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Thank you


@Gearmaster, any hints for ranger favored enemies? (I am guessing that favored terrain should start with Urban, and then probably water...)


@crisischild, read the player's guide, and in particular "steamsuit pilot"...


For everyone's convenience:
The Zeitgeist Player's Extended Player's Guide (a free download)


I probably won't submit; my plate is pretty full right now, but I do like to throw dice...

Main Stats

Stat A: 2d4 + 10 ⇒ (3, 2) + 10 = 15

Stat B: 2d4 + 10 ⇒ (2, 2) + 10 = 14

Normal Stats

Stat C: 1d6 + 10 ⇒ (4) + 10 = 14

Stat D: 1d6 + 10 ⇒ (3) + 10 = 13

Sub Stats

Stat E: 14 - 1d6 ⇒ 14 - (3) = 11

Stat F: 14 - 1d6 ⇒ 14 - (6) = 8


Any restrictions on classes?
Any restrictions on races?
Traits? (yes or no? If yes, how many, and is a drawback allowed for an extra trait?)
Any variant rules in play? (For example, many people use the background skills rules. Another popular option is the Elephant in the Room revised feat set.)


Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon.

WRT to items, not sure that I fully grasp the method, but I will try to work things out.

Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class...

Also, I will be happy to chip in towards a healing wand.


Apologies for being slow...

Arronus Triari

Background:

Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.

He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew him to Pathfinder Society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.

Riccabede has access to many of the artifacts retrieved by the Pathfinder Society, and among those was a silver coin, believed to be Azlanti in origin, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).

Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in Azlanti ruins. Thus, he has struck out on his own. Apprentice no longer, he has wandered to the Mwangi searching for Azlanti antiquities. After an expedition, he found himself in Bloodcove, where he heard the rumours of newly discovered Azlanti ruins...

Motivation:

1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Arronus wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.

Weakness:

In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…

Appearance:

A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Arronus Triari
N Male ½ Elf
Occultist 3 (Haunt Collector)

Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )

Defense
AC: 20 = 10+5 (armor) +2 (heavy shield)+1 shield Focus+2 (dex)
HP 24 = 8 +2*5 + 3*2 (con)
Fort +6 = +3 Occultist +2 Con +1 resistance
Ref +4 = +1 Occultist +2 Dex +1 resistance
Will +4 = +3 Occultist + 0 Wis +1 resistance
+2 racial vs Enchantments

CMD 17 = 10+2 Bab+3 Str+2 dex

Offense
Melee:
Ranged:
BAB : +0
CMB : +5 = +2 Bab +3 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 13, 3+1): Cause Fear, Enlarge Person, Shield

Stats
Str 18 = 14 (5 pts) +2 racial +2 enhancement
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 8 = 8 (-2 pts)

Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Traits: Highlander (regional), Trapfinder (Campaign),

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 3 rank +3 trained +0 wis +2 racial +4 Skill Focus
Spellcraft 3 ranks +3 trained +2 int
Disable Device 3 ranks +3 trained +2 dex+1 trait
Use Magic Device 3 ranks +3 trained -1 cha+1 Magic Item Skill
Stealth 1 ranks +3 trained +2 Dex+1 trait)
K Arcana 3 ranks +3 trained +2 int

Background Skills (2+2/lvl) (Ranks, skill roll)
K History 3 ranks +3 trained +2 int
Appraise 1 ranks +3 trained +2 int)
Linguistics 2 ranks +3 trained +2 int

Occult Skill Unlocks (Appraise, Perception, K Arcana)

Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
FCB: Occultist, 3* +0.5 points of mental focus /lvl

Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.

Mental Focus: 8 (3 lvl + 2 int + 2 feat +1.5 FCB),
Necromancy Implement – Funeral Coin (3 Invested) –Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1),
Abjuration Implement - Shield (2 invested) – Warding Talisman, Mind Barrier (1)

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
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.

Equipment:

“DO NOT EQUIP CHARACTER. THAT WILL BE DONE IN THE DISCUSSION THREAD. “
Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), MW Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp),

Future Mechanical Development:

Trappings of the Warrior at 6th level, probably Illusion implement at 10th

Tactical Role:

Melee brute with self buffing and utility magic (and a minion w/Necromantic Servant). Has near-rogue trap and scouting capabilities. Can pull nearly any skills with soulbound Puppet games.


@GMMichael,
in previous recruitments (1, 2) of yours, you have given several free feats:
(Free feats if have prerequisites: power attack, deadly Aim, combat expertise, scribe scroll. A character with scribe scroll as a character ability gains skill focus instead.)

Are you giving those free feats in this recruitment?


Very much a dot.
Very Good to see you throwing your hat back in the ring GMMichael.


Dot


And slipping in at the last minute...

Gefirist Rivenhelm

Background:

Gefirist was born Janderhoff in 4691 AR. His parents, Jynbit and Flangna were surprised to have a tiefling child (although given both Jynbit and Flangna’s arcane experiments it was perhaps unsurprising), but raised him anyways.

He showed no talent for the arcane arts, but some promise in the field of alchemy. Unfortunately for him, he fell in with bad company and was thrown out of an apprenticeship for excessive entrepreneurship (he was dealing on the side). Through nepotism, he was still able to get a job as a delivery agent with Gabbnap’s Sundries and Incendiaries (A gnome owned alchemical supply company in Janderhoff). Gabbnap being his grand-uncle (who owed Flangna a favor). They use him for odd jobs, like long distance deliveries that no one else wants to take on.

Gefirist has come to Trunau with a visiting trade caravan. He was delivering a shipment of alchemical weapons. Having fulfilled the contract he planned on leaving with the caravan; Fate has other plans for him though...

Description:

3’7”,44 lbs. 23 years old. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow. He generally wears a concealing cloak and a mask when not at home.

Stats:

Gefirist Rivenhelm
CG Male Tiefling
Rogue (unchained, Underground Chemist, Scout) 1

Hero Points: 1
Deity: Torag
Init +4 Dex +2 trait
Speed 30 ft
Darkvision 60 ft

Defense
AC: 18 = 10+4 (dex) + 2 (armor) +1 NA+1 size
HP: 11 = 8 +1*2 Con +1 FCB
Fort +0 Rog 1+2 (Con)
Ref +2 Rog 1+4(Dex)
Will +0 Rog 1+1(wis)
+2 vs Charm and Compulsion
Resist Cold 5

CMD: 13 =10 +0 bab +0 str +4 dex -1 size

Offense

BAB: +0
Melee:
Ranged:
CMB: +0

Stats
Str 11 = 11 (1 pts)
Dex 18 = 16 (10 pts)+2 racial
Con 14 = 14 (5 pts
Int 14 = 12 (2 pts)+2 racial
Wis 12 = 12 (2 pts)
Cha 8 = 10( 0 points) -2 racial

Feats:

(1st) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

(Rog 1) Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits:
Dwarf Trained (campaign): You gain a +2 dodge bonus to AC against creatures with the giant subtype and a +1 trait bonus on attack rolls against creatures with the orc subtype
Defensive Strategist (Religion): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Birthmark (faith): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Perception 1 rank +3 trained +1 wis (+1 vs traps)
Stealth 1 rank +3 trained +4 Dex +2 racial +4 size
Disable Device 1 rank +3 trained +4 Dex (+1 vs Traps)
Bluff 1 rank + 3 trained-1 Cha +2 racial
Sense Motive 1 rank + 3 trained +1 wis
Escape Artist 1 rank +3 trained +4 Dex
Climb 1 rank +3 trained
K Dungeoneering 1 rank +3 trained +2 Int
Use Magic Device 1 rank + 3 trained -1 Cha
Acrobatics 1 rank +3 trained +4 dex

Background Skills (1*2 = 2 ranks)
Craft (Alchemy) 1 ranks + 3 trained + 2 int
Sleight of Hand 1 ranks +3 trained + 4 dex

Languages: Common, Infernal, Dwarven (In), Draconic (Int)

FCB +1 HP

Class Abilities:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack (1d6): 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. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Race Abilities:

Tiefling (Gnome descent)
+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.
Gnome descendent: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.
Small: Gnomes are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Small
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.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
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 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
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.

Equipment (200 gp):

Weapons: (34 gp)
Sap (1 gp), Dagger (2 gp), Shortbow (30 gp), 20 arrows (1 gp)

Armor (10 gp):
Leather Armor (10 gp)

Equipment 52.41 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), trail rations 10 days (5gp), 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), Thieves tools (30 gp),

Alchemy
2 vials of Acid (20 gp)
Holy Weapon Balm (25 gp)
2 Shard Gel (50 gp)
Sunrod (2 gp)
Vemin Repellent (5gp)

1 gp, 5 sp, 9 cp


Mythic Spell Perfection.


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Arronus Triari

Background:

Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.

He has never met his father, he left before the birth. (Alena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke). The appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew him to the fringes of the pathfinder society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.

Riccabede has access to many of the artifacts retrieved by the pathfinder society, and among those was a silver coin, retrieved in Osirion, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).

Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin (Occult Bargain drawback). He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in the ruins of Osirion. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Wati and signed up to enter the tombs...

Motivation:

Arronus has come to Wati on the theory that treasure hunting in the tombs will make him rich. It also promises a limitless field for his curiosity…

Goals
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (all the things!), whether about occultism, arcana, history, devices … He’s always investigating something.

Weakness:

In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…

Appearance:

A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Arronus Triari
N Male ½ Elf
Occultist 1 (Haunt Collector)

Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Hero Points: 1

Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 10= 8 + 2 (con)
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +2 = +2 Occultist + 0 Wis
+2 racial vs Enchantments

CMD 16 = 10+0 Bab+4 Str+2 dex

Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending,
L1 (DC 13, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 18
Dex 14 = 14 (Rolled)
Con 14 = 12 (Rolled) +2 racial
Int 14 = 14 (Rolled)
Wis 12 = 11 (Rolled)
Cha 8 = 8

Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits: Occult Bargain (drawback, -1 to concentration checks) (drawback), Pragmatic Activator (Magic), Trapfinder (Campaign), Freedom Fighter (PFS) (Faction)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+10 = 1 rank +3 trained +0 wis +2 racial +4 Skill Focus)
Spellcraft (+6 = 1 ranks +3 trained +2 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+6 = 1 ranks +3 trained +2 int (pragmatic Activator))
Stealth (+7 = 1 ranks +3 trained +2 Dex+1 trait)
K Arcana (+6 = 1 ranks +3 trained +2 int)

Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+6 = 1 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)

Occult Skill Unlocks (Appraise, Perception, K Arcana)

Languages : Common, Elven, Osiriani, Ancient Osirian
FCB: Occultist, +0.5 points of mental focus /lvl

Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (spiked gauntlet) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
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.

Equipment (240 gp):

Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves Tools (30 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), 4 gp, 9 sp

26 GP, 8 SP, 9 CP

Future Mechanical Development:

Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion implement at 10th

Tactical Role:

Melee brute with self buffing and utility magic. Has near-rogue trap and scouting capabilities.


Stat A: 1d4 + 10 ⇒ (1) + 10 = 11

Stat B: 1d4 + 10 ⇒ (4) + 10 = 14

Stat C: 1d4 + 10 ⇒ (4) + 10 = 14

Stat D: 1d4 + 10 ⇒ (2) + 10 = 12


@Colin Mercer, 1) damn you for beating me to the punch with a half-orc Menhir Savant druid; I have him 3/4 written up, and now I have to think of something different... 2) Boon Companion feat was originally introduced in Seekers of Secrets (Oct 2009), so you can take it...


For everyone's convenience, HERE is a list of PF books, that is sortable by date of publication...


Arc Zeon - Humanity's Zenith! wrote:
Fury of the Tempest wrote:
Oh, and what about the Mythic Spheres Mythic Traditions? Are they on the table?
I believe that these were asked about prior, and banned.

@Arc Zeon, can you show where you got this from? I note that Godwyn has Spheremaster as an epic path...

If you're right, I need to rebuild the mythic parts of my build.


Ivrahim

is at least close to mechanically complete. I have some more money to spend, and I need to add some feats, as well as totaling all of everything up... But the mechanical bones are there, I think.

Now he needs a background story, description and so forth...

For Godwyn's list, he's:

* Alignment: CG
* Race: Xeph
* Classes: Legendary Ninja/ Marksman-Great Mind
* Mythic: ???


@Pasha, I don't see anything in the houserules, but just to confirm, as per RAW a natural 1 does not necessarily fail a concentration check or a skill check.


pad300 wrote:

Ok, I have a question about the availability and cost of sphere spellcasting services.

Godwyn Blaecwulf has the following under sphere talents:

Quote:

Alteration Sphere

**** Lingering, Permanent, Agile, Bestial Reflexes
- Dodge: The target gains a +2 dodge bonus to AC. - Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor. - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - Uncanny Dodge: The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. - Pounce

As I read that, that lets him cast a permanent blank form transformation on anyone that has 5 traits from Agile and Bestial reflexes. He has used this on himself to give himself Dodge (+2 to AC), Evasion, a +4 init bonus, Uncanny Dodge and pounce...

Can you purchase this sort of thing as a spellcasting service? How much?

Found it

Quote:

Buying Casting Services [TS]

Sometimes, you may want to buy spellcasting services from NPCs, either as one-time transactions (such as for curing otherwise-permanent ailments) or repeated support (for item crafting or other long-term projects). The price for casting services is 10 gp * the caster level of the effect * the effective spell level. The effective spell level of an ability starts at 0 for caster level 1, then goes up by one at every even caster level. For example, getting an NPC to cast a caster level 6 effect costs 10 * 6 * 3, or 180 gp. Payments per-day for crafting include all of the talents an NPC knows, so player characters do not have to purchase them separately if only hiring one NPC.

And I thinks it's broken... Consider Godwyn's permanent buff, above, theoretically costs 2000 gp (20 CL * 10 effective CL * 10 gp).


Dot


@Hazreem, Seriyle is a Marid, who do have

Quote:


change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)

The italicized bit is what she can change into, the spells are the mechanics used...


Dot


As the answer might be of public interest, I'll ask here, rather than by PM

@Pasha, Are you allowed to retrain an associated feat into a corresponding talent at a later point in your build? (ie Once you get the sphere)


Qeetan'Chachol Shaaldanarth wrote:

You can't use feats to qualify for talents, but here is what you can do:

Instead of gaining the Dirty Trick Master feat from L. Ninja, you can get the Savage Dirty Trick talent, as long as you have the Scoundrel Sphere. This way, you already meet the pre-requisites for Devastating Tricks. Also important to remember that Legendary Talents need to be allowed by the GM.

Now, if you actually want the feat instead of the talent, then you'd have to spend a talent on the Savage Dirty Trick, save GM fiat.

Unfortunately, the way the build is currently, I only get Scoundrel Sphere at L16... So I already have Dirty Trick Master.


A question about associated feats from spheres of might.

Ok, some talents have associated feats, which is to say that they count as said feat for pre-requisites. Does it work in reverse?

For example, I got Dirty Trick Master as a bonus feat (Legendary Ninja 11). Dirty Trick Master is associated with Scoundrel: Savage Dirty Trick. If I want Scoundrel: Devastating Tricks, which has a pre-requisite of Savage Dirty Tricks, do I have to spend a talent on Savage Dirty Trick, or can I substitute my Dirty Trick Master feat for that pre-requisite.


Fury of the Tempest wrote:
Pasha of the Nightsands wrote:
@Fury of the Tempest: I'm not really allowing sweeping template changes because it could open a whole can of worms where my adjudication is required for potentially dozens of requests.
That's fair. A shame, would have been nice to have an extra 10 talents to play around with, but I'll have to deal without it.

Might consider the Great Mind PrC, possibly in conjunction with the Boon of the Well Travelled Wanderer.


Have fun folks!


Godwyn Blaecwulf wrote:

Ah, I see that I forgot to take the Lycanthropic drawback, as I hadn't even considered casting this on an ally. But now that it is brought up, I don't think that there is anything stopping him from doing so. It would just cost 4 spell points per ally.

1 spell point for blank transformation. 1 spell point for pounce. 2 spell points for Permanent Transformation.

Godwyn wouldn't charge for blessing an ally. Though assuming 5 allies, it would take him down to just 7 spell points per day for other abilities. As I see it, members of a group should help each other where possible. And spell points are there to be spent. The only consideration would be whether or not an ally would want heaven's blessing.

Ok, maybe I missed something. I thought permanent made the spell effect instantaneous; it doesn't go away (not even dispellable and could be cast years ago... maybe an anti-magic field would suppress it, but those changes could be extraordinary abilities... I don't see anything in the rules specifying it.)

And now I have found the rules for magic item creation... Down the rabbit hole I go.


Ok, I have a question about the availability and cost of sphere spellcasting services.

Godwyn Blaecwulf has the following under sphere talents:

Quote:

Alteration Sphere

**** Lingering, Permanent, Agile, Bestial Reflexes
- Dodge: The target gains a +2 dodge bonus to AC. - Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor. - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - Uncanny Dodge: The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. - Pounce

As I read that, that lets him cast a permanent blank form transformation on anyone that has 5 traits from Agile and Bestial reflexes. He has used this on himself to give himself Dodge (+2 to AC), Evasion, a +4 init bonus, Uncanny Dodge and pounce...

Can you purchase this sort of thing as a spellcasting service? How much?


Ok, a Fiend Keeper Medium is inhibited by having protection from evil cast on him.

Quote:
Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects.

Does this limitation extend to being within the radius of a magic circle against evil spell?


All right, Ver 2.0, about 60% mechanically complete.

We're looking at a Marksman/Legendary Ninja.


And another template Q for the Pasha
Smoke Creature.


I think I just managed to delete Tisha from the map? I can't get her back... I don't think I should be able to do that.


Ok, I need a cross-check here

Quote:


Fury of a Single Blade (Su): At 8th level, when the marksman moves before making a single ranged attack with a thrown weapon, including using the Shot on the Run feat, he rolls as if he had made a full attack, although he only throws a single weapon. Roll each attack in the sequence and determine the number of attacks that successfully struck the target. If at least two of the attacks were successful, the attack deals double damage. Additional dice of damage from sources such as precision damage, weapon special abilities, or the like are not multiplied.

At 12th level, if at least three of the attacks were successful, the attack damage is multiplied by 5.

At 16th level, if at least four of the attacks were successful, the attack damage is multiplied by 7.

This does stack with Mythic Vital Strike, as he is "making a single ranged attack with a thrown weapon", and not using some other specific action (like say charging) that allows an attack as part of the action.


@Pasha, another Q, this time about 3ed party special materials: shaped and grown crystalline weapons; yay or nay?


@Pasha,

can we use the high psionics version of the soulknife ?
(As opposed to the base soulknife.)

@Sir Drystan Goldenflame/Ouachitonian, you probably are interested in the answer to the above question.

@Arc Zeon/Kaouse & Sgrack/Sir Longears, what is it that gives you WIS to HP?


Maedyri wrote:
Ah jinx, read my edit.

Dire Creature Template

Approved HERE.


Maedyri wrote:

I think you've made some major mistakes when making your character which has boosted your numbers to where they are.

When making a gestalt character you don't add things like BAB, base saves, HD and skill ranks together you just take the highest one from one side of gestalt.

I haven't done that; I understand how Gestalt builds work.


Pasha of the Nightsands wrote:

Since it was suggested that I confirm whether the benchmarking numbers are representative of what people should build to, let me go into that a little bit. So the blue numbers in the benchmarking spreadsheet, normally considered as exceptional and optimal, are just decent in this game. Some of the tankier foes will have ACs that break 60 and one that soars all the way into the 70's (and that one can actually expend two uses of mythic power to force touch attacks to target his FULL AC, although he's definitely more vulnerable to spells since he focuses on physical defenses). Saves are generally acceptable around the 25-30 range, although something nearing 40 is probably an optimal number if you don't want to fail too many and that's the basis I operated under when designing encounters. A lot of martial foes have 50+ attack and those on the lower end are usually touch attack characters. Hopefully that all gives people an idea of the number game.

...

@Pasha

Ok, I think I need you take a long look at what my submission is starting to look like; I think have broken your benchmarks to pieces...

Character sheet is
HERE.

All saves in the 50+ range, an AC that's approaching triple digits, and an attack bonus of at least +75 (on a number of attacks in a full attack that could be over 20...) and damage of at least +46 per attack (sans power attack).

Also a pile full of special abilities, including significant spellcasting, buffing for his friend and debuffing for his enemies. A +82 to stealth... and Hide in Plain Sight, Dampen Presence, Immunity to Scent and Tremorsense.

Access to a variable suite of 13 mythic path abilities, that can be changed on a day to day basis.

And I haven't spent more than about half his starting gold, and have more than few corners to fill in...

I am currently going to down pencil on this, as I don't think it fits your game. I will see if I come up with something else.


@Sgrack, what price did you end up with for the "Greater Corset of Delicate Moves"?


Ok, this is Veilchen Snarlantz (from upthread), mostly finished.

He can fill the rogue's slot (Stealth +19, Disable Device +20, Perception +18, can disable magical traps from the trap finder trait). He can also handle healing, which IMO, the party is lacking. He also provides the usual alchemist utility casting, and some combat punch with debuffing bombs.

Description:

Veilchen is 5’4” and skinny (for a hobgoblin) 177 lbs. He’s bald (but has swirling scalp tattoos), with grey-green skin, and beady red eyes.

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.

Background:

Veilchen is 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. His sales went upscale, and after a local noble had a party with several fatal overdoses, the heat is on. Veilchen needs to get out of Waterdeep and lay low for a while. The gates will be guarded... So down the well?!? He also figures he’d like to get rich if he’s going to be doing something stupidly dangerous.

Stats:

Veilchen Snarlantz
N Male Hobgoblin
Alchemist (Grenadier) 8
Deity: ???
Init +10 = +6 (Dex) +4 familiar
Speed 30 ft
Low Light Vision

Defense
AC: 23 = 10+6 (dex) + 4 (armor)+1 armor enhancement+1 shield +1 deflection
HP: 88 = (8d8=>64)+8*3 Con
Fort +6 Alchemist 8+3(Con)+2 resistance
Ref +6 Alchemist 8+6(Dex) +2 resistance
Will +2 Alchemist 8+2(wis) +2 familiar +2 resistance
+2 trait vs mind affecting

CMD : 13=10 +1 (bab)+0 (str) + 2 (dex)

Offense

BAB : +6
Melee: Spiked Gauntlet
Ranged: Composite Longbow, Bombs
CMB : +6 BAB+2 str

Extracts Prepared
L1 (DC 16, 4+2)
L2 (DC 17, 4+1)
L3 (DC 18, 2+1)

Stats
Str 14 = 14 (rolled)
Dex 20 = 17 (rolled)+2 racial +1 lvl 8
Con 17 = 15 (rolled) +2 racial
Int 20 = 17 (rolled) +1 lvl 4 +2 enhancement
Wis 14 = 14 (rolled)
Cha 10 = 13 (rolled)

Feats:
Throw Anything (Bonus)
MWP (Longbow)
Point Blank Shot (1st),
Rapid Shot (3ed),
Signature Skill (Heal) (5th)
Healer’s Hands (7th)

Traits: Trapfinder (campaign), Entomophobe (drawback), Deathtouched (race)

Skills 8*(4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 8 ranks +3 trained +2 wis +5 eyes of the eagle
Spellcraft 8 ranks +3 trained +5 int,
Heal 8 ranks +3 trained +2 wis +2 MW Tool +5 healer’s gloves
Disable Device 8 ranks +3 trained +6 dex +2 MW Tool
Stealth 8 ranks +3 trained +6 dex +4 racial
K Arcana 8 ranks +3 trained +5 int,
K Nature 6 ranks +3 trained +5 int,
K Planes 8 ranks + 5 int
Survival 1 rank +3 trained +2 wis
Fly 1 rank +3 trained + 6 dex

UMD (headband) 8 ranks +3 trained +1 cha

Background Skills (8*2 = 16 ranks)
Craft (Alchemy) 8 ranks +3 trained +5 int (+8 crafting items)
Sleight of Hand 1 rank + 3 trained +6 dex
Appraise 1 rank + 3 trained +5 int
Handle Animal 1 rank +1 cha
Linguistics 5 ranks +3 trained +5 int

Languages: Common, Goblin, Draconic (int), Giant (int), Infernal (int), Dwarven (int), *** (Int), *** (ling), *** (ling), *** (ling), *** (ling), *** (ling)

FCB Extra bomb 0.5*8=4

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 formulae 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) (17/day, 4d6+5) : 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) (+4 str -2 int +2 NA, 80 minutes): 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.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
2nd Sand Bombs
Bonus: Precise Bombs
4th Infusion
6th Tumor Familiar
8th Fast Bombs

Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Race Abilities:

+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Equipment (35000 gp):

Hybridization Funnel (200 gp),
Formulae Alembic (200 gp)
Handy Haversack (2000 gp)
Extended Potion of Barkskin (12th level), (1800 gp)
Wand of Cure Light Wounds 50 charges (750 gp)
+1 adaptive Composite Longbow (3400 gp)
Headband of Intelligence +2 (4000 gp)
Eyes of the Eagle (2500 gp)
Cloak of Resistance +2 (4000 gp)
+1 mithral chain shirt (2250 gp)
Belt of Incredible Dexterity (4000 gp)
Healers Gloves (2500 gp)
Journal of the Beast Within (2165 gp)
Snapleaf (750 gp)
Feather Token, Tree (400 gp)
Ring of Protection +1 (2000 gp)

Weapons (30gp): Spiked Gauntlet (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp)
Armor (155 gp): MW Buckler (155 gp)
Equipment (273.21 gp)
Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), Alchemy Crafting kit ( 25 gp), Formula Book, Healer’s kit (50 gp), MW Thieves Tools (100gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), , Inkpen (1 sp), Travelling Formula Book (10 gp), Portable Alchemy Lab (75 gp),

Alchemical Items at 1/3 cost because of self crafting:
Acid flasks (10, 100gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Unstable Accelerant (2, 100 gp), Vial of Ink 8 gp, Mineral Acid (2, 100 gp), Holy Weapon Balm (2, 60 gp), Tanglefoot Bag (7, 350 gp), Pellet Grenades (1, 50 gp), Dessicating LubricantX3 (90 gp), Bone Burn (2, 50gp), Smog Smoke Peller (3, 120gp), Buoyant Balloon (10 gp), Aboleth Mucus Etract – 6 Doses (100 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Smelling Salts (25 gp), Sunrod (5, 10 gp), Rhinarium Paste (75 gp), Vapors of Easy Breath (75 gp), Vermin Repellent (5, 25 gp), Silver Weapon Blanch (5, 25 gp), Twitch Tonic (45 gp), Sooth Syrup ( 25 gp), Bodybalm 25 gp. Ghast Retch Flask (4, 200 gp), Cytilesh Stun Vial (4, 300 gp), Perfect Ice (1500 gp), Soul Stimulant (300gp), Lantern Honey (150gp), Surgical Jelly (300 gp)
4458 / 3 = 1486 gp
141 gp

Formulae Book:

L1:, Longarm, Targeted Bomb Admixture, True Strike, Touch of the Sea, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Disguise Self, Enlarge Person, Identify, Shield, Reduce Person, True Skill, Heightened Awareness
L2: Alchemical allocation, full pouch, false life, invisibility, Barkskin, Bull’s Strength, Cure Moderate Wounds, Elemental Touch, Resist Energy
L3: Monstrous Physique I, Heroism, Clay Skin, Beast Shape I, Rage, Tongues, Water Breathing
L4: Dragon’s Breath

Familiar:

Taya is Veilchen’s tumor familiar
Hedgehog, Figment, Sage
N Diminutive animal
Init +3; Senses low-light vision; Perception +5
Speed 20 ft.
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
Hp 22
Fort +3, Ref +8, Will +3
Str 1, Dex 16, Con 6, Int 13, Wis 12, Cha 7
Base Atk +5; CMB +1; CMD ??? (+4 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5,
24 additional ranks 8*(2+1int)
Perception 1 rank +3 trained+1 wis
K(Arcana) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nature) 1 rank +3 trained+1 int+4 Sage Knowledge
Heal 1 rank +1 wis
Spellcraft 1 rank +1 int
K(engineering) 1 rank +3 trained+1 int+4 Sage Knowledge
K(geography) 1 rank +3 trained+1 int+3 Sage Knowledge
K(History) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nobility) 1 rank +3 trained+1 int+4 Sage Knowledge

K(Religion) 3 rank +3 trained+1 int+4 Sage Knowledge+8 racial
K(Local) 3 rank +3 trained+1 int +4 Sage Knowledge
K(Planes) 3 rank +3 trained+1 int+4 Sage Knowledge +8 racial
K(Dungeoneering) 3 rank +3 trained+1 int+4 Sage Knowledge
+3 ranks

Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
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.
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.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
Skilled : K(Religion)
Skilled: K(Planes)
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.


Sgrack wrote:
pad300 wrote:

Looking for some clarification with Spheres of Might. Some spheres give you free ranks in an associated skill. Can you use skill points to buy more ranks on top of those free ranks (up to your max ranks based on lvl/HD)?

A PC has scout sphere, and 2 talents (Find the Gap, Deadly Strike), which would gives you 15 ranks in stealth. Can you spend 5 skill points to take that to 20 ranks (your limit at level 20)?

Yes.

Thank You


Looking for some clarification with Spheres of Might. Some spheres give you free ranks in an associated skill. Can you use skill points to buy more ranks on top of those free ranks (up to your max ranks based on lvl/HD)?

A PC has scout sphere, and 2 talents (Find the Gap, Deadly Strike), which would gives you 15 ranks in stealth. Can you spend 5 skill points to take that to 20 ranks (your limit at level 20)?


@Pasha, is Dire Creature CR +2 an allowable template?


Veilchen, the alchemist upthread, has trapfinding (from the campaign trait of the same name).


@ Rizzenmagnus, what does the party composition look like? What roles are needed?


Godwyn Blaecwulf wrote:

@Pad300 “Actually, I don't know spheres rules at all”

Spheres is an alternate magic system. You don’t have spell levels or spell slots, instead you just have spells and spell points to use said spells. Some spells don’t cost a spell point to use, but can be upgraded with spell points. Some cost multiple spell points.

Spell effects are separated by spheres. Life is mostly healing, with very limited offense. Destruction is pure offense. You can use different spheres.

At level 1 you pick a casting tradition. There are default ones you can use, or you can make your own. For example, your caster can’t wear armor, needs to speak spells, and your spells have visual effects. Or…none of that is true, but you have a source of power, meaning critical hits make you lose spell points. I have one character who needs to make a performance check to cast spells. It is very customizable.

Also at lvl 1 you get 2 free spheres. So…as an example you could pick life and death, which gets you the basic spells of both. From there, how many spells you get depends on your class.

Personally I love spheres. It’s much less bookkeeping that regular pathfinders spellcasting. The spells themselves have lots of options and overall feel balanced.

I got that far. I am not actually using Spheres of Power, rather Spheres of Might. But that said, how do the Spheres rules deal with CL bonuses? (I have a bunch of them available...)


Pasha of the Nightsands wrote:

...

Awakened Blade, Great Mind, Realmwalker, and Shapemaster are fine for PrC options (just remember my ruling on Aligned Classes).

Yep, Great Mind was taken as an actual PRC on one side of the gestalt (not as part of Boon of the Well-Travelled Wanderer), so it can use it's aligned class bits. PRC stuff from the boon does not include aligned class levels, nor stuff like +1 level of existing casting/manifesting.

Pasha of the Nightsands wrote:

...

Bane Spell is fine, as is Terrain Spell. Just remember how Spheres rules modify +CL.

Actually, I don't know spheres rules at all... So how do Spheres rules modify +CL?

Pasha of the Nightsands wrote:

...

Trap Spell is banned since a few niche cases can break the game, particularly with particularly powerful saveless spells or spells that normally have long cast times (or both!).

Or you know, some down time, a bunch of envelopes and buffing/healing spells...

Pasha of the Nightsands wrote:

...

I'm going to make what might be construed as a biased, hypocritical, or downright neurotic ruling with the Lurker talent considering my stance on the Lurker in Darkness feat. I will allow it as an option, but it can't be taken with bonus talents gained through feats, PrCs, etc., only through those gained via a class. That might seem odd considering my ban of the feat it was based on, but I've softened my stance and determined that it's fine as a dedicated Spheres option, but not as a feat that anyone can take with minimal investment. The feat version just doesn't make sense for everyone to have in my book.

Ok, so I got it through a PRC (Great Mind), so I should pick something else. OK.

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