It took rather longer than expected, but I've finished rebuilding my backup of the PbP forums in their entirety (12.7 million posts). That said, I probably won't be able to get the output for you guys done this week... but it'll be on the agenda for next week, and I'll keep pulling new data in the meantime.
Got it all running. Went ahead and nuked my old (broken) database, so I'm re-pulling everything from scratch... right now we've pulled 15,035 threads (of ~24.5k), representing 2,033,858 posts, going back to 2007. This means I've gotten all the more recent ones than that... and now it's time to talk about the format you want for your backups. I can do something "human readable" like HTML patterned after Paizo's aesthetics... or I can give you something like JSON/CSV which is a lot more flexible if you want to slice and dice things. There's a bit of a time investment either way... probably a bit more for the HTML approach. Patrick Curtin's requests will be the first to get processed, probably this week sometime... I'll post updates as I have them.
Hmm, more interest than I counted on. So good news... I hooked the code back up and it still runs, though it looks like it needs a few tweaks to pick up the correct page elements — that's not a big deal at all. Bad news... the existing database of 35,000 threads is so big that it crashed when I tried to load it on my home desktop. I may end up having to rebuild it from scratch, and I'm also asking around to see if anyone has a more powerful server that I can use for it.
Patrick Curtin wrote:
I realize I'm late to the party, but I've built such a system and maintain a (somewhat out-of-date at the moment) full backup of the PbP fora. So if it's an older game I've probably got the whole thing... if it's a newer one I may not. Haven't had much motivation to run it lately... but I also have the ability to run it as a one-off on a specific campaign if you've got a particular one in mind. (I'd not object to "extrinsic motivation", either...)
Hey, thanks! It looks like you should be able to download the extension directly from the Chrome Web Store and use it in Brave as-is... is that not working for you?
inara14 wrote:
Hmm, that's an odd issue... I'll investigate and let you know what I find. In the meantime, could you DM me your browser version and the version of the extension that's installed? Thanks, and always happy to hear that people find it useful. :)
Version 2.7.3 (Yep, we skipped 2.7.2... my notes were mussed up and I had 2.7.2 as being in use in Chrome, sooo...) This version adds a simple new feature: the ability to collapse "previous campaigns" on any "Campaigns" page. It's a persistent toggle (so if you collapse them, they'll load collapsed next time) across users (so if you collapse yours, everyone else's will load collapsed too). It may make sense to have this be page-specific in the future — let me know your thoughts. The new version is not yet available to Chrome users, because Google is requiring me to set up 2FA and I'm not willing to give them my phone number... so I'm trying to figure out a workaround for that. Hopefully you'll see the new version in the next few days. As always, I welcome your feedback.
Fiona continues forward! Run (5x), horsey, run! Motion, Distance, and Archery: I think you're right if we were talking about firearms, but the relatively low velocity of an arrow means you have to arc the shot for the distance... and a moving target means the distance is constantly changing. Then again... maybe within a certain distance, an expert archer can intuit the arc without too much "calculation".
Btw, that was totally an idle thought and in no way intended as a complaint or anything like that. :P
You're right, he is... thanks! Ranks are there as the numbers in parentheses before the colon. Flin Aranka-Relus
Basics:
Defense:
AC 19, Tch 13, FF 16 CMD 20¹ HP 30/30 [10+2+8+2+6+2] Fort +5, Ref +4, Will +0² ¹+3 vs disarm, grapple attempts ²+1 to Will saves versus fear Offense:
Speed: 30ft
Stats:
Str: 18
Dex: 16 Con: 14 Int: 11 Wis: 8 Cha: 8 (Includes Human adjustment(s): Str+2)
Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm
Traits:
Alternate Racial Traits: (none) Class Archetypes: Steelbound Fighter
Skills:
Acrobatics (II): +4⁶ Appraiseᵇ: +0 Bluff: -1 Climbᶜ: +3⁶ Craftᵇᶜ (bows) (II): +5 Diplomacy⁶: -1 Disable Device: — Disguise: -1 Esc. Art.: +2⁶ Handle Animalᵇᶜ: — Heal: -1 Intimidateᶜ (III): +5 Know. Arcana: — Know. Dung.ᶜ: — Know. Eng.ᵇᶜ (II): +5 Know. Geo.ᵇ: — Know. Hist.ᵇ: — Know. Loc.ᶜ⁶ (I): +4 Know. Nat.: — Know. Nob.ᵇ (I): +1 Know. Planes: — Know. Rel.: — Linguisticsᵇ: — Perception: -1 Professionᵇᶜ (Miner) (I): +3 Rideᶜ (I): +6⁶ Sense Motive: -1 Sleight of Handᵇ: — Spellcraft: — Stealthᶜ⁶ (I): +6⁶ Survivalᶜ: -1 Swimᶜ (I): +7⁶ 9/9 adventuring ranks
Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor. Equipment:
Total Weight: 54lbs. (light encumbrance [<=100lbs]) Stowed items are carried in backpack; weight included in Flin's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 291gp, 8sp, 6cp
Purchase History:
item — price paid (sell value) backpack — 2gp bedroll — 1sp chalk x2 — 2cp acid flask — 10gp scale mail — 50gp longbow — 75gp arrows x40 — 2gp arrows, cold iron x20 — 2gp dagger — 2gp club — FREE whetstone — 2cp +1 [forest drake] scale mail (loot bag) [worth 1050gp]
SOLD (received): scale mail (25gp) Total spent: 143.14gp
Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way. Misc:
FCB (fighter): +3 vs disarm, grapple
Header: Fighter 3 [ HP 30/30 (0 NL) | AC 19 Tch 13 FF 16 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]
Footnotes: ¹
² ³ ⁴ ⁵ ⁶ ⁷ ⁸
Roginor, final with loot bag. Roginor Mtalchkiniknz
Basics:
Defense:
AC 19¹, Tch 14¹, FF 16¹ CMD 15¹⁺ HP 25/25 [10+1+6+1+6+1] Fort +6²³, Ref +5²³, Will +6²³ ¹+4 vs giants ⁺+1 vs goblinoids ²+2 vs illusions ³+2 bonus to remove negative levels Offense:
Speed: 20ft
Stats:
Str: 12
Dex: 16 Con: 12 Int: 10 Wis: 16 Cha: 13 (Includes [modified Bleachling] Gnome adjustment(s): Con+2, Wis+2, Str-2)
Feats & Traits:
Feats: Improved Unarmed Strike, Combat Reflexes, Pack Flanking
Traits:
Alternate Racial Traits:
Class Archetypes: Wild Child, Sacred Huntsmaster, Infiltrator
Skills:
Acrobaticsᶜ (I): +6⁶ Appraiseᵇ (I): +1 Bluffᶜ (I): +8⁰ Climbᶜ (I): +4⁶ Craftᵇᶜ: +0 Diplomacyᶜ (I): +8⁰ Disable Device: — Disguiseᶜ: +1 Esc. Art.ᶜ (I): +6⁶ Handle Animalᵇᶜ (III): +7⁷ Healᶜ (I): +7 Intimidateᶜ: +1 Know. Arcanaᶜ (I): +4 Know. Dung.ᶜ (I): +4 Know. Eng.ᵇ: — Know. Geo.ᵇ (I): +1 Know. Hist.ᵇ: — Know. Loc.ᶜ: — Know. Nat.ᶜ (I): +4 Know. Nob.ᵇ: — Know. Planesᶜ: — Know. Rel.ᶜ: — Linguisticsᵇ (I): +1 Perceptionᶜ (III): +9⁸ Professionᵇᶜ (): — Rideᶜ (I): +6⁶ Sense Motiveᶜ (II): +8 Sleight of Handᵇ: — Spellcraftᶜ: — Stealthᶜ (I): +10⁶⁹ Survival: +3 Swimᶜ (I): +4⁶ Use Magic Device: — 16/16 adventuring ranks
Spells & Abilities:
Gnome Magic: Cast speak with animals 3/day as a spell-like ability with caster level equal to character level.
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels. Domain (Healing [Restoration]):
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day. Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze. Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore. Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track. Necessary Lies (Su): An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies. Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. SLA:
Orisons (5 known):
Level 1 spells (3 known, 3 per day):
Equipment:
Total Weight: 26lbs. (light encumbrance [<=32.25lbs]) Stowed items are carried in backpack; weight included in Rog's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 34gp, 9sp, 0cp
Suzi:
N Small Animal [velociraptor animal companion]
Init +4; Senses low-light vision, scent; Perception +5 Defense AC 20, touch 15, flat-footed 16 (+4 Dex, +3 natural, +1 size) HP 30 (8+3+7+3+6+3) Fort +6, Ref +7, Will +2 Offense
Statistics
Special Abilities
Tricks (8/6+2) attack (advanced), defend, down, exclusive, heel, sneak, stay Purchase History:
item — price paid (sell value) bedroll — 1sp acid flask — 10gp hide shirt — 20gp longbow — 75gp arrows x40 — 2gp dagger — 2gp club — FREE beast whistle (reptile) — 5gp leather exotic barding (Small) — 20gp
Mithral scimitar — FREE (loot bag) [worth 1015gp]
SOLD (received): hide shirt (10gp) Total spent: 155.1gp
Backstory:
How does one summarize ninety-three years of life?
Roginor was born to traveling folk: those gnomes who explore the world in their everlasting quest for new and exciting experiences. For a time, Roginor was fully one of them, but as the years passed he found himself growing more and more curious about other ways of life. Eventually, he took to staying behind when the travelers would stop, and catching up to them again months or years later, after his curiosity for that particular town was sated. One such "stopover" left him in Umok, now of Isgerian infamy. As the goblins grew more and more restless he stayed, gnomelike, enjoying the moment and waiting to see what would happen next. Once the fighting began, he fought a few skirmishes and then tried to convince others to leave with him, but no one would, or the timing was never right — and so he stayed. At the end of all that, the constant stress and fear made him feel as though the walls of the world were closing in upon him. Perhaps worst of all was the monotony... and it affected him. Even though the town was finally saved, by that time Roginor was a shell of his former self. He wandered the streets listlessly, and it was whispered that his skin and hair had begun to lighten. Not long after that he disappeared into the hills, and the villagers assumed him lost. They weren't entirely wrong... as the deep, dark throes of the Bleaching began to take him, Roginor grew weary and increasingly forlorn. One gloomy, cloudy day, when the knowledge of his impending madness or death lay particularly heavy on him, he stumbled across a clearing containing a mother saurian. The creature had clearly just been in a terrible fight — her scales were ripped, her blood flowed freely, and yet, when she saw Roginor she struggled to her feet and made as if to do battle against him. The gnome knew his life was ended, and he felt profound relief, as well as a bone-deep fear. He closed his eyes, took a deep breath, and waited. He felt the ground begin to pulse as the mother lizard limped toward him; knew that running would be pointless, even if he had wanted to run. As the pounding approached, he whispered, "Thank you." And in that moment, he suddenly felt a change; perhaps it had happened long before, or perhaps that moment of complete vulnerability triggered it. However it happened, Roginor felt a sudden, momentary tightness at his very core... and a newfound awareness of his surroundings filled him. He was still trying to process that when a surprised voice asked, "What was that?" Roginor opened his eyes and found himself staring into the face of the saurian mother. Her tongue flicked in and out, and he somehow felt that she still intended to kill him, but... had she spoken? As the two creatures watched each other—she warily, he thoughtfully—a third person approached the scene. "Oh stop, you two. There's no need for this. Egg-mother-greatly-wounded, who will raise your egg if you kill yourself killing this helpless two-legs? And you, two-legs, why do you desire death?" Roginor and the reptilian monster both turned to look. The elderly gnomish woman who had spoken looked a bit like a toad, with black, beady eyes peering out of a weatherworn face... and yet, her bearing was somehow imposing. She watched them for a moment, then began to scrounge among her pouches and vest pockets, as if unconcerned that there was an unfinished mortal combat before her — or perhaps as if she knew that the potential combatants would heed her words and refrain. Over the next few hours, Roginor was sent to fetch water, collect herbs (which had to be described to him in painstaking detail—sometimes repeatedly), tend a fire, and finally apply poultices and bandages to the very creature which had so recently intended his death. The woman hardly spoke, and said nothing of herself; Roginor and the saurian were left to do most of the talking. Almost as soon as the poultices were bound, the woman stood up and walked to the edge of the clearing. Turning to gaze at Roginor with those piercing black eyes full of portent, she said simply, "Care, Roginor." With his new-found awareness of his natural surroundings, Roginor spent the next years in quiet study of the land and its inhabitants. The mother saurian survived and her wounds healed, and she and Roginor became friends; when her egg hatched, she joked (in her reptilian way) that you might think the gnome was the mother, the way the hatchling followed him around. As more time passed, Roginor even began to visit inhabited towns again, though never too frequently. Haugin's Ear, being a convenient spot to resupply in his southern roamings, grew to recognize him — "Old Rog", they called him, or "Tall Rog" sometimes — the hermit of the hills. Misc:
FCB (druid, brawler): 1/4 increase to uses of martial flexibility
Header: Brawler 1 / Inquisitor 2 [ HP 25/25 (0 NL) | AC 19¹ Tch 14¹ FF 16¹ | Fort +6²³ Ref +5²³ Will +6²³ | CMD 15¹ | Init +6 | Perc +9, low-light vision | Hero Points: 2 | Effects: none ]
Footnotes: ¹+4 vs giants
²+2 vs illusions ³+2 bonus to remove negative levels ⁴+1 vs reptiles & goblins ⁵50% weapon damage to incorporeal creatures ⁶ACP: -1 included ⁷+4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion ⁸+4 size bonus ⁹+2 racial bonus ⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma ⁺+1 vs goblinoids
Flin, final with loot bag. Flin Aranka-Relus
Basics:
Defense:
AC 19, Tch 13, FF 16 CMD 20¹ HP 30/30 [10+2+8+2+6+2] Fort +5, Ref +4, Will +0² ¹+3 vs disarm, grapple attempts ²+1 to Will saves versus fear Offense:
Speed: 30ft
Stats:
Str: 18
Dex: 16 Con: 14 Int: 11 Wis: 8 Cha: 8 (Includes Human adjustment(s): Str+2)
Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm
Traits:
Alternate Racial Traits: (none) Class Archetypes: Steelbound Fighter
Skills:
Acrobatics (I): +3⁶ Appraiseᵇ: +0 Bluff: -1 Climbᶜ: +3⁶ Craftᵇᶜ (bows) (II): +5 Diplomacy⁶: -1 Disable Device: — Disguise: -1 Esc. Art.: +2⁶ Handle Animalᵇᶜ: — Heal: -1 Intimidateᶜ (II): +4 Know. Arcana: — Know. Dung.ᶜ: — Know. Eng.ᵇᶜ (II): +5 Know. Geo.ᵇ: — Know. Hist.ᵇ: — Know. Loc.ᶜ⁶ (I): +4 Know. Nat.: — Know. Nob.ᵇ (I): +1 Know. Planes: — Know. Rel.: — Linguisticsᵇ: — Perception: -1 Professionᵇᶜ (Miner) (I): +3 Rideᶜ (I): +6⁶ Sense Motive: -1 Sleight of Handᵇ: — Spellcraft: — Stealthᶜ⁶ (I): +6⁶ Survivalᶜ: -1 Swimᶜ: +3⁶ 6/6 adventuring ranks
Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor. Equipment:
Total Weight: 54lbs. (light encumbrance [<=100lbs]) Stowed items are carried in backpack; weight included in Flin's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 291gp, 8sp, 6cp
Purchase History & Worth:
item — price paid (sell value) backpack — 2gp bedroll — 1sp chalk x2 — 2cp acid flask — 10gp scale mail — 50gp longbow — 75gp arrows x40 — 2gp arrows, cold iron x20 — 2gp dagger — 2gp club — FREE whetstone — 2cp +1 [forest drake] scale mail (loot bag) (1050gp)
SOLD (received): scale mail (25gp) Total spent: 143.14gp
Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way. Misc:
FCB (fighter): +3 vs disarm, grapple
Header: Fighter 3 [ HP 30/30 (0 NL) | AC 19 Tch 13 FF 16 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]
Footnotes: ¹
² ³ ⁴ ⁵ ⁶ ⁷ ⁸
Rog's gonna take bag 12. I'll get those added to the sheets and post the "final" versions for your inspection shortly. One last question on the pack saddle... my understanding is that the weights given (20lbs for an exotic pack saddle) are for a Large-sized mount/creature. If that's the case, would the weight be halved for a Medium-sized mount/creature, and then further reduced for a Small-sized mount/creature? Sorry for the back-and-forth... just wanna make sure I understand. Or maybe a better question... as a biped, can Suzi just wear a backpack? :P
Tilnar wrote: 1a) For the barding, it does -- per the rules -- barding for non-humanoid creatures costs twice as much -- and the size modifiers for weight still apply. [So, x2 cost, x.5 weight for a small creature -- I think UE actually even made a table for people who didn't like to do the math to stack the rules.] That said, your animal companion would need to sink a feat into armour proficiency, otherwise she's going to be facing NP penalties. (Cavalier mounts get it for free, but other ACs don't). Right, that's what I meant by the "non-armor" specification — they address it for barding, but not for the pack saddle, the harness, and the whet bone. She's not proficient, and the ACP from her leather armor applies to everything. ACP from leather armor is 0. :) Tilnar wrote: 2) As class features, ACs get the same "at least half" hp as you do -- (I.e. Full at level one, then 4 + d4 hit points per HD). D'oh, I assumed full at level 1, but then rolled full d8s for levels 2 and 3. Want me to reroll 'em as d4s? Tilnar wrote: [3—5] Sounds fine. Do you want me to drop Shadow Hunter? I literally just took it because, as you noted, gnomish weapon familiarity is worthless. :) Tilnar wrote: 6) Yup, sorry. All good. Who knows, maybe I'll branch into druid later on! :P
Assumptions (read me first!):
In the interests of getting something built and overcoming my decision paralysis, I went ahead and made some (favorable and unfavorable) assumptions. I'm calling them out here so you can let me know if they're wrong (and hopefully not think I'm being presumptious). They are:
1) PF doesn't address the weight of (non-armor) animal gear scaling for size. I assumed here that the price doesn't change, but... I'm hoping the weight scales like character equipment (that is, 1/4 or 1/2 weight)? I've left the default weights for such gear, annotating them with "?!??!". :)
I suspect I'll need to make some tweaks based on the above; just let me know and I'll get it adjusted. Roginor Mtalchkiniknz
Basics:
Defense:
AC 17¹, Tch 14¹, FF 14¹ CMD 15¹⁺ HP 25/25 [10+1+6+1+6+1] Fort +6²³, Ref +5²³, Will +6²³ ¹+4 vs giants ⁺+1 vs goblinoids ²+2 vs illusions ³+2 bonus to remove negative levels Offense:
Speed: 20ft
Stats:
Str: 12
Dex: 16 Con: 12 Int: 10 Wis: 16 Cha: 13 (Includes [modified Bleachling] Gnome adjustment(s): Con+2, Wis+2, Str-2)
Feats & Traits:
Feats: Improved Unarmed Strike, Combat Reflexes, Pack Flanking
Traits:
Alternate Racial Traits:
Class Archetypes: Wild Child, Sacred Huntsmaster, Infiltrator
Skills:
Acrobaticsᶜ (I): +6⁶ Appraiseᵇ (I): +1 Bluffᶜ (I): +8⁰ Climbᶜ (I): +4⁶ Craftᵇᶜ: +0 Diplomacyᶜ (I): +8⁰ Disable Device: — Disguiseᶜ: +1 Esc. Art.ᶜ (I): +6⁶ Handle Animalᵇᶜ (III): +7⁷ Healᶜ (I): +7 Intimidateᶜ: +1 Know. Arcanaᶜ (I): +4 Know. Dung.ᶜ (I): +4 Know. Eng.ᵇ: — Know. Geo.ᵇ (I): +1 Know. Hist.ᵇ: — Know. Loc.ᶜ: — Know. Nat.ᶜ (I): +4 Know. Nob.ᵇ: — Know. Planesᶜ: — Know. Rel.ᶜ: — Linguisticsᵇ (I): +1 Perceptionᶜ (III): +9⁸ Professionᵇᶜ (): — Rideᶜ (I): +6⁶ Sense Motiveᶜ (II): +8 Sleight of Handᵇ: — Spellcraftᶜ: — Stealthᶜ (I): +10⁶⁹ Survival: +3 Swimᶜ (I): +4⁶ Use Magic Device: — 16/16 adventuring ranks
Spells & Abilities:
Gnome Magic: Cast speak with animals 3/day as a spell-like ability with caster level equal to character level.
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels. Domain (Healing [Restoration]):
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day. Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze. Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore. Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track. Necessary Lies (Su): An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies. Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. SLA:
Orisons (5 known):
Level 1 spells (3 known, 3 per day):
Equipment:
Total Weight: 18.5lbs. (light encumbrance [<=32.25lbs]) Stowed items are carried in backpack; weight included in Rog's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 19gp, 9sp, 0cp
Suzi:
N Small Animal [velociraptor animal companion]
Init +4; Senses low-light vision, scent; Perception + Defense AC 20, touch 15, flat-footed 16 (+4 Dex, +3 natural, +1 size) HP 30 (8+3+7+3+6+3) Fort +6, Ref +7, Will +2 Offense
Statistics
Special Abilities
Tricks (8/6+2) attack (advanced), defend, down, exclusive, heel, sneak, stay Purchase History:
item — price paid (sell value) bedroll — 1sp acid flask — 10gp hide shirt — 20gp longbow — 75gp arrows x40 — 2gp dagger — 2gp club — FREE beast whistle (reptile) — 5gp leather exotic barding (Small) — 20gp
SOLD (received): Total spent: 160.1gp
Backstory:
How does one summarize ninety-three years of life?
Roginor was born to traveling folk: those gnomes who explore the world in their everlasting quest for new and exciting experiences. For a time, Roginor was fully one of them, but as the years passed he found himself growing more and more curious about other ways of life. Eventually, he took to staying behind when the travelers would stop, and catching up to them again months or years later, after his curiosity for that particular town was sated. One such "stopover" left him in Umok, now of Isgerian infamy. As the goblins grew more and more restless he stayed, gnomelike, enjoying the moment and waiting to see what would happen next. Once the fighting began, he fought a few skirmishes and then tried to convince others to leave with him, but no one would, or the timing was never right — and so he stayed. At the end of all that, the constant stress and fear made him feel as though the walls of the world were closing in upon him. Perhaps worst of all was the monotony... and it affected him. Even though the town was finally saved, by that time Roginor was a shell of his former self. He wandered the streets listlessly, and it was whispered that his skin and hair had begun to lighten. Not long after that he disappeared into the hills, and the villagers assumed him lost. They weren't entirely wrong... as the deep, dark throes of the Bleaching began to take him, Roginor grew weary and increasingly forlorn. One gloomy, cloudy day, when the knowledge of his impending madness or death lay particularly heavy on him, he stumbled across a clearing containing a mother saurian. The creature had clearly just been in a terrible fight — her scales were ripped, her blood flowed freely, and yet, when she saw Roginor she struggled to her feet and made as if to do battle against him. The gnome knew his life was ended, and he felt profound relief, as well as a bone-deep fear. He closed his eyes, took a deep breath, and waited. He felt the ground begin to pulse as the mother lizard limped toward him; knew that running would be pointless, even if he had wanted to run. As the pounding approached, he whispered, "Thank you." And in that moment, he suddenly felt a change; perhaps it had happened long before, or perhaps that moment of complete vulnerability triggered it. However it happened, Roginor felt a sudden, momentary tightness at his very core... and a newfound awareness of his surroundings filled him. He was still trying to process that when a surprised voice asked, "What was that?" Roginor opened his eyes and found himself staring into the face of the saurian mother. Her tongue flicked in and out, and he somehow felt that she still intended to kill him, but... had she spoken? As the two creatures watched each other—she warily, he thoughtfully—a third person approached the scene. "Oh stop, you two. There's no need for this. Egg-mother-greatly-wounded, who will raise your egg if you kill yourself killing this helpless two-legs? And you, two-legs, why do you desire death?" Roginor and the reptilian monster both turned to look. The elderly gnomish woman who had spoken looked a bit like a toad, with black, beady eyes peering out of a weatherworn face... and yet, her bearing was somehow imposing. She watched them for a moment, then began to scrounge among her pouches and vest pockets, as if unconcerned that there was an unfinished mortal combat before her — or perhaps as if she knew that the potential combatants would heed her words and refrain. Over the next few hours, Roginor was sent to fetch water, collect herbs (which had to be described to him in painstaking detail—sometimes repeatedly), tend a fire, and finally apply poultices and bandages to the very creature which had so recently intended his death. The woman hardly spoke, and said nothing of herself; Roginor and the saurian were left to do most of the talking. Almost as soon as the poultices were bound, the woman stood up and walked to the edge of the clearing. Turning to gaze at Roginor with those piercing black eyes full of portent, she said simply, "Care, Roginor." With his new-found awareness of his natural surroundings, Roginor spent the next years in quiet study of the land and its inhabitants. The mother saurian survived and her wounds healed, and she and Roginor became friends; when her egg hatched, she joked (in her reptilian way) that you might think the gnome was the mother, the way the hatchling followed him around. As more time passed, Roginor even began to visit inhabited towns again, though never too frequently. Haugin's Ear, being a convenient spot to resupply in his southern roamings, grew to recognize him — "Old Rog", they called him, or "Tall Rog" sometimes — the hermit of the hills. Misc:
FCB (druid, brawler): 1/4 increase to uses of martial flexibility
Header: Brawler 1 / Inquisitor 2 [ HP 25/25 (0 NL) | AC 17¹ Tch 14¹ FF 14¹ | Fort +6²³ Ref +5²³ Will +6²³ | CMD 15¹ | Init +6 | Perc +9, low-light vision | Hero Points: 2 | Effects: none ]
Footnotes: ¹+4 vs giants
²+2 vs illusions ³+2 bonus to remove negative levels ⁴+1 vs reptiles & goblins ⁵50% weapon damage to incorporeal creatures ⁶ACP: -1 included ⁷+4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion ⁸+4 size bonus ⁹+2 racial bonus ⁰ adds Wisdom to Bluff and Diplomacy in addition to Charisma ⁺+1 vs goblinoids
Flin Aranka-Relus
Basics:
Defense:
AC 18, Tch 13, FF 15 CMD 20¹ HP 30/30 [10+2+8+2+6+2] Fort +5, Ref +4, Will +0² ¹+3 vs disarm, grapple attempts ²+1 to Will saves versus fear Offense:
Speed: 30ft
Stats:
Str: 18
Dex: 16 Con: 14 Int: 11 Wis: 8 Cha: 8 (Includes Human adjustment(s): Str+2)
Feats & Traits:
Feats: Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Deadly Aim, Ranged Disarm
Traits:
Alternate Racial Traits: (none) Class Archetypes: Steelbound Fighter
Skills:
Acrobatics (I): +2⁶ Appraiseᵇ: +0 Bluff: -1 Climbᶜ: +2⁶ Craftᵇᶜ (bows) (II): +5 Diplomacy⁶: -1 Disable Device: — Disguise: -1 Esc. Art.: +1⁶ Handle Animalᵇᶜ: — Heal: -1 Intimidateᶜ (II): +4 Know. Arcana: — Know. Dung.ᶜ: — Know. Eng.ᵇᶜ (II): +5 Know. Geo.ᵇ: — Know. Hist.ᵇ: — Know. Loc.ᶜ⁵ (I): +5 Know. Nat.: — Know. Nob.ᵇ (I): +1 Know. Planes: — Know. Rel.: — Linguisticsᵇ: — Perception: -1 Professionᵇᶜ (Miner) (I): +3 Rideᶜ (I): +5⁶ Sense Motive: -1 Sleight of Handᵇ: — Spellcraft: — Stealthᶜ⁵ (I): +6⁶ Survivalᶜ: -1 Swimᶜ: +2⁶ 6/6 adventuring ranks
Abilities:
Steelbound Weapon (Ex; longbow): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn't wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can't benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter's weapon awakens (see steelbound awakening), these penalties apply whenever the fighter isn't carrying or wielding that particular weapon. This ability replaces the fighter's 1st-level bonus feat.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex; -1 ACP, +1 Max Dex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor. Equipment:
Total Weight: 55lbs. (light encumbrance [<=100lbs]) Stowed items are carried in backpack; weight included in Flin's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 156gp, 8sp, 6cp
Purchase History:
item — price paid (sell value) backpack — 2gp bedroll — 1sp chalk x2 — 2cp acid flask — 10gp scale mail — 50gp longbow — 75gp arrows x40 — 2gp arrows, cold iron x20 — 2gp dagger — 2gp club — FREE whetstone — 2cp SOLD (received): Total spent: 143.14gp
Backstory:
Flin grew up in Haugin's Ear, only child of a family all too aware of its Aranka blood, and all too eager to remind everyone (its members included) of the same. The constant pressure to bring honor to his family never rested lightly on Flin, and the older he grew, the more he seemed to push against it. His family gladly sent him to the militia, hoping his year there would "cure" him as it had "Cousin Frel". Instead, Flin seemed to constantly get into trouble, requiring (likely unknown to him) interventions from his family (and likely favors from the more powerful Arankas) to keep him, and the family, from the shame of public punishment and exile. Everyone, most of all Flin, was relieved when he finally finished his "year" (actually longer); for Flin, the Outside World was calling to him with promises of freedom and excitement, with no pesky family expectations to get in the way. Misc: FCB (fighter): +3 vs disarm, grapple
Header: Fighter 3 [ HP 30/30 (0 NL) | AC 18 Tch 13 FF 15 | Fort +5 Ref +4 Will +0 | CMD 20¹ | Init +3 | Perc -1 | Hero Points: 2 | Effects: none ]
Tilnar wrote:
Heh, that'll teach me to try to read alternative racial traits late at night... Tilnar wrote:
Okay. It's a difference of 3hp, so I guess I'll just put it together without the change and let you take a look.
Alright, I spose I can work with Wis instead of Cha — thanks for the concession. Sounds good on Mount and Steelbound. Regarding the alternative racial traits, the "subrace" is actually the messed-up one... those four traits pretty much all replace or alter the same base abilities. :P I'm actually interested in the non-subrace "Bleachling" trait, just wondering if we can switch the "druid" favored class to something more flavor-based, like "something else naturey-flavored". :P The character is totally naturey, but the druid /class/ doesn't fit. Thoughts? (FYI: I'm trying to make the gnome/bleachling race choice less suboptimal got the character because I really like the concept — I'm not trying to make some overpowered monster.)
Aaand a few more questions as I start to flesh out Flin (say that five times fast)... 1. Any objection to the Steelbound Fighter archetype? I figure it may not be optimal but you could probably have a good bit of fun with it. (I'm not actually very familiar with the intelligent weapon rules, but it seems like a fun thematic thingy.) 2. Classes granting Mount ("as the druid animal companion ability") and Animal Companion would stack for the purposes of the companion's advancement (assuming the animal qualifies for both), right? 3. Any chance we can tweak the Bleachling gnome alternate racial trait a bit and say any two favored classes, instead of one having to be druid? :P Incidentally, it seems like whoever wrote the Bleachling "subrace" for gnomes had no understanding of how alternate racial traits work... I guess that's it for now.
Tilnar wrote:
Excellent — that's about what I'd envisioned. I suspect there was some family influencin' goin' on to keep him in... but since Flin wouldn't be likely to know about it, I'll leave that in your hands. ;)
These are great! Nice variety too... now for more decision paralysis! ;) Where I Am So Far... Flin Aranka-Relus is a rebellious youngster who's just finished (or is close to finishing) his year in the militia... barely (I rather suspect it may have taken him more than a year to do so). His family's constant references to and comparisons of him with "Cousin Frel" have engendered bitterness and further rebellion in his heart, which have manifested as constant issues with the militia's authority — insubordination, drunkenness, fighting, etc. (DM: would love to chat and flesh out what this has looked like in the context of the militia, disciplinary measures, etc.) Flin is ready to get out of town and away from "it all", and is likely on the path to banditry and an early death... Flin's shaking out as a fairly-vanilla ranged fighter build. <Insert Name Here> has been a hermit near Haugin's Ear for years, though is somewhat known in town. Not sure yet whether this character became a hermit due to trauma of the war, refugee status, or something else, but it's a wise older person who's been around a while. Looking at an animal-companion-focused build. I still might switch all this up and have the second guy be the archer and the first guy be something else... but based on what Treppa and I have discussed offline the above role "coverage" is fairly set.
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