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Ok, so you're playing a fiend keeper medium, and you have the ability Dark Communion. Can you take 10 on the ability check for the Dark Communion Ability? That would make the ability automatic in a lot of cases


@Monkeygod, you don't need to do that. Circlet of Persuasion is a head slot item, and the Headband of Mental Superiority is a Headband slot item (and yes, head and headband are different slots).


Dot


Djack Nymball wrote:

...

Hero Lab is having issues with FCB for PrC, I'll add the 4 hp manually. From 6 (for Ranger) to 10 (Horizon Walker).

...

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).


Ok, assume I have an amulet of mighty fists +1. If someone cast Rags to Riches on it, does it (temporarily) become a amulet of Mighty Fists +2? (Even though the enhancement bonus of the amulet is not actually applied to the amulet itself, but rather the natural weapons of the user...)


I realize that you're looking for more people, not less, but I am going to have to withdraw, having been accepted into an Iron Gods game... Sorry.


Have a fun game folks


Have fun game folks!


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
Alignment: Chaotic Good
Diety: Shalamora (Tymora in the halfing pantheon)

Init += +2 Dex
Speed 30 ft
60’ Darkvision
Defense
AC: 18=10+ 2 dex +1 small+4 Armor +1 Shield
HP: 12 = 10 + 2 Con
Fort + 4 = +2 Brawler 1 +2 con
Ref + 4 = +2 Brawler 1 + 2 dex
Will + 2 = +0 Brawler 1 + 2 wis
+2 trait vs charm and compulsion
CMD : 16 = 10 + 1 (bab)+2 (dex) +4 (Str) -1 small
Offense
Melee: +5(+1 bab+3 str+1 small) Waveblade 1d4+3(STR)
Ranged: +4(+1 bab+2 Dex+1 small) Sling 1d3+3(STR)
BAB : +1
CMB : +3 = +1 (BAB)-1 small +3 str

Race = Aasimar (Angelin, Small) (favored class: Hunter)

Str: 17 = 15 (7 pts) +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 8 (-2 pts)+2 racial

Skills: (4) (Not including ACP of -1)

Ride (1 ranks +3 trained +2 dex )
Stealth (1 ranks +3 trained +2 dex+4 small)
Perception (1 ranks +3 trained +2 wis )
K Planes (1 ranks+2 racial)
Future additions: Survival , Acrobatics

Background Skills (2)
Handle Animal (1 rank +3 trained)
Linguistics (1 rank)

Languages: Common, Celestial (Aasimar), Halfling (linguistics)

Traits: Birthmark (Faith), Militia (Regional), Naive (Drawback), Armour Expert (Combat)

Feats
EITR (Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise,)

Unarmed Combatant (Brawler 1)
Pack Flanking (1st)

Race Abilities:

Native Outsider: Aasimars are outsiders with the native subtype.
Small: As an Aasimar of Halfling descent, Hrolf is a small creature.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Angel-Blooded Aasimars have a +2 racial bonus on Heal and K Plans checks
Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

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 Improved Unarmed Strike Unarmed Combatant as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

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)
Waveblade (5 gp), Lance (10 gp), Sling, 10 bullets (1 sp), Dan Bong (1 sp), Cestus (5 gp), Dagger (2 gp)

Armor ( 65 gp)
Leather Lamellar (60 gp), Buckler (5 gp)

Equipment ( 16.91 gp)
Explorers oufit ( Free, class),heavy cloak (1 sp), wide brim hat (2 sp), Backpack (2 gp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), waterskin (1 gp),
She-Ra Equipment (62.2 gp): Leather Barding (20 gp), Saddlebags (4 gp), 10 days of Feed (5 sp), waterskin (1 gp), , 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp), 30 sling bullets (3 sp), Exotic Riding Saddle ( 30 gp)
13 gp 6 sp 9 cp

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)
Survival (1 rank +2 wis +3 trained)
Future : Climb, Swim, Stealth
Special: Link, Share Spells, Evasion
Tricks: 6+1
Attack, attack, defend, guard, down, heel, sneak

Feats:
EITR (Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise), Toughness (1 hd),

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?
Harman and Thiera are alive. They are farmers and greengrocers. They have another son Clement (11 years old) and a daughter Drou (15 years old).

7. Do you have any other family or friends?
There are some aunts, uncles and cousins in the vicinity of Cedarspoke, and some childhood friends. This trip though is the first he’s been away from home on his own...
8. What is your character’s marital status? Kids?
Young and fancy free; no kids, no current girlfriend.
9. What is your character’s alignment?
Chaotic Good
10. What is your character’s moral code?
It’s unformed – he’s young and still a bit innocent. He know there are things he doesn’t like, and there are lines he won’t cross, but he’d have a hard time articulating them. What he’s willing to do is pretty situational. Eg He’d be unwilling to sneak into the camp of a bunch of human bandits and kill them while they slept, but he’d do that to a bunch of orcs (despite the fact that the bandits could easily be just as , or even more, evil than the orcs)
11. Does your character have goals?
He’s currently young (dumb) and enthusiastic, nothing is really set in stone. He ‘s out to have fun while doing some good.
12. Is your character religious?
Yes, a worshipper of Shalamora (Tymora).
13. What are your character’s personal beliefs?
Give it your best shot. Take a hit to give a hit. Look on the bright side. Shalamora doesn’t like a quitter. Live free and die with your boots on.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He likes to win, more than most – whether it’s at cards, love or with a blade in hand, he’s willing to go to extremes. He’s a work (fight) hard and play hard kind of guy.
15. Why does your character adventure? Why did your character accept the job?
It’s a thrill, a challenge and it pays well while doing some good.
16. How does your character view his/her role as an adventurer?
Warrior, champion and defender. Willing to take up any challenge on She-ra’s back.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Tiger stripe hair
18. How does your character get along with others?
In a word, aggressive; in love or war, he pushes.
19. Is there anything that your character hates?
Slavers, animal abusers, despoilers of the wildlands
20. Is there anything that your character fears?
He finds the undead distinctly disturbing


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
Alignment: Chaotic Good
Diety: Shalamora (Tymora in the halfing pantheon)

Init += +2 Dex
Speed 30 ft
60’ Darkvision
Defense
AC: 18=10+ 2 dex +1 small+4 Armor +1 Shield
HP: 12 = 10 + 2 Con
Fort + 4 = +2 Brawler 1 +2 con
Ref + 4 = +2 Brawler 1 + 2 dex
Will + 2 = +0 Brawler 1 + 2 wis
+2 trait vs charm and compulsion
CMD : 16 = 10 + 1 (bab)+2 (dex) +4 (Str) -1 small
Offense
Melee: +5(+1 bab+3 str+1 small) Waveblade 1d4+3(STR)
Ranged: +4(+1 bab+2 Dex+1 small) Sling 1d3+3(STR)
BAB : +1
CMB : +3 = +1 (BAB)-1 small +3 str

Race = Aasimar (Angelin, Small) (favored class: Hunter)

Str: 17 = 15 (7 pts) +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 8 (-2 pts)+2 racial

Skills: (4) (Not including ACP of -2)

Ride (1 ranks +3 trained +2 dex )
Stealth (1 ranks +3 trained +2 dex+4 small)
Perception (1 ranks +3 trained +2 wis )
K Planes (1 ranks+2 racial)
Future additions: Survival , Acrobatics

Background Skills (2)
Handle Animal (1 rank +3 trained)
Linguistics (1 rank)

Languages: Common, Celestial (Aasimar), Halfling (linguistics)

Traits: Strong Willed (Religion), Militia (Regional), Naive (Drawback), ???

Feats
EITR (Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise,)

Unarmed Combatant (Brawler 1)
Paired Opportunist (1st)

Race Abilities:

Native Outsider: Aasimars are outsiders with the native subtype.
Small: As an Aasimar of Halfling descent, Hrolf is a small creature.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Angel-Blooded Aasimars have a +2 racial bonus on Heal and K Plans checks
Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

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 Improved Unarmed Strike Unarmed Combatant as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

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)
Waveblade (5 gp), Lance (10 gp), Sling, 10 bullets (1 sp), Dan Bong (1 sp), Cestus (5 gp), Dagger (2 gp)

Armor ( 65 gp)
Leather Lamellar (60 gp), Buckler (5 gp)

Equipment ( 16.91 gp)
Explorers oufit ( Free, class),heavy cloak (1 sp), wide brim hat (2 sp), Backpack (2 gp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), waterskin (1 gp),
She-Ra Equipment (62.2 gp): Leather Barding (20 gp), Saddlebags (4 gp), 10 days of Feed (5 sp), waterskin (1 gp), , 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp), 30 sling bullets (3 sp), Exotic Riding Saddle ( 30 gp)
13 gp 6 sp 9 cp

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)
Survival (1 rank +2 wis +3 trained)
Future : Climb, Swim, Stealth
Special: Link, Share Spells, Evasion
Tricks: 6+1
Attack, attack, defend, guard, down, heel, sneak

Feats:
EITR (Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise), Toughness (1 hd),

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?
Harman and Thiera are alive. They are farmers and greengrocers. They have another son Clement (11 years old) and a daughter Drou (15 years old).

7. Do you have any other family or friends?
There are some aunts, uncles and cousins in the vicinity of Cedarspoke, and some childhood friends. This trip though is the first he’s been away from home on his own...
8. What is your character’s marital status? Kids?
Young and fancy free; no kids, no current girlfriend.
9. What is your character’s alignment?
Chaotic Good
10. What is your character’s moral code?
It’s unformed – he’s young and still a bit innocent. He know there are things he doesn’t like, and there are lines he won’t cross, but he’d have a hard time articulating them. What he’s willing to do is pretty situational. Eg He’d be unwilling to sneak into the camp of a bunch of human bandits and kill them while they slept, but he’d do that to a bunch of orcs (despite the fact that the bandits could easily be just as , or even more, evil than the orcs)
11. Does your character have goals?
He’s currently young (dumb) and enthusiastic, nothing is really set in stone. He ‘s out to have fun while doing some good.
12. Is your character religious?
Yes, a worshipper of Shalamora (Tymora).
13. What are your character’s personal beliefs?
Give it your best shot. Take a hit to give a hit. Look on the bright side. Shalamora doesn’t like a quitter. Live free and die with your boots on.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He likes to win, more than most – whether it’s at cards, love or with a blade in hand, he’s willing to go to extremes. He’s a work (fight) hard and play hard kind of guy.
15. Why does your character adventure? Why did your character accept the job?
It’s a thrill, a challenge and it pays well while doing some good.
16. How does your character view his/her role as an adventurer?
Warrior, champion and defender. Willing to take up any challenge on She-ra’s back.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Tiger stripe hair
18. How does your character get along with others?
In a word, aggressive; in love or war, he pushes.
19. Is there anything that your character hates?
Slavers, animal abusers, despoilers of the wildlands
20. Is there anything that your character fears?
He finds the undead distinctly disturbing


Presenting:
Khoran of the Bone Bears

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
CG Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC: 17 = 10+2 (dex) + 4 (armor)+1 Natural Armor (familiar)
HP: 11 = 8+2 Con+1 FCB
Fort +2 = +0 Shaman 1+2(Con)
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net)
CMD : 13 =10 +0 (bab)+1 (str) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.

Offense

BAB : +0
Melee: Longspear (1d8+1), Spiked Gauntlet (1d4+1)
Ranged: +2 Sling (1d4+1)
CMB : +1 = +0 (Bab)+1 (str)

Spells Prepared

L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1): ???, ???,

Current Hexes:

Stats
Str 12 = 12 (2 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 18 = 15 (7 pts) +2 Racial +1 age (middle aged)
Cha 16 = 12 (3 pts) +2 Racial +1 age (middle aged)

Feats: Flagbearer (1st), Healer’s Hands (3ed), Signature Skill (Heal) (5th),

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)
Diplomacy 1 rank +3 trained +2 cha,
Spellcraft 1 rank +3 trained +2 int,
Perception 1 rank +3 trained +3 wis,+1 trait
K Nature 1 rank +3 trained +2 cha+1 trait,
K Planes 1 rank +3 trained +2 int,
Heal 1 rank +3 trained +3 wis

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.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters 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 and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
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)
Armor (60 gp): Lamellar Leather (60gp)
Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),
Leather Familiar Barding 10 gp
23.3 gp.

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
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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 wizard 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.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.


@Violant, just to confirm, you are not using the BACKGROUND SKILLS variant


A link to the PLAYERS GUIDE for those interested...


Violant wrote:
pad300 wrote:
What's the deadline for submissions?
The deadline for submissions is 2 weeks from yesterday, so October 3rd, unless there's an overwhelming amount of submissions, then it will be 1wk earlier.

Presumably you mean November 3rd...


What's the deadline for submissions?


RIZZENMAGNUS wrote:
pad300 wrote:

Well, let's start throwing dice, although I would personally pass on an evil campaign. I find they tend to degenerate very quickly...

{EDITED OUT}

Edit: reroll for Stat E
{EDITED OUT}

So that's 16, 16, 11, 11, 10, 10

yeesh... reroll all that.

... 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
Stat B: 4d6 - 1 ⇒ (6, 1, 4, 3) - 1 = 13
Stat C: 4d6 - 3 ⇒ (6, 3, 5, 4) - 3 = 15
Stat D: 4d6 - 1 ⇒ (4, 1, 6, 1) - 1 = 11
Stat E: 4d6 - 2 ⇒ (6, 2, 3, 5) - 2 = 14
Stat F: 4d6 - 5 ⇒ (6, 5, 6, 5) - 5 = 17

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
Stat B: 4d6 - 1 ⇒ (1, 4, 2, 4) - 1 = 10
Stat C: 4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
Stat D: 4d6 - 2 ⇒ (4, 3, 2, 3) - 2 = 10
Stat E: 4d6 - 1 ⇒ (6, 1, 1, 2) - 1 = 9
Stat F: 4d6 - 1 ⇒ (4, 6, 6, 1) - 1 = 16

Edit: reroll for Stat E
Stat E Reroll: 4d6 - 1 ⇒ (2, 5, 4, 1) - 1 = 11

So that's 16, 16, 11, 11, 10, 10


dot


GM of the Moon wrote:
Critzible wrote:
We got some great characters in this. With several combinations in mechanics and in story elements. Should be fun

I agree, excited to see who ends up in the final party.

With that said, how goes the rest of the “in progress” or “ideas” applications? Not rushing, just checking in!

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...


2 people marked this as a favorite.

for those looking for a FR map,

and a source for Background Info.


Dot


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).


I'm thinking that the Ring of Spell Knowledge is pathfinder specific, and I love that thing (for spontaneous arcane casters, of course)...


To go back to the original question, while it might be a high DC check, it wouldn't be impossible. There are people in Irrisen running around with earth made (russian, circa 1910-1920) military weapons and other equipment... So there is physical evidence.


BUMP!

I could use some help with my little rules question...


owlbear


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
Alignment: Chaotic Good
Diety: Erastil
Init +? = +? Dex
Speed 30 ft
Low Light Vision, Darkvision 60 ft

Defense
AC: 16 =10+4 Armor + 3 Dex +1 shield
HP: 12 = 10+ 2 (con)
Fort + 4 = +2 Slayer +2 con
Ref + 5 = +2 Slayer +3 dex
Will + 3 = +0 Slayer +2 Dual Minded +1 wis
+1 trait to will vs mind affecting +2 vs enchantment, immune to sleep
CMD : 15 = 10 + 1 (bab)+3 (dex) +1 str

Offense
Melee:
Ranged:
BAB : +1 = +1 Slayer
CMB : +3 = +1 (BAB) +2 str

Race = Half-Elf (favored class: Slayer)
Str: 13 =13 (3 pts)
Dex: 16 = 14 (5 pts)+2 Racial
Con: 14 =14(5 pts)
Int: 14 =14 (5 pts)
Wis: 12=12 (2 pts)
Cha: 10 = 10 (0 pts)

Skills: (6+2 int = 8) Not including ACP (?)

Stealth (1 rank +3 trained +3 dex)
Disable Device ( 1 rank +3 dex ) ,
Perception ( 1 rank +3 trained +2 racial+1 wis)
K Local (1 rank +3 trained +2 int)
Survival (1 rank +3 trained +1 wis)
Acrobatics (1 rank +3 trained +3 dex)
Sense Motive (1 rank +3 trained +1 wis)
Intimidate (1 rank +3 trained +0 cha)

Future gets
Ride
Bluff
Climb
Swim
Disguise
K Dungeoneering
K Planes

Background Skills (2/level)
Sleight of Hand (1 rank +3 dex)
Handle Animal (1 rank)

Future gets
Linguistics

Laguages : Common, Elven, Sylvan(int), Hallit (int),
Traits: Issian (Campaign Trait), Deadeye Bowman (Religion)
Feats: Point Blank Shot (1st)

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):
4 Chakrams (4 gp), Cestus (5 gp), Dagger (2 gp), Rapier (20 gp),

Armor (65gp):
Buckler(5 gp), Lamellar -Leather (60 gp)
Equipment: (48.51 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Wandermeal 10 days (10 cp),
Guard Dog (25 gp), Chain mail collar (reflavored Haramaki Barding) (6gp)

If I get organized enough to get the extra 500 gp:
Long Bow (75 gp), 40 arrows (), ???

Character Build:

1 or 2 lvls of slayer (sniper)
4 levels of Unchained Rogue (?archetype?)
Follow up with more slayer


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 wraith for 1d6 => 4 Negative energy damage. The attack has a rider of 1d6 => 5 con damage (with a will save DC 16 to negate). Occultist has a mind barrier up that can resist 14 HP of damage. Does the occultist take the con damage (assuming he fails his save to negate it)?

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?


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Ok, I see 3 things that are significant holes in the party's capabilities
1) Sneak (scouting, traps ands such)
2) Ranged combat (no one likes to fight at range)
3) Knowledges (no one has Arcana, planes, religion, local ...)

However, I have ideas that only fill 2 of 3 (without stepping on other toes)
A) A slayer build, filing 1 and 2, Leadership roles (Marshall, enforcer or spymaster)
B) An investigator build would fill 1 and 3, Leadership roles (Spymaster, Treasurer or Magister)

What does everyone think? A, B, or do you have another suggestion?


Has anyone given any thought to what Leadership Roles they would want to pick up?


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Dot for interest. Will try to get something organized for you Ventiine.


Have a good game folks.


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…
He worships Calistria, as any true elf does; opportunist, 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 3 Arcane Trickster 2
Alignment: Chaotic Neutral
Diety: Calistria
Init +8 = +4 Dex +4 Familiar
Speed 30 ft
Low light vision

Defense
AC : 16 =10+1 Armor +4 Dex +1 shield
HP: 37 = 8+5d6=20+ 6*1 (con)+3 FCB
Fort + 6 = +0 Rogue +1 Wizard + 1 AT+1 con +1 Trait +2 resistance
Ref + 10 = +2 Rogue +1 Wizard +1 AT+ 4 dex +2 resistance
Will + 6 = +0 Rogue +3 Wizard+1 AT + 0 wis +2 resistance
+2 vs enchantments (+3 vs non-elves)
CMD : 16 = 15 + 2 (bab)+4 (dex)

Offense
Melee: Rapier +6/1d6, Dagger +6/1d4m, Sap +6/1d6, Spiked Gauntlet +6/1d4
Ranged: Longbow +6/1d8
BAB : +2 = +1 Wiz +1 AT
CMB : +2 = +2 (BAB)
Spells Prepared
L0 (4): ???
L1 (3+2+1):
L2 (2+1+1):
L3 (1+1+1):

Race = Elf (favored class: Wizard)
Str: 10 =10 (0 pts)
Dex: 18 = 16 (10 pts)+2 Racial
Con: 12 =14(5 pts) – 2 racial
Int: 21 =16 (10 pts) +2 racial + 1 lvl 4 +2 enhancement
Wis: =10 (0 pts)
Cha: = 10 (0 pts)
Skills: (8+3*2+2*4+6*4 int = 46) Not including ACP (0)
Stealth ( 6 rank +3 trained +4 dex),
Disable Device ( 6 rank +3 trained +4 dex) +1 vs Traps,
Perception ( 6 rank +3 trained +2 racial) +1 vs Traps,
K Arcane ( + 6 rank +3 Trained +5 int),
Spellcraft ( 6 rank +3 Trained +5 int),
K Planes ( 6 rank +3 Trained +5 int)
Escape Artist (4 rank +3 trained +4 dex),
Disguise ( 1 rank +3 trained),
Fly ( 1 rank +3 trained +4 dex),
Sense Motive (1 rank +3 trained),
K Dungeoneering ( 1 rank +3 trained + 5 Int)
Climb ( 1 + 3 trained)
K local (1 ranks +3 trained + 5 Int)

Acrobatics (Headband) (6 ranks +3 trained + ? Dex)

Background Skills (2/level*6 = 12)
Linguistics ( 2 rank +3 trained +t int),
Sleight of hand ( 6 rank +3 trained 4 dex),
K Engineering( 1 rank +3 trained +5 int),
K Geography( 1 rank +3 trained +5 int),
K Nobility( 1 rank +3 trained +5 int),
K History( 1 rank +3 trained +5 int),

Laguages : Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int), Common (Linguistics), Goblin (Linguistics)
Traits: Magical Knack (Magic Trait), Forlorn (Elf)
Feats
Wasp Familiar (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
Shadow’s Shroud (5th)

Race Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan.

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.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
BONDED OBJECT: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

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.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

Equipment (16000 gp):

Magic Items:
Cloak of Resistance +2 (4000 gp)
Handy Haversack (2000 gp)
Headband of Vast Intellect +2 (4000 gp) (Acrobatics)
Mithral Buckler (1005 gp)
Tome of the Transmuter (w/Prep Ritual) 2635
~1000 gp of self created scrolls

Weapons:
longbow, 30 durable Cold Iron Arrows, Cestus , Dagger, Rapier, Sap, hanbo with alchemical silvered head
Armor: Haramaki
Equipment :
Explorer’s outfit, heavy cloak, wide brim hat, bedroll, blanket, hammock, 50 ft hemp rope, String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, waterskin , mess kit, Rice Notepaper in a scrollcase , pen, ink, MW Thieves Tools, Spellbook, spell component pouchX2,

Spell Book
L0: All except Acid Splash

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


Q for Aganhei GM, can we buy partially charged wands (eg. Wand of Mage Armor, 25 charges, 375 gp vs 50 charges, 750 gp)?


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
Alignment: Chaotic Neutral
Diety: Calistria
Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision

Defense
AC: 15 =10+1 Armor +4 Dex
HP: 36 = 8+5d6=20+ 5*1 (con)+3 FCB
Fort + 4 = +0 Rogue +1 Wizard + 1 AT+1 con +1 Trait
Ref + 8 = +2 Rogue +1 Wizard +1 AT+ 4 dex
Will + 4 = +0 Rogue +3 Wizard+1 AT + 0 wis
+2 vs enchantments (+3 vs non-elves)
CMD : 13 = 15 + 2 (bab)+3 (dex)

Offense
Melee: Rapier +5/1d6, Dagger +5/1d4m, Sap +5/1d6, Spiked Gauntlet +5/1d4
Ranged: Longbow +5/1d8
BAB : +2 = +1 Wiz +1 AT
CMB : +2 = +2 (BAB)
Spells Prepared
L0 (4): ???
L1 (3+1+1):
L2 (2+1+1):
L3 (1+1+1):

Race = Elf (favored class: Wizard)
Str: 10 =10 (0 pts)
Dex: 18 = 16 (10 pts)+2 Racial
Con: 12 =14(5 pts) – 2 racial
Int: 19 =16 (10 pts) +2 racial + 1 lvl 4
Wis: =10 (0 pts)
Cha: = 10 (0 pts)

Traits: Magical Knack (Magic Trait), Forlorn (Elf)
Feats
Wasp Familiar (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
??? (5th)

Skills: (8+3*2+2*4+6*4 int = 46) Not including ACP (0)
Stealth (6 rank +3 trained +4 dex),
Disable Device ( 6 rank +3 trained +4 dex) +1 vs Traps,
Perception ( 6 rank +3 trained +2 racial) +1 vs Traps,
K Arcane ( 6 rank +3 Trained +4 int),
Spellcraft ( 6 rank +3 Trained +4 int),
K Planes ( 6 rank +3 Trained +4 int)
Escape Artist ( 4 rank +3 trained +4 dex),
Bluff ( 1 rank +3 trained),
Acrobatics ( 1 rank +3 trained +4 dex),
Sense Motive (1 rank +3 trained),
K Dungeoneering ( 1 rank +3 trained +4 Int)
Climb (1 + 3 trained)
K local (1 ranks +3 trained +4 Int)
Background Skills (2/level*6 = 12)
Linguistics (2 rank +3 trained +4 int),
Sleight of hand ( 6 rank +3 trained +4 dex),
K Engineering( 1 rank +3 trained +4 int),
K Geography( 1 rank +3 trained +4 int),
K Nobility(1 rank +3 trained +4 int),
K History(1 rank +3 trained +4 int),

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.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan.

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.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
BONDED OBJECT: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

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.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

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?


A couple of questions about character creation:
1) Are drawbacks in play for an extra trait?
2) What impact do item creation feats have on WBL (if any)? For example, a wizard with a bonded object will have both scribe scroll and the ability to enchant his bonded object...


Pssst, hey Dora! A 5' step to give me a unobstructed LOS to shoot through would appreciated...


Have a fun game folks!


Another Q, do item creation feats effect costs of starting equipment?


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?


So are you planning on weird darklands races?

Munavri?

Duergar?


Certainly interested.


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
CG Male Tiefling (small)
Diety: Cayden Cailen
Alchemist (Grenadier) 1
Init +3 = +3 dex +
Speed 30 ft
Darkvision (60 ft)
Defense
AC: 19 = 10 + 4 armor +3 Dex +1 natural +1 size
HP 10 = 8 +2 Con
Fort + 4 =+2 Alchemist +2 con
Ref + 5 =+2 Alchemist +3 dex
Will + 1 =+0 Alchemist +1 trait
Resist Fire 5

CMD : 14 = 10 +0 bab+3 dex +2 str -1small

Offense
Melee:
Ranged:
BAB: +0 = +0 Inquisitor
CMB: +2 = +0 bab+2 str -1 small

Extracts Prepared
1st (3): Empty SlotX3

Stats
Str 14 = 14 (5 pts)
Dex 16 =14 (5 pts) +2 racial
Con 16 =14 (5 pts)
Int 18 = 16 (10 pts)+2 racial
Wis 10 = 10 (0 pts)
Cha 8 = 10 (0 pts) -2 racial

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)
Perception ( +4= 1 ranks +3 trained +0 wis)
UMD ( +8= 1 ranks +3 trained +4 int (Pragmatic Activator))
K Arcana (+8 = 1 ranks +3 Trained+4 int )
K Nature (+8 = 1 ranks +3 Trained+4 int )
Disable Device (+7 = 1 ranks +3 Trained+3 dex )
Spellcraft (+8 = 1 ranks +3 Trained+4 int )
Heal (+4=1 rank +3 trained +0 wis)
Stealth (+8 = 1 rank +3 dex +2 racial+4 small -2 acp)

Background Skills
Craft Alchemy (+8 = 1 ranks +3 Trained+4 int )
Sleight of Hand ( +7 =1 ranks +3 trained +3 dex)

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.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d4 points of damage or two claws that each deal 1d3 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Scaled Skin:The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
FCB : +1/2 to the alchemist’s bomb damage


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)


Thank you, Axl and Derklord


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?


@ Critzible - a 6'5" 276lb female elf? With a STR of 8? Impressive...


@The Cat Who Dwells in the Dark
As an alchemist, with craft alchemy (and Crafter's Fortune) can I craft my own alchemical stuff beforehand?


For Robert Henry's convenience, I'm thinking alchemist...


Have a fun game folks...

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