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Djack Nymball wrote:
The reason Hero Lab won't let you do that is because normally you can't choose a prestige class as a favored class; that's what the feat Favored Prestige Class is for. It's from Paths of the Righteous, which is not on the acceptable sources list (it's a softcover). ![]()
Hrolf the Striped (with minor mechanical revisions) Background:
Hrolf Koudelka Son of Harman and Thiera Koudelka, Hrolf was born an Aasimar after a celestial was summoned to bless their marriage by Thiera’s grandfather (a significant priest of Nobannion who has since passed). Hrolf found great joy in the company of animals growing up, and adopted a tiger cub found abandoned in the woods. He grew up near the small druidic city of Cedarspoke in the Dragon Coast. His parents are vegetable farmers and still run a greengrocer’s stall in the market there. He learned his fighting from a variety of sources: rangers, warrior druids, wrestling with She-ra (his tiger animal companion) and a wandering member of the Hin Fists. It all melded together in a unique style. He has some practical field experience from riding with the Cedarspoke militia as they patrolled for bandits, goblins and the like... Now he’s on a journey to see the world and find himself. He signed on as a caravan guard and left Cedarspoke, heading along the trade way to Baldur’s Gate. When the church of Selune was looking for adventurers to investigate what’s going on in Silvermoon Glade, he was happy to sign up... Description:
He is large but halfling sized at 3’7” and has a solid, well muscled build. His hair is a curly mop; unusually, it is striped (ie. like a tiger) in reddish orange and black. Green eyes peak from below his bangs. Clearly an outdoorsman, he show freckles on weather-beaten skin, a hooked nose, and a long-healed scar down his left cheek. As you come closer, wisps of choral music seem to faintly tickle your ears. He has a birthmark on his left palm, that looks much like a coin... (he is right handed). Mechanical:
Brawler (Wild Child) 1
Init += +2 Dex
Race = Aasimar (Angelin, Small) (favored class: Hunter) Str: 17 = 15 (7 pts) +2 racial
Skills: (4) (Not including ACP of -1) Ride (1 ranks +3 trained +2 dex )
Background Skills (2)
Languages: Common, Celestial (Aasimar), Halfling (linguistics) Traits: Birthmark (Faith), Militia (Regional), Naive (Drawback), Armour Expert (Combat) Feats
Unarmed Combatant (Brawler 1)
Race Abilities:
Native Outsider: Aasimars are outsiders with the native subtype.
Class Abilities:
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). 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) (4/day): 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. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. 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). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, (1d4). 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. Equipment (180 gp):
Weapons ( 22.2 gp)
Armor ( 65 gp)
Equipment ( 16.91 gp)
Animal Companion:
She-Ra Big Cat Animal Companion Size : Medium Low Light Vision, Scent Speed : 40 ft HP: 14 = 2d8 => 9+3 (Toughness)+2*1 Con AC: 16 = 10 +1 NA + 2 Armor + 3 Dex + Fort +4 = +3 animal HD+1 Con Reflex +6 = +3 animal HD +3 Dex Will +2 = +0 animal HD +2 Wis Attack : +2 Bite 1d6+1 (str), 2X +2 Claws 1d4+1 (str), Rake 1d4+1 BAB +1 Str 13=13 Dex 17=17 Con 13=13 Int 2=2 Wis 15 Cha 5 Skills (2 pts) Perception ( 1 rank +3 trained +2 wis)
Feats:
Character Progression:
After 1 level in brawler, the Hrolf will proceed with either Hunter(???) or Inquisitor (Sacred Huntmaster). Background Questions: These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me. 1. What is your character’s name? Hrolf (the Striped) Koudelka 2. How old is your character? 23 years old 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? See Description above 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? His speaks plainly and bluntly – a county boy, not used to playing word games. 5. Where was your character born? Where were you raised? By who? Near the druidic city of Cedarspoke (the Dragon Coast). Raised by Harman and Thiera (parents) 6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
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Here's Hrolf Background:
Hrolf, 'The Striped', Koudelka Son of Harman and Thiera Koudelka, Hrolf was born an Aasimar after a celestial was summoned to bless their marriage by Thiera’s grandfather (a significant priest of Nobannion who has since passed). Hrolf found great joy in the company of animals growing up, and adopted a tiger cub found abandoned in the woods. He grew up near the small druidic city of Cedarspoke in the Dragon Coast. His parents are vegetable farmers and still run a greengrocer’s stall in the market there. He learned his fighting from a variety of sources: rangers, warrior druids, wrestling with She-ra (his tiger animal companion) and a wandering member of the Hin Fists. It all melded together in a unique style. Now he’s on a journey to see the world and find himself. He signed on as a caravan guard and left Cedarspoke, heading along the trade way to Baldur’s Gate. When the church of Selune was looking for adventurers to investigate what’s going on in Silvermoon Glade, he was happy to sign up... Description:
He is large but halfling sized at 3’7” and has a solid, well muscled build. His hair is a curly mop; unusually, it is striped (ie. like a tiger) in reddish orange and black - where the moniker 'the striped' came from. Green eyes peak from below his bangs. Clearly an outdoorsman, he show freckles on weather-beaten skin, a hooked nose, and a long-healed scar down his left cheek. As you come closer, wisps of choral music seem to faintly tickle your ears. Mechanical:
Brawler (Wild Child) 1
Init += +2 Dex
Race = Aasimar (Angelin, Small) (favored class: Hunter) Str: 17 = 15 (7 pts) +2 racial
Skills: (4) (Not including ACP of -2) Ride (1 ranks +3 trained +2 dex )
Background Skills (2)
Languages: Common, Celestial (Aasimar), Halfling (linguistics) Traits: Strong Willed (Religion), Militia (Regional), Naive (Drawback), ??? Feats
Unarmed Combatant (Brawler 1)
Race Abilities:
Native Outsider: Aasimars are outsiders with the native subtype.
Class Abilities:
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). 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) (4/day): 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. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. 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). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, (1d4). 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. Equipment (180 gp):
Weapons ( 22.2 gp)
Armor ( 65 gp)
Equipment ( 16.91 gp)
Animal Companion:
She-Ra Big Cat Animal Companion Size : Medium Low Light Vision, Scent Speed : 40 ft HP: 14 = 2d8 => 9+3 (Toughness)+2*1 Con AC: 16 = 10 +1 NA + 2 Armor + 3 Dex + Fort +4 = +3 animal HD+1 Con Reflex +6 = +3 animal HD +3 Dex Will +2 = +0 animal HD +2 Wis Attack : +2 Bite 1d6+1 (str), 2X +2 Claws 1d4+1 (str), Rake 1d4+1 BAB +1 Str 13=13 Dex 17=17 Con 13=13 Int 2=2 Wis 15 Cha 5 Skills (2 pts) Perception ( 1 rank +3 trained +2 wis)
Feats:
Character Progression:
After 1 level in brawler, the Hrolf will proceed with either Hunter(???) or Inquisitor (Sacred Huntmaster). Background Questions: These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me. 1. What is your character’s name? Hrolf (the Striped) Koudelka 2. How old is your character? 23 years old 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? See Description above 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? His speaks plainly and bluntly – a county boy, not used to playing word games. 5. Where was your character born? Where were you raised? By who? Near the druidic city of Cedarspoke (the Dragon Coast). Raised by Harman and Thiera (parents) 6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
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Presenting:
Description:
5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of butterfly (a symbol of Desna). Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic. Background:
Somewhere in the heritage of the Bone Bear tribe (a minor Kellid tribe), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Khoran was a aasimar. That was 152 years ago… He was raised in typical tribal fashion, with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership and dispute settling, through to the magic of the tribes. He spent many years with the Bone Bears. But all good things come to an end. The machinations of the Technic League, bringing the Black Sovereign to power, found the Bone Bears in the opposition. The Bone Bears were smashed in battle by the Black Sovereign’s forces, and unlike normal tribal warring, no mercy was shown to the defeated. The Bone Bears were no more... His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to the tribal life. He is very thankful that the spirits were wise enough to send him a spirit guide that could match his longevity – an Ioun Wyrd – otherwise he would be very lonely indeed. Intellectual curiosity has brought Khoran to Torch, where he has learned civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and his Ioun Wyrd is with him always. Stats:
Khoran of the Bone Bears
Defense
Offense BAB : +0
Spells Prepared L0 (DC 14, 3) : Guidance, Stabilize, Daze
Current Hexes: Stats
Feats: Flagbearer (1st), Traits : Seeker (Social), Lonely(Drawback), Against the Technic League (IG, campaign trait, spells), Birthmark (Faith) Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Languages: Common, Hallit, Draconic, Class Abilities:
Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook). Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion. Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again. Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. Race Abilities:
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits. Equipment (180 gp):
Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)
Spirit Animal: Khoran’s spirit animal is an oddity, an Ioun Wyrd,
Ioun Wyrd, Sage familiar N Tiny Construct Init +2; Senses blindsight 30 ft.; Perception +2 Speed 0 ft., fly 30 ft. (average) AC 18, touch 15, flat-footed 15 (+2 Dex, +1 Dodge, +2 size+1 Natural Armor+2 armor) Hp 5 Fort +2, Ref +4, Will +4 Immune construct traits Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5 Feats Dodge Skills: Fly +10 (1 rank +3 trained+2 dex+4 tiny) 1 additional ranks (1*{2-1int, min 1}) K(Arcana) +2 (1 rank +3 trained-2 int+0 Sage Knowledge) Special Abilities Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Sage Skills: A sage treats all Knowledge skills as class skills. Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment. Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks. Equipment: Leather Familiar Barding Special Abilities
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RIZZENMAGNUS wrote:
... OK ... but you may be surprised at how poorly I can roll a set of dice... Stat A: 4d6 - 1 ⇒ (1, 6, 4, 6) - 1 = 16
Also, to be clear, all the hybrid classes (shaman, investigator, etc) are out? ![]()
Well, let's start throwing dice, although I would personally pass on an evil campaign. I find they tend to degenerate very quickly... Stat A: 4d6 - 2 ⇒ (5, 2, 5, 6) - 2 = 16
Edit: reroll for Stat E
So that's 16, 16, 11, 11, 10, 10 ![]()
GM of the Moon wrote:
I have my idea and my concept, but I am also on the road. Assuming you stick to the Oct 31 deadline, no problem at all... ![]()
for those looking for a FR map, and a source for Background Info. ![]()
It is known lore that the Oliphant of Jaundelay has been summoned and bound into service, although the rituals required have never been defined in PC accessible terms... ![]()
You're an archivist bard and intend to be a buffer type? I'd suggest the flagbearer feat at Lvl 1. I'd also look at lingering performance at lvl 3. You want your buffing to be available in just about all the fights... I'd also note that you are the only arcane support in the party, as well as the only Knowledge monkey. You might need to lean into those aspects as well. (Also, your party doesn't seem to have much that could qualify as a sneak. That might be an issue). ![]()
Sorry Ventiine, here's Erik. I will try to get to the kingdom sheet stuff today, but I can't make promises Erik Sforza
Background:
He was born a bastard in the small town of Shorelee (made up) on the Ravenroost River; his mother’s (a tavern wench and part time whore) business precautions having failed. It was clear as soon as he was born that he was not a normal child; rather he was half-elven (and a strange one at that – white hair and grey tinted skin). He was taken in by the local ranger’s brotherhood of Erastil. Although he has no religious inclinations and was naturally much more chaotic than the Erastilians, they pounded into him both something resembling religious faith, and a reasonably practical set of life skills as a hunter and outdoors-man... He ran away at 15, and ended up in the big city of Port Ice. He fell in with the criminal gangs there, and with Devlin Almondo. He learned a great deal more about human nature and a few questionable skills... When the call for adventurers to reclaim the Stolen Lands was published, Erik was starting to become unhappy with how he was living his life (saw he was being used by Devlin), and decided to join the expedition, seeing the opportunity to better his lot... Description:
25 years old (and looks about 17 in human terms). 5’9”, 175 lbs a little short and broad for a 1/2 elf; clearly he leans towards his human half. He dyes his white hair a dark brown with walnut stain (including a short moustache), so as not to stand out so much. Having spent much time outdoors, his skin is tanned, which combines slightly oddly with it’s basic slight grey tone. He has green eyes. His gear is well kept up, but picked not to stand out. He favours greens, brown and shades of grey in the colours he wears. NPC:
Devlin Almondo A charismatic young (21, when he met Erik; that’s now 34) gang member in Port Ice. Erik fell in with him when he came to town. Erik was still maturing as a 1/2 elf, and was manipulable (Devlin is a person who uses others for his ends). They became friends, and Devlin brought Erik into the local underworld; he became part of Devlin’s muscle... Devlin has since advanced deeper into the underworld, gang leadership, protection rackets, smuggling and other such activities. Erik meanwhile, has decided to strike out for the Stolen Lands. Why Kingmaker:
I have never played Kingmaker before. When Ventiine put out a call, I was happy to apply, she’s a good GM and those are hard to find. I am greatly enjoying her hard work in The Ruins of Azlant game. What is your comfort level with Google Sheets, managing a Loot sheet, and Kingdom Sheets? :
I generally don’t find spreadsheets an issue... Mechanical:
Slayer (Sniper) 1
Defense
Offense
Race = Half-Elf (favored class: Slayer)
Skills: (6+2 int = 8) Not including ACP (?) Stealth (1 rank +3 trained +3 dex)
Future gets
Background Skills (2/level)
Future gets
Laguages : Common, Elven, Sylvan(int), Hallit (int),
Race Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). FCB: 1/6 of a slayer talent *1
Class Abilities:
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track. Equipment 175 +?500 gp?, incomplete:
30 gp 4 sp 9 cp Weapons (31gp):
Armor (65gp):
If I get organized enough to get the extra 500 gp:
Character Build: 1 or 2 lvls of slayer (sniper)
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Ok, Occultists with an abjuration implement get the base focus power MIND BARRIER. Question: If the occultist has Mind Barrier up and gets hit with an attack that has a rider effect, that doesn't do enough damage to penetrate the mind barrier, is the occultist protected from the rider effect? Examples
Occultist attacked by a snake for 1d8 => 7 damage. The attack has a rider of poison (save or die, dc 18). Occultist has a mind barrier up that can resist 14 HP of damage. Is the occultist affected by the poison? ![]()
Ok, I see 3 things that are significant holes in the party's capabilities
However, I have ideas that only fill 2 of 3 (without stepping on other toes)
What does everyone think? A, B, or do you have another suggestion? ![]()
I'm afraid I'm running a bit late, bur here is Eldoran, now with equipment... Eldoran Amasdiel
Background:
Eldoran is an elf on the run; this is why he’s willing to head off on a caravan to Tian Xia… He stole a chest from a ship that was docked in Magnimar, and found it contained a wizard’s effects, among them, several books (including a spellbook) and spell component pouch. Although he’d never had the opportunity for arcane training at home, he had always wanted to try. He kept the spellbook (and the component pouch) and found he could read one of them (Magical Knack Trait)... However, a couple of disturbing incidents in Magnimar convinced him that the wizard in question was looking for him – presumably wanting his stuff back, and probably planning on pulling Eldoran’s spleen out through his nose… Looking to leave his troubles behind him Eldoran hied himself away to Sandpoint. In Sandpoint, he found out about the caravan planning on heading over the Crown of the World. Figuring the more distance the better, he signed on as a drover and busybody... Eldoran Amarnoth Triellan Amasdiel comes from a small community of elves in what they still call the Mierani Forest. A rural (very druidic) community, it was definitely short on the kind of opportunities an elf of his character (CN) was looking for. Eldoran left at the first opportunity (becoming one of the Forlorn), confident of making his mark on a wider world (due to his inherent elven superiority – Elven Arrogance race trait). He ended up in Magnimar, lifting purses. He was confident this was just a setback, and has been rewarded with his stolen book…
Description:
6’2” and 141 lbs, a typical elven twig… Bright green eyes and blond hair (cleanshaven). Dresses neat, well-organized (not unkempt). The only flaw in his features is the missing tip of his right ear. Mechanical:
Elf Unchained Rogue 1 Wizard 3 Arcane Trickster 2
Defense
Offense
Race = Elf (favored class: Wizard)
Acrobatics (Headband) (6 ranks +3 trained + ? Dex) Background Skills (2/level*6 = 12)
Laguages : Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int), Common (Linguistics), Goblin (Linguistics)
Race Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Class Abilities:
Sneak Attack (3d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Equipment (16000 gp): Magic Items:
Weapons:
Spell Book
L1 (9): Windy Escape, Snowball, Blend, Ears of the City, Vanish, Shield, Obscuring Mist, Silent Image, Disguise Self animate rope, charm person, color spray, erase, floating disk, hush, mage armor, magic missile, protection from chaos, unseen servant L2 (4) Aggressive Thundercloud, Mirror Image, Ashen Path, Scorching ray, alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind L3 (2) Fly, Haste, arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow L4 (0)beast shape II, calcific touch, confusion, dimension door, stone shape ![]()
Ok, I figure'd I'd post what I've got so far for Aganhei to take a peek at and critique. Here is the core of Eldoran Amasiel (Elf Arcane Trickster): Background:
Eldoran is an elf on the run; this is why he’s willing to head off on a caravan to Tian Xia… He stole a chest from a ship that was docked in Magnimar, and found it contained a wizard’s effects, among them, several books (including a spellbook) and spell component pouch. Although he’d never had the opportunity for arcane training at home, he had always wanted to try. He kept the spellbook (and the component pouch) and found he could read it (Magical Knack Trait). However, a couple of disturbing incidents in Magnimar convinced him that the wizard in question was looking for him – presumably wanting his stuff back, and probably planning on pulling Eldoran’s spleen out through his nose. Looking to leave his troubles behind him Eldoran hied himself away to Sandpoint. In Sandpoint, he found out about the caravan planning on heading over the Crown of the World. Figuring the more distance the better, he signed on as a drover and busybody... Eldoran Amarnoth Triellan Amasdiel comes from a small community of elves in what they still call the Mierani Forest. A rural (very druidic) community, it was definitely short on the kind of opportunities an elf of his character was looking for. Eldoran left at the first opportunity (becoming one of the Forlorn), confident of making his mark on a wider world (due to his inherent elven superiority, of course). He ended up in Magnimar, lifting purses. He was confident this was just a setback, and has been rewarded with the opportunity of his stolen book… He worships Calistria, as any true elf does; opportunistic, vengeful and hedonistic…it fits him to a T. Description:
6’2” and 141 lbs, a typical elven twig… Bright green eyes and blond hair (cleanshaven). Dresses neat, well-organized (not unkempt). The only flaw in his features is the missing tip of his right ear. Mechanical:
Elf Unchained Rogue 1 Wizard 1
Defense
Offense
Race = Elf (favored class: Wizard)
Traits: Magical Knack (Magic Trait), Forlorn (Elf)
Skills: (8+3*2+2*4+6*4 int = 46) Not including ACP (0)
Languages: Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int), Common (Linguistics), Goblin (Linguistics) Race Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Class Abilities:
Sneak Attack (3d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
He needs equipment (including filling out his spellbook), a 5th level feat and some background/characterization work to fit him into the adventure. A Q for Aganhei
Quote: When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. Does this give the character the additional 2 spells in book that a non-spontaneous caster gets with each level? ![]()
Some Q's 1) "for the end of book 5"... So, the PC must have a "reasonable" hook to join the party from WWI Russia? 2)Combat: Archer fighter shoots things, that's pretty obvious. What do the druid and the arcane trickster do in combat? 3)Magic: Do either the druid or the AT do general magical support (divinations, transportation, etc)? Who does healing? Battlefield control? 4)Skills: The arcane trickster presumably covers sneaking. What about knowledges? What about face skills? ![]()
All right, this is pad300's alchemist. He's pretty much set up as a bomber + utility type. If we need a healer for the party, he could fill that with some edits... pad300: Molos “Scalebutt” Berasiov , Male Tiefling (small) Alchemist (Grenadier), Infernal Bastard
Background:
Molos was born to slip slaves of a Chelaxian wizard Demi-baron Iovannis Tressor. Who knows what energies his parents (Jamir and Mara; he doesn’t know them. He remembers very little of this time in his life.) were exposed to in service to the Paracount, but Molos was a tiefling- a slip tiefling at that. The demi-baron being unwilling to support such a thing in his household, Molos was dumped on the street (no orphanage would take one such as him...). Luckily, rather than starve, he was taken up by a local fagin, Artmolocs Rayes. As he got older, he graduated from begging and cutpurse work, and ended up apprenticed to a criminal alchemist (Geran Berasiov). The work suited his natural talents and he learned rapidly. He also acquired a bit of a moral code; which was something that had been missing from his life until then... Although Berasiov is a criminal (deals in pharmaceuticals, doctor to criminals, etc.), he is also a Caydenite believer who works with the Bellflower network... Molos has become a skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. He lives in the back alleys and slums of westcrown, keeping an efficiency apartment on the 3ed floor of a “theatre” in the rego Crua neighborhood. Appearance:
Demeanour:
Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict. Mechanical:
Molos “Scalebutt” Berasiov
CMD : 14 = 10 +0 bab+3 dex +2 str -1small Offense
Extracts Prepared
Stats
Feats: Point Blank Shot (1st), Throw Anything (Alc 1), MWP Composite Longbow (Alc 1), Traits: Pragmatic Activator (Magic), Infernal Bastard (altered, Campaign) Skills (8=4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills
Languages: Common, Infernal, Abyssal (int), Draconic (int), Gnome (int), Halfling (int),
Class Abilities:
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. Bomb (Su, 5/day, 1d6+4): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else. Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion. Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Racial Abilities:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Formula Book:
1st: Shield, Heightened Awareness, Crafter’s Fortune, Monkeyfish, Cure Light Wounds, Disguise Self Equipment (105 gp): Weapons (9.1 gp): Longspear (5 gp), sling, 10 bullets (1 sp), 2 javelins(2 gp), dagger (2 gp) Armor (60 gp): Leather Lamellar armor (60 gp), Equipment (34.61 gp): Explorer’s outfit, backpack (2 gp), String 50 ft (1 sp) , trail rations 5 day (2.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), bedroll (1 sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Inkpen (1 sp), Formula Book (free), Alchemy crafting kit (25 gp) 1 gp 2 sp 9 cp Not purchased yet: Cestus (5gp),Thieves Tools (30 gp), Healer’s kit (50 gp) ![]()
I know that bonuses of the same type are not supposed to stack (with specific exceptions); instead you take the larger. For example if you had a +3 armor to AC from studded leather and a +2 armor to AC from Ablative Barrier, you would only get the +3. What happens if you have two different avenues to a given roll, each of which has a bonus? For example, you have 2 traits, one of which gives a +1 trait to will saves, and the second gives a +1 trait vs Mind-affecting effects. Then you get hit with a charm person spell... Do you get to apply one +1 trait bonus on the save or can you apply both bonuses?
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