
Jacen d'Orien |

Ouachitonian wrote:It’ll likely be a couple of days before I can finish mine. On a 12 hour shift today, got another one tomorrow.Alrighty. Take all the time you need.
Alright, Evindyll, he looks okay to me. Are you sure you don't want magic missile or some other combat spell?
Changed - he can develop Mount as a Dragonmark spell later :)

EltonJ |

Recruitment Open
Okay, everyone, recruiting for two more players. You must be able to commit to a short campaign.
What you need:
* One copy of the Eberron Campaign Setting (3.5e). Link to drivethru provided on the first page.
* One copy of the Pathfinder core rulebook (PF1e).
* One copy of Races of Eberron (3.5e). Link provided to drivethru on the first page.
Additionals, but not needed
* Ultimate Psionics in case you want to play a Kalashtar, or Inspired Empty Vessel.
* Five Nations to help your background.
* Blood of the Moon for PF1e, in case you want to play a shifter.
* Dragonmarked in case you want to play a dragonmarked character, and you want ideas for a wonderful background.
* Secrets of Sarlona in case you want to beef up your background for your Kalashtar, or Inspired empty vessel.
* Races of the Dragon (3.x) in case you want to play a dragonborn or kobold. And admittedly, Dragons of Eberron will be helpful in that case.
* Complete Arcane (3.x), in case you really want to create a warlock for the game.
Don't worry, the pdfs aren't a big investment.
You get two traits. Remember, Eberron is a different world than Golarion. So many of the traits are optional. There are no campaign traits available for the Official Campaign.

EltonJ |

Level and any other character creation details?
Right. The group is level 3.
Feats no elephant in the room/the room is square rules. Those rules, while intriguing from a bookkeeping aspect; do not reflect reality.Wealth: level 3 wealth.
Character Class: All you really need is the Pathfinder 1st edition Core Rulebook. However you may pick any class (or archetype) for your character from the following books:
- Advanced Player's Guide.
- Advanced Class Guide
- Ultimate Magic
- Ultimate Intrigue
- Ultimate Wilderness.
Race: Since the group is in Darguun, you may create a goblin or hobgoblin character. A bugbear is permissible if you can create an ARG build that is 15 points or less.
The group is in Rhukaal Dral, in an outfitters shop run by House Orien.
Abilities: 25 point buy.

Seth86 |

Here is the full sheet of
Fizzle
Female goblin alchemist (fire bomber, grenadier) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 117, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
CN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 21 (3d8+3)
Fort +4, Ref +7, Will +1
Resist fire 3
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Offense
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Speed 30 ft.
Melee dagger +2 (1d3-1/19-20) or
. . dogslicer +2 (1d4-1/19-20)
Ranged bomb +10 (2d6+6 fire; 9 Splash )
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist (Fire Bomber, Grenadier) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds (2), endure elements, identify
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Statistics
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Str 8, Dex 18, Con 13, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +0; CMD 14
Feats Martial Weapon Proficiency (dogslicer), Point-Blank Shot, Precise Shot, Throw Anything
Traits firebug, focused burn
Skills Appraise +10, Craft (alchemy) +12 (+15 to create alchemical items), Craft (traps) +12, Disable Device +12, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +6, Ride +8, Spellcraft +10, Stealth +18, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Gnome, Goblin, Halfling
SQ alchemical weapon, alchemy (alchemy crafting +3), discoveries (precise bombs [4 squares], sand bomb), fire bombardier, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear alchemist's fire (8); Other Gear +1 mithral chain shirt, dagger, dogslicer[ARG], traveler's any-tool[UE], alchemy crafting kit[APG], bandolier[UE], bedroll, belt pouch, canteen[UE], claws' off!, concealable thieves' tools[UI], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], sewing needle, signal whistle, 314 gp, 7 sp, 3 cp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Fire Bombardier (Ex, Su) Creatures take an additional 1 pt of fire splash damage per die.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sand Bomb (DC 15) (Su) Bombs cause blinded condition for 1 round on a direct hit or if adjacent creatures fail Ref save.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Her alchemical book has ZERO words, only pictures, as if drawn by a right handed toddler using the left hand. Colours depicting how she uses the alchemical extracts
On the front is a very crudely drawn picture of what is possibly a goblin holding a flask of purple liquid

EltonJ |

Here is the full sheet of
Fizzle
Her alchemical book has ZERO words, only pictures, as if drawn by a right handed toddler using the left hand. Colours depicting how she uses the alchemical extracts
On the front is a very crudely drawn picture of what is possibly a goblin holding a flask of purple liquid.
I checked it over and it looks okay. You can join in at anytime after they leave the Cabela's analog.

RHMG Animator |

Got some ideas of how to mechanically fill out a bit more dragon in my fighter (dragonheir scion)
Is the Dragon-touched feat from Dragon Magic usable?
along with the Dragon Wings feat from Races of the Dragon and possibly a few Draconic heritage feats?
Which is better then asking for for the Draconic Template (LA+1) and the Dragon Wings feat.
The Dragon Wings feat major thing is it allows gliding 30ft until one takes the Improved Dragon wings feat at the earliest level 7 (limited fly time and 30ft average) and have to wait until level 12 for unlimited flight.
If not I have another idea to flesh it out some using other racial traits found in the Archive of Netyhs.
I'm just figuring out which options are open and then decide on the one with the remaining options.

EltonJ |

Got some ideas of how to mechanically fill out a bit more dragon in my fighter (dragonheir scion)
Is the Dragon-touched feat from Dragon Magic usable?
along with the Dragon Wings feat from Races of the Dragon and possibly a few Draconic heritage feats?Which is better then asking for for the Draconic Template (LA+1) and the Dragon Wings feat.
The Dragon Wings feat major thing is it allows gliding 30ft until one takes the Improved Dragon wings feat at the earliest level 7 (limited fly time and 30ft average) and have to wait until level 12 for unlimited flight.
If not I have another idea to flesh it out some using other racial traits found in the Archive of Netyhs.
I'm just figuring out which options are open and then decide on the one with the remaining options.
Whoa, you might as well create a half-dragon, RHMG.

RHMG Animator |

DnD 3.5 Half-Dragon template has a LA +3, we'd need to be level 4 to even touch it with 1 level in a class and it doesn't include the wings.
I'm avoiding that high cost, and attempting to skip even the weaker Draconic template (LA +1, which using 3.5 Unearth Arcana could remove the +1 LA at level 3) which could be seen as unfair, since no one remembers the rarely thought of Draconic template or the template reduction from Unearth Arcana, which is also in our PF 1e's bestiary.
Got some answers with feats that add a bit of racial traits, with Dragon-touched and taking a few Draconic heritage feats to beef up the Natural Armour and elemental resistance, with the Dragon Wings adding a major draconic aspect without the benefit of flight, but at least a glide speed and reduced risk of fall damage.
So I'll take that as a No and proceed with the only option left using the Archive of Netyhs

Escher. |

My rule of thumb is that templates are not viable at all until the party level is twice the template's LA. Even then, it's pretty tough.
In PF2, there are lots of ways to be draconic.
* The dragonblood versatile heritage
* Dragon instinct barbarians
* Dragon bloodline sorcerers
* Pre-remaster kobolds
* the dragon disciple archetype
* A permissive Gm could let you build a dragonish thing through the awakened animal ancestry.

RHMG Animator |

I will agree templates can give a player a rough time, hence referencing a LA +1 template for a level 3 game. So I looked at feats that add racial qualities over a template.
I also really know some of the the D&D 3.5 stuff and the options they open, but they lay forgotten by the players and GMs.
As for PF 2e, I will never touch it. They had a few novel ideas, but dropped the ball on fixing inherent issues with a Class Based RPG.
Also they really Fudged up aspects of the game's setting for PF 2e.

RHMG Animator |

I decided on trying to do something that hardly gets done, taking an exotic weapon prof that is NOT given for free by a class.
Though looking over the PF exotics I could not find one that fit what I was looking for, but 2 from the D&D 3.X era nicely fit the bill; the Fullblade (Arms and Equipment) and the Jovar (Planar Handbook).
Would either of these two exotic weapons from these forgotten books be usable?
Both are 2-handed Heavy Blades that require Two Hands to use.
Fullblade: Dmg: 2d8, Crit: 19-20x2, S, 23 lb, 100gp
Jovar: Dmg: 2d6, Crit: 18-20x2, S, 13 lb, 500gp

EltonJ |

I decided on trying to do something that hardly gets done, taking an exotic weapon prof that is NOT given for free by a class.
Though looking over the PF exotics I could not find one that fit what I was looking for, but 2 from the D&D 3.X era nicely fit the bill; the Fullblade (Arms and Equipment) and the Jovar (Planar Handbook).
Would either of these two exotic weapons from these forgotten books be usable?
** spoiler omitted **
I have the Arms and Equipment Guide for 3.x. I'll let you have it if you get the Exotic Weapon Proficiency feat.

EltonJ |

Got Ayla Firefury ready
Okay, she looks good. Just remember, the group is currently in a tropical region, but that may change if the group gets to Karrnath.