Heroes of the Heartlands

Game Master wanderer82

more to come shortly....


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Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Rajiv:
When Pelipe was in Westgate it was when she was fairly young. With Rajiv being even younger than she, it's not likely that they knew each other unless he was just a tiny kid. However, with the close proximity of the city she lives in, Teziir, I'm sure she is frequently in Westgate for trade at the docks. If anything, like the others, he'd probably have seen her and something may have caught his eye? Maybe a ship dropped one of her stone statues through the wooden docks and she gave them an earful?

In regards to her father, Perrine's secret existence is not widely known, as she lives now under the pseudonym of Pelipe. In fact, in the whole world, only a small handful of very highly skilled thieves and lowlife sorts would know for a fact that her father even had a daughter. Most of these were probably there and met her upon her birth or at times when he was raising her. For an active Harper, it would even be hard to know of her existence and her connection with her father. I would say if you are an active trainee to a Harper in Westgate though, her father's criminal alias would definitely be mentioned to you at some point, if not his real name. There is a chance that her father has been a target for the Harpers for many years and is a source of great frustration.

In regards to Adeale, he is pretty fleshed out. He is an older, retired, ex-harper. He was hired to train her exclusively. It sounds like your Harper friend was in Westgate most of the time, but she's lived in Teziir most of her life now where he has been. He has been training her for near a decade in certain skills. It is possible you've had a connection with him from your trainer mentioning his alias, but contact would have been kept to a minimum.

Dalgar, if you've been in caravans, it is possible that you've met her traveling to various cities but the chances of that seem quite small, given the number of caravans and cities along the way and how far away the Sword Coast is from the Dragon Coast.


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

Apologies, ended up having to help my in-laws with post-storm issues yesterday. Back on track.

Bharaz:
Anvilbreaker's story is great!

Okay, now to solve this issue. First, we revert to Hanseath's original favored weapon, Axes (greataxe). That covers you for the Weapon of the Chosen feats in using Anvilbreaker. Now, you were looking for Improved Unarmed Attack for a thematic option. As brawling is no longer your God's favored weapon, you do not gain it as a bonus feat, but I will let you exchange the free Weapon Focus gained at 1st level for Improved Unarmed Strike. As a part of your 'divine training', it will count as a Sacred Weapon for determining damage (which is limited to 1d6 with arsenal chaplain anyway), but you will loose the +1 to attack that would come from Weapon Focus. Sound good?

I will note that, in diving into the forums, it looks like Weapon of the Chosen way back during the Advanced Class Guide's playtest was compatible in some form with Sacred Weapon, during the phase in which the Warpriest had full base attack, 6-level spell progression, sacred weapon, and the tears of gods for weapons (they were a bit overpowered at that point). So, if you had any exposure to it back in that period, the echoes in your memory may have lend you down this path....

Rajiv:

Boosting Constitution would definitely improve both your Fortitude save and Hit Points, so I think that would make the most sense. With both an Irking the Investigator and Pelipe the Arcanist, Knowledge skills are already heavily invested in, so a dip might only slow your pursuit of other options. Two-Weapon Fighting would be a good opportunity to give you a second attack, and attack which could also benefit from your sneak attack. And as Finesse Training applies to a weapon group, you could carry a dagger or short sword for your offhand and it would still gain the full benefit.

Pelipe:

No worries at all. I selected your character for the concept and your passion, I knew any minor bookkeeping could get sorted out.

Yeah, I think the Halfling 1/6 of an Exploit is the best. The Elf bonus adds to the maximum in your pool, but not how much you start each day with, so it's kind of 'meh'.

Irving:

Yeah, you definitely don't need to use the Healer's Kit for your 4 uses per day via the Healer's Hands feat, though the kit, combined with the two tools I recommended, yield's a +3 and only costs 1 use instead of 2 to treat deadly wounds, so definitely a nice piece.

I get the thematic lack of gear, but having been summoned to a distant city, would you not have acquired some along the way?

Baerlon:

I don't consider you purchasing the gear 'being greedy' at all. The gold is more a metric of what you have found/recovered/purchased over your time adventuring (not simply a single trip to the store before the start of game). If you want to diversify to more abstract items, you are certainly welcome to.

Dalgar:

Definitely makes sense on the Knowledge (planes), something you can develop over time, especially in the company of a renowned forensic surgeon! Th Exile feats are an interesting option, I will be interested to see how they work mechanically, and how you tie it further into your character.

Many years ago, I played in a 3rd edition Oriental Adventures campaign as a Shaman (it was a cleric/oracle/monk hybrid), and the first encounter occurred while I was carrying only a large bell. Ended up fighting with it, nonprof penalties and all. The DM liked it so much, that we worked it into the build, and it became a 'monk weapon' for me over time. It was definitely fun. As was making bell sounds when I critted!

I had not specifically intended for any one you to know each other, but it's definitely not out of the realm of possibility if people want to tie their characters, even tangentally, together. You were each recruited for your unique skill set, and has been pointed out, assembled into a team that supports itself well. So someone has been through a good deal of effort to select the assembled group.


Bharaz:

Glad that you like the story! Had alot of fun writing it. I'll take you up on all of that. The weapon is now a regular greataxe and weapon focus traded for improved unarmed strike (even if it never comes up, just the flavor of it alone is worth the -1 to hit). I've got the profile updated.


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

No need to apologize. Life happens. And we're all excited to play, so we'll be here.


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

As Baerlon said, no apologies necessary! Real life must always take the front seat.

Pelipe:

That makes sense. Westgate is indeed a new situation for Rajiv. Perhaps he did spot her in passing at the docks, but didn't give it further thought at the time.

DM:

DM, after some consideration (but before you answered), I put the points in Dexterity - I feel that it offers more options for him later on, and more direct benefits now, as well as adding a supernatural tinge to his skill and deftness. That said, I do appreciate your advice! And if you feel very strongly that 4 more hit points and one more Fort point are an important boon for him in this game, I suppose I can recalculate everything again... but otherwise, I might invest in Toughness instead, later on. Great Fortitude is definitely also on the wishlist!

Hah, funny you should mention Two Weapon Fighting, that's exactly the feat I chose in place of Accomplished Sneak Attacker! ^_^


wanderer82 wrote:
I get the thematic lack of gear, but having been summoned to a distant city, would you not have acquired some along the way?

Maybe. I have no clue where "Proskur" is, so I don't know how far away it is from Waterdeep. If it's a long journey I'd probably grab a Pathfinder's Kit.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

This farmer of the Earthmother is ready to adventure with his new team!

The exile feats are interesting but are just to ensure that tracking him gets harder and provide some small benefits.

Also could the gameplay thread be open so that we can dot in?


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Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

@GM: I did the same with my monk build! With Lash, I took a silver traveling kettle and am not opposed to bashing people with it if it comes up (but she prefers her bow).

I'm looking forward to getting started too. I can't wait for the gameplay thread to open up as well.

In regard to familiarity: I just wonder sometimes how many people in my town I've seen before and never remember seeing. I could have seen them 20 times and will not remember them each time I've seen them. I think the only time I think I recall seeing someone is if they have some feature of something about themselves that catches my eye (plus I actually have to be observant, which I'm not really).

Of those things that do catch my eye, are they dressed nice/badly? Do they have a funny voice? Are they good-looking? Do they inspire emotions within me? Even then, it's hard to recall where I've seen them before, because even if they have all the above, I may have seen thousands of people that also have caught my eye in between seeing them.

That doesn't mean I won't get that familiar tingle that I have seen them somewhere. I think this is where Pelipe would reside in the minds of others. She has that degree of unforgetableness for the reasons I mentioned, but in the scope of how many people you've met in between seeing her, may have led you to forget where you've seen her before. It all would depend on how lasting those impressions would be to your characters. Do they think she is the most beautiful person they've ever seen, or just a cute girl, or not at all? Do they always recall the mystery that she was covered in marble dust and didn't care about her appearance so much, or is she just like every other poor person to you you see on the street? Anyways, my musings are finished lol.


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

Ability Scores
Alright, so we ended up with two players who both rolled very well (92 pts and 91 pts), and the other four opting for the alotted points (78 points). With the +2 from race and the +1 from level, we end up with two characters with an effective 94 point total and four at 80 points. Clearly, this is a bit of a power divide (a +7 in modifiers). While I do not want our two players who rolled exceptionally to feel punished, I do feel there needs to be a bit of balancing. To that end, I propose the following:

Bharaz & Dalgar
Take two -2 to two scores of their choice
May shift 1 point from one ability score to another
Gain 1 additional hero point per 'Episode'
Gain a boon magic item

Irving, Pelipe, Rajiv, & Baerlon
Gain +2 to two ability scores of their choice (cannot bring an ability score over 18)

thoughts?


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

I am okay with my stats, but if you are looking to balance the game for potential encounters, I'd be willing to add +2 to two scores.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

Do you mean one or both at the same time?

If it's either one, I'm fine to take a -2 to both Cha and Con.
I could always spam hero point since I got extra now.
Magic item is always nice.
I'll be ugly, shift 1 point from Charisma to Int. That's how he got exiled. Failure to persuade otherwise.

I do feel the pain for losing 2 points from two stats though.

:P


I'm not entirely sure if it's that big a deal actually. How much of that extra point buy is actually in "relevant stats"?

Ex. Dalgar is a Druid. While having a 15 Int and 13 Cha is NICE for him, it doesn't really make his character very much stronger, and ultimately that's where the -2 to both stats would come from, I assume.

While I won't say no to an extra +2 stats (stats are great!) I actually don't necessarily think a nerf to other characters is necessary, and for characters like Irving (who is dependent entirely on two stats: Dex and Int) a +2 to both might actually represent a greater shift in overall power than a -2 to other characters' stats.


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

Similar to theose above, I don't think my character needs the bump up, as I like to play "humanized" characters with flaws and whatnot, and having a couple exceptional friends doesn't lessen him. However, if you're offering bonuses, and are doing it to balance the game to help YOU out, then who are we to argue if you insist? Kinda dislike the idea of the others feeling penalized...

Also, for the record, I didn't choose the 80 pts...I actually rolled and it ended up this way. ;)


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

A counter-offer: what if the players who rolled well stay as-is and the rest of us add +2 to ONE score?


I’m fine with this. My profile has been adjusted. Let’s move forward and have some fun!


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

Well...okay, then. LOL. Never mind my objection.


Baerlon Greymantle wrote:
Well...okay, then. LOL. Never mind my objection.

Heh. Well, my rule of thumb is that if the GM says something and I don't have a HUGE objection to it, then just roll with it. Makes the game run much smoother.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|
Bharaz Silverhelm wrote:
Baerlon Greymantle wrote:
Well...okay, then. LOL. Never mind my objection.
Heh. Well, my rule of thumb is that if the GM says something and I don't have a HUGE objection to it, then just roll with it. Makes the game run much smoother.

Same here.

Will adjust tmr. It's past midnight here for me.


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

Whoops, I'm late to the discussion! But it looks like it's been settled, so no complaints here. :)


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

First, I have created the game play thread so everyone can dot in. Please remember to delete your post after creating it to keep things clean.

Yes, Plastic Dragon, you did roll a 78 total, but with 4 odds, which actually made it an effective 74 (as noted by your choice to opt for even stats on your build using the option to select your own ability scores at the same total). ;)

It seems like there is no objection regarding the luck of our high rollers. So, Bharaz and Dalgar, I will leave it to your choice. You can opt for the 2 ability scores at -2 and the perks associated with it in my previous post, OR, you may keep your stats as they were before my last post.

Everyone else, you are welcome to the +2 to two ability scores of your choosing, as noted to not bring any ability scores above 18.

Everyone please note your selections in this thread.

Storm Dragon, have you had a chance to fill in Irving's avatar?

Two more topics before we get this pony rolling...

Hero Points:

We will be using the Hero Point optional rules from the Advanced Player's Guide. This took the Action Point system of 3rd edition and gave it a Paizo spin. With only 1 awarded per level, it is rather dependent on the GM to award more throughout play. While I do that on occasion, my tabletop group actually found it useful to start with a little more and renew this resource similar to fate points in Dark Heresy, which is per gaming session. Obviously in PbP, its one slow, continuous experience, so we will use the concept of 'Episodes' to delineate when Hero Points will renew. An Episode will be a cluster of 3 to 5 encounters, or roughly what might feel like a single in person gaming session. For each Episode, you will have 2 Hero Points, with exceptional role-playing allowing you to earn more in game.

Demi Gestalt:

As I mentioned in the recruitment thread, there would be some additional perks for those that are part of the game. Well, here it is - demi gestalt. Okay, perhaps the term is not exactly correct. While I enjoy the idea of Gestalt characters, it is very easy to build Uber-PCs that are nigh indestructable and can dish out insane damage and abilities. Pathfinder did a good job of encouraging players to follow a class to 20th level, yet, sometimes you want a piece of another class to add flavor, so you dip a few levels to add it. Archetypes can, in some instances, do this without the sacrifice of the 20 level progression, but it will likely be at the cost of a core ability you would otherwise want. So, something I have recently been playing with a little is to grant each character 2 abilities, one a major power, and one minor, that thematically fit their character.

Major Powers something significant, including a cleric's domain, sorcerer's bloodline, barbarian's rage, rogue's sneak attack, fighter's weapon training, paladin's smite, oracle's mystery, monk's unarmed combat, to name a few. This will progress with your character as though you were a character of the same level. If selecting something that grants access to spells, it will be compatible with your existing casting ability (if any).

Minor Powers this should be something less combat direct, more of a roleplaying enhancement with a statistical bonus as well. Bardic knowledge, trapfinder/sense, still mind, wild empathy, woodland stride. This could also include a single ability from a domain or bloodline, so long as it is of a reasonable power and, as mentioned previously, not directly combat related.

Below is a suggestion for each of you, but you are welcome to explore options at your will.

Bharaz The Magus Archetype "Hexblade" gives a progressive growth for an intelligent magical item, perhaps this would fit well for Anvilbreaker?

Pelipe You could now select the Sorcerer bloodline you were getting through your archetype, allowing you to drop the archetype and retain your arcane exploits.

Calgar You could select the Shifter's AC Bonus, allowing you the defensive boost you had wanted to gain by my multiclassing.

Irving a precise and skilled surgeon might be able to bring his Dexterity to bear in combat, so you could select the unchained rogue's Finesse Training, allowing you to spend your feats elsewhere. Blessed Surgery, from the Medicine Subdomain, would also be a fitting minor power.

Baerlon a holy warrior of Tyr, you could opt for Smite from the Paladin or Judgement from the Inquisitor, or perhaps Armor Training from the fighter.

Rajiv An oracle's mystery or sorcerer bloodline could be definitely appropriate, or perhaps the Witch's hex ability. Bardic Knowledge (as a minor power) would likewise fulfill your desire to boost knowledge skills, and allow you to use the talent for Escoteric Scholar elsewhere.

These are all just ideas, if there is something you feel would add well to your character, go for it.

Alright, let's get these last couple details ironed out, so we can dive right in!


Very cool! Am actually quite happy to hear this. It will make Anvilbreaker the weapon that I envisioned it. :D

Major: Black Blade

Could I count fervor as arcane pool points for black blade abilities?

Minor: Blightblooded:
At 9th level, a blight druid gains immunity to all diseases, including natural and supernatural diseases. She also becomes immune to effects that would cause her to become sickened or nauseated.

I figure for that minor power, being able to drink without being sickened or nauseated would be a huge boon for a warpriest of Hanseath. He'd still get tipsy, and would eventually passout. He just wouldn't throw up and would never get a hangover. True favor from one's god!


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

major:
I really like the idea of Baer using the Inquisitor's Judgement ability in the name of Tyr's justice. Will definitely take this.

minor:
I think I'll take Wild Empathy for his minor as he will have been taught how to handle and deal with animals, specifically horses, but as a side note, I plan on roleplaying the fact that a big part of the reason that Baer is not a mounted cavalry knight is that for some reason, horses don't seem to like him. ;)

He'll also take the +2 bonus to his Strength and his Charisma scores. Very generous of you, sir! Thank you. I'll get these adjustments made soon.

Looking forward to the adventure!


HP 36/36| AC 19 (Touch 14, FF 15); CMD 16|Fort +4, Ref +8, Will +6|Perception +11, Sense Motive +11 (add +1d6 to both)|Low-light vision| Initiative +4|

Hmm, Finesse Training does seem nice. Would that be considered a Minor or Major ability? When I made a Freeform version of Pathfinder years ago I had it pegged as a 3 point ability (weaker than a 5 pointer like Rage or Weapon Training, stronger than a 1 point ability like Wild Empathy or High Jump) so not sure where it would fall in your estimation.

Also I filled out Irving's alias. Added +2 Con and Wis.


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

Irking I agree, it's more of a "mid tier" power, but given the simplified nature of the boons, It would fall into major.


Good to know. I'll take it, and mull over my Minor power. The Healing (Medicine) Domain does seem neat (would you say that Extracts count as spells for Healer's Blessing and the granted Domain spells?), though I have a few other things I may take.

We look like we're going to be hard up on condition removal in this party, so I'm looking around for options that may help with that. I know a few off the top (Touch Treatment...though we're not using Occult classes, sadly, Divine Herbalist Oracle, Animist Shaman) but they're all Cha based, funnily enough.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

Much as I would love to take Shifter's Defense, I feel the party could do with more support.

GM Wanderer, I would do the below;
Take two -2 to two scores of their choice
(-2 Con and Cha)

May shift 1 point from one ability score to another
(Shifted one point from Cha to Int)

Gain 1 additional hero point per 'Episode'
(So how many Hero points would I be having now?)

Gain a boon magic item
What are my options?

My Major Power chosen would be......Channelling from the Cleric class.
Despite pushing my Cha down to 10. 3x channeling wouldn't hurt.

Minor is a little harder..
My choices?
1)
Learned Physician (Ex): A solacer adds 1/2 his class level (minimum 1) on Heal checks and can attempt Knowledge checks untrained.

At 5th level, a solacer can take 10 on checks with any Knowledge skill he has ranks in. The solacer can choose not to take 10 and can instead roll normally. In addition, once per day, the solacer can take 20 on any Heal check, though this does not affect the time it takes to perform the task attempted. He can use this ability one additional time per day for every 6 bard levels he has beyond 5th, to a maximum of three times per day at 17th level.

This ability replaces bardic knowledge and lore master.

2)
Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself.

3)
Speak with Wood (Sp): You can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the stone tell spell, except with wood instead of stones. You can use this ability for 1 minute per oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You can speak with natural or worked wood. You must be at least 11th level to select this revelation.

4)
Face in the Crowd (Ex): You gain a +4 bonus on Stealth checks, and can attempt a Stealth check in a crowd even while being observed.

5)
Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.

I'm actually leaning towards option 5 even though I didn't initially put this character on that path but a man's got to have some skills to speak.

Once we got all of this confirmed, I'll update my char.
I've done the Stat adjustments already, just waiting for the Major and Minor Powers Confirmation.


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

Ok, tried three times to post in the Gameplay thread, but it isn't showing up. Anyone else having issues?


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

This is extremely generous! Bardic knowledge is indeed a good choice for Rajiv's minor power, and so I shall gratefully take it!

For his major power, the Rakshasa sorceror bloodline and the Lore oracle mystery were both tempting in theory, but didn't have the flavor I was looking for (apart from making all his Knowledge skills class skills in the case of the oracle mystery.) Likewise, I wasn't sure how to flavor the Witch hexes.

I thought a bit more about the Intrigue, Occult, and Spellscar oracle mysteries, all of which were quite tempting and thematic...

My choice of major power is the Intrigue oracle mystery. :) His chosen revelation is Desire Sight. (Haha, I'm having Lucifer tv series flashbacks now.)

The +2 to two ability scores went to his Constitution and his Wisdom.

Esoteric Scholar is now traded out with the rogue talent Minor magic (detect magic). Because of this, I'm switching his Arcane Dabbler trait from granting Detect Magic and Prestidigitation to Message and Prestidigitation. (It's a pity you can't take a rogue talent more than once; else I'd have saved Prestidigitation for another level. Alas, he shall have to procure his spices the mundane way!)

Updating his profile in a moment. Thank you!

Baerlon: I had no problem with dotting in. Maybe it's the issue that made everyone log out again? Clearing your cookies might help... other than that, I don't know.


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17
Rajiv Rao wrote:

Baerlon: I had no problem with dotting in. Maybe it's the issue that made everyone log out again? Clearing your cookies might help... other than that, I don't know.

It worked! Thanks for the suggestion.


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

I'm glad it worked! ^_^ Technical problems are just the worst.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

I am not ignoring this game. I am just having trouble finding what minor power I want.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

What Major power would you be choosing?


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

No worries at all Pelipe. I assume she is selecting the Bloodline that she had initially gained through an archetype, allowing her to not loose a bunch of arcane exploits.

Also, if you are looking at a domain, bloodline, or ability that is dependent on a primary casting ability, it will use that of your casting class, not the original.

I will have a full response coming for everyone shortly. Lots of typing!


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

Rajiv it seems like you are trying to build a rogue with spellcasting ability. It would require a rebuild, but would you consider the Bard archetype archaeologist? It gives up bardic music for a luck based ability that is personal only, still has full bard casting, and gain some rogue talents and abilities. Pair all that with the major and minor powers I'm giving as boons, I think you could basically get what you are looking for.

For an example, here is an Unchained Rogue 3, Bard (archaeologist) 1 I played for a while, Brand.


If you literally just want a Rogue with spellcasting, there is fo course also always the Eldritch Scoundrel. You trade half your Rogue Talents and Sneak Attack for it, but that's more than a fair trade, especially if you were thinking of going the Minor Magic/Major Magic/Even Majorer Magic talent tree which trades most of your Talents anyway.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Thank you Wanderer82, that answered one of my other questions. I was hesitant to take a domain power due to the wisdom modifier/cleric level stuff.

@Dalgar: I am choosing the shapechanger bloodline for my major.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Stat Adjustments
+2 to Con/Cha
Major Ability
Shapechanger Bloodline (Sorcerer)
Minor Ability
Espionage Domain: Deep Cover (converted to class and primary spell casting ability) <----does this work? Is what you meant by a non-combat ability?

Arcanist Power gained: Armored Mask


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

The Eldritch Scoundrel doesn't look like something I'd like to try, but the archaeologist bard... O_O; How did I not think of this? It's perfect!

It's quite late here, so I won't be updating within the next few hours, but I'm thinking of changing his minor power to the human-only Eclectic feat (if that's allowable), returning his TWF feat to Accomplished Sneak Attacker, and trading out his Magical Knack for something more fun, now that he has all the prestidigitation and detect magic he can chuck. :D I'm willing to hear trait suggestions if anyone has any, especially since the other advice worked out so well!

Thanks for all the ideas!


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Iron Liver - great if you like drinking alcohol
Humble Beginnings - you can use some common items as weapons without penalties
Wolf Cub - for one minute have scent
Power of Suggestion - make people think you have an item you don't have
Rough and Ready - when using a tool of your trade, you can use it as a weapon
Omen - +1 intimidate and swift action demoralize 1/day
Dealmaker - Sell things or find items at higher value in rural areas
Accelerated Drinker - Drink potions as a move action.


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

Thanks for the suggestions, Pelipe! Whoops, I confused Arcane Dabbler with Magical Knack. It was quite late here...

All right, I think I've managed to update everything:
bard (archaeologist) 1, Urogue 3
- Arcane dabbler trait changed to Into Enemy Territory (Fortitude)
- Spell intuition trait changed to Magical Knack
- Skill points moved about a lot to reflect supernatural knowledge
- Minor power: Eclectic human-only feat
- TWF feat changed back to Accomplished Sneak Attacker
- Spells added:
Level 0: 4
detect magic
mage hand
message
prestidigitation

Level 1: 2
Charm person
Sleep

Whew! I think this is all correct now, but please let me know if you notice any problems! Thank you for your patience!


Okay, this took a lot longer to type up thoughts on, but here it is. Please share any feedback you may have.

I want to note that if you are taking a Domain, Bloodline, or something similar that has abilities based on a primary casting score, it will use YOUR primary casting score, not that of the original class.

Bharaz:

Major Black Blade
* keep the cost of the liquid glass greataxe, but gain back the 2000 gp for the +1 enhancement bonus, as that is included with the Black Blade. Also, rather than Common, its starting language will be Dwarven.

Minor Blightblooded (immune to all diseases and nauseated/sickened)
* this is very thematic for your deity, I like the selection. Let's go ahead and tier this out as a progression.
- 5th level: immune Sickened
- 7th level: immune Nauseated
- 9th level: immune Disease

Baerlon:

Major Judgement
* Very fitting, will be interested to see your character evolve

Minor Wild Empathy
* Hahahaha, horses don't like him. Just a comical concept, or something more you want to explore? You could also accomplish this with a couple ranks on Handle Animal (it's strange, but the skill and Wild Empathy don't assist each other). Another option might be Guileful Lore from the Inquisitor archetype Infiltrator. We could reskin as "Educated Lore" or some such, and make it Intelligence based, thus combining your Int and Cha for social skills. Also, it would give you the option to put the +2 to Dex (to help with AC without Heavy Armor) as opposed to Cha. Just a thought.

Irving:

Looking over your sheet, you are missing your +1 from 4th level to one ability score.

Major Finesse Training
* Thinking about the mathematics of it, Finesse Training is more potent than I initially considered. The game designers require a 3 feat chain to get it with just 1 weapon, and be restricted from using offhand (weapon finesse, weapon focus, piercing grace). The ability to ignore a stat and focus on Dex (which benefits your attack, refl, AC, initiative, and many skills) is perfect for Rogue. And, unlike Rage or Smite, it is not limited in its uses per day. Your character, for example, sees a +5 swing on damage with each melee attack. It makes you a decidedly more effective combatant, and with studied combatant, you will hold you own, Doctor. So good choice!

Minor Blessed Surgery
* Apologies, I may have confused you with my recommendation. A full Domain would be a major power. I am allowing a single, noncombat ability of a domain or bloodline to be taken as a minor power. So if you wanted the full Healing/Medicine domain, it would be your major power. But if you just wanted Blessed Surgery, it would be a minor power. This would be usable 7/day (3+4 from Int) to compliment your 4/day of Healing Hands, making you a major healer. And, with Battlefield Surgeon (trait could be acquired with an offsetting drawback), it can be used twice per PC on top of Healing Hands. Something to consider.

Also, the feat Signature Skill (Heal) would help significantly with ability damage if picked up at 5th level. Just a thought.

Delgar:

Hero Points Everyone will have 2 per episode, you will gain 1 for a total of 3.

Magic Item I am coming up with something flavorful for you. Any thoughts on something you might be interested in?

Major Channel.
* As I mentioned, all casting dependent abilities will be dependent on your primary casting ability. I have always hated that Clerics never had Channel switched to Wisdom. I have heard plenty of arguments about “it’s their force of personality” and such, but it is the only Core or Base casting class that has major abilities dependent on a score other than then their primary casting ability. Paladins, Oracles, Sorcerers, and Summoners get everything from Charisma (a change from 3rd edition, when a Paladin cast with Wisdom and got powers with Charisma), Inquisitor and Druid are all Wisdom, Witch, Magus, and Wizard are all Intelligence, but Clerics… Delving into the Hybrid classes, only the Arcanist is split, and that is a Wizard/Sorcerer that is pretty damn powerful. But the most damning is the Warpriest, who gets their Fervor ability (paladin lay on hands & channel) from Wisdom, along with their casting. SO, your Channel, will be based on Wisdom. Sorry for the soap box rant!

Minor many options.
* Let’s start with Option #5. I get where you are saying you should have some social skills, but given your character is otherwise exceptional and acts for the cause of good, why would you have been exiled from your land? Not having any social skills is almost thematic for your character. If you did want to give one of them a “little boost”, perhaps take another trait (and corresponding drawback) to get Empathic Diplomat, which makes Diplomacy wisdom based?
* Options #1 and #2 are both solid boosts for your Heal skill, with #1 giving a more progressive bonus over levels, and that tasty Take 20. #2 allows a static +4, but being able to split an action to heal two different people could be handy at times. You could also look at the Blessed Surgery recommendation I made to Irking under his minor power, as the same could apply to you. Of course, with Channel Energy, are you going to need to use this as much?
* Option #4 helps your stealth, and I see you did put 2 ranks in it, but will you end up using it much, or using Wild Shape for a more effective alternate?
* Option #3 caught me off guard, but the more I consider it, the more I like it. It ties back to your druidic routes with a unique ability that could be very helpful as an investigative tool. I think this might give you the most role-playing boost of the 5 options.

Pelipe:

Major Shapechanger Bloodline
* Unlike the Archetype, you gain most of the benefits of the bloodline. That includes the class skills, the spells known (think of them as permanently prepared once you gain the appropriate level), and the powers. Also, you have an Arcane Exploit to select from 3rd level (the one you took is from the feat you spent).

Minor Deep Cover
* Yup, this is a perfect selection.

Rajiv:

I had actually been suggesting doing a full, 4-level rebuild with the Bard (archaeologist), but glad my multi-class approach is to your liking. A 4 level bard build would lose two things of note, sneak attack and finesse training. You could take either as your Major Power, but not both. However, either paired with Archaeologist’s Luck (which I HIGHLY suggest you get 2 things for, the trait Fate’s Favored, and the feat Lingering Performance) can make a solid combatant.

Accomplished Sneak Attack still won’t benefit you at this level but assuming you are going to continue to multiclass both classes, it will have a benefit later on. As such, you may want to get Lingering Performance now, and/or retain Two-Weapon Fighting (depending on some of the topics covered below).

Major Oracle Mystery, Intrigue
* By selecting a Mystery, you gain Revelations at the appropriate levels (1,3,7,etc), not just 1st. So you have another Revelation to select. In addition, when you reach the listed character level, you count as having the spells granted as available for casting with spell slots of any casting class. As you are only a level 1 bard, you’d only get access to Charm Person currently, but should you advance to gaining access to 2nd level spells, then False Belief would become available as well. Does that make sense?

Minor Eclectic feat
* this will only grant you a FCB on the levels you take in Bard. If you are going to take an even spread of levels, then over a full progression you will gain some benefit to it. But if you are planning to go dominantly in one or the other, than there will be rather little benefit. Perhaps there could be a better option, even taking your Fiend Sight feat in this slot, so you can spend your traditional feats elsewhere?


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

After discussion with our GM reminded me that a character's starting equipment isn't necessarily a bunch of items they just purchased, but at 4th level, far more likely equipment they picked up over the course of adventuring. So, I'm adding specific descriptions to each of Baer's magic items to show both what they look like and how he came to have them. None of the descriptions will change anything about how they're used or offer additional abilities. Mostly, it's just for flavor.
----------------------

Breastplate +1
A finely crafted breastplate once worn by Baerlon's mentor before his passing, this sculpted piece of armor bears a handsomely embossed emblem of Tyr at it's center.

Heavy Steel Shield +1
Utilized by the majority of the Order of the Dragon as their unofficial badge of service, this kite shield bears the Order's time-honored image of a Dragon on a field of dark blue.

Longsword +1
A broad-bladed longsword of dwarven make, the blade bears dwarven runes along the blade that say (in dwarvish) "Defiant". Baerlon recovered this weapon after an exhaustive battle between the Order and a troop of mercenaries lead by a large hobgoblin. Baerlon challenged and defeated him, and claimed the sword afterwards.

Cloak of Resistance +1
Baerlon received this silver-flecked, gray cloak as a gift from a wealthy merchant as a reward for helping to rescue him and his daughter from the clutches of a group of bandits that had been holding her (and then the merchant when he had foolishly tried to barter with the bandits) for ransom.


Ancient Chronicler wrote:
Looking over your sheet, you are missing your +1 from 4th level to one ability score.

Fixed.

Ancient Chronicler wrote:

Major Finesse Training

* Thinking about the mathematics of it, Finesse Training is more potent than I initially considered. The game designers require a 3 feat chain to get it with just 1 weapon, and be restricted from using offhand (weapon finesse, weapon focus, piercing grace). The ability to ignore a stat and focus on Dex (which benefits your attack, refl, AC, initiative, and many skills) is perfect for Rogue. And, unlike Rage or Smite, it is not limited in its uses per day. Your character, for example, sees a +5 swing on damage with each melee attack. It makes you a decidedly more effective combatant, and with studied combatant, you will hold you own, Doctor. So good choice!

It's great, but I somewhat under-value it as a GM since a combination of houserules (a home variant of the Elephant in the Room rules which are slightly more extensive) and the use of 3rd party material (Path of War particularly) make it available as a single Feat (Deadly Agility, whose only prerequisite is Weapon Finesse).

Ancient Chronicler wrote:

Minor Blessed Surgery

* Apologies, I may have confused you with my recommendation. A full Domain would be a major power. I am allowing a single, noncombat ability of a domain or bloodline to be taken as a minor power. So if you wanted the full Healing/Medicine domain, it would be your major power. But if you just wanted Blessed Surgery, it would be a minor power. This would be usable 7/day (3+4 from Int) to compliment your 4/day of Healing Hands, making you a major healer. And, with Battlefield Surgeon (trait could be acquired with an offsetting drawback), it can be used twice per PC on top of Healing Hands. Something to consider.

Also, the feat Signature Skill (Heal) would help significantly with ability damage if picked up at 5th level. Just a thought.

Ahhh. Well, it's still pretty good. I'll make a quick decision on whether to take that or Rogue's Edge (assuming I ca take something that comes online at 5th?


Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17
Ancient Chronicler wrote:


Major Judgement
* Very fitting, will be interested to see your character evolve
Minor Wild Empathy
* Hahahaha, horses don't like him. Just a comical concept, or something more you want to explore? You could also accomplish this with a couple ranks on Handle Animal (it's strange, but the skill and Wild Empathy don't assist each other). Another option might be Guileful Lore from the Inquisitor archetype Infiltrator. We could reskin as "Educated Lore" or some such, and make it Intelligence based, thus combining your Int and Cha for social skills. Also, it would give you the option to put the +2 to Dex (to help with AC without Heavy Armor) as opposed to Cha. Just a thought.

No, horses don't like him. It's mostly for roleplaying/comical effect, as I like heroes, especially those who might at times be a bit self-righteous or noble, to have a bit of self-deprecating humor about them. Keeps them honest. ;) In any case, if Wild Empathy and Handle Animal don't help each other, then absolutely I'll take your suggestions and move the +2 to Baer's Dex and take Educated Lore instead.

Educated Lore (Ex)
At 1st level, the cavalier's tactical thinking is bent toward subterfuge and deception. He adds his Intelligence modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

How's that?


Progression works fine for me. And love Baelorn's descriptions of his items. It adds alot of flavor! I may steal the idea in the future.


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Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17
Bharaz Silverhelm wrote:
Progression works fine for me. And love Baelorn's descriptions of his items. It adds alot of flavor! I may steal the idea in the future.

Please, feel free. I'll be honest, it was YOUR Black Blade/Axe idea that inspired me after talking to Wanderer/Chronicler.

Guys, seeing how these characters are shaping up is making me even more excited for this campaign. Bravo, folks. This is gonna be fun.


Spoiler:
Turmish bard 1 Urogue 3 HPs:25/25, AC:20*|15|15 (*+1 vs traps, cold/electric/fire resist 5), Fort+3, Ref+12 (Evasion), Will+5 - Per:+10 (+5 traps, +4 conversation/hidden, +1 surprise,darkvision 120',low-light vision)Init:+5,CMD:18

I love the descriptions too, Baerlon! They really help paint a picture of who he is, as much as what the items themselves look like.

DM:

Hmm. That's a good point about the Eclectic feat, though I did plan to multiclass for a bit - just not quite equally. It has now occurred to me that I could achieve the same effect (proficiency with his chosen weapon) by simply taking Exotic Weapon Proficiency instead (but putting Fiend Sight in the minor power slot), and use his FCB on something else (the elven Hunter/Ranger crit confirm bonus). (I considered requesting the elvish Weapon Familiarity racial trait, but he still wouldn't be able to use the thornblade then, as it would merely be considered martial, which isn't covered by his weapon proficiencies - and also bends the rule about a non-combat ability a bit.)

Wow, the news keeps getting better! For his second revelation, I chose Whispered Glimpses, mainly because I'm waffling a bit over how I might portray his discovery of being able to change his appearance. It also feeds into his theme a bit better than Assumed Form.

I believe I understand about the spells. I hadn't realized the bonus spells were also on the table! I had just chosen Charm Person as one of his bard spells, haha. I've added Feather Fall as his bard spell, instead.

...I misread the level at which sneak attack goes up to 2d6 - I thought it was a level later. -_-; I've really got to stop editing at 2-3 am. Good point, and Lingering Performance is in! Wow, with Fate's Favored it packs quite a punch! Thanks for the tip!


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 20 (T12, FF18) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +6 Will: +6 | CMB: +5 | CMD: 17 | Speed: 30 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

GM:
Oh right! I forgot about that. Perhaps I'll take her Craft Wondrous and the Arcane Exploit I'll just change to normal Armored Mask then.


Male Half Elf Druid (Nature Priest) 4 HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3
Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

Hero Points Everyone will have 2 per episode, you will gain 1 for a total of 3.

Alright. 3 hero points for me then.

Magic Item I am coming up with something flavorful for you. Any thoughts on something you might be interested in?
I'm a druid about to be talking with trees greatly.
A Nature staff of some sort I guess.
I'll be using it as a weapon, for spell casting and general aid in travelling.

Major Channel.
Channeling based on Wisdom! Whoo hoo. Healing on this side is covered..

Minor many options.
* Option #3 caught me off guard, but the more I consider it, the more I like it. It ties back to your druidic routes with a unique ability that could be very helpful as an investigative tool. I think this might give you the most role-playing boost of the 5 options.

Option 3 it is.
So much conversation to be had in a forest. :P
Even a Noble's garden holds my informants.


male Dire Halfling Spl 1st (2), Luck (9), Adapt (3); HP 8, In +3, Per +5, AC 17, T 14 ,FF 14, Fort +0, Ref +5, Will +1; CMB +0, CMD 13; sword +2, 1d6+1, bow +4, 1d6; Acro +6, Blff +7, Dipl +7, DsDv +3, Kn(loc) +7, Kn(other) +3, Prf +7, SlHn +6, Stl +6, UMD +7

Ladies and gentlemen, thank you for all of your hard work over the last week. It looks like everything is fully together (Bharaz & Dalgar, I will get you your boon item shortly), and I will start gameplay in the next few hours.

Game On!

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