
Robert Henry |

hey Behir 200 nice to meet you!
edit: Looks like two characters each from the core classes: I figure we should fill "classic" roles. Any idea what you want to play?
I normally play combat/melee characters, then skill (usually slayers then trapper rangers sometimes rogues} I have played a few clerics, mostly combat oriented, very few arcane casters :(
In preparation I have created A Paladin, trapper ranger, cleric and sorcerer outlines to build on.

Behir200 |

I prefer arcane casters, myself. I know wizard, fighter, rogue, and paladin. I know (to a far lesser extent) ranger.
I know almost nothing about clerics, monks, druids, and bards.
You choose what you want to rock Robert and I'll select based on that. If I am understanding this (as we're the only two here) are we each getting two characters?

Robert Henry |

Yep, each get two characters.
So with your permission Behir I will do a cleric of Pekko, he will handle divine casting and use a long spear. For a skill character I will use a 'trapper ranger'
If you would like to handle arcane and melee that would be awesome.
Neither of my characters will have much 'social skills' both have a charisma of 10 and no specific communication skills. If one of your characters want's to be the "Face" that would be great. If not I will alter the cleric a little.
I usually do a battle cleric, but will try a slightly different alliteration, doing a 'reach cleric' (Long spear) that emphasizes summoning at higher levels.
The ranger will be a switch hitter using a two handed weapon and eventually a long bow.

brvheart |

Remballo, which is where your characters are at or the local area is on the western reaches of the Sundered Kingdoms and the Borderlands. It is still wild and somewhat backward so we are dealing with tech level here. Some things are not available in the smaller cities yet.
High Middle Ages
Materials: adamantine, mithral; Armor: half-plate armor;
Weapons: composite longbow, greatsword, lance; Warfare: castles,
cavalry; Social Organization: guilds; Transportation: stern rudder,
stirrup; General: Gothic arch, lantern, spinning wheel, waterclock,
windmill
I have linked above the Borderlands Province map that has Remballo on it to the southwest.

brvheart |

If you note above composite bows are allowed. Falchions are not mentioned so I will presume they are available, but not common. It is mostly an orc weapon.

brvheart |

A shorter list is what is not available here:
Materials: paper; Armor: full plate, tower shield; Weapons:
bastard sword, crossbow, rapier, warbow, pole arms; Warfare: gun powder,
trebuchet; Transportation: astrolabe, compass; General: buttons,
crude glass window panes, mechanical clock, mirror, power loom

Robert Henry |

Cool Behir, an Evoker and sword and board fighter, I will alter my cleric a little to handle some 'social skills'
Thanks for the list brv. I'm juggling between a greatsword and boar spear for my ranger. Since he is going 'trapper' and dealing with traps, I will eventually need to get thieves tools, but it doesn't seem like he should start with them. I will have them posted no later than tomorrow noon.

brvheart |

and ranger, I will post background eventually, they happen to be cousins
Longbow 1d4 x2 50 ft. B? Me thinks you mean sling
They look good at first glance.
Robert Henry |

that's cool, Behir take your time, I've been married 37 years, I totally understand.
If you would take a look at Onnello and Seamus' crunch to see if there is anything you think they are missing I would appreciate it.
I dropped Seamus' strength and bumped charisma giving him diplomacy so he would have some social skills, he will do less damage in combat but hopefully our fighter and ranger will make up for that :)

brvheart |

I showed Nick how to add characters to Roll20 so hopefully he will soon.

brvheart |

Nick informed me this morning that his schedule will not allow him to participate in this campaign.

brvheart |

I can still post daily, at least during the week.
Usually multiple times.

Robert Henry |

I know, you post like clockwork, it was the other players that slow us down :)
I try to limit my posting from 8-10 PM, but I tend to check morning and lunch time and can't resist the urge to post.
What do you think of just the two characters? Gestalt core? I'd do a paladin/sorcerer, druid/ranger not that I spend my free time thinking about these kind of things :)

brvheart |

This ap is too old school for gestalt and I have a hard time seeing 2 characters surviving long, four is the minimum for this.

Ian Passeri |
So this is Ian, He's the talker of the bunch...Seamus' cousin. Would a Paladin of SEFAGRETH, GOD OF COMMERCE, TRADE & CITIES be appropriate? I realize Sefagreth is neutral, but seems like a good choice for a person from a city of merchants and a merchant family. If not I will go with MUIR, GODDESS OF VIRTUE & PALADINS

brvheart |

Onnello Ustradi
Human ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65)
Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +5 (1d8+4/×3) or
boar spear +5 (1d8+6) or
dagger +5 (1d4+4/19-20) or
gladius +5 (1d6+4/19-20)
Ranged sling +3 (1d4+4)
Special Attacks favored enemy (monstrous humanoids +2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Furious Focus[APG], Power Attack
Traits reactionary, sargavan guard
Skills Climb +7, Disable Device +4, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Stealth +5, Survival +5
Languages Common
SQ track +1, trapfinding +1, wild empathy +1
Other Gear chain shirt, battleaxe, boar spear[APG], dagger, gladius[UC], sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 8 gp, 9 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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He also needs alignment. I will start on the others tomorrow.

Robert Henry |

Onnello is neutral good, I need to add a language, I may base it on 'favorite enemy' I couldn't tell by the 'guide' what the most populated monsters might be. I know gnolls are further east and north, so I went with monstrous humanoids. If there is something more appropriate let me know. If there are a lot of orcs, I will change it to orc and make that my added language.
As for my wizard Lucian, he comes from a family of interpreters, I need to give him four languages. Are there other human languages used on the continent?

brvheart |

Seamus Passeri
Human cleric of Pekko 1
CG Medium humanoid (human)
Init +8; Senses Perception +2
Aura enlarge
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +4 (1d8+6/×3) or
morningstar +4 (1d8+4)
Ranged sling +2 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—enlarge person[D] (DC 13), magic weapon
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Good, Plant (Growth[APG] subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes, Improved Initiative
Traits reactionary, rice runner
Skills Acrobatics +5, Knowledge (religion) +4, Sense Motive +6
Languages Common
Other Gear chain shirt, longspear, morningstar, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Pekko)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Pekko, 20 gp, 9 sp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Growth)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
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Enlarge Person is not a cleric spell. So while you can have it as a domain spell, you cannot pray for it. You need another 1st level spell.

brvheart |

Ian Passeri
Human paladin 1
LG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gladius +5 (1d6+4/19-20) or
greataxe +5 (1d12+6/×3) or
light flail +5 (1d8+4) or
longsword +5 (1d8+4/19-20)
Ranged sling +1 (1d4+4)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Furious Focus[APG], Power Attack
Traits reactionary
Skills Acrobatics -6 (-10 to jump), Diplomacy +7, Knowledge (nobility) +4, Sense Motive +4
Languages Common
Other Gear scale mail, heavy wooden shield, gladius[UC], greataxe, light flail, longsword, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 23 gp, 9 sp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
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Still needs a deity.

brvheart |

Lucian Brachtarna
Human evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 143)
LN Medium humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+3)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 16), enlarge person (DC 15), sleep (DC 15)
0 (at will)—message, ray of frost, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, reactionary
Skills Acrobatics +0 (-4 to jump), Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Spellcraft +8
Languages Common
SQ arcane bond (ring), versatile evocation
Other Gear dagger, arcane bond ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 127 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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What are your opposition schools?
You cannot take comprehend languages as your bonded spell. It must be an evocation spell which the only one you have is burning hands. Not so good. Should have more. No magic missile????
Your item weight is 38 lbs (total of 40), not 22. So you are at medium weight.

Robert Henry |

Enlarge Person is not a cleric spell. So while you can have it as a domain spell, you cannot pray for it. You need another 1st level spell.
Thanks, didn't know that, I will fix
Still needs a deity.
I asked earlier, are you good with SEFAGRETH? He's neutral, but god of merchants.
Why must it be evocation?What are your opposition schools?
You cannot take comprehend languages as your bonded spell. It must be an evocation spell which the only one you have is burning hands. Not so good. Should have more. No magic missile????
Your item weight is 38 lbs (total of 40), not 22. So you are at medium weight.
"A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below)."
It only says it cant be the opposite school.
Opposite schools: Necromancy, Abjuration
The pfsrd has a wizard kit available:
"Kit, Wizard’s Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin."
if that's not ok, he will drop the torches and the iron pot that should lighten it considerably. If we can't by the kits, I probably need to change everyone else's since they have "kits" as well.

Robert Henry |

hey, I'm sitting here looking at the interaction between Ian and Seamus, If I go with a typical five man band Onnello will end up being the 'strong guy' while Lucian is clearly the 'smart guy' the question becomes which, Seamus or Ian, is the leader and which is the foil. Right now they both think they are the leader.
With that dichotomy working do you mind if I switch Seamus' stats back to what I originally had them. ie 16 strength and 14 charisma? Though I loath giving up the strength benefits, It would fit the character a little better.
Oh, as for the 'five man band' reference, if you want a chick in the midst your going to need to throw in an NPC...