Ptolus Adventures /w Advanced d20 Magic (Inactive)

Game Master EltonJ

Adventures in Ptolus using the Advanced d20 Magic rules.


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I'd better playtest Advanced d20 Magic, lol!

I'd like to run a game playtesting Advanced d20 Magic or the Dynamic Spellcasting system. It's simple enough, all you do is addition. Also, you can't get Advanced d20 magic on drivethru, don't know why White Wolf won't release it. So you have to download it second hand (sorry, Paizo for breaking the rules, but Advanced d20 Magic isn't available any other way). Oh, you can purchase a hard copy of Advanced d20 Magic for the grand total of over $100.00! Fun for your wallet, right?

The system is revolutionary. It works like the Shadowrun spell system, although you are making fortitude saves to cast magic. Metamagic increases the DC of the spell you cast, though there are ways you can increase your bonus to the roll. :) Like incantation or invocation (both grants a +5 to the fortitude roll, and they stack!). By ritual (adds a variable bonus based on how long you perform the ritual). By using a focus (like a Divine Focus or material reagents [bat guano, anyone?]), through an investment of body (burning hit points to cast spells), or an investment of mind (burning XP to cast spells). Yes, there is some math involved. But you can roleplay your invocation ("Abra-kadabra!").

This system will allow you to cast magic by pure will alone, of course. But that will eventually take a toll on you (psionics anyone?).

The system is balanced by the DCs to the spellcasting check each spell has. For instance, a 0-level spell only has a DC of 15, while a 3rd level spell like Fireball has a DC of 30. Wish (yes, your favorite spell) has a DC of 91. But you can learn any spell you want, regardless of level. (First level wizard dusting off fireballs, woohoo!)

So, who is interested?


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The system sounds interesting, EltonJ. This weekend, I hope to look at it further. I work 12 hours days until Saturday.


TheWaskally wrote:
The system sounds interesting, EltonJ. This weekend, I hope to look at it further. I work 12 hours days until Saturday.

Thanks for your interest. I hope you like it!


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EltonJ wrote:
TheWaskally wrote:
The system sounds interesting, EltonJ. This weekend, I hope to look at it further. I work 12 hours days until Saturday.
Thanks for your interest. I hope you like it!

Sounds a lot like The Belgariad by David Eddings.

The Will & The Way.
Love it.

Waskally is a genius player AND a prolific poster btw.

I will try to find a link for the download later tonight :)


Actually, it's the spell system from the Slayers d20 game translated to regular d20. :) I think David and Michelle Lyons were geniuses putting it together.


Apart from the possible intrigue of “using a different magic system”, there’s no indication of the *setting* involved and thus no way to gauge interest for the game.

Also, not everyone wants to play casters either, and PF1’s “quadratic casters/linear martials” issue means a whiz-bang magic system doesn’t really do much for people *not* playing a caster.

What’s the setting?

What other houserules are in play?

Are there mods to make martials more interesting - dual class, “free archetype” sort of stuff a la PF2?


Oceanshieldwolf wrote:

Apart from the possible intrigue of “using a different magic system”, there’s no indication of the *setting* involved and thus no way to gauge interest for the game.

Also, not everyone wants to play casters either, and PF1’s “quadratic casters/linear martials” issue means a whiz-bang magic system doesn’t really do much for people *not* playing a caster.

What’s the setting?

What other houserules are in play?

Are there mods to make martials more interesting - dual class, “free archetype” sort of stuff a la PF2?

Sorry, Oceanshieldwolf, for not including the setting. I had one in mind, but I wanted to focus on selling the system.

Q1. What's the setting?
I originally thought of setting the game in Cheliax of Golarion fame. That nation has lots of opportunities going for it when I read the Inner Sea World Guide. This means I can either use the Hell's Rebels adventure path or the Hell's Vengeance adventure path. If I wanted to. I wanted to play up Cheliax's Lawful Evil alignment and have slaves available to buy (including Tiefling slaves). I have yet to decide.

Also, I figured that the players can forge their own destinies in Cheliax. If I do use one of the adventure paths set in Cheliax, the players would have a right to choose. If the players decide to buy slaves for their own use, they have a right to. So, basically, I figured on a campaign that is city based.

Alternatively, I figured on a game set in Ptolus. Monte Cook's Ptolus would also be a perfect spot to set a campaign in.

Q2. What other houserules are in play?
Character races are limited to these, for both the Ptolus setting and the Cheliax setting:
* Human
* Elf
* Dwarf
* Halfling
* Half-elf
* Half-orc
* Tiefling (the players may use Blood of Fiends to create their Tiefling)
* Aasimar (players may use Blood of Angels to create their Aasimar)

Only the classes from the Pathfinder Roleplaying Game Core Rulebook may be used to create characters with. This leaves out the other core rulebooks. Since I'm introducing a radical spellcasting system, I'm keeping the classes to the core rules. This is so there is an effective playtesting of the Dynamic Spellcasting System. Spells from other Pathfinder sources (such as Inner Sea Magic) can be converted to the Dynamic Spellcasting system without much of a fuss (remember, I have to approve the addition and may ultimately change the proposed DC).

Also, the Dynamic Spellcasting system in Advanced d20 Magic keeps the spellcasting classes to the core classes. It will be extra work to convert, say an alchemist PC, to the new rules. Other than that, the different archetypes in other Paizo books are available to PCs.

As for other house rules, none. Sorry.

Q3. Are there mods to make martials more interesting - dual class, “free archetype” sort of stuff a la PF2?

No, this is a playtest campaign using PF1 and Advanced d20 Magic.


Thoughts of Q1: I am most familiar with Golarion, so Cheliax would be a good setting for me. But I have played a limited campaign with you in Ptolus, and if we play there, I'd like to bring back my half dragon sorcerer/paladin we created. Or just leave him a sorcerer.

If the campaign is based in Cheliax, I imagine it will be a mature setting.

Thoughts on Q2: Can we at least have Background Skills?

Thoughts on Q3: So you would intend every member of the party to be some kind of spellcaster? If so, that's fine.


Playtesting sounds fun. I've no particular plans for the weekend, reading up on something new is something i have plenty of time for.

Btw, Walskally, if Jerax doesn't make the other Hell's Vengeance cut, will we see him here?


TheWaskally wrote:

Thoughts of Q1: I am most familiar with Golarion, so Cheliax would be a good setting for me. But I have played a limited campaign with you in Ptolus, and if we play there, I'd like to bring back my half dragon sorcerer/paladin we created. Or just leave him a sorcerer.

If the campaign is based in Cheliax, I imagine it will be a mature setting.

If we play on these boards, I wanted to keep it at least PG-13, so as to keep it within Paizo's standards. If we play on Roll20, we can go to R rating (John Wick and Matrix style R).

Quote:
Thoughts on Q2: Can we at least have Background Skills?

Background skills we can do!

Quote:
Thoughts on Q3: So you would intend every member of the party to be some kind of spellcaster? If so, that's fine.

Uhm, no . . . I don't intend every member in the party to be some kind of spellcaster. None-spellcasters are fine.


Chyrone wrote:

Playtesting sounds fun. I've no particular plans for the weekend, reading up on something new is something i have plenty of time for.

Btw, Waskally, if Jerax doesn't make the other Hell's Vengeance cut, will we see him here?

That is an interesting idea! But Jerax's current build, using the Dread Vanguard archetype, does not have spellcasting. I would likely remove it, so the Dynamic Spellcasting can be playtested.


TheWaskally wrote:
Chyrone wrote:

Playtesting sounds fun. I've no particular plans for the weekend, reading up on something new is something i have plenty of time for.

Btw, Waskally, if Jerax doesn't make the other Hell's Vengeance cut, will we see him here?

That is an interesting idea! But Jerax's current build, using the Dread Vanguard archetype, does not have spellcasting. I would likely remove it, so the Dynamic Spellcasting can be playtested.

Yea. Is the Dread Vanguard archetype tied to Hell's Vengeance?


No. It is an antipaladin archetype, not tied to a specific campaign.


Gotcha.

Well, I have some news. I talked to my best friend recently, and he rather not play in Cheliax. Can't say I blame him for how he feels about Cheliax. We are playing in Ptolus instead. So, Waskally, you can import your sorcerer-paladin character into the game. And we are playing on Roll20. My best friend is joining us, and he'll be a surprise.

I linked to Ptolus' page on Drivethru above. Is everyone free on Mondays or Tuesdays? Wednesdays I GM Shadowrun, Thursdays I GM Warhammer Fantasy Rolepay, Sundays are reserved for family time. Here are the rules.

1. You get 25 points with which you can make your characters.

2. You may choose two free traits. Additional traits can be chosen with a drawback or a feat (see the Advanced Player's Guide).

3. You may choose any race from Ptolus (see the player's guide to Ptolus, page 16, and the Races chapter, page 48). If you don't have Ptolus, and the price of Ptolus is too steep for you; message me and we can work something out. Incidentally, the Player's Guide to Ptolus is free and it's all you really need to get started. Tieflings, half-dragons, and aasimar have to be approved, but you can use Blood of Fiends or Blood of Angels to make your planetouched character.

4. Classes may be chosen from among the Core Rules (Bard, Fighter, Barbarian, Cleric, Monk, et.al.). Since we are playtesting Advanced d20 Magic it is recommended that you make a character capable of casting spells. But you don't have to.

5. We will be using background skills from Ultimate Campaign.

6. Levels starting at 1.

7. Spells may be chosen from Advanced d20 Magic using the levels from the Pathfinder RPG as a guide. If you wish to start with a spell from a third party product (includes Inner Sea Magic, More Magic and Mayhem, and Ultimate Magic), we will have to convert the spell to the Dynamic Spellcasting system. Don't worry, it's easy and not stressful.

8. Archetypes may be chosen from the Advanced Player's Guide, Ultimate Combat, Ultimate Campaign, Advanced Class Guide, and Ultimate Magic. Other archetypes from other books (such as the Healer's Handbook) will have be linked from AoN or pfd20srd and approved by me.

9. Note though, under Dynamic Spellcasting sorcerers are pretty powerful (they get drain resistance), and Wizards are pretty resourceful and versatile (they can theoretically learn every spell). This would make the Arcanist (from the Advanced Class Guide) in the sweet spot. However, we will have to convert the class to Advanced d20 Magic, and that could take some time. I'd rather not do that for this campaign.

10. Backgrounds. You may use Ultimate Campaign to get started. However, Central Casting: Heroes of Legend by Paul Jacquays is more in depth and goes into more detail. Remember, it's from the '80s, so it's a bit dated.

I think that's it. If you have any questions, don't be afraid to ask.


Well my mondays are clear. But what time zone are you in?
My available time lies between 18:30 PM and 23:00 PM.

I am at GMT +1.


Chyrone wrote:

Well my mondays are clear. But what time zone are you in?

My available time lies between 18:30 PM and 23:00 PM.

I am at GMT +1.

GMT-7.


EltonJ wrote:
Chyrone wrote:

Well my mondays are clear. But what time zone are you in?

My available time lies between 18:30 PM and 23:00 PM.

I am at GMT +1.

GMT-7.

It's still morning for you right now.

I'll have to pass on the roll20 method then.


Well, I can run a campaign here.

Have the two campaigns play off one another. Potentially.


I work at a hospital so my hours are always changing. Which is why I like the play-by-post style of the Paizo forums. I will post as much as I can, just like here on Paizo. Will that be a problem for some players, or our DM?


TheWaskally wrote:
I work at a hospital so my hours are always changing. Which is why I like the play-by-post style of the Paizo forums. I will post as much as I can, just like here on Paizo. Will that be a problem for some players, or our DM?

I am fine with it. Really. :)


So Chryon and TheWaskally what are you two thinking of playing -- I have no problems playing the non-spell caster and let you two play with that.


DeJoker EltonJ is allowing me to play the sorcerer character I played in his last Ptolus campaign.


Awesome so one spell caster


DeJoker wrote:
So Chryon and TheWaskally what are you two thinking of playing -- I have no problems playing the non-spell caster and let you two play with that.

I'm considering a cleric. I'll have to read up on the gods.


Great okay two spell casters perhaps those other potential players might chime in as well but more than willing to cover the fighter, rogue, or fighter/rogue class.


Some examples of spell conversion. Just to show how easy it is. The following spells are from Relics and Rituals published by White Wolf, and More Magic and Mayhem, a supplement for the World of Warcraft RPG, also published by White Wolf. But the More Magic and Mayhem pdf is no longer available. Some other spells come from the Advanced Player's Guide.

OGL Section 15 -- notice

World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
Relics & Rituals Copyright 2001, Clark Peterson

Converted Spells

Arcane Explosion is a fifth level mage spell coming from More Magic and Mayhem, page 68. According to Advanced d20 Magic, it has a spellcasting base DC of 38. It has a casting time of one standard action. It requires 2 slots to learn. It's Save DC is 15 (6 + one fifth of 38 + 2 spell slots) + the caster's attribute bonus.

Blazing Shield is a second level sorcerer and wizard spell from Relics and Rituals, page 53. It has a spellcasting base DC of 25, due to it being 2nd level. It also has a casting time of one action. Because it's spell effect is more powerful (up to +7 AC against melee weapons/+8 AC against Missile weapons), I adjusted the DC by 2, making it DC 27. It takes up one slot to learn. It's save DC is 12 (6 + one fifth of 27 + 1 spell slot) + caster's ability modifier.

Blessing of Kings is a fourth level paladin spell (MM&M, pages 69, 70). Since it's a fourth level spell, it has a base casting DC of 34. Like all divine spells, it takes one round for prayer and answer. It takes 2 slots to learn, because it's a 4th level spell. It's save DC is 14 (6 + one fifth of 34 + 2 spell slots) + the caster's ability score bonus.

Confess is a second level inquisitor spell (APG, page 212), so is treated like a cleric spell of 2nd level. It has a base DC of 25. IT also requires a standard, basic focus (a holy symbol), so this increases the base spellcasting DC to 27. It takes 1 slot to learn. It's save DC is 12 (6 + one fifth of 27 + 1 spell slot) + caster's primary ability score.

Create Firestone is a third level warlock spell (MM&M, page 72). So it's treated as a sorcerer/wizard spell. It has a base spellcasting DC of 30. It takes 1 spell slot to learn.

Create Treasure Map is a second level spell for bards, druids, rangers, sorcerers, and wizards (APG, page 214). Thus it has a base casting DC of 25. It also has a ritual spellcasting time of one hour, which adds +15 to the Casting DC. Making this spell a grand total DC of 40 to cast on the fly. Add +1 for the expendable foci. DC 41. It takes 1 slot to learn.


EltonJ wrote:

Some examples of spell conversion. Just to show how easy it is. The following spells are from Relics and Rituals published by White Wolf, and More Magic and Mayhem, a supplement for the World of Warcraft RPG, also published by White Wolf. But the More Magic and Mayhem pdf is no longer available. Some other spells come from the Advanced Player's Guide.

OGL Section 15 -- notice

World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
Relics & Rituals Copyright 2001, Clark Peterson

Converted Spells

Arcane Explosion is a fifth level mage spell coming from More Magic and Mayhem, page 68. According to Advanced d20 Magic, it has a spellcasting base DC of 38. It has a casting time of one standard action. It requires 2 slots to learn. It's Save DC is 15 (6 + one fifth of 38 + 2 spell slots) + the caster's attribute bonus.

Blazing Shield is a second level sorcerer and wizard spell from Relics and Rituals, page 53. It has a spellcasting base DC of 25, due to it being 2nd level. It also has a casting time of one action. Because it's spell effect is more powerful (up to +7 AC against melee weapons/+8 AC against Missile weapons), I adjusted the DC by 2, making it DC 27. It takes up one slot to learn. It's save DC is 12 (6 + one fifth of 27 + 1 spell slot) + caster's ability modifier.

Blessing of Kings is a fourth level paladin spell (MM&M, pages 69, 70). Since it's a fourth level spell, it has a base casting DC of 34. Like all divine spells, it takes one round for prayer and answer. It takes 2 slots to learn, because it's a 4th level spell. It's save DC is 14 (6 + one fifth of 34 + 2 spell slots) + the caster's ability score bonus.

Confess is a second level inquisitor spell (APG, page 212), so is treated like a cleric spell of 2nd level. It has a base DC of 25. IT also requires a standard, basic focus (a holy symbol), so this increases the base spellcasting...

More Magic & Mayhem is still available, on a google search it is downloadable from the 1st search result, it's on a google drive.

Some other questions:

1) You mentioned evil alignment if the setting were Cheliax. Are LE or NE (if not disruptive) allowed?
2) a. Are godless clerics (those empowered by convictions) allowed?
b. I know they have normally have no deity favored weapon, do you keep to that, or can something related to their convictions replace it? No biggie if keeping strict on the lack of a particular weapon, just asking.

One option i am considering is a cleric with trickery and travel, who was an orphan. E alignment would represent being slightly opportunistic if no risk were involved, looking out for oneself. It may start out at 1st lvl as a non magical class, going into cleric from there, RP wise. I haven't decided yet.


I'm looking over Argenon Dallimothan, and I don't see anything I need to change for the campaign, other than remove the paladin interest in his Background and Personality. I think the noble sorcerer might be ready for this new campaign!!!


Chyrone wrote:

More Magic & Mayhem is still available, on a google search it is downloadable from the 1st search result, it's on a google drive.

Some other questions:

1) You mentioned evil alignment if the setting were Cheliax. Are LE or NE (if not disruptive) allowed?
2) a. Are godless clerics (those empowered by convictions) allowed?
b. I know they have normally have no deity favored weapon, do you keep to that, or can something related to their convictions replace it? No biggie if keeping strict on the lack of a particular weapon, just asking.

One option i am considering is a cleric with trickery and travel, who was an orphan. E alignment would represent being slightly opportunistic if no risk were involved, looking out for oneself. It may start out at 1st lvl as a non magical class, going into cleric from there, RP wise. I haven't decided yet.

A2a. It's Ptolus, you have the right to make up your own god. :)

A2b. Most of the deities in Ptolus have no favored weapon. If you need a favored weapon, I can assign one.

A1. If we were playing in Cheliax, evil alignments would be allowed yes. However, since we are playing in Ptolus, evil alignments are restricted. Do you want to play an evil character?

Quick question: is it my google drive?


TheWaskally wrote:
I'm looking over Argenon Dallimothan, and I don't see anything I need to change for the campaign, other than remove the paladin interest in his Background and Personality. I think the noble sorcerer might be ready for this new campaign!!!

Cool. Remember, you start out with four slots with which to "purchase" spells. Sorcerers gain 4 slots a level, up to a total of 80 slots. Plus, you can purchase the extra spells feat, which gives you an extra 4 slots of spells.


EltonJ wrote:
Chyrone wrote:

More Magic & Mayhem is still available, on a google search it is downloadable from the 1st search result, it's on a google drive.

Some other questions:

1) You mentioned evil alignment if the setting were Cheliax. Are LE or NE (if not disruptive) allowed?
2) a. Are godless clerics (those empowered by convictions) allowed?
b. I know they have normally have no deity favored weapon, do you keep to that, or can something related to their convictions replace it? No biggie if keeping strict on the lack of a particular weapon, just asking.

One option i am considering is a cleric with trickery and travel, who was an orphan. E alignment would represent being slightly opportunistic if no risk were involved, looking out for oneself. It may start out at 1st lvl as a non magical class, going into cleric from there, RP wise. I haven't decided yet.

A2a. It's Ptolus, you have the right to make up your own god. :)

A2b. Most of the deities in Ptolus have no favored weapon. If you need a favored weapon, I can assign one.

A1. If we were playing in Cheliax, evil alignments would be allowed yes. However, since we are playing in Ptolus, evil alignments are restricted. Do you want to play an evil character?

Quick question: is it my google drive?

The PDF is in the google drive of another, accessable through the search result link.

Evil alignment (only for mechanics and non disruptive rp) was more for the aasimar alternative racial trait [Lost promise: While many view aasimars’ beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait. This racial trait replaces the spell-like ability racial trait.]

The reason the pc got that, would tie with the Mutant eye, a reason they became an orphan. Who wants a mutant child? Not their folks.


Oh, I see.


Reading up more on the revised casting for clerics, all spells becoming full round actions for them kinda hurts.

Pre combat isn't too bad, but if things are needed up close, buffs, debuffs, or healing, getting delayed is inconvenient.

I might reconsider the cleric, or switch out a domain for animal, and hope for the best on reaching lvl 7 so it becomes a mount.


Chyrone wrote:

Reading up more on the revised casting for clerics, all spells becoming full round actions for them kinda hurts.

Pre combat isn't too bad, but if things are needed up close, buffs, debuffs, or healing, getting delayed is inconvenient.

I might reconsider the cleric, or switch out a domain for animal, and hope for the best on reaching lvl 7 so it becomes a mount.

Yea, I know it kinda hurts.


GM, does the delayed divine casting apply to scrolls?


Chyrone wrote:

GM, does the delayed divine casting apply to scrolls?

No, it does not. The magic is in the scroll, and once invoked, its released.


bump.


EltonJ wrote:

bump.

I haven't given up on making a pc, but i'm trying to figure out a work around the handicap. Summon meatshields builds are off the table, of course, when 1 full round summon becomes even longer.

If Waskally and DeJoker are the only other two, will the tarrasque/insert beefy monster, be a bit easier to deal with?


Yes.


If alternate Aasimar SLA table is allowed: 1d100 ⇒ 67
Aasimar cosmetic table: 1d100 ⇒ 41

What would be a sacred weapon for an occult kind of deity?
Domain Madness, and a subterfuge 2nd.


EltonJ, if you willing to be patient with me, I'd still like to play this playtest. The problem is I work at an understaffed hospital, 48 hours a week. I feel tired when I do have free time. Something to consider.


Chyrone wrote:

[dice=If alternate Aasimar SLA table is allowed]1d100

[dice=Aasimar cosmetic table]1d100

What would be a sacred weapon for an occult kind of deity?
Domain Madness, and a subterfuge 2nd.

I would guess a dagger or throwing knives. Certainly not a sword or a polearm. A light spear could also work (since spears are shown to be quite capable for the person who knows how to use one).

Quote:
EltonJ, if you willing to be patient with me, I'd still like to play this playtest. The problem is I work at an understaffed hospital, 48 hours a week. I feel tired when I do have free time. Something to consider.

Yes, I'm willing to be patient with you. :-) Working at an understaffed hospital isn't great. Are you a nurse, though?


Dietary Technican. I help order and deliver food to the patients.


TheWaskally wrote:
Dietary Technican. I help order and deliver food to the patients.

Neat.


TheWaskally wrote:
EltonJ, if you willing to be patient with me, I'd still like to play this playtest. The problem is I work at an understaffed hospital, 48 hours a week. I feel tired when I do have free time. Something to consider.

I know your burden, though that's been quite some years ago.

I used to work 6 days a/week in the entertainment industry on holiday villages, some summers in the past. High season saw us do 15-17 hours a/day.

I hope your hospital will find some additional staff.


TheWaskally wrote:
DeJoker EltonJ is allowing me to play the sorcerer character I played in his last Ptolus campaign.

I just barely received the Familiar Folio. I'd like to use that book. If you have the book, Waskally, you can look into it for a few ideas.


I'm sorting out the inventory, and largely have the character's statblock.

GM, would you permit the Sica as a favored weapon?

On a google it is described as a bladed weapon somewhere between a short blade and a long dagger. Otherwise i'll likely go for an odd tipped spear.

Current build, 25pt buy:

N Aasimar cleric 1
Alternate racial traits:
- Scion of humanity
- SLA replacement table: racial +2 to sense motive
+2 to Wis & Cha
Darkvision 60ft
Init +2
Speed 30ft
Languages: Common, Dwarven, Elven, Halfling

Ability scores (post-racial): Str 14 Dex 14 Con 12 Int 14 Wis 18 Cha 10
-------------------------------------------------
Offense:
BaB +0, CMB +2, CMD 14
Sica +2 (1d6+2, S, x2)

Defense:
Fort +3, Ref +2, Will +6
Acid resistance 5, cold resistance 5, and electricity resistance 5.
HP 10 (1d8+1 Con +1 FCB)

Traits:
Adopted - Social (take a race trait from adopted parent race > Enlightened warrior)
Mutant eye - Magic (You grow a 3rd eye, +2 to sense motive & perception, -1 penalty to bluff & diplomacy with humanoids who can see it)
Wisdom in the flesh - Religion (Wis for stealth, stealth becomes a class skill)

Bitter - Drawback (When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.)

Feats
1) Fast learner (+1 HP and skill point per level)
1) Exotic weapon proficiency [Favored weapon] ??

Skills: 5 a/lvl (2 class +2 Int +1 Feat)
: 2 a/lvl (Background skill points)

Appraise +6 (1 BGSP +2 Int +3 Class)
Kn. Planes +6 (1 rank +2 Int +3 Class)
Kn. Religion +6 (1 rank +2 Int +3 Class)
Linguistics +3 (1 BGSP +2 Int)
Perception +7 (1 rank +4 Wis +2 Racial)
Sense motive +10/+12(+14) (1 rank +4 Wis +3 Class +2 alternate racial / +2 trait (+4 if to see if someone is under mind-affecting effect))
Stealth +8 (1 rank +4 Wis +3 Class)
-------------------------------------
Cleric features:
Chaotic Aura (deity of madness)
Channel x3 (1d6 positive)
Domains: Madness & Clandestine inquisition

Domain powers:
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Inquisition abilities:
Disappear (Sp) (7 a/day)
You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor cleric level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
Cantrips x3, inf/day: Detect Magic, Guidance, Light
Lvl 1: 2 a/day DC 15: Murderous Command, Shield of Faith
Domain spell: Confusion (lesser)

If the point buy amount matches our sorcerer's scores, their ability scores would be the following instead (post-racial modifiers): Str 15 Dex 14 Con 14 Int 14 Wis 19 Cha 10


A Sica can work as a favored weapon. Were you looking to add the Arena to your background, though?


EltonJ wrote:

A Sica can work as a favored weapon. Were you looking to add the Arena to your background, though?

If that is a hard requirement, then i guess not. Having been born with that mutant 3rd eye, they try to keep low profile.

Considering the ability score adjustments, equal to the sorcerer's point buy, is that ok?

Difference is +1 hp per lvl and wis stuff increases a little earlier.


Chyrone wrote:
EltonJ wrote:

A Sica can work as a favored weapon. Were you looking to add the Arena to your background, though?

If that is a hard requirement, then i guess not. Having been born with that mutant 3rd eye, they try to keep low profile.

Considering the ability score adjustments, equal to the sorcerer's point buy, is that ok?

Difference is +1 hp per lvl and wis stuff increases a little earlier.

That's not a hard requirement. I just was curious since the sica is a gladiator's weapon.

Q1. Yes, that's okay.

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