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Organized Play Member. 238 posts (418 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 10 aliases.


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ok, so my apologies, as I said, I recently just got a second job to help with school and other necessities, which is taking a lot more time and work than I had anticipated. And with this being a game I had envisioned with lots of map work I'm not certain I would be able to run it the way I wished. So, I will be putting this on an official hiatus until a time I feel comfortable fulling committing to running it as I don't want to be forced to drop it half-way through.


ok, gonna be making a barbarian totem warrior, either bear or wolf not sure yet. Will let his personality/background lead me from here.

hp: 2d12 ⇒ (7, 2) = 9

also, are we using the starting equipment in the core book?


DM, the lore of 5E and ravenloft stuff is lesser known to me, would a light cleric fit in well with the tone of the setting/game? or would a Tempest cleric better fit?

If neither of those fit well, would a barbarian or fighter better fit?


did Arrak look good?


dot. thinking cleric, will get back to you


hellknights are, imo, very Javert (from les mis) with often a touch of hellish influence. Law and order above all other things


sorry, just got hired at a new job. I'll hopefully have everything ready in a bit.


dot


Ok, gonna be playing in a campaign soon with a gestalt character. I decided I wanted to go with a half-orc blood rager(Draconic, Red or Green) spell-eater that grew up in an orc tribe but eventually left.

Couple caveats, the blood rage feature will be working as the unchained barbarian rage feature, along with the barbarian powers. The game likely won't reach, or go past Level 8-9

Now, I've decided to focus him on natural attacks(claws) when he rages. However I've been stumped mostly for a gestalt. ATM I'm thinking arcane duelist bard, reasons are-
Free arcane strike for going into blooded arcane strike, skills/spells and more spells to eat via spell-eater, bardic performance for when he isn't raging and good saves all around.

I've also considered- Rogue - for skills/Sneak attack and going Dex-damage with his claws. And the other goodies that comes with the unchained rogue.

Oracle- lame curse, but I'm shying away from this as it smells a bit cheesy.

Sorcerer- lots of spells to eat, stat synergy, full level arcane.. but no armor.

Any ideas?


dot


My Evoker is done, just need to move it to alias


1 person marked this as a favorite.

alright. seems we have enough. I'll be making selections for the group this Saturday/sunday


background is still in progress, same idea just haven't had much time to fine tune everything.


yes, fighters get it free. Background skills are fine.


my apologies! I haven't read or used combat stamina, so I suppose now is a good time, I will however follow the recommendation and only allow it to the fighter.


If need be I'll extend the recruitment to this coming Monday.


dot.


Sylvanus, TFK wrote:
I'm confused about feats. If I choose to do the stat increase at levels 4 and 8 will I not be taking any feats at all or am I missing something about a starting feat and feat additions?

this is correct, you either boost stats, or take feats.


tentative dot


Weables wrote:

no, its not a monster feat. its a feat found in the bestiary because it more commonly applies to monsters than PCs. its fully available to PCs and there's been FAQ stating the same, I believe.

Ah, well then. Nice to know!


Ok, I think I'm going to go Paladin/Cavalier(Order of the Scales)

I'm having trouble finding another class to match him. But this seems close.


Saiman wrote:

I meant what is WBL?

And since I'm asking.... what is SLA?

Apologies, as chuffster said, you can find the wealth by level on the PRD or in the books.


If you want to replace the SLA go ahead and roll 3 times, you may choose any of the three or keep the SLA.

WBL yes.


I'm going to have to withdraw.


good luck all.


randomobject: 1d20 + 1d10 ⇒ (16) + (10) = 26


Also, A suggestion on Leadership cohort gear- give them equivalent Heroic NPC wealth to the players level?


Olaf the Holy wrote:

Heretek has the right of it. It's because d20pfsrd only posts explicitly OGL material, so they make edits to things that reference specific fluff things, like gods or organizations.

Hellknight Signifers are called Hell Knight Enforcers on d20pfsrd, while Hellknights are called Hell Knight Commanders, for example.

As for the healer aasimar, you'd be better off picking up a bunch of damage spells and taking the Consecrate Spell feat.

Remember that ability focus: Channel Energy is a thing. Also there's a few traits that help CE, increasing DC or giving another use/d.

Not sure why that is, I feel like if they have wiki's on all their deities with listed domains/portfolio etc they could just use the wording they wanted.

Ability Focus is a monster feat, so that's also a bit iffy and varies from DM-DM, as such I'll post new builds in a bit to represent something hopefully would allows be allowed unless houseruled/banned away.


The alignment wasn't so much an issue as flavor representation.

He really doesn't "know" what to believe/what he believes. He can't shake the thought that maybe nothing is worth doing in the end and that their really is no hope in the grand scheme of things. That said, he chooses to fight against that possible reality, enforcing meaning on things if he can. Not necessarily because he believes in what he is doing, but because

1) He likes to give the finger to the universe, or fight fate as it were(specifically the fate that tries to engulf his thoughts)
2) It gives him -something- to believe in/continue to do
3) MAYBE, just maybe, he CAN make a difference
4) He can protect people that -DO- believe in things, at least he can protect those people.
5) Possibly most importantly, He wants to believe their is hope and good (not necessarily "good" as in evil/good)

I can go LG, but I don't see him being "good", its more of, "I will do what I must"

If you don't see this being a paladin, Thats fine, as I said, I'm not sure thats what I would go with 100%


INTERESTED. Thinking of a character that doesn't believe their is "good" in the world, but fights with everything he has in what even he calls a "foolish hope of a dream" to protect/find any "good" or "Meaning".

how would you feel about a LN paladin of Asmodeus? I'm not 100% I'll go this route but it was something that occurred to me that might fit my concept. I think I'd like to eventually go Hell-knight Commander


Heretek wrote:
TheOrcnextdoor wrote:

Mr. bonkers, Pathfinder has loosened the requirements on the deity of worship for the channel feats-

Here

its not "specific" deities, just "Specific domain/portfolios"

Umm... no? The SRD is vague because they can't deliberately state the deity name for the feats. You still need the specific deity for them to work in practice.

When it says "worship a god of battle" it means "Gorum" but it can't say "Gorum".

Look at Archives of Nethys for the actual text of each feat.

IIRC nethys is not part of pathfinder, (which is why they can't use the same wording) therefore anything pathfinder brings over is used as worded. That said, I haven't played -alot- of PFS, but I would assume PFS uses pathfinder material. I could be wrong here however so if you have evidence to the contrary feel free to show it. (the Pathfinder deities are public domain now anyway, why would they not be allowed to name them?)


Mr. bonkers, Pathfinder has loosened the requirements on the deity of worship for the channel feats-

Here

its not "specific" deities, just "Specific domain/portfolios"

thanks for mentioning those items, I haven't come across them yet. And I do like the hangover cleric XD


the DM banned sculpt spell?


Statistics:
Male Tiefling inspired blade 1/ Blade-bound Magus 1
CN Medium Humanoid
FCB: +1/4 magus Arcana (1/4)
Init +4(+6); Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC: 15, touch 14, flat-footed 11(+0armor, +4 dex, +0 shield,+1NA,+0 Magic)
hp: 18 {1d10+1d8,+1Con}
Fort: +3,{+2Base,+1Con}
Ref: +6, {+2Base,+4Dex}
Will: +2,{+2Base+0wis,}
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 30ft.
CMB +1
Base Atk: +1
Melee:+5{+1Base,+4dex}
Ranged:+5{+1Base,+4Dex}

--Melee:

--Ranged:

------------------------------
STATISTICS
------------------------------
Str: 10, Dex: 18, Con: 12, Int: 18, Wis: 10, Cha: 06

------------------------
---------------
Traits:Magical Lineage(shocking grasp), Duelist
Drawbacks:
----------------
Alternate Race Traits: Scaled Skin(fire), Prehensile Tail, Underworld Guide
------------------

-------------

Feats:
1- weapon finesse, weapon focus Rapier, Fencing Grace,
----------------

--------------
Skills (14 points; 4/2 class, 4 INT)
-----------
Acrobatics: 2
Stealth: 2
Perception: 1
Know. Arcana: 1
Know. Planes: 1
Survival: 1
Bluff: 1
Climb: 1
Spellcraft: 1
Sense Motive: 1
Sleight of Hand: 1
Know. Dungeoneering: 1
Swim: 1

Background Skills 2/level (4)
Know. History: 2
Linguistics: 2

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish, undercommon, Orc, Dwarven, Draconic, Infernal, Teran

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Panache: 5
Arcane Pool: 5
Deeds:

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Arcane Pool (Su):

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex):

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks

Spells:

Spells Known: 1st level: 7

0th level:
Prestidigitation
Detect Magic
Ghost Sound

1st level: 3/day,
Color Spray
Chill Touch
Shocking Grasp
Vanish
Feather Fall
Longstrider
Mage Armor

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor:

Misc Gear:

Magic Items:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Here is the crunch, background underway, for a short summary he was a teifling that moved underground(underdark) and works as a guide through the treacherous caverns for anyone brave, or foolish, enough to traverse them. Eventually he was caught and enslaved.


dot. Interested, thinking magus


Hm, true enough, the bleed is situational, but After looking over it once again, I feel it would lose more than it gains. That said, it would likely work better with a negative energy channeler, as the main target of positive energy is immune to sickened and bleed IIRC. Its also likely the best option for a battle cleric more focused on melee/channels than spells/channels


As others have said, you need to have a way for affecting undead. (who are by nature immune to mind affecting spells, IE enchantments/illusions)

I agree you may get more use out of persistent spell rather than heighten,

I would suggest taking spell focus (Illusion) for a +1 to DC at level one, and swap leadership(I never trust this feat, to easy to break) for Persistent, or if you insist, heighten, metamagic


Chess Pwn wrote:
Holy vindicator helps add damage to channeling.

it doesn't really "add" to the channel, it gives it some options, and I will admit, it is a GREAT prestige class IMO for a battle cleric to go into.


Heretek wrote:

Pretty sure you can only take Extra Channel once. Also the go to negative channeling build is the Shatter Resolve build with Variant Channeling: Disease. Of course there is also the Rulership using Hangover Cleric as mentioned but well, this one is less cheesy.

Your goal here is less on damage, and more on debuffing. With Shatter Resolve you'll be making enemies shaken, and with the Variant you'll also inflict sicken if they fail their save. Shaken + Sicken is a dangerous combo when used on a single target, but in a 30 ft aoe burst it is simply amazing.

Shatter Resolve requires worshiping Urgathoa but besides that you're pretty free to build as you like.

I had forgotten variant channeling was a thing, certainly looking into that, however it may render "healing yourself every channel" dangerous, as you would end up sickened/shaken too if you fail.

as for extra channel, I suppose you are right RaW, (I'd probably house rule it myself, why does every other class get the option for 3 feats to increase resources? Also its hardly game/balance threatening) But, that not being the case, you can grab selective channel or have the option of 2 other feats to use on other things such as heavy armor/more hp/other channeling feats.

It certainly limits the use of Channel surge a bit, (reducing the uses by 2 a day!)


Cedric will take subject of study then (Undead/Haunts). I was undecided on which worked better for his background. This is a good way to resolve that haha.

Would you allow a re-flavoring of The Exemplar of the Society trait? (it gives +1 channel/day, I'd likely flavor it as something along the lines of his cheery personality/thoughts grant him more attunement with channeling divine/good energies. His deity would be Sarenrea)


The Faceless GM wrote:

A couple of things:

Crafting: Yes, crafting is alright. You will have a fairly light timeline, so I allow it. Pre-crafting a few scrolls before the campaign starts it perfectly fine, as would brewing a few potions.

Spell Combat and Rapid Shot: Yes, these abilities can be used together. I'm having trouble finding the details, but one of the developers once explained that two-weapon fighting and rapid shot do in fact stack when using throwing weapons (both penalties and benefits). I see now reason why this shouldn't work.

how would you feel about crafting your weapon? (I had planned to take Arrak into Craft Magical Arms and Armors as the game progressed (if selected) for RP purposes as part of his battle/perfection thing. Figured I'd ask, I'd only use for weapons.


voideternal wrote:
Did you take a look at Variant Channeling? Ale and Rulership to harm are particularly powerful.

I had actually fully forgotten about this. Thanks, will read over it.


Wouldn't Alignment channel work as you want? (would need to take it twice admittedly, for good/evil)

also, take a look at this prestige class Diabolist

have fun channeling hellfire!


First off, Yes, it may be "sub-optimal" but I want to focus on making a cleric based on channels so please don't post comments saying to drop it and go battle cleric/caster etc.

So, I LOVE the channel ability of clerics, it can be extremely thematic and flavorful as such I have embarked on a quest to make it viable, I know it won't be "Great" but I want to make it "good" SO, here is what I have so far, any further suggestions would be welcome. Of course the spells would still be a large part of the cleric, but Channel energy is the main focus for this. I'll go up to level 16, in theory, but provide a rough outline for continuing to 20.

I will make one build with positive energy, and one with negative.

as expected, the postive channeler focuses on smiting undead/evil and healing/buffing his party when up against non-evil/undead

Positive Channel Cleric:

Race: Aasimar
FCB: +1/2 damage on channel when used to harm undead/evil outsiders
Ability scores: 20pt buy
Str: 12
Dex: 14
Con: 14
Int: 07
Wis: 16 (+1, if going to 20, +1) (as needed to gain spells)
Cha: 17 (+1, +1, +1)

traits: Sacred Conduit(+1 dc on channel), exemplar of the society (+1 channel/day)

Domains: Sun, Glory

Feats:
1- Extra channel
3- Channel Surge
5- Improved Channel
7- Alignment Channel (evil)
9- Claryifing Channel - laugh at charms/compulsions! (only 1/day, but amazing when needed)
11- Extra Channel
13- Protective Channel- free protection from evil on all healed
15- Quicken channel- useful in dire situations, or when you just want to heal and still deal damage/cast a spell

If you continue
17- Extra channel/????
19- no idea

so, channels/channel uses per every odd level: All levels have no channel resistance added to the save. I am assuming you round down for the aasimar favored class bonus,
level 1: 9/day DC: 15(17vsundead), Damage: 1d6+1
level 3: 9/day DC: 16(18vsundead), Damage: 2d6+4, / 2d6+4x50% (or 3d6+6)
level 5: 10/day DC: 20(22vsundead), Damage: 3d6+7 / 3d6+7x50%(5d6+11)
level 7: 10/day DC: 21(23vsundead), Damage: 4d6+10 / 4d6+10x50%(6d6+15)
level 9: 10/day DC: 22(24vsundead), Damage: 5d6+13 / 5d6+13x50% (7d6+20) 1/day immediate save vs charm effects with +cha mod bonus to roll for all healed.
level 11: 12/day DC: 23(25vsundead), Damage: 6d6+16 / 6d6+16x50%(9d6+24)
level 13: 13/day DC: 25(27vsundead), Damage: 7d6+19 / 7d6+19x50%(10d6+28) Free protection from evil for all characters healed by channel
level 15: 13/day DC: 26(28vsundead), Damage: 8d6+22 / 8d6+22x50%(12d6+33), may channel twice in one turn OR channel and cast a spell.
level 17: 15/day DC: 27(29vsundead), Damage: 9d6+25 / 9d6+22x50%

Note, the saves and uses/day here do not reflect magic items, I think its safe to assume that around level 10(11/12 for conservatives) to have a +6 Alluring headband for your charisma, so uses and DC goes up by 3 each. It is also safe to assume that around this level, (likely much lower, say level 8) you get the phylactery of positive channeling adding 2d6 damage dealt or healed. Now the healing is much worse on damage healed than done, so this build WANTS to channel to harm undead and or evil creatures. The healing is only the D6s, but can be boosted via surge, and can be used to remove certain status effects in dire situations, or grant a honestly really nice buff vs evil. If you worship a deity that has freedom or "celebrations" domains/portfolio, you could add/replace the level 13 feat with liberating channel to grant Freedom of movement for CHA mod rounds to those healed.

All this is on top of spells they can use. Now I understand its not raging barb/etc damage, but its an AoE, and it comes with a lot of options, good saves, decent AC/HP and support. In otherwords, you have a plethora of options vs Undead/evil enemies, but still retain most of the support a normal cleric has vs other enemies.


Now, for negative channel focused cleric.

We will use a hobgoblin (for +1/2 damage on negative energy, ALL negative energy) And use the domains of Death and Chaos, using the undead subdomain for death, and the Riot sub-domain for chaos. This doesn't particularly matter as far as channeling goes, feel free to use whatever you want, I selected these as they boost his ability to debuff enemies within his channel range, and to allow him to heal himself.

Now, remember, the death domain level 8 ability basically functions as allowing the cleric to heal each use. If she would take negative energy damage she is instead healed, and if she uses negative energy to heal undead, she heals as undead would. So I HEAVILY suggest to keep death domain.

Negative channel Cleric:

Stats:
20pt buy Hobgoblin, (Half-elf may be used, as they gain +1/2 damage done/healed on channel energy)
Str: 10
Dex: 14
Con: 12
Int: 07
Wis: 15 (+1 12, +1 20 for spells)
Cha: 17 (+1 4, +1 8 +1 16)

Traits: sacred Conduit, exemplar of society

Feats:
1- Selective Channel, (lets assume you care about your party)
3- Improved Channel
5- Siphon Channel
7- Extra Channel
9- Channel Surge
11- Extra Channel
13- Extra Channel
15- Quicken channel
17- Channel Discord
19- ???

So, for each odd level- (remember, I am rounding down the FCB, if you round up FCB add 1 additional base damage at each odd level)
Channels
1: 7/day DC: 15, Damage 1d6
3: 7/day DC: 18, Damage: 2d6+1
5: 8/day DC: 20, Damage: 3d6+2, 1/day gain temp HP equal to the damage total of your channel +1 for each affected enemy and an additional +1 for each failed saving throw. (lasts 1hour)
7: 10/day DC: 21, Damage: 4d6+3
9: 10/day DC: 22, Damage: 5d6+4, 5d6+4x50%
11: 12/day DC: 23, Damage: 6d6+5, 6d6+5x50%
13: 14/day DC: 24, Damage: 7d6+6, 7d6+6x50%
15: 15/day DC: 25, Damage: 8d6+7, 8d6+7x50%, can channel and cast a spell on same turn. (or channel twice)
17: 15/day DC: 27, Damage: 9d6+8, 9d6+8x50% 1/day affect all creatures damaged with the spell "Song of Discord"

So after level 8, you can damage enemies while healing yourself (A cleric can choose whether or not to include herself in this effect. she/he counts as living, death domain kicks in)

Again no magic items have been considered in the base overlook, as in the positive build we can assume a +6 charisma/wisdom headband and a phylactery of negative channeling to be top priority

They also have access to inflict wounds spells (which gains the FCB damage bonus) and access to debuffs, while theey may not wish to focus on debuffs due to lower DCs (likely 1-2 lower than someone else before feats) they can still have access to other support spells or focus on negative energy damage.

Now please, I don't want to hear "This is bad, go battle cleric/focus on casting" This is an attempt to make a CHANNEL focused cleric. So please keep this in mind when making comments/suggestions. However Please feel free to suggest other feats/races/feat progression/domains/items/armor/etc that you think may be better or add something more.

EDIT: If you wish to use 3pp have a look at this prestige class Master Channler

I didn't use it as I wanted to present something that is -always- legal.

One thing to note, Both builds would benefit GREATLY from a 2 level paladin(anti-paladin) dip( you lose a 1d6 from channel, but gain some swift healing and +Cha to all saves.


"As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."

"When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot."

I agree with BC4Realz, it seems he would just get the extra attack, for a total of -4 to hit. UNLESS you read full-round action as different from making a full-attack action. In which case you wouldn't. I'm gonna suggest to let the GM make a decision here.


Okay, here is my (much more professional) submission. Teacher's pet trait.

Cedric:
Male human Cleric(Roaming exorcist)
NG Medium Humanoid (Human)
FCB: +1 skill point
Init +2; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC: 15, touch 12 , flat-footed 13(+3 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp: 10 {+1d8,+2Con+} ,
Fort: +4, {+2Base,+2Con}
Ref: +2, {+0Base,+2Dex}
Will: +5,{+2Base,+3wis}
CMD: 13
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB +0
Base Atk: +0
Melee:+0{+0Base,+0Str}
Ranged:+2{+0Base,+2Dex}

--Melee:

--Ranged:
light crossbow: +2
Damage: 1d8

------------------------------
STATISTICS
------------------------------
Str: 08, Dex: 14, Con: 14, Int: 10, Wis: 17, Cha: 16

------------------------
] ---------------
Traits: Teacher's pet(religion), sacred conduit, Seeker
Drawbacks: Over-protective
----------------
Alternate Race Traits: dual talented
------------------

-------------

Feats:
1- Extra Channel
----------------

--------------
Skills (5 points; 4 class, 0 INT)
-----------
Know. Religion: 1
Diplomacy: 1
Sense Motive: 1
Know. History: 1
Perception: 1

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Channel Energy: 1d6 8/day DC: 15

Domain: Sun
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells:

0th level:
Light
Read Magic
Create Water

1st level: 2+1/day
Endure Elements-1
Bless-1
Protection from evil-1

[spoiler=Gear/Possessions]
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Studded Leather, light crossbow, 20 bolts

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10), silver holy symbol

Magic Items:
Scrolls:
Comprehend language-1
Sanctify corpse-1
Magic weapon-1

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 21 GP 0 SP 0 CP

Background:

Background:

Cedric was born and raised in Ustalov, however he grew to be an odd child. Quite contrary to most in Ustalov the dour and desperate mood never seemed to catch on Cedric. Even into his late teens he was always smiling, always full of energy and trying to have fun. Indeed whever he went was easy to tell as the normally dour and moody folk of Ustalov appeared slightly happier, some, dare I say, even smiled whole whole-heartedly. Whenever people would ask him how he always stayed in such a good mood he simply replied with "because I want to be". At the age of 18 he still had not acquired a trade or job and many people were starting to view the once happy lad as merely lazy. He never thought so, he simply replied that "he Hadn't found something he loved yet" to the increasing worry and anger of his parents. It was this that brought about the first time Cedric had cried since he was a babe.
One night while he was arguing with his father about getting a trade to support himself the argument became heated, well, the father slowly became furious and worked himself into a rage from his frustrations. Alas, the mans health had been fading from years of hard work as a lumberman and his heart had a heart attack from the rush. When his father died a couple minutes after Cedric blamed himself.

For once, the cold, icy grip of despair grasp his heart and he couldn't shake it off. He fled to his and his sisters room and cried half the night. The next few days Cedric wore nothing but a frown of despair as the funeral was carried out. Then, when they entered there home two days after the death, with Cedric's smile still gone, a sense of foreboding came over them. Cold chills would blow about the room and strange noises were heard. The local priest could not say what was the cause, and so reluctantly called upon an old acquaintance. A one professor Lorrimar. But not two days after the message was sent objects began hovering, flinging about. So they had to abandon the house, and even with his fathers good standings as a merchant and with money enough to pay rent no one would let them stay or even come in for fear of the haunting affecting their homes as well.

So for two days they slept in a tent, Cedric began to grow angry at the people of the town. He began to blame them for his predicament. He thought the only reason his father had begun to say anything about his lack of skills or job was because of the talk the other townsfolk had begun. Then, he blamed them for his mothers sickness, forcing her to sleep in a tent. His despair slowly ebbed to rage and against better judgement marched back to his home just several hours before the priest lead Lorrimar there as well. When the Priest and Lorrimar got there the house was alife with a whirling wind, a pot was thrown out a window and Lorrimar knew instantly what it was. When he began to move towards the door suddenly everything stopped, and became quiet. As they stood slightly shocked stillness for several seconds Cedric opened the door. He was crying, at first they thought he was injured, but once they got close they realized he was also smiling, a vibrant beam of a smile. Lorrimar was impressed. This boy had just quelled what he had assumed to be a rather high level Haunt. He offered the lad a chance to work with him in solving other situations as this. Cedric Thought about it for a moment, and asked about his mother and sister. Lorrimar laughed at the lads worry, not mockingly, but because he enjoyed the care and love of the thought. He promised they would be fine, and put up well as well, free of charge to his pay. So Cedric studied under Lorrimar for a time, and worked with him as a secondary insight on things. lorrimar asked the lad how he had destroyed the Haunt in his home. Cedric looked away, keeping his smile faintly, and merely replied "I, finished a talk. Just, somehow made things right..."

During their travels Lorrimar also noted, with both appreciation, and a tinge of worry. That Cedric rarely showed signs of frustration or despair, and never, not even when sleeping let his smile fade. When he asked the lad why he always smiled and why he was always in such a good mood. Cedric Replied.

"Because it's less painful, because I want to be happy, and... Because I have to be, for all the other people that can't or couldn't be...."


Here is my life oracle, he is support/healing and secondary front line. Background should be finished later today

Alex Rydell:
Male human Oracle 1
LN Medium Humanoid (Human)
FCB: +1 spell
Init +1; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC: 16(18), touch 11, flat-footed 15(17)(+5 armor, +1 dex, +2 shield,+0 NA,+0 Magic)
hp: 12 {+1d8,+3Con+1}
Fort: +3, {+0Base,+3Con}+2 vs charm and compulsion
Ref: +1, {+0Base,+1Dex} +2 vs charm and compulsion
Will: +2,{+2Base,+0Wis} +2 vs charm and compulsion
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 20ft.
CMB +3
Base Atk: +0
Melee:+3{+0Base,+3Str}
Ranged:+1{+0Base,+1Dex}

--Melee:
Morning Star: +3
Damage: 1d8+3

Dagger: +3
Damage: 1d4+3

--Ranged:

------------------------------
STATISTICS
------------------------------
Str: 16, Dex: 12, Con: 17, Int: 11, Wis: 11, Cha: 20

------------------------
] ---------------
Traits: Sacred Conduit, Birthmark
Drawbacks:
----------------
Alternate Race Traits:
------------------

-------------

Feats:
1- Selective Channel, Extra Channel
----------------

--------------
Skills (4 points; 4 class, 0 INT +1 race)
-----------
Sense Motive: 1
Spellcraft: 1
Diplomacy: 1
Know. Religion: 1
Heals: 1

Background skills:
Know. History: 1
Profession Healer: 1

ACP -5

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Celestial,

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Mystery: Life
Revelations:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Curse: Tongues

Source PRG:APG

In times of stress or unease, you speak in tongues.

Effect

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Spells:

0th level:
Detect Magic
Read Magic
Create Water
Light
Spark

1st level: 5/day
Magic Weapon
Protection from Evil/chaos/law/good

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Scale Mail, Steel shield, Morning Star, Dagger

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Items: Scroll of Comprehend Languages (1), Scroll of Shield of Faith (1)

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP


interested


I'm actually gonna change characters. Will be making a kineticist or oracle. leaning towards the kineticist tho


Mia Rose:
Female human Oracle 2
CG Medium Humanoid (Human)
Age: 17
FCB: +2 spells
Init +2; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC:18(19), touch 12, flat-footed 16(17)(+6 armor, +2 dex, +2 shield,+0 NA,+0 Magic)
hp: 17 {+2d8,+2Con}
Fort: +2, {+0Base,+2Con}
Ref: +2, {+0Base,+2Dex}
Will: +3,{+3Base,+0Wis}
CMD: 13
------------------------------
OFFENSE
------------------------------
Speed: 20ft.
CMB +0
Base Atk: +1
Melee:+1{+1Base,+0Str}
Ranged:+3{+1Base,+2Dex}

--Melee:

--Ranged:

------------------------------
STATISTICS
------------------------------
Str: 08, Dex: 14, Con: 14, Int: 13, Wis: 10, Cha: 18

------------------------
---------------
Traits: Ex-Asmodean, Magical Lineage
Drawbacks:
----------------
Alternate Race Traits:
------------------

-------------

Feats:
1- spell focus (evocation), spell specialization (burning hands)
----------------

--------------
Skills (6 points; 4 class, 1 INT +1 race)
-----------
Acrobatics: 1
Sense Motive: 1
Know. Religion: 1
Know. Planes: 2
Diplomacy: 1
Sense Motive: 2
Spellcraft: 1
Heal: 1
Linguistics: 1
Climb: 1

ACP -3

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish, Infernal, Celestial,

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Mystery: Flame
Revelations:
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Curse: Tongues: (Abyssal)

Spells:

Mystery: Flame burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).

0th level:
Read Magic
Detect Magic
Create water
Purify Food and Water
Light
Mending
Resistance

1st Level: 6/day DC 15
Burning Hands (DC16)
Cure Light Wounds
Protection from Evil/Chaos


Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MwK Breastplate(agile), Light quickdraw Steel shield, Morning Star

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Consumables: 1 potions of CLW, Scroll of Endure Elements (2), Scroll of Blessing of the Watch (2), Scroll of Ant Haul (4), Scroll of Detect Demon (2), Scroll of Comprehend languages (2),

Carrying Capacity
Light 0-22lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Background::

Mia was born to one of the noble families of Cheliax. One of the particularly fervent ones in their worship of Asmodeus. As such, She was offered to the god when she was conceived. The family rejoiced when, upon her birth, they saw the brand of Asmodeus. A symbol that he had accepted her as a worthy offering. As she grew, she manifested powers over fire, a gift from Asmodeus it seemed as he had taken her as a vessel of his work. She would be a herald for him to enforce his laws. However, things did not go as planned, perhaps some other divine entity was watching, or, perhaps something greater still either way the girl grew up kind. The issue was solved by binding powerful magic to a tiara that, when placed upon Mia's head acted as the dominate person spell to be used until a time she accepted her place and fate.

It was on her first "mission" to capture or otherwise remove "rebels" in a small town near the capital. It went well, at first. The Chelaxian party got the drop on the rebels and many of the newer members surrender. It was when they got the main HQ for the rebels where stiff resistance was seen. Hellknights and freedom fighters fought fiercely, Mia's magic scorched and seared several fighters. Eventually, she and her leader came across a small room with several children and two women. Down the hall, two armored men charged at them and the Cheliax leader shouted for them to stand down, or the children would burn. After several seconds the two men threw down their weapons, at which point they were subdued by a hellknight. They were drug to the door, where the leader said coldly, and simply. Mia, burn the children. Let this be a lesson for those that stand against our Great Lord. She held up her hand and fire erupted from. The screams forever imprinted in her mind. It was when they were wrapping up and taking care of anything affiliated with the "traitors" that a band that had been out scouting or doing some other thing returned. In effect the situations had been reversed. Soon, Mia, the leader, and a small few remaining hellknights were corned in a building. After a small scuffle They were captured. It was a cleric that first saw the Tiara and understood what it was. He went to take it off but his hand was repelled by a blast of energy. The Leader of the cheliax group laughed as he explained that item could not be removed by anyone save the one who placed it. The other man glared at him and said simply, We will see and after breathing a small prayer managed to force his hand around the Tiara and in a burst of Radiant energy yanked it off. Not moments after it shattered in the mans hand and Mia slumped to the ground. She was taken to a small room to be nursed.

A few days later she awoke screaming, visions of the children she had burned alive dancing through her head. She was told she had no control over her actions during that time. Mia however continued to blame herself. After a few more days of recuperating They directed her to the city of Kintargo. A place where she may be able to go unnoticed as long as she doesn't draw attention, and tries to keep the Brand on her forehead hidden. They also gave her a contact of a contact to a branch of their movement in the city should she wish to help.

Asmodeus simply waits, knowing that she will return to him in time.

Personality: Quiet but friendly, Mia can come off a bit timid but is rather friendly, kind and fairly respectful. She has vowed to herself to never commit such an act as she did to those children again even if she looses control of herself. She is unsure of a faith to follow, and is unsure of where her powers come from.(Thinking about going Sarenrea, as she is the deity of redemption and fire hopefully if selected I can RP that encounter :3 )

Here is my submission. Flame Oracle, ties to Asmodeus but not voluntarily. She is making use of the 3PP Branded if you would allow it, otherwise she will go with Tongues(Infernal). She would work mechanically as a "blaster"/secondary front line body (although no melee really) and secondary healer/support.

Branded:

Branded [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Effect

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 10th level, you gain fire resistance 5.

At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Any thoughts, feedback, or things that need to be changed?