
brvheart |

I figured out you switched from Barbarian to fighter
I don't see the +1 nat armor but everything else is close
Fralk ibn Sabbah
Male goblin fighter 2/rogue (scout) 4/transmuter 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 30)
NG Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +16 (+20 to hear conversation or find concealed object)
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Defense
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AC 25, touch 18, flat-footed 18 (+5 armor, +6 Dex, +1 dodge, +2 shield, +1 size)
hp 58 (7 HD; 1d6+4d8+2d10+18)
Fort +6, Ref +10, Will +4 (+1 vs. fear)
Defensive Abilities evasion, trap sense +1
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Offense
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Speed 30 ft.
Melee +1 mithral dogslicer +14 (1d4+7/19-20) or
mwk cold iron dogslicer +14 (1d4+6/19-20) or
mwk silver heavy flail +7 (1d8/19-20)
Ranged darkwood longbow +13 (1d6/×3)
Special Attacks scout's charge, sneak attack +2d6
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
5/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +5)
1st—burning hands (DC 13), mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
0 (at will)—mage hand, message, ray of frost
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Mobility, Scribe Scroll, Slashing Grace[ACG], Step Up, Weapon Finesse, Weapon Focus (dogslicer)
Traits magical knack, sacred touch
Skills Acrobatics +20, Climb +12, Disable Device +20, Escape Artist +10, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +8, Knowledge (local) +6, Linguistics +6, Perception +16 (+20 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +8, Sleight of Hand +10, Spellcraft +6, Stealth +18, Survival +5, Swim +6, Use Magic Device +4; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Draconic, Dwarven, Goblin, Orc
SQ arcane bond (Arcane Familiar, turtle), physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear feather token (tree), necklace of fireballs i, wand of cure light wounds, wand of web, caltrops, smokestick (2); Other Gear +1 mithral chain shirt, +1 buckler, +1 mithral dogslicer[ARG], arrows (20), darkwood longbow, mwk cold iron dogslicer[ARG], mwk silver heavy flail, daredevil boots[ARG], eyes of the eagle, headband of vast intelligence +2, muleback cords[APG], bedroll, belt pouch, belt pouch, blanket[APG], candle, chalk, crowbar, fishhook, flint and steel, grappling hook, ink, inkpen, marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mirror, mug/tankard, parchment (3), sack, sack, sack, scroll case, scroll case, sealing wax, silk rope (50 ft.), silver holy symbol, soap, tent, hanging[ARG], trail rations (4), waterskin, whetstone, wizard starting spellbook, 307 gp, 1 sp, 3 cp
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Special Abilities
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Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
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He was adopted by noble nomads and lives always on the move, everything he owns with him (bag of holding). His adoptive barbarian people faught large monsters, trolls, giants, etc... so he learned how to fight similarly.
Eventually, there was only so much he could do physically with strength, so he took to stealth and cunning. He was better than them at that... he was a prized scout.
Ultimately, he was intelligent and curious. Always thinking "outside the box" and offering creative solutions and was asked to apprentice with a visiting Wizard. Eyes wide, he learned all his not so little head could handle.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Ciri Princess of Cintra |

Weapon Finesse, Weapon Focus (dogslicer)
rogue talents (canny observer[APG], trap spotter),
Trade these out for finesse rogue and weapon training and you get weapon finesse and weapon focus free
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
You are proficient with a small longsword with slashing Grace for 1d6 damage

Sun-Dapple Grün |

I don't see the +1 nat armor but everything else is close
Turtle Familiar, +1 Natural Armor.
Weapon Finesse, Weapon Focus (dogslicer)
rogue talents (canny observer[APG], trap spotter),
Trade these out for finesse rogue and weapon training and you get weapon finesse and weapon focus free
I love those rogue traits, I want to keep them... could be life savers.
Dogslicer is mostly for flavor, it's OK. I gave to 18-20 crit (kukri, rapier), giving up 1d8 vs 1d6, is OK.
Deep in the RP.
Note - Swashbuckler Finesse says: ...gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons...
Weapon Finesse is more restrictive, only Light & weapons with the Finesse trait.
Was looking into it, as I'd considered a scimitar or cutlass.

Jhenn |
2 people marked this as a favorite. |

This is the avatar G-unit will be using if selected.
These are the tenets she plans on following if you would like to add/subtract anything let me know: Courtesy, Lawfulness, Bravery, Humility in one’s deeds, Unselfishness, Good-temperedness, Piety, Kindness, Honor, Law, Loyalty, Courage, Responsibility, Honesty, Compassion, Duty.
It looks like you have taken your players info and formatted them with hero lab. With that in mind here is her bare bone info. If you would like me to format it let me know. (I don’t have hero lab)
Race = human
Str 18=15+2(race)+1(4th level)+2(item)
Dex 13
Con 14
Int 10
Wis 12
Cha 18=15+1(8th level) +2 (item)
Hit points = 80 (10+10+7+6+5+4+4+2)(+16con)(+8fcb)(+8feat)
Feats fey foundling (1st), weapon focus (human bonus) power attack(3rd) toughness (5th) shield focus (7th)
Traits: Magical knack, Birthmark
Skills diplomacy +14 (8 ranks), sense motive +12 (8 ranks), religion +7 (4 ranks), ride +6 (2 ranks) perception +3 (2 ranks)
Background skills handle animal +14 (8 ranks), nobility +11 (8 ranks)
Equipment (33,000 starting, 32035 spent, 965 remaining)
Full plate, restful +2 (10000)
Shield, heavy steel +2 (4020)
Ring of protection +1 (2000)
Amulet of natural armor +1 (2000)
Headband of charisma +2 (4000)
Belt of giant strength +2 (4000)
Cloak of resistance +2 (4000)
Long sword +1 (2015)
As far as equipment goes I don’t have my hart set on anything and my build doesn’t require items to function. I still have some gold left for incidentals
I will need lots of help trying to figure out how Jhenn got here.
Jhenn dedicated her life to Mitra since she was 8 years old. Sacrificing friends, family, and wealth along the way. After serving in the temple she was chosen as a squire for Sir Abram a paladin of Mitra at age twelve and after several years of service was chosen as a paladin by her god. Since then she has traveled the land dispensing justice, righting wrongs, and defending the weak. Recently she was lost in a sandstorm and felt led to an underground complex.

brvheart |

First of all this is a 25 point buy so you have 5 more points to use. So far the rest is working, sorry had my game today and family here from out of town for mothers day.
Not that it is a big deal but you neglected to account for the masterwork cost of your armor, shield and sword for a total of 600 GP.
Just need to add the 5 points and finish fleshing out the paladin attributes. Everything else looks good! Ciri and Rose would approve!!!
Jhenn
Female human paladin 8
LG Medium humanoid (human)
Init +1; Senses Perception +3
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +5 shield)
hp 80 (8d10+32)
Fort +11, Ref +6, Will +10; +2 vs. death, +2 trait bonus vs. charm and compulsion
Immune charm, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +13/+8 (1d8+4/19-20)
Special Attacks channel positive energy 3/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
At will—detect evil
Paladin Spells Prepared (CL 7th; concentration +10)
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +11; CMD 22
Feats Fey Foundling[ISWG], Power Attack, Shield Focus, Toughness, Weapon Focus (longsword)
Traits birthmark, magical knack
Skills Acrobatics -5 (-9 to jump), Diplomacy +14, Handle Animal +14, Knowledge (religion) +7, Perception +3, Ride +0
Languages Common
SQ lay on hands 7/day (4d6)
Other Gear +2 restful full plate, +2 heavy steel shield, +1 longsword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 365 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
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Jhenn dedicated her life to Mitra since she was 8 years old. Sacrificing friends, family, and wealth along the way. After serving in the temple she was chosen as a squire for Sir Abram a paladin of Mitra at age twelve and after several years of service was chosen as a paladin by her god. Since then she has traveled the land dispensing justice, righting wrongs, and defending the weak. Recently she was lost in a sandstorm and felt led to an underground complex.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Jhenn |

No worries, hope you were able to enjoy your day! Point buy adjusted, put the extra 5 into con to bump it to 16.
Str 18=15+2(race)+1(4th level)+2(item)
Dex 13
Con 16
Int 10
Wis 12
Cha 18=15+1(8th level) +2 (item)
Hit points = 88 (10+10+7+6+5+4+4+2)(+24con)(+8fcb)(+8feat)
Feats fey foundling (1st), weapon focus (human bonus) power attack(3rd) toughness (5th) shield focus (7th)
Traits: Magical knack, Birthmark
Skills diplomacy +14 (8 ranks), sense motive +12 (8 ranks), religion +7 (4 ranks), ride +6 (2 ranks) perception +3 (2 ranks)
Background skills handle animal +14 (8 ranks), nobility +11 (8 ranks)
Equipment (33,000 starting, 32035 spent, 965 remaining)
Full plate, restful +2 (10000)
Shield, heavy steel +2 (4020)
Ring of protection +1 (2000)
Amulet of natural armor +1 (2000)
Headband of charisma +2 (4000)
Belt of giant strength +2 (4000)
Cloak of resistance +2 (4000)
Long sword +1 (2015)

pad300 |
@brvheart, if you are looking for a warpriest or such, would a adjusted version of Khmec Hathos work for you?
Things to adjust:
Level 9 >> 8 (note, that will drop the Dawnflower Anchorite PRC, which I suspect that you don't have the source for.)
Diety Horus >> Mitra
Stats 20 >> 25 points
Feats: Will need review for source acceptability (Healer's Hands is outside your list of sources for one)
Equipment: not as much money...

Ciri Princess of Cintra |

Hmm, always like any dawnflower flavored character, fits the area and campaign, but not familiar with that one and usually specifically the one diety. F you can make it with Mitra, great.
Inanna aka Ishtar is the ancient Sumerian goddess of love, sensuality, fertility, procreation, and also of war. She later became identified by the Akkadians and Assyrians as the goddess Ishtar, and further with the Hittite Sauska, the Phoenician Astarte and the Greek Aphrodite, among many others.

pad300 |
I'm getting a might confused about what the allowed sources are. The starting post makes no mention of the Advanced Class Guide - yet you have a Arcanist and a Swashbuckler in the party. There's a Pact wizard archetype (from Haunted Heroes Handbook). You have strange feats running around various PC's: Fey Foundling (from the Inner Sea World Guide) and Choral Support (Teamwork, from Distant Realms).
Can someone clarify what is and is not allowed?

Ciri Princess of Cintra |

https://www.britannica.com/topic/Ishtar-Mesopotamian-goddess
Also known as: Inanna
Written and fact-checked by
Last Updated: Jun 24, 2024 • Article History
Ishtar, in Mesopotamian religion, goddess of war and sexual love. Ishtar is considered a member of the special class of Mesopotamian gods called the Anunnaki.
(Akkadian), Sumerian: Inanna
Ishtar is the Akkadian counterpart of the West Semitic goddess Astarte. Inanna, an important goddess in the Sumerian pantheon, came to be identified with Ishtar, but it is uncertain whether Inanna is also of Semitic origin or whether, as is more likely, her similarity to Ishtar caused the two to be identified. In the figure of Inanna several traditions seem to have been combined:.......

Ciri Princess of Cintra |

You have been raised to view yourself as a blade in Sarenrae's service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target.
Serenrae is Ishtar equivalent, from 2000 to 2007 we used mythology to create and published over a 1000 different mythos deities for the Judges Guild Wilderlands of High fantasy campaign setting while writing it and that eventually is what became the current campaign for Dark Tower, Lost Lands sources by Frog God Games in Pathfinder 1E and DnD 5E. So all of this from Judges Guild and Frog God Games for 3e and pathfinder, including 1E sources of equivalent for inspiration.
We use every source in PFSRD prior to pathfinder unchained, with definitely no munchkin unchained classes. Everything after that is on a as needed basis subject to DM approval taken case by case. We Do a lot of mixing a matching, with some old school customization. Most of the later splat books and archetype are ok, just not 2e. We had a player munchkin unchained on us which left a bad taste in our mouths for that specific book.
Advanced anything, including the class guide, but some alternate and hybrid classes just don't fit the campaign, so ask. For instance, witches have their place, but not here, nor does the ninja or slayer in a polorized good vs evil campaign.
IE what does a archon paladin do when the resident slayer uses some insidious method to kill someone, now the paladin is honor bound to avenge them against the slayer and PVP gets lit, no fun.
A lot of our magic is converted to standards as we go since we are converting on the fly, consider this a beta test.
https://www.goodman-games.com/forums/viewtopic.php?t=1322

brvheart |

I'm getting a might confused about what the allowed sources are. The starting post makes no mention of the Advanced Class Guide - yet you have a Arcanist and a Swashbuckler in the party. There's a Pact wizard archetype (from Haunted Heroes Handbook). You have strange feats running around various PC's: Fey Foundling (from the Inner Sea World Guide) and Choral Support (Teamwork, from Distant Realms).
Can someone clarify what is and is not allowed?
I allow some classes form the ACG. As I run pirate campaigns, including currently a Skull&Shackles game I go allow a lot of sea faring sources. Mostly it is what I have for HeroLab which includes most things just short of Unchained. APG, ACG, UM, UC, most Golarian suppliments which are too numerous to enumerate. I don't do much third party except for Frog God Games.
The group does not fit an Inquisitor very well. Would prefer a Warpriest or similar.
pad300 |
Looking at the party,
Jim and Jenn are melee
Frak is a sneak (and also melee w/SA)
Ciri blasting spells and melee
Thoron Channelling and support casting (bless, Blessings of Fervor, prayer and healing)
Ffafnyr doesn't really have a pattern yet...
I'd say the party could use more support casting, backup healer, skills (face - does anyone bluff?, some backup for Fralk).
I think this adds up to some sort of bard or a skald? An alternative would be an Oracle or perhaps a Herald Caller Cleric

brvheart |

Looking at the party,
Jim and Jenn are melee
Frak is a sneak (and also melee w/SA)
Ciri blasting spells and melee
Thoron Channelling and support casting (bless, Blessings of Fervor, prayer and healing)
Ffafnyr doesn't really have a pattern yet...I'd say the party could use more support casting, backup healer, skills (face - does anyone bluff?, some backup for Fralk).
I think this adds up to some sort of bard or a skald? An alternative would be an Oracle or perhaps a Herald Caller Cleric
Any of those would work although Ffafnyr has not posted in over a month. could use someone that can take point and lead also.