Dwarven Rager

Torke Steelpike's page

29 posts. Alias of Justin Harrell 615.


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This is one of the classes I'm most excieted for (along with bloodrager and warpriest). Cannot wait for the ACG so I can take a peek at the classes in their offical form.


This makes me curious. Since Iron Gods pt. 1 has a street date of August 14 due to Gen-con, does that mean subscribers will get our print and pdfs even earlier or should I expect it around the same time as usual since I can't afford to attend gen-con.


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I don't remember where but I remember James Jacobs saying that Paizo has most if not all the pieces needed to run a Test of the Starstone AP. TO me this fills all the expected requirements. It'll be experimental and it's freaking insane enough to really shine as AP #100. I would love for it to be true and end with us becoming Gods... or die trying.


Not to count my chickens before they hatch, but will we be contacted if we win? There's no note in the submission page about that. Do we just have to buy each comic in hopes of our character being in a little bio page towards the end of the issue?


Grumpus wrote:

Since the first site the PCs explore says it would take around an hour of digging just to get the door open, I plan on having the Scorched Hand walk by having already finished their first site in less time than it takes for the PCs to even enter their site.

They will make some bragging comments and/or deriding comments about how lame the PCs are.

Damn. Where were you two weeks ago when I ran the first dungeon for my group! I would have loved to do this. I still introduced them to the Scorched Hand in the bar as "the party that finished first." And also since it took them four days game time to complete the first dungeon (they're all spellcasters do to some awesome miscommunication), no one can leave for their second site until all the teams return. So the sorched hand not only has a "holier than thou" look on the party, but they also are pissed about them taking so long.


I'm going to start putting him together, but put me down for a half-orc fighter. I don't know if I'm going to give him an archetype yet or not, possibly, but don't know for sure. I'll post again with more info once I finish designing him.


Landon Winkler wrote:
Torke Steelpike wrote:
I'm actually planning for each dungeon to be a separate day and at the end of each day they go to the Tooth and Hookah to unwind and brag about their encounters.

Is that... not how it's supposed to work? I could swear that's how it's supposed to work.

If not, good idea! So good I assumed it was in the adventure all along :)

Cheers!
Landon

It seemed like that to me too which is why I'm doing it. The Scorched Hand will bribe the guards and sneak in early on the third day to ensure they get to loot their sacred temple.


Here's hoping its something reminiscent of the Stargate movie.


I think the group I'm running for is going to name their team The Misfits since their a hodgepodge of different races: Half-drow, Aasimar, half-elf synthesis, kitsune, and two others who still haven't picked out a race as far as I know.


I'm actually planning for each dungeon to be a separate day and at the end of each day they go to the Tooth and Hookah to unwind and brag about their encounters. This is mainly because its how I originally thought it was being done. It also allows the spellcasters to renew their spells and of coarse get a second meeting with some of the other groups. Scorched Hand is going to sneak in on the third day to go to the Temple and I might have the Crytpfinders try to sneak into the main party's room since I"m portraying Falto to be a bit of the dickish side.


Holy hells this is amazing. When is this book coming out because it just made the top of my list.


Though we really haven't had a chance to play it, one of the characters in one of the groups I'm playing in is planning on playing a spymaster rouge who loves to masquerade as the inquisitor... my character. They were childhood friends and its been going on their whole lives and despite worshiping Iori, my inquisitor is none the wiser on the rouge's shenanigans.


Ha, that's pretty cool. Well The Wolfhound is a cavalier so that's kinda paladin like. Maybe I'll borrow that Averta thing for them.


So as we all know, there are multiple teams exploring the Necropolis. Aside from The Scorched Hand, the other teams are pretty much left up to us to flesh out if we want. Since I love this kinda stuff, I was wondering what my other DMs were planning to have these character's personalities like?

For me, Falto of the Cryptfinders is the party's tour guide of the hookah lounge. He's pretending to be fairly drunk to try to get more info from the party while introducing them to everyone else. He's also all for making himself look better in telling the story about his guild, even at the cost of his other party members. He's by far my favorite so far. They don't care since he's good on his word about loot. The Summoner has social issues, speaking better with his eidolan than other peple. The Cleric has a bit of an addictive personality and will be either smoking or passed out.

I have some of the other characters fleshed out a little. The Daughters of the Desert are a bunch of flirts, while the barbarian is the only one that'll put out the quickest. Some of the others the players will have to work for if they really wanna hit it (this is a fairly common request for my group). Mad Dog and one other I called The Wolfhound are the only members of the Dog Soldiers that are at the bar. Mad Dog is drinking away his sorrow and The Wolfhound is there to make sure he's not going to get into any trouble. The other members are taking care of the remaining fighting dogs. Black Kiss is a bigger flirt than the Daughters and uses it to her advantage with trying to get info from other groups. The others are fairly recluse, the Rouges don't even talk while the Magus is curious when it comes to the arcane.

So yeah, that's how I'm planning to flesh out the other groups. So yeah, how are you guys going to flesh them out? I'm always curious about this stuff.


thanks, figured it was something I was over thinking.


Posting this here so hopefully other players don't spoil themselves with my question. Anyway, started modding the adventure for my party of six and noticed one of the members of the Scorched Hand is an evoker. What class is that? The best I could get off the srd was that its a wizard but the wizard page has 0 info on the evoker.


I ask because one of my players wants to me to intergrate Arcane Schools (specifically guilds) into our game so he can benefit from them. Thing is he's the only arcane guy in the group. most of the others are martial and divine and I rather integrate a rule into the game that benefits everyone instead of just one player. So my question is if there's guild-like rules that benefit all types of players or am I better off trying to homebrew something?


Quick question, the lich get's a special attack called paralyzing touch, but the wording makes it looks like it's on top of its normal touch attack. So yeah, that's my question: is the Paralyzing Touch it's own attack that must be declared or is it added onto the Lich's normal touch attack that deals the negative energy damage?


Alright, so. Got a guy in my group that wants to integrate the Magic School system, more specifically the guilds, from Inner Sea Magic into a game we're playing but I personally feel that it'll just be him benefiting since he's the only arcane spellcaster in the group. My main question is if there's equivalent rules for martial and divine casters as well or am I better off trying to homebrew an equivalent.


The other card games we play are Cards Against Humanity and Munchkin. Both are fairly quick in comparison to set up.


I love this game, so do a lot of my friends. However, the one thing we all agree on that we don't like about it is that it takes a long time to prep. Prep for one game can take upwards of 5-10 minutes between card shuffling, rebuilding our character decks, building location decks, etc. Does anyone have any tips or anything to quicken prep time? I know saving character decks is one, but sometimes I'll be able to play with a couple different groups of people, so i can't really save their decks all the time.


My group plays multiple games. Just about everyone runs at least one game, some of us run two. So when I say that the worst PC and DM are the same person, you can see how.

When it comes to a worst PC, i can't really narrow it down. The guy just didn't seem to make good characters. I take that back, he had one that was good but the rest were horrible. His first character was back when we plaid D&D 4e. He was playing a cleric named Cirelc (cleric backwards). In the opening battle the party is fighting a two warring bands of kobolds and goblins. In the fight, one of the fighters gets ganged up on and nearly killed. the cleric took two points of damage from a bad roll. The cleric decided to heal himself. Thankfully the fighter was able to get out of the mess thanks to the other players.

His most recent character was a druid he made for a one shot game I was running in pathfinder. It was one shot for him at least cause moved across state and was here to visit. He made a fifth level druid who spent all his gp, all 10,500 of it, on a quarterstaff that did fire and electric melee damage. His AC was 11 for christ sakes. He said its because the party he plays with at his place focuses more on roleplaying than combat, while our group focuses more on combat than roleplaying (we've fixed that now and do our best to balance the two). Either way, I would think even in doing a roleplay centric game you'd still build a character that was properly prepared.

As for him being the worst DM, I'm thankful that I personally didn't deal with it. I personally haven't dealt with a bad DM (a bad event organizer yes, but not a DM). Everything was essentially an illusion, one that was impossible to save against and even wolf could not tell the difference between when he smelled it.


Oooooo. I may need to save my money to get that.


I just got my hands on the NPC Codex and I love it. I love skimming through the pages and reading up on different NPCs and such and just feeling inspired for my own NPCs in my games or feel the need to build off of one already in the book. My main question is if there's any plans for an NPC Codex 2 where they include the classes that have emerged since the core book as well as the new iconics. I would probably buy it in a heartbeat for the inspiration alone.


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This was pretty late in a campaign. The party is in an airship moving in to lead an attack against an evil tyrant of a usurper. As their flying they see shapes in the distance, a bunch of soldiers on the backs of griffons and hippogrifs flying towards them with a particularly large bloke on a wyvern. As the party barks orders to the crew, the warforge barbarian (we kinda made a pathfinder port for it) turns to me, who was GMing this, and asked "does being fired out of a cannon count as a charge?" I was caught of guard by this question but said yes. So the party loads the warforge into one of the cannons and fires him while aiming at the leader on the wyvern. Well by the grace of some god, he hit the guy dead on and knocked him clean off his mount, causing him to fall do his death. I had the barbarian roll a reflex save to try to grab onto the saddle. he failed. I give him a second chance to grab the tail since he doesn't have to worry about the poisonous barb. He succeeds by one and then uses his move and standard to pull himself back onto the saddle of the wyvern. Seeing this, the other soldiers are horrified and their moral is gone. They bolt in every direction, some heading back towards the kingdom while others appear to go AWOL. He kept the wyvern as a mount and continued to go on wonderful adventures together.


blashimov wrote:

Dervish dance, dex to damage with scimitar.

Intensify spell.
Shocking grasp.
Everything else is whatever seems fun to you. Hexcrafter and bladebound are both excellent archetypes.

this! A thousand times this. Especially if you go elf. You're gonna have a rough first two levels until you can get dervish dance at level 3 but it picks up. I also like going Kensai Magus, yes you get a diminished spell pool but you get a lot of nice bonuses based off your int score plus access to fighter combat feats. Also the Dimensional Tree looks like a lot of fun if your willing to pull the sheer amount of feats into it (Dimensional Agility, dervish, etc.)


yeah, I can see that. and since it's an item, any class can take advantage of it.


Hopefully this weekend I can give Torke some proper playtime before I start drumming up ideas for another new class (spellsword first, then maybe gunslinger). Maybe I'll think up some dragon shaman related items. Dragon bone helm for instance? no idea what it'll do but it just sounds awesome.


Ta da!

Classes/Levels

HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Gender

Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))

About Dvalin Fafnirson

Shaman Level 10
Neutral Good Medium Dwarf
FCB 2+2/4th Natural Armor Bonus to Familiar

Init = -1(dex)
Senses Perception
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Party Role/Concept
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Background:

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Childhood
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Description&Personality:

Daily Abilities:

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Spells
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Wandering Spirit - Life
Level 4: Channel (Su): 4/4 - 5d6 Positive Energy

Level 12:
Level 20:

Wandering Hex
Level 6: Enhanced Cures

Level 14:

=====Spells prepared=====
Level 0 (4): Purify Food and Drink, Detect Magic, Detect Poison, Stabilize
Level 1 1+(4+1(Wis): Burning hands, Cure Light Wounds, Cure Light Wounds, Remove Fear, Stone Shield, Stone Shield, Pass without Trace
Level 2 1+(4+1(Wis): Resist Energy, Darkness, False Life, Spiritual Weapon, Barkskin, Remove Paralysis
Level 3 1+(3+1(Wis): Fireball , Stricken Heart, Deeper Darkness, Thorny Entanglement, Fly
Level 4 1+(2+1(Wis): Wall of Fire, Spike Stones, Spit Venom, Divine Power, Fear
Level 5 1+(1+1(Wis): Summon Monster V (fire elementals only), Fey Form II, Hunter’s Blessing, Bestow Curse
Level 6 1+(0+0(Wis): Fire Seeds
Level 7 1+(0+0(Wis): Fire Storm
Level 8 1+(0+0(Wis): Incendiary Cloud
Level 9 1+(0+0(Wis): Fiery Body

Guest Spirit Spells:
Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
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Defense
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AC 23 -1(Dex)+10(Armor)+0(Shield)+1(Deflection)+3(Natural), ACP = 6
hp 93 =8(Class)+9*5(Class)+10*4(Con)
Fort 7 , Ref 2 , Will 12
(+4 racial vs spells and spell-like abilities)
(+1 trait vs spells, spell-like abilities, and poison)
Resistances: 5 cold, 10 fire
Special Vulnerability to Fire
Constant "Endure Elements" active.

Swift or Move action: 14/day - deal 2d6+10 cold damage to melee attacker
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Offense
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Speed 30 ft
MELEE +1 Druchite Greataxe +11 1d12+5(20/x3)
MELEE Power Attack +1 Druchite Greataxe +9 1d12+11(20/x3)
RANGED
+2 to hit with Greataxe if enemy uses Darkvision.
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Statistics
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Str 16, Dex 8, Con 18, Int 10, Wis 20, Cha 16
Base Atk +7; CMB +10; CMD 19

Languages: Common, Dwarven, Orc, Draconic

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Special Abilities
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Feat Tax Automatic: Weapon Finesse
Feat Tax Automatic: Combat Expertise
Feat Tax Automatic: Agile Maneuvers
Feat Tax Automatic: Power Attack
Feat Tax Automatic: Deadly Aim

From Familiar: Alertness

=====Feats=====
Level 1: Steel Soul
Level 3(VMC): Arcane Pool -
At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2.
Level 5: Heavy Armor Proficiency
Level 5(Cinder Dance): Nimble Moves
Level 7(VMC): Magus Arcana -
At 7th level, he gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana.
Level 9: Exotic Weapon Proficiency(Rhoka)
Level 10(Cinder Dance): Acrobatic Steps

Level 11(VMC): Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the magus spell list, even though he can cast them using another class’s spell slots.
Level 13:
Level 15(VMC): Improved Arcana: At 15th level, he gains one additional magus arcana.
Level 17:
Level 19(VMC): Greater Arcana: At 19th level, he gains one additional magus arcana. [/i]

=====Hexes=====
Level 2: Cinder Dance
Level 4: Gaze of Flames
Level 8(Crystal Tender): Invoke Latent Facets
Level 10: Witch Hex: Iceplant
Level 12:
Level 16:
Level 18:
Level 20:

=====Arcane Pool and Magus Arcana=====
Arcane Pool (Su) - ECL 8
(6/2+0)=3 Points, +2 Bonus (+3 at ECL 9)
(dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal)
Level 7: Broad Study
Level 15: Bane Blade
Level 19: Enduring Blade

=====Spirit=====
Level 1: Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Level 8: Fiery Soul (Su): The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
Level 16: Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

=====Racial Qualities=====

• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
• Touched By Ice (Su): A number of rounds per day equal to their character level plus their Wisdom modifier, Frost Dwarves may lower the ambient temperature of their bodies, causing any creature they touch (or that strikes them in melee combat) to take 2d6+level Cold damage. Activating this ability as a Standard action at 1st level, as a Move Action at 5th level, as a Swift Action at 10th level, and as an Immediate action at 15th level" so that it scales and make the damage 2d6+level.
• Resistance to Cold 5(This ability stacks with other forms of Cold Resistance)
• Vulnerability to Fire 1 (any Fire based attack deals 1 additional damage to a Frost Dwarf per die of damage).
• Weapon familiarity: Frost Dwarves are proficient with the Greataxe, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• Skill Bonus: +2 racial bonus to Sense Motive and Knowledge (Religion). Frost Dwarves are expert at taking stock of their friends—and foes, and trained deeply in the religions of Kesperex.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• Giant Hatred: +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Frost Giants.
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

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Class Abilities
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Scion of the Stones (Ex): A crystal tender forms a mystic connection with the precious stones and gems she has sworn to protect. Her spirit animal always appears to be composed of a crystalline substance and gains a +2 bonus to its natural armor. Her spirit animal is treated as an outsider with both the earth and native subtypes, and counts as a crystalline creature for the purposes of spells and abilities. The unique nature of her spirit animal increases the cost of replacing it to 750 gp per shaman level.
This alters spirit animal.

Reciprocal Resonance (Su): At 4th level, a crystal tender learns to form a temporary bond with a spirit of crystal. When selecting her wandering spirit, she can forgo gaining a spirit ability to instead grant herself and her spirit animal DR 1/adamantine as long as they’re within 10 feet of one another. While benefiting from this ability, the crystal tender’s skin takes on a crystalline sheen. The DR gained from this ability increases to 2/ adamantine at 8th level, 3/adamantine at 12th level, 4/adamantine at 16th level, and 5/adamantine at 20th level.
This alters wandering spirit.

Invoke Latent Facets (Su): At 8th level, both a crystal tender and her spirit animal gain all of the benefits of any ioun stones worn by one another, as long as they’re within 100 feet of each other. The crystal tender’s spirit animal can also embed a number of ioun stones equal to the crystal tender’s Charisma modifier into its crystalline form. Embedded ioun stones don’t gain any additional abilities, save that they don’t orbit the spirit animal and can’t be separately targeted. A slain or unconscious spirit animal immediately loses all embedded ioun stones, which tumble to the ground beside its body.
This replaces the shaman hex gained at 8th level.

Cabochon Form (Sp): At 20th level, as a standard action, a crystal tender can transform her body into a living gemstone as per iron body with a duration of 12 hours. Instead of being vulnerable to effects that can harm an iron golem while in this form, she is vulnerable to effects that can harm a crystalline creature (such as shatter). She can use this ability once per day.
This replaces manifestation.

=====Boons=====

=====Skills=====
4(class)+0(int)+2(Background)

Adventuring Skills

18 Acrobatics(ACP) = 9(ranks)+5(Wis)+3(class)+1(trait)
Bluff = (ranks)+(Cha)
Climb(ACP) = (ranks)+(Str)
8 Diplomacy = 2(ranks)+3(Cha)+3(class)
-- Disable Device(ACP) = (ranks)+(Dex)
Disguise = (ranks)+(Cha)
Escape Artist(ACP) = (ranks)+(Dex)
Fly(ACP) = (ranks)+(Dex)+3(class)
10 Heal = 2(ranks)+5(Wis)+3(class)
Intimidate = (ranks)+(Cha)
- Knowledge (arcana) = (ranks)+(Int)
1 Knowledge (dungeoneering) = 1(ranks)+(Int)
- Knowledge (local) = (ranks)+(Int)
- Knowledge (nature) = (ranks)+(Int)+3(class)
4 Knowledge (planes) = 1(ranks)+0(Int)+3(class)
8 Knowledge (religion) = 3(ranks)+0(Int)+3(class)+2(race)
21 Perception = 10(ranks)+5(Wis)+3(class)+1(trait)+2(Alertness)
Ride(ACP) = (ranks)+(Dex)+3(class)
19 Sense Motive = 10(ranks)+5(Wis)+2(race)+2(Alertness)
-- Spellcraft = (ranks)+(Int)+3(class)
Stealth(ACP) = (ranks)+(Dex)
9 Survival = 2(ranks)+4(Wis)+3(class)
Swim(ACP) = (ranks)+(Str)
-- Use Magic Device = (ranks)+(Cha)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
5 Craft (Stonemasonry) = 2(ranks)+0(Int)+3(class)
5 Craft (Siege Engines) = 2(ranks)+0(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)+3(class)
1 Knowledge (engineering) = 1(ranks)+(Int)
1 Knowledge (geography) = 1(ranks)+(Int)
1 Knowledge (history) = 1(ranks)+(Int)
1 Knowledge (nobility) = 1(ranks)+(Int)
2 Linguistics = 2(ranks)+0(Int)
Lore = (ranks)+(Int)+3(class)
12 Perform(Oratory) = 9(ranks)+3(Cha)
9 Profession(Engineer)= [/b]= 1(ranks)+5(Wis)+3(class)
-- Profession()= [/b]= (ranks)+(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)

=====Gear=====

20000

Section Subtotal: 2.500 GC - remaining 17500 GC
500 Cloak of Resistance +1
2000 Ring of Protection +1

Section Subtotal: 6.720 GC - remaining 10780 GC
3500 MW +1 Aszite Full Plate (AC 10, Max Dex 1, ACP -6)
3220 MW +1 Druchite Greataxe

Section Subtotal: 585 GC - remaining 10195 GC
_225 GC Wand of CLW, 15 Charges
_360 GC Campfire Bead

Section Subtotal: 170 GC - remaining 10025 GC
__20 GC Deluxe Dungeoneering Kit(A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.)
__50 GC = MW Backpack
_100 GP Mirror ball - Weight 1 lb.
This intensely polished steel sphere can be rolled in a manner similar to a thrown splash weapon. Anyone who can clearly see the sphere within 30 feet can notice the presence or absence of movement reflected on its surface, making it useful for checking around corners for guards. A gently rolled ball on a smooth floor requires a DC 10 Perception check to hear.

5000 Headband of Mental Prowess(+2 Wis, +2 Cha) - remaining 5025 GC
5000 Beld of Physical Might(+2 Str, +2 Con) - remaining 25 GC

=====Traits=====

Glory of Old (Dwarf) (Region)
In your veins flows the blood of dwarven heroes from Tar Taargadth.
Benefits: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Seeker (Social)
You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Wisdom in the Flesh (Religion)
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.

Benefits: Select any Strength-, Constitution-, or Dexterity-based skill = Acrobatics. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.

Drawback: Occult Bargain
You draw magical power from a source who insists that its identity remains secret.
Effect(s): You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.

=====Attributes=====:

STR 16=14(Buy)+2(Belt)
DEX 8=10(Buy)-2(Race)
CON 18=14(Buy)+2(Race)+2(Belt)
INT 10=10(Buy)
WIS 20=14(Buy)+2(Race)+2(Level 4, 8)+2(Headband)
CHA 16=14(Buy)+2(Headband)