| polyfrequencies |
Time travel! Wibbly wobbly, timey wimey.
We can be cagey in the future about our present travels through the Tower. I'm down. Your assumptions have been fair so far. And I can usually do >2 posts, especially if they're both about the same time.
Also, I'm super curious to find out whether my guess about the top of the Tower was right: that it's either the exit or another level.
Quick post to help move things along coming up...
Also: Now we're thinking with portals.
| Javell DeLeon |
Sorry, Max/Javell, for moving on before you had a chance to act/react with the elves. I'm just really trying to get you to the rest of the party soon. (And, of course, you're welcome to back-post a response to that situation tonight, just try not to do anything that would have gotten you killed.)
I actually may have a good spot to bring you in as early as possibly tonight or tomorrow, but that would probably mean finishing up in here while you're already in the main thread too... are you guys down with that? It would mean having to post at least twice a day because you'd be in both. I don't think it would last long though because (as long as you remain alright with me making assumptions and narrating big chunks in this thread) I think we're really getting pretty close to catching up.
No worries at all. It's all good. And whatever needs to be done to catch up with the others then that works for me.
| Arbiter of the Tower |
Alright... I have a chunk of time today, and I've been thinking about how to handle the rest of the time between now and when you meet the rest of the party... I know we were just getting back to a greater sense of autonomy, but I'm going to take that away one last time and write one more long narrative post that will bring you up to the 'present' in campaign time, and get you set for meeting everyone else.
Feel free to back post RP and what not for any of the earlier stuff in this thread but my next post will end with the introduction of the other PCs and you'll have to move over to the main gameplay thread to move forward from there. I hope that sudden change in pace won't be too shocking, and hopefully being fully in control of your characters again will make up for progressing at a normal rate again.
edit: and, now I'm meeting my wife for lunch, lol. I'll still make that big post but it might take a little while.
| polyfrequencies |
Happy lunch with wife! Those are always good days.
I don't mind leasing a bit of autonomy to catch up. You have built a fascinating world and I will continue to pontificate in character. This has given me a good opportunity to start to get the feel of Gaius: curious, confident, and temperamental. This is more background and concrete events than I feel like I have for most characters this early on, so I'm pleased.
| Arbiter of the Tower |
Glad to hear it!
Javell- I just noticed that Maximus took halfling as a language... there is no halfling racial tongue in Cardriss, they just speak common and/or their regional dialect like regular humans. Also, Hallit is a Golarion language not used in Cardiss (the closest equivalent would be Svenik, spoken by the northern, viking-like people). Please replace both of those. If you need suggestions/ideas for replacements let me know (Tengwae would probably be the most likely option since Estria isn't that far from Westfall, but its also in the foothills so something like Giantish wouldn't be out of the question).
| Arbiter of the Tower |
There’s nothing wrong with Svenik either if you want the viking-type language, lol.
| Arbiter of the Tower |
No problem, and yes it was long and dense. Sorry. I thought about simplifying things a bit but I didn’t think it was realistic to just be like ‘and then you sit around Redwatch for three days’ (plus I had to take into account where other PCs and NPCs were at various times to make sure you weren’t anywhere where they would have run into you, lol).
| Javell DeLeon |
Definitely awesome. I gotta say, this is MIND-BLOWING what you've put together here. Absolutely fantastically mind-blowing. I've NO idea how you managed this but dang, Arbiter, just from what little I've experienced in such a short time, you could make your own AP out of this! Or heck, a series of books for that matter! Your own world, people, places, races, etc, etc...
Well done, bud. :)
As far as this thread is concerned, if Gaius decides not to address anything further, I'm fine with moving on from this one. I don't really have Maximus adding anything else to it.
| Arbiter of the Tower |
Thanks for the encouragement, Javell; I’m really glad you’re enjoying it! What I suspect will be the most mind blowing part actually hasn’t even become clear to you guys yet, lol. I think this would probably be really difficult to translate into an AP and I believe you’ll see why once you discover that part...
| polyfrequencies |
| 1 person marked this as a favorite. |
No need to apologize for density. I meant it as a compliment, and as an excuse for me not to respond immediately.
On my third or fourth reread, I think I'm satisfied to leave things where they are in this thread. I have a list of people and brief events that have occurred so far that I figure we can follow up on again later. A summary for me:
| Arbiter of the Tower |
Sounds good. If you both feel good about being done here I'll mark the campaign inactive tomorrow. If that makes it hard for you to reference things or whatever, just let me know (in the other thread or by PM) and I'll try to reactivate it.
| Javell DeLeon |
Nope I'm good. Inactive is cool with me. Besides, if something does come up - which I don't see that happening for Maximus but you never know - it's easy enough to simply click on a previous post and find it. No biggie.
So, with that being said, all good here.
| Arbiter of the Tower |
*Attention Aislin*
Here is the link to the explanation of the first attunement which you have gained for completing the trial at the Western Anchor. You get to choose one thing: an affinity or an ideal or a resonance or a sanctum or a totem (not one of each); and, your options are based on what things you picked during the trial.
If you choose an affinity, you get the Air domain.
If you choose an ideal, you get the Community domain.
If you choose a resonance, you get the War domain.
If you choose a sanctum, you get the Arctic (druid) domain.
If you choose an totem, you get the Wolf (druid) domain.
This functions very similarly to how the free domains in our divine RotRL game did, but please make sure to note that the 5 options determine their DCs and whatnot based on different ability scores. At your current level, you have access to all the domain powers and the 1st-5th level spells as 1/day SLAs.
| Aislin Temuir |
I think I'll pick the Affinity. I'll work on getting Aislin's sheet updated.
| Arbiter of the Tower |
Sounds good- control winds would certainly make you popular on the ship, if you’re willing to reveal that you can do it… Are you willing to reveal that? Also, how would you like to travel with others, like on the ship (in disguise, fake name, just hoping nobody’s heard of you)?
edit: oh, and you can take the trial choices out of your profile now if you want, and just replace it with your first attunement. I’ve heard that the attunements can be a pain if your used to herolab… I think Lyra/Seth just tacked them on in spoilers and remembers not to replace them when they import a revised character sheet from herolabs, but feel free to ask them in the other discussion thread if it would be helpful.
| Aislin Temuir |
Disguise and a fake name. She wouldn't reveal what she could do.
As for Herolab, I just copied the stuff into the background details and it shows up there when I export the BBcode. Neat trick I found after using it for over a decade. :P
I could work on doing some custom stuff that would make adding this easier, but that takes a lot more time and effort.
| Arbiter of the Tower |
Cool (although, if you’re copying and pasting the domain text, you might want to manually switch over any references to Wis so you remember that it’s based off of Cha for you). Also, I forgot you had that hat of disguise, I’ll assume that you’re pretty much always using that unless/until you say otherwise.
| Aislin Temuir |
Re: Swapping stuff out - Will do.
Out of curiosity, can I choose that hat's default form?
| Arbiter of the Tower |
Do you mean the default appearance of the hat itself, or a default appearance for yourself that is always active when the hat is until/unless you change it? In either case, sure. You’re a princess you could have commissioned a specific hat to be enchanted. And, iirc, you can keep a single illusion/disguise going as long as you want with the hat, and replicating it again after using the hat for something else shouldn’t be a problem.
Also, no pressure at all, but do you want time to reply to my last gameplay post or should I start working on my next post as soon as I’m able?
| Aislin Temuir |
For the hat itself. I was thinking that it's actually a ribbon she ties her hair with.
Go ahead and start working on the next post. I'll reply to both after I get something to eat.
| Arbiter of the Tower |
Lol, in the 5 minutes since I posted that my family suddenly decided they want attention. It’s anybody’s guess how long that lasts, so you might have time to post before I do.
| Arbiter of the Tower |
If you have any questions about the Diadem of the Fae Queen, please feel free to ask. It occupies the headband (not head) slot, so it shouldn't interfere at all with your hat. Also, you can't normally bring living things into the Tower (unless they attune before entry), so there was virtually no chance of you acquiring a pile of fuzzy little pals- hopefully one, slightly larger, furry pal will help to scratch some of that itch.
| Aislin Temuir |
Thanks for the laugh. I wasn't expecting you to take that one seriously.
Although, I do have to wonder if a bag of tribbles is possible. What if we make it in the tower?
| Arbiter of the Tower |
I've given everyone a 'signature item' of sorts that has unique abilities (and is worth more than they should really have). If you're not actually interested in a familiar or animal companion please let me know and I'll figure out a way to replace the diadem with a different item. Oh, and I should probably mention that familiars/animal companions can enter the Tower with you (your shared bond attunes them to it).
As for a bag of tribbles, if you really wanted to do that we probably could figure something out but they would have to be summoned temporarily like with a summoned monster spell, and there are some limitations on summoning inside the Tower. Basically, you'd have to research (or find someone willing to research) a summon tribble swarm spell and then commission an item based on that new spell. It would be a lot of time and money to do, probably.
| Aislin Temuir |
It's alright. Like I said, I'm surprised you took that one seriously.
| Arbiter of the Tower |
Alright, cool, just let me know when you want to call a companion then (and what you want to call, or if you prefer just say your using it and I'll pick something for you).
For completing the second attunement, the middle pentagon of your seal has begun to glow with the same soft blue light as the innermost one and you can choose one of the five options available here (awareness, grace, intuition, rage, or skill).
Also, for your victories over the bandits, strange griffon, and would-be-assassin, and for your successful journeying and completing two trials, you gain a level! Congrats, please go ahead level up to 11th. You actually gain the attunement bonus first, so you can use it (or your first attunement) to qualify for feats/prestige classes/whatever.
I'll give you some time for that. Feel free to ask questions. And, tomorrow, or whenever you're ready to go, we'll pick back up with the journey to the next Anchor.
| Aislin Temuir |
Righto! I'll work on getting the Diadem into HeroLab tonight and get the levels and stuff in there.
| Arbiter of the Tower |
Umm… if the diadem is a pain to put into herolab, you might want to hold off- there’s a chance that it might change slightly by the time you’re done with the trials.
| Aislin Temuir |
That's probably a good idea. I'm thinking that I'm going to be doing Aislin like I did Tera. Just too much of a hassle to figure out how to do it.
| Arbiter of the Tower |
I just realized that in a lot of places they lump all of the familiars into one list, and in some places they do that with animal companions as well, so I thought I better clarify something about the diadem: if you choose a fey-touched animal improved familiar, it has to be an actual animal (not a bug/vermin, plant, or whatever) appropriate for your time (no dinosaurs and whatnot), and the same goes if you choose an animal companion with the feytouched archetype, it must be an animal appropriate to your time.
This may all be moot given the Princess’ interest in cute and fuzzy, but I figured better safe than sorry.
| Aislin Temuir |
Holy cow! I forgot how much work it could be to set up and maintain this sheet.
I'm still working on getting her converted over to the style of sheet I was using for Tera. I've got most of it done (as in I could probably play her without much issue.) That said, I still need to finish up her gear and add in the level stuff. I should have that done tomorrow.
Sorry for this taking so long. I kinda figured it was going to be a slog, and I wish I was wrong. It didn't help I had a couple of big posts I had to write up for the games I'm running. Anyway, here's Aislin leveled to 11 and with most of her stuff ready, sans gear.
NG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1
HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness)
Senses: Perception +20
Init: +4
Speed: 30 Feet
Size: Medium (5 feet, 2 inches | 100 lbs.)
Reach: 5 feet
Languages: Common, Tengwae, Auran, Celestial, Sylvan
============================
Attributes
STR: 15 +2 (7 points)
DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement)
CON: 14 +2 (3 points, +1 Level 4 Attribute Increase)
INT: 12 +1 (2 points)
WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase)
CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement)
============================
Offense
BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5)
Melee: +10
Ranged: +12
Favored Enemies:
Humans: +2
Melee
Unarmed Strike
|-- Attack: +10/+6 | Damage: 1d3+2 B Non-Lethal | Crit: x2
Laughing Touch (8/day) Mind-Affecting Effect
|-- Attack: +10 | Damage: Special | Crit: N/A
|-- Effects: On a successful hit, target bursts out laughing for 1 round. Target can only move. No effects to AC. Immune for 24 hours after.
Range
Endless Ammunition Darkwood Composite Longbow Attuned Weapon +2, Weapon Focus, Weapon Training
|-- Attack: +16/+11 | Damage: 1d8+4 P | Crit: x3
Lightning Arc (Sp) (8/day) Touch Attack
|-- Attack: +12 | Damage: 1d6+5 Electricty | Crit: x2
============================
Defense
AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP)
Resist: Acid 5, Cold 5, Electricity 10
Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Reflex: +13 (+4 DEX, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Will: +12.17 (+2 WIS, +4 Oracle, +0.67 Ranger, +0.5 Sorcerer, +2 Good Save, +3 Resistance) (+13 vs Illusions [Hardly a Fool])
============================
Skills
Skill Points: 98
Oracle: 32
Ranger: 12
Sorcerer: 2
Intelligence Mod: 11
Favored Class Bonus: 8
Cunning: 11
Background Skills: 27
TOTAL:
Armor Check Penalty: -1
Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
Appraise (INT)*° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA)* +5 Ranks: 0
Climb (STR)*^ +14 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), ACP N/A due to Agile Breastplate)
Craft(Painting) (INT)*° +9 Ranks: 3 (+3 Rank, +3 Class Skill, +1 INT, +2 Masterwork Artisan's Tools[Painting])
Craft (INT)*° +3 Ranks: 0
Diplomacy (CHA)* +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Disable Device (DEX)^† -- Ranks: 0
Disguise (CHA)* +15 Ranks: 0 (+5 CHA, +10 Hat of Disguise)
Escape Artist (DEX)^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Fly (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Handle Animal (CHA)†° -- Ranks: 0
Heal (WIS)* +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Intimidate (CHA)* +5 Ranks: 0
Knowledge (arcana) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (dungeoneering) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (engineering) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (geography) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (history) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (local) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (nature) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (nobility) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (planes) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (religion) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Linguistics (INT)*†° -- Ranks: 0
Lore (INT)*†° -- Ranks: 0
Perception (WIS)* +20 Ranks: 11 (+11 Rank, +3 Class, +2 WIS, +4 Alertness)
Perform (Dancing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (Singing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (String Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (Wind Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (CHA)*° +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Profession(Baker) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Butcher) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Cook) (WIS)*†° +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Ride (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Sense Motive (WIS)* +13 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Alertness, +1 Hardly a Fool)
Sleight of Hand (DEX)^†° -- Ranks: 0
Spellcraft (INT)*† +11 Ranks: 7 (+7 Rank, +3 Class, +1 INT)
Stealth (DEX)*^ +28 Ranks: 11 (+11 Rank, +3 Class, +4 DEX, +6 Skill Focus[Stealth], +5 Cloak of Elvenkind, -1 ACP)
Survival (WIS)* +10 Ranks: 5 (+5 Rank, +3 Class, +2 WIS)
Swim (STR)*^ 13 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), -1 ACP)
Use Magic Device (CHA)*† -- Ranks: 0
* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill
============================
Feats and Traits
Traits:
Seeker's Seal (Campaign): You bear the Seeker's Seal upon your body. After signing the Bookkeeper's ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.
Location: Upper back, between the shoulderblades
Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing
Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit: You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.
----------------------------
Feats:
Alertness:
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Eschew Materials: Sorcerer Bonus Feat
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Skill Focus (Stealth):
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Precise Shot: Ranger Combat Style Feat
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.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Weapon Focus (Longbow):
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
============================
Oracle Spells
Known Spells
Orisons DC: 15
Create Water (V, S)
Detect Magic (V, S)
Guidance (V, S)
Light (V, D)
Mending (V, S)
Purify Food and Drink (V, S)
Read Magic (V, S, F [a clear crystal or mineral prism])
Spark (V or S)
1st-Level Spells 8/day, DC: 16
Bless (V, S, D)
Cure Light Wounds (V, S)
Endure Elements (V, S)
Identify (V, S)
Magic Weapon (V, S)
Obscuring Mist (V, S)
Protection from Evil (V, S, D)
2nd-Level Spells 7/day, DC: 17
Bull's Strength (V, S, D)
Cure Moderate Wounds (V, S)
Detect Thoughts (V, S, D/F[a copper piece])
Hold Person (V, S, D/F[a small straight piece of iron]) DC: 19
Shield Other (V, S, F[a pair of platinum rings worth 50 gp each worn by both you and the target])
3rd-Level Spells 6/day, DC: 18
Beacon of Luck (V, S, D)
Clairaudience/Clairvoyance (V, S, D/F[a small horn or a glass eye])
Cure Serious Wounds (V, S)
Sacred Bond (V, S, F[a pair of golden bracelets worth 100 gp each worn by both you and the target])
4th-Level Spells 4/day, DC: 19
Air Walk (V, S, D)
Cure Critical Wounds (V, S)
Scrying (V, S, D, F[a silver mirror worth 1,000 gp])
Sorcerer Spells
Known Spells
Cantrips DC: 15
Dancing Lights (V, S)
Ghost Sound (V, S)
Mage Hand (V, S)
Prestidigitation (V, S)
1st-Level Spells 5/day, DC: 16
Feather Fall (V)
Gravity Bow (V, S)
Spell-like Abilities
Racial Spell-like Ability (1/day)
Glitterdust, DC: 17
Affinity Soul Attunement (1/day)
Obscuring Mist, DC: 16
Wind Wall, DC: 17
Gaseous Form, DC: 18
Air Walk, DC: 19
Control Winds, DC: 20
Chain Lightning, DC: 21
----------------------------
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component
----------------------------
============================
Special Abilities and Attunements
Oracle Curse, Mystery, and Revelations:
Tongues (Ex):
In times of stress or unease, you speak in tongues.
Effect:
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
- At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
- At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
- At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5)
Mystery (Lore):
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.
Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Natural Divination (Su): (3/day)
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Gift of Prophecy (Su): (1/day)
Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.
Automatic Writing (Su): (Commune, 1/day)
Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Fey Bloodline
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Soul Attunement:
Affinity- Completing the first attunement has awakened in you a deep spiritual connection with one of the primal forces. Choose one domain from the following list: Air, Earth, Erosion, Fire, Healing, Plant, Water, or Weather.You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Cha instead of Wis.
Domain Choosen: Air
Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spell-Like Abilities (1/day):
1st - obscuring mist, DC: 16
2nd - wind wall, DC: 17
3rd - gaseous form, DC: 18
4th - air walk, DC: 19
5th - control winds, DC: 20
6th - chain lightning, DC: 21
7th - elemental body IV (air only), DC: 22
8th - whirlwind, DC: 23
9th - elemental swarm (air spell only), DC: 24
Flesh Attunement:
Skill- Completing the second trial has solidified your training with certain weapons to the point that they truly feel like an extension of your body. You gain the Weapon Training ability as a fighter of your character level. In addition, you count as a fighter of your character level for the purpose of qualifying for feats that apply to a weapon or weapon group for which you have Weapon Training.
Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon Group Chosen: Bows(5th), Light Blades(9th)
============================
Oracle Class Features
Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spellcasting:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier (see FAQ).
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Mystery Chosen: Lore
Oracle's Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Curse Chosen: Tongues
Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Revelations Chosen: Natural Divination, Gift of Prophecy, Automatic Writing
Seer Archetype
While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.
Bonus Spells:
These bonus spells replace the oracle's mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Revelations:
A seer must take the following revelations at the listed levels.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
You must take this revelation at 1st level.
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.
You must take this revelation at 3rd level.
Ranger Class Features
Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Chosen: Humanoid(Humans)
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex):
At 2nd level, a ranger must select one combat style to pursue.
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Comabt Style Chosen: Archery
Feat Chosen: Precise Shot
Sorcerer Class Features
Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Chosen: Fey
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Racial Traits
Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma.
Type: Scions of Humanity are Outsider(Native) and Humanoid (Human).
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
(Changes already reflected above)
============================
Gear
Money: 1003 gp, 3 sp, 0 cp
Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack)
Light - 66 lbs.
Medium - 67 - 133 lbs.
Heavy - 134 - 200 lbs.
Weapons:
Endless Ammunition Darkwood Composite Longbow (STR: +2) - D: 1d8+2 P | Special: - | Crit: x3 | W: 1.5 lbs. | Cost: 8630 gp
Armor and Shields:
Mithral Agile Breastplate - Armor Bonus: +6 | W: 12.5 lbs. | Cost: 4,400 gp
Clothing:
Explorer's Outfit #1 - W: (FREE) | Cost: (FREE)
-
Explorer's Outfit #2 - W: 8 lbs. | Cost: 10 gp
-
Explorer's Outfit #3 - W: 8 lbs. | Cost: 10 gp
-
Artisan's Outfit #1 - W: 4 lbs. | Cost: 1 gp
-
Artisan's Outfit #2 - W: 4 lbs. | Cost: 1 gp
-
Artisan's Outfit #3 - W: 4 lbs. | Cost: 1 gp
-
Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp
-
Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp
-
Noble's Outfit - W: 10 lbs. | Cost: 75 gp
-
Jewelry:
Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp
-
Signet Ring for House Temuir - W: - | Cost: 5 gp
-
Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp
Consumables:
-2x Soap (each: 50 uses, 0.5 lbs., 1 cp | total: 100 uses, 1 lb. 2 cp)
Other Gear:
-
Magic Items:
-
----------------------------
Gear Locations
Handy Haversack:
-
Belt:
-
Belt Pouch:
-
============================
Levels
Level 1: +6 HP
Class: Sorcerer
Feat: Cunning
| Arbiter of the Tower |
That is a thorough character sheet. I think your attack bonus for unarmed strike and laughing touch is off though: you can use your Dex for those, so I think they should be 2 higher?
Actually, it occurs to me that with everything else there was to keep straight you might have missed it- in the initial discussion post of the other thread, where I laid out the character creation guidelines, there was a note that I’ve replaced weapon finesse with graceful strike. Everyone functionally gets finesse for free and graceful strike lets you add Dex to damage with finesse weapons (with a few limitations).
Also, you have 27 listed for background skills but 2/level would be 22- where did the extra 5 come from?
| Aislin Temuir |
Ah, I see. I did miss that. Thanks for letting me know. I'll get that updated.
As for the background skills, I had moved some over in HeroLab. I may have been a little sleep deprived when I did that part of the sheet and didn't think about it. I'll get that fixed. The ranks and everything else should be correct.
While I'm here, how do you want me to do the HP for Shamall? (Her name's Irish for cloud) I did it what I think is the standard way (Average HP, so 4 on odds, 5 on evens.) I wasn't sure if you wanted it maxed like for the PCs.
EDIT: Okay, everything should be correct now. I'm double checking something with the Weapon attunement, so that may change.
Darn, turns out that using that +2 on the bow is a waste at the moment. By the way, could I purchase a masterwork gladius at some point? I think I'm going to need it.
| Arbiter of the Tower |
Good news- yeah, Tokelau is a significant port and you can find masterwork simple and martial weapons with no problem; and, we can go with max hit points for an animal companion
Bad news- the feytouched companion archetype requires that your animal be small at 1st level (and stay small when it has the option to reach medium at 4th or 7th), so unfortunately you can’t pick a wolf. (Sorry for not catching that sooner but I looked at the spoilered character sheet, not your profile)
| Aislin Temuir |
Okay, I can fix that.
Just curious, but will she get a Int bump?
Also where are you getting that Feytouched companion archetype, do you mean the Feytouched template? Because HeroLab had no issues with applying that.
Also I've applied that same template to a thrush with no issues (well, other than a bug in HL that wouldn't let me select the race for the shapeshifter ability.)
| Aislin Temuir |
Nevermind the question about the Feytouched Companion Archetype. I figured it out. (Ultimate Wilderness and getting it applied is a pain.) I thought I'd look into the improved familiar fey options, and there's not a lot for a good aligned caster to use. Would it be alright to have a companion that's similar to a fey, like a Lyrakien Azata?
| Aislin Temuir |
If you don't have anything particular in mind for the Diadem, we could move on to the next anchor. Aislin will buy a masterworlk Gladius and a masterwork dagger while she's in Tokelau. I'll get her sheet updated tomorrow. We can work out the animal companion while we get that done.
| Arbiter of the Tower |
Sorry, Sundays are busy for me and I often don't get to post much on them. I am going to try to get the next post up before I go to bed tonight though.
For the diadem, the idea is that a creature from the fey world has come to serve you because the item is a sign of authority among the fey. So, something like an azata that isn't actually fey wouldn't really work. There are a handful of options still though, so hopefully at least one of them will grab your interest.
If you go with an animal companion, it has to have the feytouched companion archetype, which does limit it to small creatures, but that would include: antelope, baboon, badger, bear, bird (eagle/hawk), boar, small cat (leopard/cheetah), chimpanzee, dog, falcon, giant raven, llama, giant mole, ram, stag, trumpeter swan, giant weasel, and probably a few more obscure ones.
If you go with an improved familiar, you can pick any of the fey creatures suitable for your alignment (which looks like probably just the brownie) or any of the normal animal familiar options (see my note above about things like insects and dinosaurs) with the fey-touched creature simple template applied to it.
As for the Int bump question, either option will follow their normal base rules (so no Int bump for an animal companion unless you spend the 1/4 HD ability bonuses on it, but familiars get their normal scaling Int).
| Aislin Temuir |
If you'd be alright, I can switch from NG to CG. That might open up more options.
Just curious, why did you do the archetype instead of just applying the template?
| Arbiter of the Tower |
I don’t have any objection to you switching to CG if you want.
Mechanically, the reasoning behind using the template for familiars but the archetype for animal companions is that an improved familiar is (theoretically) of approximately the same worth as an animal companion; an animal with the template is a standard option for an improved familiar, but adding the template to an animal companion would make it more powerful (and therefore no longer of equal worth), whereas the archetype should keep it of approximately equal worth.
Concept-wise, part of the inspiration was Aislin’s fondness for cute and fuzzy (which seemed more fitting for small creatures), and the idea for the bonded creature was supposed to be more of an attendant (spy/messenger/helper) than a bodyguard. Partly, too, it’s to spare you from trying to make an animal companion that will be a frontline combatant… with all the power increases that everyone has, an enemy that’s a reasonable threat to the party would be able to kill an animal companion pretty easily. That’s not to say that an animal companion will be worthless in combat, but I do think that one whose whole focus is combat will be underwhelming, so a mechanic that encourages companions that are only secondary combatants and have value outside of combat in roles like scouting will most likely lead to a companion that feels more useful in the long run.
| Aislin Temuir |
Ah, well since I was only going to have one furry buddy, I thought it made sense to go for something big that Aislin could use as a bed/pillow, and I thought a wolf would fit. (That's how I came up with the name Shamall, since the joke was she was sleeping on a cloud.)
Say, what would you say to a Fey Lyrakien? (I checked, you can add the Fey Template to a Lyrakien)
| Arbiter of the Tower |
Lol... a fluffy animal bed would be kind of cute. What about just a big fluffy pillow? There's quite a few dog breeds that could work for that, or a llama? A snow leopard would be extra surprising to arrive in your current environment, but it would be plenty fluffy to make a nice pillow?
The Lyrakien is already an improved familiar, so you can't add another template to it (I mean, technically you can add the feytouched template to a lyrakien, but then it's no longer a valid option for being an improved familiar). If you switch to CG you'd qualify to take a sprite as an improved familiar- that would look very similar and have a somewhat similar feel (they both have some of the same light related SLAs)?
edit: going back to pillows, a fey-touched maine coon improved familiar is also big and fluffy enough for a pillow.
| Aislin Temuir |
I like that. I'll probably use the leopard stats if I do that.
Hmmm... what to do, what to do.
I don't think I'll have time to post tonight, and like my other games, I probably won't have a chance for a post until Wednesday. Will that be alright?
| Arbiter of the Tower |
Lol- if you want to do a small cat animal companion (with the archetype) and fluff it as the world’s biggest/strongest Maine coon, go for it.
And don’t worry about not posting until Wednesday, I know how it goes. I’ll take the night off too and get a post up tomorrow so it’s waiting when you’re ready.
| Aislin Temuir |
Thanks! It may be a bit before I decide on what to do with the diadem. The greedy part of my brain keeps asking me "how can I get both."
| Arbiter of the Tower |
I don’t think there is an easy way… you could get either with feats (and the other from the diadem), but it would be at least a 3 feat investment. Or, you could take a couple summoning spells and have part-time animal friends?