| GM Lilith |
question/clarification, "3PP materials okay with approval." ???
If you want to use third-party Pathfinder RPG compatible material (in other words, stuff not made by Paizo), I am okay with it as long as your character sheet is submitted to me for approval.
Another curiosity: Will this utilize Golarion as the setting or the Greyhawk defaults Shackled City used from Core 3.X?
Golarion, as that's the setting I am more familiar with (now, at any rate).
| Wolverine690 |
Wolverine690 wrote:question/clarification, "3PP materials okay with approval." ???If you want to use third-party Pathfinder RPG compatible material (in other words, stuff not made by Paizo), I am okay with it as long as your character sheet is submitted to me for approval.
bdk86 wrote:Another curiosity: Will this utilize Golarion as the setting or the Greyhawk defaults Shackled City used from Core 3.X?Golarion, as that's the setting I am more familiar with (now, at any rate).
Cool thanks for info, pretty excited hoping I get into a few of these games. So for Max starting gold just to clarify you mean for whatever the max is for that class at lvl 1 correct?
cyzzane
|
1st Option
Summoner
Lysander
Human (Varisian) summoner (unchained, story summoner) 1 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder Unchained 25)
CG Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
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AC 12, touch 10, flat-footed 12 (+2 armor)
hp 11 (1d8+3)
Fort +2, Ref +0, Will +4; +1 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee armor spikes (rosewood) -6 (1d6-2) or
bladed scarf -2 (1d6-2) or
unarmed strike -2 (1d3-2 nonlethal)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
7/day—summon monster I
Summoner (Unchained, Story Summoner) Spells Known (CL 1st; concentration +5)
1st (2/day)—mage armor, shield
0 (at will)—acid splash, detect magic, read magic, resistance
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Statistics
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Str 7, Dex 10, Con 15, Int 12, Wis 14, Cha 18
Base Atk +0; CMB -2; CMD 8
Feats Extra Evolution[UM], Resilient Eidolon[UM]
Traits loyalty across lifetimes, varisian tattoo
Skills Acrobatics -6 (-10 to jump), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (planes) +5, Spellcraft +5
Languages Common, Elven, Varisian
SQ eidolon (unchained), life link, storykin eidolon
Other Gear rosewood armor, bladed scarf[ISWG], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
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Tracked Resources
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Storykin Eidolon (7/day) - 0/7
Summon Monster I (7/day) (Sp) - 0/7
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Storykin Eidolon (7/day) Std. act: Draw harrow card: +4 enhancement to abil. score drawn.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
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Eidolon (Unchained)
Serpentine
CG Medium outsider (azata)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +2 (+1 trait bonus vs. enchantment spells and effects)
Resist electricity 5
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Offense
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Speed 20 ft., fly 5 ft. (average)
Melee rapier +4 (1d6+1/18-20) or
unarmed strike +4 (1d3+1 nonlethal) or
tail slap -1 (1d6)
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Statistics
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +2; CMD 15 (can't be tripped)
Feats Weapon Finesse
Skills Acrobatics +3 (+5 to balance, -1 to jump), Fly +7, Knowledge (planes) +2, Perception +12, Stealth +7; Racial Modifiers +8 Perception
Languages Common
Other Gear rapier, 30 gp
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Tracked Resources
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-none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flight (5 feet, Average) You can fly!
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
2nd Option
Witch
Katydid
Female human witch 1 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longspear -2 (1d8-2/×3) or
unarmed strike -2 (1d3-2 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (fortune[APG], healing[APG])
Witch Spells Prepared (CL 1st; concentration +6)
1st—burning hands (DC 15), mage armor
0 (at will)—detect magic, read magic, stabilize
Patron Ancestors
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Statistics
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Str 7, Dex 14, Con 14, Int 18, Wis 14, Cha 9
Base Atk +0; CMB -2; CMD 10
Feats Accursed Hex[UM], Extra Hex[APG]
Traits arcane temper, sacred touch
Skills Acrobatics -4 (-8 to jump), Heal +6, Intimidate +3, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8, Use Magic Device +3
Languages Abyssal, Celestial, Common, Elven, Sylvan
SQ witch's familiar (spider, drain named Cuja)
Other Gear light crossbow, longspear, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 119 gp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Climb Checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Cuja
Drain spider (Pathfinder Campaign Setting: Inner Sea World Guide)
N Diminutive magical beast (vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
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Defense
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AC 22, touch 21, flat-footed 15 (+7 Dex, +1 natural, +4 size)
hp 4 (1d8-2)
Fort +0, Ref +7, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 1, Dex 25, Con 6, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 8
Feats Skill Focus (Perception)
Tricks Attack, Attack Any Target, Defend, Deliver, Down, Fetch
Skills Climb +31, Heal +1, Intimidate -3, Perception +11 (+15 in webs), Spellcraft -1, Stealth +23 (+27 in webs), Use Magic Device -3; Racial Modifiers +16 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
SQ attack any target, defend, deliver, down, fetch, improved evasion
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Special Abilities
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+4 Perception in webs +4 Perception in webs
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Deliver [Trick] Delivers item to indicated point or person.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Let me know what works best for the rest of the party or if I need to make changes Liz.
Karui Kage
|
Warpriest is ready!
Dwarf warpriest of Shelyn 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Defensive Abilities defensive training; SR 6, magic resistant
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Offense
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Speed 20 ft.
Melee glaive +4 (1d10+4/×3)
Ranged longbow +2 (1d8/×3)
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, forbid action[UM] (DC 13)
. . 0 (at will)—bolster spirits, guidance, stabilize
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Combat Reflexes, Weapon Focus (glaive)
Traits inner beauty, strength of the land
Skills Acrobatics -3 (-7 to jump), Bluff +4, Perform (sing) +4; Racial Modifiers craftsman
Languages Common, Dwarven
SQ blessings (good: battle companion, holy strike, luck: lucky presence, unlucky enemy), stonesinger
Combat Gear scroll of cure light wounds, cure light wounds, scroll of know the enemy; Other Gear four-mirror[UC], arrows (40), glaive, longbow, backpack, bedroll, belt pouch, flint and steel, holy text[UE], mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Shelyn, 9 sp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spell Resistance (6) You have Spell Resistance.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
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