 11
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Offense
--------------------
Speed 30 ft.
Melee unarmed strike +2 (1d3+1 nonlethal)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 3rd; concentration +8)
2nd—burning arc (DC 16), create pit[APG] (DC 17), glitterdust (DC 17)
1st—enlarge person (DC 15), grease, snowball[UW], summon monster I
0 (at will)—detect magic, light, mending, read magic
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
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Str 12, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Improved Familiar, Scribe Scroll, Spell Focus (conjuration)
Traits arcane temper, scholar of the ancients
Skills Acrobatics +4, Appraise +8, Bluff +1, Fly +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +2, Spellcraft +10, Stealth +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Thassilonian, Varisian
SQ arcane bond (Kree, fiendish raven)
Other Gear wizard starting spellbook, 150 gp
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Tracked Resources
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Force Missile (1d4+1, 7/day) (Sp) - 0/7
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (11) You have Spell Resistance.

Runt PbP |

Evoker? There is a third party class called an Evoker, and a wizard may be called an evoker if she takes specialization in the evocation school. I assume you mean the latter from the character sheet?