
Lucretia de Artois |

Not fully ready (need to reassing skills, pick a curse), but going for rageshaper bloodrager/Spirit guide Oracle of life.
Capabilities:
--Pretty good channels, since my CHA is also my main casting stat
--will attack with reach weapon, and become a reach natural attacker at level 4, so I can stand behind you guys and also hit them.
--The main revelation I want from life is channel energy, so I did grab spirit guide (gives me access to some shaman stuff) for more flexibility
--The main blast spell, burst of radiance, is level 2, so I dont have that yet. Since we mostly fight undead, I delayed selective channel but will certainly pick it up later.
--It is currently 4 2d6 channel, to become 5 2d6 channels at level 4 and then 5 3d6 channels at level 5.
weaknesses:
Bad reflex save, initially not the greatest will but still decent, short ranged for now, low AC (which is why I am going for reach).

Sariel Patrick Cornelius |

GM of the Crown where are you at on letting a Dhampir in the game?
Sariel here was originally created years ago for an alt-earth modern game as a gunslinger working with the catholic church. I realize the setting is wildly different and his backstory would have to be altered, but a dhampir undead-hunting gunslinger who is a cleric of the church of Pharasma, doesn't sound too far from what you're looking for.

Sariel Patrick Cornelius |

That's reasonable, I'll look at something that is more ranged, or maybe the 'vampire hunter' class. You ok with double dipping in divine casting classes, like inquisitor/cleric?
He would have been abandoned at a Pharasma church and met the professor when he was younger. The professor would have studied him. So late to the funeral, but still known to the family.
Edit: Trying to stick with ranged attacks, where are you at on the gunslinger archetype 'bolt ace'? Leaning more towards ranger or slayer but figured I'd look at bolt ace as well.

eriktd |

Sister Zephra is ready to go. She's currently a two-weapon dagger-focused Dex-based melee fighter, but at level 6 she becomes a close-range switch-hitter. She's also a positive-energy Pharasmin cleric, thus she has full spellcasting with both spontaneous healing and channels as well as a few special tricks against incorporeals.

Xotikeidēs "Xoti" |
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Alright, finished up the (hopefully) final touches this time around on Xotikeides, unless I find out I screwed something else up (had a feat and a racial trait mixed up, and forgot to update my Ranged Attack score with a crossbow).
In terms of party role, she'd largely play the same role as Morganne did, that being dealing with undead and incorporeal enemies.
-- 7 Uses of 2d6 Channel, with a +level damage to undead from the Sun domain.
-- Ability to maneuver around energy resistances (Admixture)
-- Variety of spells granted to her, being both a Wizard and a Cleric.
-- Main blasting spells are Burst of Radiance on the Cleric side, as well as Scorching Ray and Burning Arc on the Wizard Side.
Also another "late to the funeral" character, in terms of relation to the professor. Would have worked on combining methods of disrupting undead, alchemical, divine, and arcane.

eriktd |

Completed candidates (so far):
Xotikeidēs "Xoti" | N Tiefling | Cleric 3 // Wizard (Evoker) 3 [Violant]
Sister Zephra | N Tiefling | Cleric (Divine Paragon) 3 // Fighter (Skirmisher) 3 [eriktd]
Lucretia DeArtois | N Tiefling | Bloodrager (Rageshaper) 3 // Oracle (Spirit Guide) 3 [Mightypion]

Elize 'Lys' Brokenshield |

Tossing my (inquisitoresque) hat in the ring again!
The character sheet should be updated with the 2nd level WBL (though I think that I had that the first time around too). At any rate, will most likely be grabbing horses and a carriage at the very least.
Party role wise, Lys is a ranged striker with some durability, tracker of evil things, an okay encyclopedia of monsters, and occasional party buffer via grisly monster parts being handed around. Some neuroticism too, in case the party lacks it.
Time permitting, I'd love to play with some of the natural Healing Feats, and delve into some further occultism, but that's for down the line!

Lucretia de Artois |

Hehe, spirit guide is neat!
I can choose, when I prepare my spells, to link with a shaman spirit.
And then get one of the hexes available which I also choose at the start of the day. The includes the lore shaman hex that allows me to pick from the wizard spell list, making me a funny prepared/spontaenous hybrid and massively increasing my flexibility.
There are other ways for me to get jester jaunt (once per ally) or 6 times per day barkskin, I have to pick one of these hexes, each day and I do not qualify for extra hex feats, but the flexibility is amazing!
I never knew spirit guide was that good!
Ancestor spirit:
Ghost Blade (Su) The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.
My charisma mod is high, and it applies to all weapons. Has to be used in combat, but definitly potent, we should get some augury about possible enemies via myself as well.
Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.
Budget lore monkey
Battle spirit
Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn’t need to meet the prerequisites of these feats
Weapon specialization claws will be quite potent, but there is cooler stuff.
Bones:
Grave Sight (Su): The shaman sees the states of life, death, undeath, and general health of those around her. When using this ability, she can tell whether or not creatures within 30 feet that she can see are living, wounded, dying, or dead, as well as determine if any are undead. Lastly, she can tell if those creatures are poisoned or diseased. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Could be good but can be replicated.
Deathly Being (Su): If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her. If she’s an undead creature or a creature with the negative energy affinity ability, she gains a +1 bonus to her channel resistance. At 8th level, if she’s a living creature she gains a +4 bonus on saves against death effects and effects that drain energy, or if she’s an undead creature her bonus to channel resistance increases to +2.
Pretty useful against negative energy spam, but hard to prep.
Heavens:
Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Great utility
Since we are talking of utility:
Lore has
Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Which is probably the best thing in the list. I do have 12 int and being able to cast level 1 and 2 wizards spells is fantastic! I get to pick 3 spells, 4 spells once I reach level 4. This is absolutely amazing.
I am kind of better in using this hex then an actual shaman, since my charisma is much higher! I can just mage armor everyone in case of ghosts for example.
Mammoth:
Mammoth’s Hide (Su) The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and the cold resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
This is barkskin 6 times per day, a fantastic buff at level 3 and may be better then Arcane enlightenment
Which curse do you think is funniest to roleplay?
1: Posessed. Her Abyssal Bloodrage occassionally says hi, and delivers highly sarcastic and cynical commentary. Kind of hard for it to interact with the rest of the party, but very fitting for the module.
2: Covetous. I would play her as bad with money rather then overly greedy, and having a really large appetite.
3: Pranked. Hilarious curse, but maybe not the right module for it.
4: Lame. The powergames choice for a Bloodrager gestalt. I think its lame on account of that.
5: Tounges: Only speaking in Abyssal while in combat should be fun!
6: 3rd party Sanguine makes me terribly unperceptive against traps and enemies, but gives some Paladinlike stuff (aura of courage) and is a blast to roleplay.

eriktd |
2 people marked this as a favorite. |

More or less completed candidates (so far):
Xotikeidēs "Xoti" | N Tiefling | Cleric 3 // Wizard (Evoker) 3 [Violant]
Sister Zephra | N Tiefling | Cleric (Divine Paragon) 3 // Fighter (Skirmisher) 3 [eriktd]
Lucretia DeArtois | N Tiefling | Bloodrager (Rageshaper) 3 // Oracle (Spirit Guide) 3 [Mightypion]
Elize 'Lys' Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 // Occultist (Psychodermist) 3 [Evgeni Genadiev]

Lucretia de Artois |

Cleaned the sheet up, bought most of the equipment, chose most of the spells and picked the sanguine curse, its probably the most fun to roleplay, gm veto of course since its third party.
If its vetoed, I have a cool idea for using possessed curse instead. Her Bloodrage ID gives bemused comments while not bloodraging, and her normal ID gives comments when she bloodrages.
She picked up a cryptstone bec de Corbin in Lastwall. Is open to lending it to other party members in a pinch. Also has a wand of cure light.
She is still late to the funeral because she got held up in quarantine procedures after leaving lastwall. If sanguine is allowed, the professor devised a cunning plan for her 2 personalities to talk with each other normally and get mutually supportive resulting in a super upbeat personality, if its possessed then the professor helped with that as well.

Lucretia de Artois |

What the flying f!#+ is this? Lucy thought as the whatever attacked the party
OI HAVE YOU TROID HITTING IT REALLY HARD IN ITS... LOOK, OI DUNNO IF THATS THE FACE OR THE ASS, BUT HITTING IT SHOULD WORK ROIGHT? JUST LET ME AT IT SIS! her other self answered
I let you out, but no nonconsenual *victory hugging* of other party members! Lucy quickly thought back
THAT PARK BOI NEEDS SOME MORE MUSCLES! IT BIG BOSS GORUMS WAY TO REMIND HIM OF THAT! BUT OK, JUST LEMME SMASH! her "sister" answered mentally, but she did agree
OI THERE YOU GOTTA LOICENSE FOR BEING THAT UGLY? NO? OI CAST BOINK! HAHA FOOLED YA! OI ACTUALLY CASTED HEADBUT! BEHOLD MY CUNNING! the other her shouted as she unleashed the rage
If I go for that I probably switch out fates favored, which is mechanically strong, for coherent rage which will allow bluffing/feinting while bloodraging.

GM of the Crown |
1 person marked this as a favorite. |

Gonna extend the recruitment to Sunday at midnight CST. I see some people moving builds around and stuff, and I like what I’m seeing and I’d like to see some polished builds.
Remember the connection to Lorrimor is what brought you to Ravengro, so be sure to work that into your character. It’s important for me to understand why you’re here and why you’d join after hearing about what’s going on in the town and Harrowstone.
Thanks!

Lucretia de Artois |

Redone the background (there was a sizeable part about being connected to Lepidstadt university, she would still know the place but not have been a member of a dueling society), it is now cleanly organized in chronological order.
Lucy was first a patient, and after the professor greatly improved her possession/bloodrage related issues, an assistant, occassionally being sent out to procure things or participate in expeditions.
She was on an expedition to lastwall when the professor recalled her, but suspicion of vampirism infection held her up in quarantine for 21 days.
Locked in the possessed curse. I have two oracle spell slots (level 0 and level 1) left to select, as well as 50ish money left to spend (which will likely go into adventuring essentials).

Violant |

Gonna extend the recruitment to Sunday at midnight CST. I see some people moving builds around and stuff, and I like what I’m seeing and I’d like to see some polished builds.
Remember the connection to Lorrimor is what brought you to Ravengro, so be sure to work that into your character. It’s important for me to understand why you’re here and why you’d join after hearing about what’s going on in the town and Harrowstone.
Thanks!
You mean right after Sunday ends, right? Or do you mean after Saturday ends?

Elize 'Lys' Brokenshield |

I think I'm done with the alterations of the character sheet. I did choose the carriage life, even if it was unreasonably expensive, but having a pair of horses and a carriage is a strong feeling for a game like that.
To mention the reason to be in Ravengro - Having been off the beaten path for a while, and having a life-altering experience of her own, Lys is heading back to the only other people she knows in Ustalav, the Lorrimors.
The news of the Professor's death (assuming that there'd have been at least one person in town mentioning that) have definitely hit her hard, but promises are promises. Even if there's a nagging voice that tells her to leave Ustalav at the back of her mind, she owes her life to the Professor, and even if that weren't the case - leaving Kendra alone and letting Ustalav win is an exceptionally undwarf thing to do.

MelvinVorthos |
I'd like to submit Horm, a half orc ranger/cleric. I know half orcs are rare in Ustalav, but I really like the race flavor wise. I am happy to revise elements of Horm's background to better fit the game, but I do like the background as is. I'm not sure exactly how well it provides motivation for my character to join the party, as I don't know what their current objective is.
Party Role: Cleric with above base offensive channeling. Ranged Damage as a primary combat style, with (eventually) an animal companion to provide additional melee. Favored enemy Undead. Great saves, decent AC, generally trying to keep enemies at a distance, so all around strong defensively. Decent amount of skill points for some extra out of combat utility.
I have mostly finished the build, except for equipment which is nearly blank. I can fill that in if selected, and would take a closer look at party skills to try to avoid overlap. I think I'd like to delay my level 3 feat (currently listed as Improved Initiative) so I can take Boon Companion at level 4, when I get an Animal Companion. Is that fine?
A quick overview of my posting history. I have been on the boards since 2021. I have GMd a homebrew game to completion, and 2/4 of the players from that game are in a new game I am currently running. I have joined 3 other games at various times, one of which I eventually backed out of. The other two ended due to the GM leaving. I tend to post at a consistent rate of around once per day, but if there's a long delay for one reason or another, it typically takes me some time to get back into the routine. I try to put some effort into crafting reasonably well written posts and I think I do a solid job at that.
Horm was born a half orc in an orc tribe. His childhood was a vicious struggle for survival. His mother loved him because he might one day grow to be a mighty warrior. Horm never had the same taste for violence as his brethren. He knew it made him weak, just as his human blood did. Scrawny by orc standards, he had to work hard to avoid becoming a target. Fortunately, he displayed an early talent for magic, and was taken by the tribe’s shaman when he was 11. By the time he was 15, it was clear that he lacked the ability for orcish magic. Scarred and broken, he was cast aside like a broken tool.
Horm was given lodging with Raga, the tribe’s torturer. His sleep was broken by the sound of new arrivals. He was made to use instruments of pain. When he was 17, Horm gathered the courage to murder Raga and flee. He spent a long time running.
Arriving in civilization for the first time, Horm found he fit in poorly. People looked down on him in disgust. Horm could hunt and he had a base of magical training, but few other useful skills. He was a jagged and broken man. Horm killed a local lad in a violent dispute. He fled again.
Horm stopped running when he met Professor Lorrimor. The man had a curiosity and attention that Horm was not used to. When Lorrimor looked at him, Horm saw no fear in the old man’s eyes. He brought Horm to a church of Seranrae. In between two archeological expeditions, the Lorrimor helped coax out Horm’s latent magical abilities. The kindness was breathtaking, both from Lorrimor and from the priests. In time, Horm knew, he would come to understand the meaning of Redemption.
When Lorrimor left, he made it clear that Horm was in his debt. There was a devilish glint in the old man’s eyes when he said that, and it scared the young half orc. Over the years, the fear dwindled away to nothing. Horm grew whole. Then one day, he received a letter informing him that it was time to make good on his debt. A fresh dread grew in him, one that he could not begin to name. He felt himself slipping back into a brutal, vicious world he thought he had left behind, and which he was not ready to walk back into. It was with a heavy heart that Horm made his way to Ravengro, clutching desperately at his symbol of Seranrae.
Before he had killed Raga, Horm had nightmares about what he would face after the orc was dead. Now that it was done, his tribe’s torturer lived on in his dreams. ”One last act of cruelty,” he said quietly, fingering the notch in the hilt of his sword. Dried blood ran the length of the blade, gleaming in the firelight. Not Raga’s.
Kneeling beside his small fire, Horm gathered soot and ash. He had made camp at the edge of a small cave, a mere alcove in the rock, and nestled behind it to sleep. Now he hurried. The snow would stop falling soon, and he needed to move once it did. He dragged soot and ash across the rocks, leaving behind black lines. They will be after me at first light. He stood back to survey his handiwork. Sorry. The word had a hollow taste to it. On its own, it meant nothing.
Shouldering his pack, Horm sat at the edge of the cave with his sword across his knees, staring down at the blood along its length. ”I killed him.” He drew his dagger and carved out a second notch in the hilt of his sword. ”My own hands are stained with the blood of that boy. For what?” Snow drifted down into the failing firelight and kissed Horm’s sword. It was a pure white, covering up the red stain. ”For nothing,” he admitted quietly.
NG Half Orc Cleric/Ranger 3
Senses: Perception +9
Init: +6
HP 27 (3d10+6)
AC 19 (+6 Armor, +3 Dex)
Saves Fort +5 Ref +6 Will +7 {+2 vs fear}
Speed 20 ft, Reach 5ft
MWK Composite +1 Orcish Hornbow +7 (2d6+1)
Channel Positive Energy 2d6 (DC 14) {+3 Damage vs Undead, they get no Channel Resistance} 4/day
Cleric Spells CL 3
0th DC 13 - Detect Magic, Create Water, Guidance, Read Magic
1st DC 14 - Shield of Faith (Domain), Divine Favor, Protection from Evil, Bless
2nd DC 15 - Bless Weapon (Domain), Spiritual Weapon, Hold Person
Str 13 Dex 17 Con 12 Int 11 Wis 16 Cha 12
Feats: Endurance (Ranger Bonus), Precise Shot, Rapid Shot (Ranger Bonus), Improved Initiative
Traits:
Finish the Fight: +1 to attack rolls against opponents you have injured in the last 24 hours
Making Good on Promises: +2 on saves vs fear
Equipment: MWK Composite +1 Orc Hornbow 550 GP, MWK Breastplate 350,
Skills
18
Spellcraft +4 (1 rank, +3 Class Skill)
Knowledge (Religion) +6 (3 ranks, +3 Class Skill)
Perception +9 (3 ranks, +3 Class Skill, +3 Wis)
Survival +9 (3 ranks, +3 Class Skill, +3 Wis) {+1 tracking}
Intimidate +7 (1 rank, +3 Class Skill, +2 Racial, +1 Cha)
Swim +2 (1 rank, +3 Class Skil, +1 Str, -3 ACPl)
Knowledge (Nature) +4 (1 rank, +3 Class Skill)
Stealth +4 (1 rank, +3 Class Skill, +3 Dex, -3 ACP)
Heal +7 (1 rank, +3 Class Skill, +3 Wis)
Diplomacy +5 (1 rank, +3 Class Skill, +1 Cha)
Sense Motive +7 (1 rank, +3 Class Skill, +3 Wis)
Knowledge (Arcana) +4 (1 rank, +3 Class Skill)
Background Skills (6)
Handle Animal +7 (3 ranks, +3 Class Skill, +1 Cha)
Craft (Arrows) +4 (1 rank, +3 Class Skill)
Knowledge (Geography) +4 (1 rank, +3 Class Skill)
Lore (Torture) +4 (1 rank, +3 Class Skill)
Racial Features
Darkvision, Sacred Tattoo, Weapon Familiarity, Intimidating
Class Features Abbreviated
Touch of Glory 6/day (Su): Give +3 bonus to 1 Cha check.
Favored Enemy Undead: +2 Bonus on a bunch of stuff vs undead
Favored Terrain Forest: Bonuses in forest terrain
Class Features Full Length
Channel Energy
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Domains: Glory (Heroism), Sun (Day)
Domain Spells
1st, Endure Elements, Shield of Faith
2nd, Continual Flame, Bless Weapon
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Aura: Good
Spontaneous Casting: Cure
Favored Enemy: Undead
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.
Track
+½ Ranger level on tracking checks
Wild Empathy
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.[/b]
Combat Style: Archery
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.
Endurance
Favored Terrain: Forest
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Rajuna |
1 person marked this as a favorite. |

I think I'd like to delay my level 3 feat (currently listed as Improved Initiative) so I can take Boon Companion at level 4, when I get an Animal Companion. Is that fine?
The consensus of opinion on the board and the strict RAW on that subject is you can't delay taking a feat. You could, however, take Improved Init at 3rd and then retrain it at 4th to Boon Companion. That said, the decision is up to the GM.

eriktd |

More or less completed candidates (so far):
Xotikeidēs "Xoti" | N Tiefling | Cleric 3 // Wizard (Evoker) 3 [Violant]
Sister Zephra | N Tiefling | Cleric (Divine Paragon) 3 // Fighter (Skirmisher) 3 [eriktd]
Lucretia DeArtois | N Tiefling | Bloodrager (Rageshaper) 3 // Oracle (Spirit Guide) 3 [Mightypion]
Elize 'Lys' Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 // Occultist (Psychodermist) 3 [Evgeni Genadiev]
Horm | NG Half-Orc | Cleric 3 // Ranger 3 [MelvinVorthos]

Xotikeidēs "Xoti" |

15gp x CL x Spell Level x number of charges, right?
If so I believe that's all I have to add to Xoti

MelvinVorthos |
2. You’d have to either take the time and spend the money to retrain the feat, or wait until 5th level.
Got it. I went back through my crunch to look for mistakes and found a couple. Reposting now. Still lacking in equipment, which I will fill in if selected.
NG Half Orc Cleric/Ranger 3
Senses: Perception +9
Init: +7
HP 28 (3d10+6)
AC 18 (+6 Armor, +3 Dex)
Saves Fort +5 Ref +7 Will +7 {+2 vs fear}
Speed 20 ft, Reach 5ft
MWK Composite +1 Orcish Hornbow +7 (2d6+1)
Channel Positive Energy 2d6 (DC 14) {+3 Damage vs Undead, they get no Channel Resistance} 4/day
Cleric Spells CL 3
0th DC 13 - Detect Magic, Create Water, Guidance, Read Magic
1st DC 14 - Shield of Faith (Domain), Divine Favor, Protection from Evil, Bless
2nd DC 15 - Bless Weapon (Domain), Spiritual Weapon, Hold Person
Str 13 Dex 17 Con 12 Int 11 Wis 16 Cha 12
Feats: Endurance (Ranger Bonus), Precise Shot, Rapid Shot (Ranger Bonus), Improved Initiative
Traits:
Finish the Fight: +1 to attack rolls against opponents you have injured in the last 24 hours
Making Good on Promises: +2 on saves vs fear
Equipment: MWK Composite +1 Orc Hornbow 550 GP, MWK Breastplate 350,
Skills
18
Spellcraft +4 (1 rank, +3 Class Skill)
Knowledge (Religion) +6 (3 ranks, +3 Class Skill)
Perception +9 (3 ranks, +3 Class Skill, +3 Wis)
Survival +9 (3 ranks, +3 Class Skill, +3 Wis) {+1 tracking}
Intimidate +7 (1 rank, +3 Class Skill, +2 Racial, +1 Cha)
Swim +2 (1 rank, +3 Class Skil, +1 Str, -3 ACPl)
Knowledge (Nature) +4 (1 rank, +3 Class Skill)
Stealth +4 (1 rank, +3 Class Skill, +3 Dex, -3 ACP)
Heal +7 (1 rank, +3 Class Skill, +3 Wis)
Diplomacy +5 (1 rank, +3 Class Skill, +1 Cha)
Sense Motive +7 (1 rank, +3 Class Skill, +3 Wis)
Knowledge (Arcana) +4 (1 rank, +3 Class Skill)
Background Skills (6)
Handle Animal +7 (3 ranks, +3 Class Skill, +1 Cha)
Craft (Arrows) +4 (1 rank, +3 Class Skill)
Knowledge (Geography) +4 (1 rank, +3 Class Skill)
Lore (Torture) +4 (1 rank, +3 Class Skill)
Racial Features
Darkvision, Sacred Tattoo, Weapon Familiarity, Intimidating
Class Features Abbreviated
Touch of Glory 6/day (Su): Give +3 bonus to 1 Cha check.
Favored Enemy Undead: +2 Bonus on a bunch of stuff vs undead
Favored Terrain Forest: Bonuses in forest terrain
Class Features Full Length
Channel Energy
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Domains: Glory (Heroism), Sun (Day)
Domain Spells
1st, Endure Elements, Shield of Faith
2nd, Continual Flame, Bless Weapon
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Aura: Good
Spontaneous Casting: Cure
Favored Enemy: Undead
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.
Track
+½ Ranger level on tracking checks
Wild Empathy
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.[/b]
Combat Style: Archery
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.
Endurance
Favored Terrain: Forest
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

eriktd |

If you want more wizard-y options, I still have the character I made for your last recruitment: Zhandar, a druid//magus who plays a lot like an alchemist. She has lots of cure potions from her Druid Herbalism and at level 5 she will be able to throw them to affect her allies or enemies. (At level 7 she will multiclass into cleric, gaining even more spells to make into druid potions.) She also throws spellstriking daggers or Harrow cards. She knew the professor and feels she owes him a debt, which would bring her to Ravengro.

GM of the Crown |
3 people marked this as a favorite. |

If you want more wizard-y options, I still have the character I made for your last recruitment: Zhandar, a druid//magus who plays a lot like an alchemist. She has lots of cure potions from her Druid Herbalism and at level 5 she will be able to throw them to affect her allies or enemies. (At level 7 she will multiclass into cleric, gaining even more spells to make into druid potions.) She also throws spellstriking daggers or Harrow cards. She knew the professor and feels she owes him a debt, which would bring her to Ravengro.
Are you switching your submission to that, then?
I’ll be deciding through the rest of today and announce my selections this evening.

GM of the Crown |

Unfortunately Horm has left the party prematurely, and I'm looking for 1-2 more players for this game. Seems like a cursed campaign so far, but the three members are a good group to join.
Same build rules as before, but at 4th level, with 3rd level wealth by level (they just hit level 4), and you'll be getting some extra money soon anyway. Let me know if you have any questions!