
Magnu123 |

Looking for a couple more players for my homebrew campaign.
The players should be able to post often, and should be able to deal with challenges outside the recommended CR. 15 point buy starting at level 5. Campaign ends between lvls 10 and 15.
E-mail will be used for sending a more detailed PC guide and other information ongoing, but I'd like to see a few ideas presented first.
Background:
-This is Year Zero. A powerful diviner predicted millenia ago that this is to be the last year of the world as we know it, and the system of counting years backwards has been adopted because of the general belief in this Seer of futures.
-"Music" is an unknown concept. People still use sounds of different pitches for practical purposes, such as sending messages long distances, or keeping time to a drumbeat for large groups, but the idea of pleasure from sound is foreign to all.
- This land, known as Terra Vicis , is different from any other world. The basic races are of equal distribution across the land and the only racial prejudice remaining at this late point in culture is against monstrous creatures and unusual races like the drow.
If there are any questions about construction or background, place them here. I'm looking for two or three more adventurers as I already have two who have asked to be part of this first flight of my homebrew.

UltimaGabe |

Sounds good. My email address is gekleinert@gmail.com. If you are looking for a site, I've made several through www.wikidot.com- it's extremely easy to use, and it's been a huge help. But this isn't meant to be a wikidot ad so that's all I'll say on the matter. A couple questions off the top of my head. First, you mentioned you already had a couple players- would you be willing to tell what types of characters they're playing? I don't need to know exact class but I had an idea for a melee character and I don't want to step on anyone's toes. I guess it doesn't really matter, since I'm working on the character rather than the stats, so feel free to disregard that last question. Another question- would you be incredibly opposed to the idea of a lawful character who is a barbarian? I've never understood that restriction and I had an idea for a character I came up with a while back who was a barbarian mechanically, but was quite different (flavor-wise) from the barbarian as written. (I can give you a better write-up via email if you'd like.) It's not a huge deal if he can't be lawful, but personality-wise he just seemed more lawful neutral than anything else.

Retech |

Definitely interested! I have my statblock below, but here's the general idea:
Only known as the Sage, this Svirfneblin (a deep gnome) is attempting to study both the magicks of the arcane and divine in order to halt the end of the world as predicted. As such, she has worked intensively towards the practice of mystic theurgery. Like most gnomes, she has extensive illusion expertise, which stems out of her philosophy that the world itself is only a well-crafted illusion created by a powerful spellcaster.
Due to her strangeness and focus on the magical arts, she does not get along well with others and never opens her mouth except to eat and cast spells. She communicates with others using the ghost sounds cantrip. She's very caster-like as well, since she does absolutely nothing physically and doesn't carry with her much more than her magical components and items.
(I will have some more backstory when more detail becomes available)
The Sage
Female Other Race Name Svirfneblin Cleric 1 | Sorcerer 1 | Mystic Theurge 3 | [True Neutral] DESCRIPTION
Age 100
HP 40
STRENGTH 4 (-3)
DEXTERITY 14 (+2)
CONSTITUTION 14 (+2)
INTELLIGENCE 14 (+2)
WISDOM 22 (+6)
CHARISMA 4 (-3)
Initiative +8 = 2 [Dex] +4 [Improved Initiative] +2 [Trait]
Action Points (Lifetime) 9
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +2 = INT 2+0+0
Bluff -3 = CHA -3+0+0
Climb* -3 = STR -3+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy -3 = CHA -3+0+0
Disable Device*† +2 = DEX 2+0+0
Disguise -3 = CHA -3+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† -3 = CHA -3+0+0
Heal +6 = WIS 6+0+0
Intimidate -3 = CHA -3+0+0
K (Arcana)† +10 = INT 2+5+3
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +2 = INT 2+0+0
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +10 = INT 2+5+3
Linguistics† +7 = INT 2+2+3
Perception +11 = WIS 6+5+0
Perform -3 = CHA -3+0+0
Perform -3 = CHA -3+0+0
Profession† +6 = WIS 6+0+0
Profession† +6 = WIS 6+0+0
Ride +2 = DEX 2+0+0
Sense Motive +10 = WIS 6+1+3
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +10 = INT 2+5+3
Stealth* +2 = DEX 2+0+0
Survival +6 = WIS 6+0+0
Swim* -3 = STR -3+0+0
Use Magic Device† -3 = CHA -3+0+0
* Armor Check Penalty 0
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 30 (6 sq.) ]
AC [16] = 10 + 4 [Mage Armor] +2 [Dex]
Touch AC [12] Flat-Footed [14]
BASE ATTACK BONUS +1
Basic Melee Attack -2
Basic Ranged Attack +3
FORTITUDE SAVE +5 = 3 [base] +2 [Con]
REFLEX SAVE +3 = 1 [base] +2 [Dex]
WILL SAVE +12 = 6 [base] +6 [Wis]
CMB -2 = 1 [BAB] -3 [Str] +0 [size]
CMD +10 = 1 [BAB] -3 [Str] +2 [Dex] +0 [size] + 10
FEATS
Improved Initiative
Toughness
Heighten Spell
TRAITS
Reactionary
Magical Lineage
CARRYING CAPACITY
Your strength is very, very poor. You should consider lifting weights in order to improve it.
LANGUAGES
Common
Undercommon
Gnome
Elven
Dwarven
Draconic
Cleric Spells Per Day
Level 0 4
Level 1 2 + 2 [Wis] + 1 [Domain]
Level 2 1 + 2 [Wis] + 1 [Domain]
Sorcerer Spells Per Day
Level 1 6 + 2 [Wis]
Level 2 3 + 2 [Wis]
Sorcerer Spells Known
Level 0 6
Level 1 3
Level 2 1
Standard Spell List
Level 0: (Sorcerer)
Resistance
Detect Magic
Read Magic
Ghost Sound
Mage Hand
Prestidigitation
Level 0: (Cleric)
Resistance
Guidance
Spark
Purify Food and Drink
Level 1: (Sorcerer)
Grease
Color Spray
Silent Image
Level 1: (Cleric)
Murderous Command x 2
Cure Light Wounds x 2
Shield
Level 2: (Sorcerer)
Invisibility
Level 2: (Cleric)
Grace
Bull's Strength
Cure Moderate Wounds
Barkskin
SPECIAL ABILITIES
Other Race Name Svirfneblin
Racial Abilities:
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and observant, but relatively weak and emotionally distant.
• Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
• AC Bonuses: +2 dodge bonus, -1 size bonus (from Small size.)
• Senses: darkvision (120 feet), low-light vision.
• Immunities/Saving Throw Bonuses: Saving Throw Bonuses: +2 racial bonus on all saving throws.
• Racial Skill Bonuses: Craft (alchemy), Perception and Stealth +2 (Stealth +4 underground- also, note +4 Size bonus.) Stonecunning (+2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors; receive a free check to notice such features whenever passing within 10' of them, whether or not actively looking.)
• Attack Bonuses: +1 attack bonus against humanoid (reptilian) and humanoid (dwarven) due to training against these hated foes.
• Spell Resistance: Spell Resistance 11 + (class levels.)
• Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast.
• Spell-Like Abilities: nondetection (constant), blindness/deafness, blur, disguise self (1/day each.) Caster level for all equals the svirfneblin's class levels.
• Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following bonus languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran.
Cleric
Aura
Domains [Magic, Protection (Defence)]
Orisons
Channel Energy 1d6 (Positive)
Sorcerer
Cantrips
Eschew Materials
1 Bloodline Powers
Items:
Headband of Wisdom +2 = 4000 gp
Lesser Metamagic Rod of Bouncing Spell = 3000 gp
Bracers of Spellsight = 2100 gp
1400 gp of various spell components

Retech |

I combined heighten spell + magical lineage to cast level 2 arcane and divine spells at level 1, so it's an early entry.
Usually I don't resort to these kinds of things, but the campaign seems rather low leveled, and the standard mystic theurge doesn't even become effective until level 15 (which is much too late for this campaign).
To compensate for a little bit of shenanigans, I took sorcerer as my arcane side, so I am a full spell level behind on both sides of my progression.

UltimaGabe |

I combined heighten spell + magical lineage to cast level 2 arcane and divine spells at level 1, so it's an early entry.
Usually I don't resort to these kinds of things, but the campaign seems rather low leveled, and the standard mystic theurge doesn't even become effective until level 15 (which is much too late for this campaign).
To compensate for a little bit of shenanigans, I took sorcerer as my arcane side, so I am a full spell level behind on both sides of my progression.
Not to completely rain on your parade, but how exactly do Magical Lineage & Heighten Spell allow you to cast level 2 arcane and divine spells at level 1? Magical Lineage lets you treat ONE spell to be one level lower when applying a metamagic feat. If anything, that lets you cast a heightened 1st level spell as a... 1st-level spell. It's got the save DC of a 2nd-level spell, but its adjusted level is still 1. Certainly not following the intent of the rules, and it's arguable whether you're following the letter either. And even if that let you count it as a 2nd-level spell (a 2nd-level spell that's also somehow a 1st-level spell), you need to cast 2nd-level divine AND arcane spells, while Magical Lineage only lets you choose one single spell. I suppose you could argue that an arcane version of a spell and a divine version of the same spell are the same spell (even though several instances show them as different), your only Sorcerer spells are Grease, Color Spray, and Silent Image- none of which are Cleric spells. Unless you traded out whatever spell you used to meet the prerequisites for Mystic Theurge. But can you trade out a prerequisite without losing the abilities from the Prestige Class?
And even if you somehow managed to bypass that big, big, big prerequisite with a metamagic feat and a trait that were clearly not meant for that purpose, how did you manage to get 3 ranks in a skill after only two levels?
I'm terribly sorry if I'm coming off as standoffish or accusatory, but there's a reason the prerequisites are there. Besides, I don't even understand how you made that work. Is that some sort of well-known rules exploit that I've been completely out of the loop for? I know it's not even my call, and if the DM okays it then I'll take it as a legitimate move and I won't say another word about it. But I would like to know how you came up with that bit of rules-fu. And for the record, it doesn't matter how good the prestige class is or isn't- that doesn't make a cheesy combination any less cheesy.
(Edit: Again, I'm sorry to be such a spoilsport, but good gravy the svirfneblin is ridiculous! 11 + class level SR? +2 to all saves? +2 stackable bonus to AC? Spell-like abilities, including constant nondetection? Stonecunning, Low-Light Vision AND 120 foot Darkvision? If that's legal, sign me up.)

Magnu123 |

I'd love to give you my PC guide document if you can put up emails. I'm currently working towards having them available another way online if you're not comfortable with that.

Hornusser |

"What does a world without music sound like?"
That was what I asked myself when I read your opening post. I would love to explore that question with a character who has a talent working with raw sound....but not music as we know it.
Please go ahead and send a mail to animanipissing@hotmail.ca. It helps to have character creation guidelines when preparing a character concept.
As for stats.... st 10 dx 12 cn 12 it 12 ws 12 cH 18
(Charisma +1 at level 4).
Perhaps a gnome..08 12 14 12 12 18.

Varese |

Thanks for sending that document, Magnu123. Very imaginative and unusual setting. I am still thinking up a character. My Maestro Sorcerer's name is Varese. I am posting my work in the profile....still have a ways to go...
Monk 1 / Sorcerer4 - Maestro Bloodline
I really like some of the spells you suggest. I will try to select a couple for Varese. It would also be intereting to tie some of these spells to teamwork feats.
I think this would be a very interesting campaign setting for a Diviner -....but Varese is not a Diviner....

Retech |

Yeah, I'll just become a straight wizard then. Mystic theurge is definitely not worth it without early entry.
To the Elan guy:
Benefit: A heightened spell has a higher spell level than normal
Heightening the resistance cantrip to level 2, giving me level 2 arcane and divine. Then heighten lets me cast it using a level 1 slot.
It was for another game where I was trying to make a character that was balancing the powers of the arcane and divine together (aka my fix for the mystic theurge class), but sadly most GMs think it's cheesy, so I've never gotten to play a mystic theurge before.
The Sage
Hermaphrodite Svirfneblin Wizard 5 | [True Neutral] Description
HP 30
Current HP
Strength 4 (-3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 24 (+7)
Charisma 4 (-3)
Initiative +8 = 2 [Dex] + 2 [Trait] + 4 [Familliar]
Action Points (Lifetime) 9
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +2 = INT 2+0+0
Bluff -3 = CHA -3+0+0
Climb* -3 = STR -3+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy -3 = CHA -3+0+0
Disable Device*† +2 = DEX 2+0+0
Disguise -3 = CHA -3+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +10 = DEX 2+5+3
Handle Animal† -3 = CHA -3+0+0
Heal +7 = WIS 7+0+0
Intimidate -3 = CHA -3+0+0
K (Arcana)† +10 = INT 2+5+3
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +2 = INT 2+0+0
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +2 = INT 2+0+0
Linguistics† +10 = INT 2+5+3
Perception +7 = WIS 7+0+0
Perform -3 = CHA -3+0+0
Perform -3 = CHA -3+0+0
Profession† +7 = WIS 7+0+0
Profession† +7 = WIS 7+0+0
Ride +2 = DEX 2+0+0
Sense Motive +7 = WIS 7+0+0
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +10 = INT 2+5+3
Stealth* +2 = DEX 2+0+0
Survival +7 = WIS 7+0+0
Swim* -3 = STR -3+0+0
Use Magic Device† -3 = CHA -3+0+0
* Armor Check Penalty 0
† Trained Only
Equipment
Notes
Base Speed [ 30 (6 sq.) ]
AC [16] = 10 + 4 [Mage Armor] +2 [Dex]
Touch AC [12] Flat-Footed [14]
Base Attack Bonus +2
Basic Melee Attack -1
Basic Ranged Attack +4
Fortitude Save +5 = 1 [base] +2 [Con] + 2 [Racial]
Reflex Save +5 = 1 [base] +2 [Dex] + 2 [Racial]
Will Save +13 = 4 [base] +7 [Wis] + 2 [Racial]
CMB -2 = 2 [BAB] -3 [Str] -1 [size]
CMD +10 = 2 [BAB] -3 [Str] +2 [Dex] -1 [size] + 10
Feats
Split Slot
Spell Finesse (Wisdom)
Craft Wondrous Item
Gnome Trickster
Traits
Excitable (Gnome)
Trickster (Gnome)(Illusion)
Carrying Capacity
Your strength is very, very poor. You should consider lifting weights in order to improve it.
Languages
Common
Undercommon
Gnome
Draconic
Wizard Spells Per Day
Level 1 3 + 2 [Int] + 1 [Conjuration]
Level 2 2 + 2 [Int] + 1 [Conjuration]
Level 3 1 + 2 [Int] + 1 [Conjuration]
Spellbook Spells: () = Commonly Prepared
All level 0
(Detect Magic)
(Read Magic)
(Mage Hand)
(Ghost Sounds) ILLUSION
Level 1:
(Grease)
(Mage Armor)
(Unseen Servant)
(Magic Missle)
(Color Spray) ILLUSION
(Silent Image) ILLUSION
Dancing Lantern
Obscuring Mist
Summon Monster 1
Floating Disk
Level 2:
((Glitterdust))
(Web)
(Invisibility) ILLUSION
(Command Undead)
Level 3:
(Stinking Cloud)
(Sleet Storm)
(Phantom Steed)
(Fly)
Racial Spells:
Nondetection (Level 3)(Constant)
Blindness/Deafness (Level 2)
Blur (Level 2) ILLUSION
Disguise Self (Level 1) ILLUSION
Special Abilities
Svirfneblin
Racial Abilities:
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and observant, but relatively weak and emotionally distant.
• Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
• AC Bonuses: +2 dodge bonus, -1 size bonus (from Small size.)
• Senses: darkvision (120 feet), low-light vision.
• Immunities/Saving Throw Bonuses: Saving Throw Bonuses: +2 racial bonus on all saving throws.
• Racial Skill Bonuses: Craft (alchemy), Perception and Stealth +2 (Stealth +4 underground- also, note +4 Size bonus.) Stonecunning (+2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors; receive a free check to notice such features whenever passing within 10' of them, whether or not actively looking.)
• Attack Bonuses: +1 attack bonus against humanoid (reptilian) and humanoid (dwarven) due to training against these hated foes.
• Spell Resistance: Spell Resistance 11 + (class levels.)
• Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast.
• Spell-Like Abilities: nondetection (constant), blindness/deafness, blur, disguise self (1/day each.) Caster level for all equals the svirfneblin's class levels.
• Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following bonus languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran.
Wizard
1 Bonus Feats
Arcane Bond [Compsagnathus]
Arcane School [Divination/Enchantment+Abjuration Banned]
Cantrips
Scribe Scroll
Items:
Headband of Wisdom +4 = 8000 gp
Phantom Steed Scroll x 3 (Expended to scribe into spellbook) = 1125
Fly Scroo x 3 (Expended to scribe into spellbook) = 1125
Could you send me the campaign setting? retech9691@gmail.com

UltimaGabe |

Heightening the resistance cantrip to level 2, giving me level 2 arcane and divine. Then heighten lets me cast it using a level 1 slot.
Yeah.... still not buying it, but that's neither here nor there. In any case, I'm still calling shenanigans on the svirfneblin, though. There is NO way that race is balanced for PC use.

Retech |

I don't see it. It has -2 overall to stats, which is -4 worse than a standard race. It's spell-like abilities are essentially useless past level 6 for a wizard and the spell resistance actually hinders you because it means that if you want a party member to heal or buff you, you'll have to lower your spell resistance as a standard action.
The primary reason that I chose it was because it was the only "caster" race that completely dumped charisma and strength, which made sense for a character that was wholely dependant of magic.
Not to mention, the huge challenges of racial prejudice, which is even worse for me because of the complete lack of charisma.
---
And that was a mistake for character creation. It was supposed to be sorcerer 2/cleric 1/mystic theurge 2.

UltimaGabe |

I don't see it. It has -2 overall to stats, which is -4 worse than a standard race. It's spell-like abilities are essentially useless past level 6 for a wizard and the spell resistance actually hinders you because it means that if you want a party member to heal or buff you, you'll have to lower your spell resistance as a standard action.
Alright, the gloves are coming off.
Penalties to dump stats are NOT a balancing factor. If you were playing a character where Strength or Charisma were even remotely relevant, I would be more willing to agree- except you cheesed your character out so that you could completely tank your charisma and it wouldn't hurt you one bit. (Roleplaying cannot be a balancing factor either.) Spell-Like Abilities useless? Blur is useless? CONSTANT Nondetection is useless? Maybe at levels 15+, when everything has True Seeing, maybe. But as you made it obvious with your attempt at justifying cheating into Mystic Theurge, this campaign likely won't be getting that high. And Spell Resistance is a bonus, not a hindrance. (Yes, it applies to party members too. But you can be buffed and healed outside of battle. The benefits FAR outweigh the penalties.) And as if that's all the race gets!
A +2 to AC that stacks with EVERYTHING. +2 to all saves that stacks with EVERYTHING. Stonecunning, which allows you a Perception check without even needing to know you're making one. Low-Light Vision AND Darkvision TWICE THE RANGE OF ANY OTHER PC RACE. +2 to Perception and Stealth, arguably the two most important skills in the game. Plus a +1 to the DC of all illusion spells- which would be negligible, but it's important to note that of course you're one of the few classes that can benefit from it. (I'd ignore that if you were, say, a rogue or something. But of course you're not.)
Add in the fact that your math is horribly wrong. You have a +4 stat item in your inventory at half the cost (8,000 rather than 16,000). You also have one stat that started as a six, which is one below the minimum for Pathfinder- but even if it was a seven, that would make your starting array 7, 12, 14, 14, 18, 8, which is TWENTY-THREE POINTS.
You chose a broken race with no drawbacks for your character whatsoever. You tried to cheat your way into a prestige class using means that anybody could tell weren't legal or intended. And to top it all off, the entire time, you've not only acted like you weren't doing anything wrong- YOU EVEN ACTED LIKE YOU WERE DOING US ALL A FAVOR BY CHOOSING A SUBOPTIMAL STARTING CLASS.
I'm sorry, but you, sir, are a Grade-A Munchkin. If this were my game, I'd kick you out and never look back.

SRT4W |
Retech wrote:I don't see it. It has -2 overall to stats, which is -4 worse than a standard race. It's spell-like abilities are essentially useless past level 6 for a wizard and the spell resistance actually hinders you because it means that if you want a party member to heal or buff you, you'll have to lower your spell resistance as a standard action.Alright, the gloves are coming off.
Penalties to dump stats are NOT a balancing factor. If you were playing a character where Strength or Charisma were even remotely relevant, I would be more willing to agree- except you cheesed your character out so that you could completely tank your charisma and it wouldn't hurt you one bit. (Roleplaying cannot be a balancing factor either.) Spell-Like Abilities useless? Blur is useless? CONSTANT Nondetection is useless? Maybe at levels 15+, when everything has True Seeing, maybe. But as you made it obvious with your attempt at justifying cheating into Mystic Theurge, this campaign likely won't be getting that high. And Spell Resistance is a bonus, not a hindrance. (Yes, it applies to party members too. But you can be buffed and healed outside of battle. The benefits FAR outweigh the penalties.) And as if that's all the race gets!
A +2 to AC that stacks with EVERYTHING. +2 to all saves that stacks with EVERYTHING. Stonecunning, which allows you a Perception check without even needing to know you're making one. Low-Light Vision AND Darkvision TWICE THE RANGE OF ANY OTHER PC RACE. +2 to Perception and Stealth, arguably the two most important skills in the game. Plus a +1 to the DC of all illusion spells- which would be negligible, but it's important to note that of course you're one of the few classes that can benefit from it. (I'd ignore that if you were, say, a rogue or something. But of course you're not.)
Add in the fact that your math is horribly wrong. You have a +4 stat item in your inventory at half the cost (8,000 rather than 16,000). You also have one stat that started as a six, which is one below...
Its funny when munchkins try to shove their way into games by pretending they don't know they're breaking the rules or rolling up a purely OP cheese character that is meant to "Win" D&D/PF. People like this should stick to their MMO's to feel good about themselves.
Tip: the only things munchkins do is ruin the game for normal players, stop trying to destroy other peoples fun just so you can "Win at D&D"

Retech |

Retech wrote:I don't see it. It has -2 overall to stats, which is -4 worse than a standard race. It's spell-like abilities are essentially useless past level 6 for a wizard and the spell resistance actually hinders you because it means that if you want a party member to heal or buff you, you'll have to lower your spell resistance as a standard action.Alright, the gloves are coming off.
Penalties to dump stats are NOT a balancing factor. If you were playing a character where Strength or Charisma were even remotely relevant, I would be more willing to agree- except you cheesed your character out so that you could completely tank your charisma and it wouldn't hurt you one bit. (Roleplaying cannot be a balancing factor either.) Spell-Like Abilities useless? Blur is useless? CONSTANT Nondetection is useless? Maybe at levels 15+, when everything has True Seeing, maybe. But as you made it obvious with your attempt at justifying cheating into Mystic Theurge, this campaign likely won't be getting that high. And Spell Resistance is a bonus, not a hindrance. (Yes, it applies to party members too. But you can be buffed and healed outside of battle. The benefits FAR outweigh the penalties.) And as if that's all the race gets!
A +2 to AC that stacks with EVERYTHING. +2 to all saves that stacks with EVERYTHING. Stonecunning, which allows you a Perception check without even needing to know you're making one. Low-Light Vision AND Darkvision TWICE THE RANGE OF ANY OTHER PC RACE. +2 to Perception and Stealth, arguably the two most important skills in the game. Plus a +1 to the DC of all illusion spells- which would be negligible, but it's important to note that of course you're one of the few classes that can benefit from it. (I'd ignore that if you were, say, a rogue or something. But of course you're not.)
Add in the fact that your math is horribly wrong. You have a +4 stat item in your inventory at half the cost (8,000 rather than 16,000). You also have one stat that started as a six, which is one below...
1) It doesn't matter where the penalties are. I chose a race that has synergy with a class.
2)It's a somewhat debatable way of getting into mystic theurge, but the rules do support it. It says that you can cast it as a higher level spell, which I did.
3)I believe that it is a resistance bonus to saves, which does not stack with the cloak of resistance, an extremely common item. Illusion is the same as the gnome, and the SLA are a notch above that.
4)I took craft wondrous item to get the headband at half price.
5)Did you account for middle age penalties, which are +1 mental and -1 physical?
6)Yes, I was attempting to use means that were definitely not intended in order to early-entry mystic theurge. But as the OP pointed out, be prepared to deal with challenges outside of recommended CR range. That means, get some powerful abilities and be prepared to rock.
---
If Magnu wishes me to change to another race, then I will do so, but that is only if the GM of the game requests it, not some pseudo-rules lawyer that doesn't know what he's talking about. The race is not particularly important.

SRT4W |
UltimaGabe wrote:...Retech wrote:I don't see it. It has -2 overall to stats, which is -4 worse than a standard race. It's spell-like abilities are essentially useless past level 6 for a wizard and the spell resistance actually hinders you because it means that if you want a party member to heal or buff you, you'll have to lower your spell resistance as a standard action.Alright, the gloves are coming off.
Penalties to dump stats are NOT a balancing factor. If you were playing a character where Strength or Charisma were even remotely relevant, I would be more willing to agree- except you cheesed your character out so that you could completely tank your charisma and it wouldn't hurt you one bit. (Roleplaying cannot be a balancing factor either.) Spell-Like Abilities useless? Blur is useless? CONSTANT Nondetection is useless? Maybe at levels 15+, when everything has True Seeing, maybe. But as you made it obvious with your attempt at justifying cheating into Mystic Theurge, this campaign likely won't be getting that high. And Spell Resistance is a bonus, not a hindrance. (Yes, it applies to party members too. But you can be buffed and healed outside of battle. The benefits FAR outweigh the penalties.) And as if that's all the race gets!
A +2 to AC that stacks with EVERYTHING. +2 to all saves that stacks with EVERYTHING. Stonecunning, which allows you a Perception check without even needing to know you're making one. Low-Light Vision AND Darkvision TWICE THE RANGE OF ANY OTHER PC RACE. +2 to Perception and Stealth, arguably the two most important skills in the game. Plus a +1 to the DC of all illusion spells- which would be negligible, but it's important to note that of course you're one of the few classes that can benefit from it. (I'd ignore that if you were, say, a rogue or something. But of course you're not.)
Add in the fact that your math is horribly wrong. You have a +4 stat item in your inventory at half the cost (8,000 rather than 16,000). You also have one stat that started as a
ITT: Munchkin trying to justify his "I'm better than you" game play.

wraithstrike |

2)It's a somewhat debatable way of getting into mystic theurge, but the rules do support it. It says that you can cast it as a higher level spell, which I did.
Not true. The Magical Lineage trait does not allow you to use a level 1 slot by decreasing the slot used like similar abilities do. It actually drops the spell level so it basically undoes your heighten.
PFSRD:
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
You see heighten spell pushes it up one, but the trait brings it back down so you are still back to a 1st level spell.

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1) It doesn't matter where the penalties are. I chose a race that has synergy with a class.
2)It's a somewhat debatable way of getting into mystic theurge, but the rules do support it. It says that you can cast it as a higher level spell, which I did.
3)I believe that it is a resistance bonus to saves, which does not stack with the cloak of resistance, an extremely common item. Illusion is the same as the gnome, and the SLA are a notch above that.
4)I took craft wondrous item to get the headband at half price.
5)Did you account for middle age penalties, which are +1 mental and -1 physical?
6)Yes, I was attempting to use means that were definitely not intended in order to early-entry mystic theurge. But as the OP pointed out, be prepared to deal with challenges outside of recommended CR range. That means, get some powerful abilities and be prepared to rock.
Answering here so it doesn't look like "talking in the back".
1) Svirfneblin aren't a player race. They are included in the mention "monsters as PCs" but enter straight into the "too powerful for players" category, and thus should be played as having a +1 level adjustement, not even accouting the fact your DM has to accept them.
Quote : "Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher."
2) The rules don't support it. If you are going to quote something, do it until the end.
Quote : "Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level."
=> It means a heightened-to-2nd level spell needs to be prepared or cast in a 2nd level slot, which you haven't with your attempt to a build. Eve if we assume Magical Lineage can work with Heighten, it still reduces the level of the final spell, so it still doesn't make the build work. I'm not even accounting the fact you must have at least 3 ranks in specific skills from the beginning.
3) No, a cloak gives a "Resistance bonus" to saves. Svirfneblin gains a "Racial bonus", which stacks.
4) You get it at half-price ? Assuming the DM don't say the feat only allows you to craft the magic item you want when you need - instead of a way to double your effective character wealth like you are using it, you can't have more than 50% of your character wealth in a single magic item. So you have more than 18 000 GP worth of items when your entire level 5 wealth should be 10 500 GP. But let's assume the DM allows the "double your wealth for a feat" cheat that he will probably regret soon or later depending of how he gives treasures, it's still 8000 in a single item when the maximum is 5250.
5) This must be accepted by the DM. Not even counting how ridiculous 4 Str is for an adventuring character, unless you are going to move everywhere without food, spellbook and basic traveling equipment and you hope you will never ever be Fatigued or Ray of Enfeeblement-ed - else you'll straight be on heavy charge. But let's assume the fighter will take everything on him and it's for roleplaying and not to scratch some points elsewhere.
6) To be prepared with a good character able to do it's work doesn't mean "to have a non-legal character munchkining it's way to win at D&D, using any interpretation and subject-to-DM-fiat-for-a-good-reason rule that could give him an advantage".
There is a lot of ask-your-DM and hope-your-DM-will-accept options taken for granted and used for cheesing your character right here. And I'm forgetting some things.
So either you are not the master of rules you suppose you are (and it's fun to see you calling people "rules lawyers" as an insult when someone proves to know more than you, even if you seem to do the same about previous fellow players in other topics), either you are insulting everyone's intelligence by trying to bend the rules to your needs, including your potential DM's.
I'm sure you made some honest mistakes in your build and only want a fun character to play.
But it's more than obvious to everyone you are trying to win the game with overwhelming cheese, and since I at least agree with you when you say the DM has the last call for anything happening here, I can only suggest to Magnu123 to consider closely if the fun Retech would take from a game is the same he, as a DM, is wishing for him and his players.

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To Maxxi, please see my new comment on the other thread, but I don't want to clutter this one up anymore.
I am also withdrawing this character from consideration. I might end up resubmitting a less cheesy character in the future, but I am retiring this character. Sorry for the trouble.
Then I can only wish you and the others a lot of luck and fun in this game.
Feel free to ask for help/advice/feedback in the forums if you want to design a useful and powerful but less cheesy character, everyone will gladly help you if this means fun for everyone in your game.
Retech |

Okay, here's my resubmit. Fixed the problem with not being allowed to have a magic item that is more than half WBL (didn't know that, thanks), and changed to a conventional race. Backstory is still essentially the same, except she's smart instead of wise now. I think everything is in order now?
The Sage
Female Elf Wizard 5 | [True Neutral] of Nethys
HP 30
Current HP
Strength 6 (-2) (7 from point buy, -1 from middle aged)
Dexterity 14 (+2) (13 from point buy, -1 age, +2 racial)
Constitution 12 (+1) (15 from point buy, -1 from age, -2 racial)
Intelligence 24 (+7) (18 from point buy, +1 age, +2 racial, +1 4th level increase, +2 headband)
Wisdom 8 (-1) (7 point buy +1 middle aged)
Charisma 8 (-1) (7 point buy +1 middle aged)
Initiative +10 = 2 [Dex] +4 [Improved Initiative] +2 [Trait] +2 [Familliar]
Action Points (Lifetime) 9
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +7 = INT 7+0+0
Bluff -1 = CHA -1+0+0
Climb* -2 = STR -2+0+0
Craft +7 = INT 7+0+0
Craft +7 = INT 7+0+0
Craft +7 = INT 7+0+0
Diplomacy -1 = CHA -1+0+0
Disable Device*† +2 = DEX 2+0+0
Disguise -1 = CHA -1+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +10 = DEX 2+5+3
Handle Animal† -1 = CHA -1+0+0
Heal -1 = WIS -1+0+0
Intimidate -1 = CHA -1+0+0
K (Arcana)† +15 = INT 7+5+3
K (Dungeoneering)† +11 = INT 7+1+3
K (Engineering)† +11 = INT 7+1+3
K (Geography)† +11 = INT 7+1+3
K (History)† +11 = INT 7+1+3
K (Local)† +15 = INT 7+5+3
K (Nature)† +11 = INT 7+1+3
K (Nobility)† +11 = INT 7+1+3
K (Planes)† +15 = INT 7+1+3
K (Religion)† +15 = INT 7+3+3
Linguistics† +15 = INT 7+5+3
Perception +6 = WIS -1+5+0+2 [elf]
Perform -1 = CHA -1+0+0
Perform -1 = CHA -1+0+0
Profession† -1 = WIS -1+0+0
Profession† -1 = WIS -1+0+0
Ride +7 = DEX 2+5+0
Sense Motive -1 = WIS -1+0+0
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +15 = INT 7+5+3
Stealth* +2 = DEX 2+0+0
Survival -1 = WIS -1+0+0
Swim* -2 = STR -2+0+0
Use Magic Device† -1 = CHA -1+0+0
* Armor Check Penalty 0
† Trained Only
Notes
Base Speed [ 30 (6 sq.) ]
AC [12] = 10 + 2 [Dex]
Touch AC [12] Flat-Footed [10]
Base Attack Bonus +2
Basic Melee Attack +0
Basic Ranged Attack +4
Fortitude Save +3 = 1 [base] +1 [Con] +1 [Cloak of Resistance +1]
Reflex Save +4 = 1 [base] +2 [Dex] +1 [Cloak of Resistance +1]
Will Save +4 = 4 [base] -1 [Wis] +1 [Cloak of Resistance +1]
CMB +0 = 2 [BAB] -2 [Str] +0 [size]
CMD +12 = 2 [BAB] -2 [Str] +2 [Dex] +0 [size] + 10
Feats
Improved Initiative
Spell Focus
Greater Spell Focus
Split Slot
Traits
Reactionary
Gifted Adept
Carrying Capacity
Light Load: 20lbs.
Medium Load: 40lbs.
Heavy Load: 60lbs.
Lift Over Head: 60lbs.
Lift Off Ground: 120lbs.
Push or Drag: 300lbs. Languages
Common
Elven
Celestial
Draconic
Gnoll
Gnome
Goblin
Orc
Sylvan
Wizard Spells Per Day
Level 1 3 + 2 [Int] + 1 [Conjuration]
Level 2 2 + 2 [Int] + 1 [Conjuration]
Level 3 1 + 2 [Int] + 1 [Conjuration]
Spellbook Spells: () = Commonly Prepared
All level 0
(Detect Magic)
(Read Magic)
(Mage Hand)
(Ghost Sounds) ILLUSION
Level 1:
(Grease)
(Mage Armor)
(Unseen Servant)
(Magic Missle)
(Color Spray) ILLUSION
(Silent Image) ILLUSION
Dancing Lantern
Obscuring Mist
Summon Monster 1
Floating Disk
Level 2:
((Glitterdust))
(Web)
(Invisibility) ILLUSION
(Command Undead)
Level 3:
((Stinking Cloud))
(Phantom Steed)
(Fly)
Special Abilities
Elf
Low-Light Vision
Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment
Elven Magic: +2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)
Keen Senses: +2 Perception
Weapon Familiarity: longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows. Any weapon with 'elven' in its name is treated as a martial weapon.
Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Wizard
1 Bonus Feats
Arcane Bond [Scorpion]
Arcane School [Conjuration (Teleportation)]
Cantrips
Scribe Scroll
Items:
Headband of Intellect +2 = 4000 gp
Cloak of Resistance +1 = 1000 gp
Rod of Extend, Lesser = 3000 gp
Spellsight Bracers = 2100 gp
Military Saddle = 20 gp
Scroll of Fly = 325

wraithstrike |

Okay, here's my resubmit. Fixed the problem with not being allowed to have a magic item that is more than half WBL (didn't know that, thanks), and changed to a conventional race. Backstory is still essentially the same, except she's smart instead of wise now. I think everything is in order now?
** spoiler omitted **...
I would suggest breaking the stats down like this.
About Heshlem
Level 2 (1100 xp)
Heshlem Half-Orc Male, Chaotic Neutral
Inquisitor 2 (no archetype, replace domain with fervor inquisition)
Cayden Cailen
______________________________________________________________________
STATISTICS
Str 18 (16 base, +2 racial)
Dex 12
Con 14
Int 10
Wis 13
Cha 10
Alignment: CN
Deity:Cayden Cailen
Movement:30(20 in armor)
Senses: Darkvision 60 ft, Perception +6
Languages: Common, Orc
Initiative:+4(1 dex, 1 wisdom, 2 trait)
------------------------------------------
SKILLS
Diplomacy 6 (2 rank, +1 wis, +3 class skill, )
Heal 6 (2 rank, +3 class skill, +1 wis)
Intimidate 8 (+2 rank, +0 cha mod, +1 Stern Gaze, +2 race, +3 class)
Perception 7 (+2 rank, +1 wis mod, +3 class skill, +2 from trait)
Knowledge Religion 5 (+2 rank, +0 int mod, +3 class skill)
Sense Motive 7 (+2 rank, +1 wis mod, +3 class skill, +1 Stern Gaze)
Survival 1/2(+1 1/2 class--circumstantial, +1 wisdom)
It is only a suggestion, but if the GM needs to reverse engineer anything he knows how you got your score, and if you make any errors it makes them easier to fix.
As for your int score I am assuming you got 18 from point buy, +2 from your race, +1 from your level 4 ability score increase, +1 from the headband. That gives me a 22, not a 24.
I may be off somewhere, but putting everything in the statblock similar to my spoiler means the GM does not have to guess where everything is coming from.

Magnu123 |

Wow, one day and things got quite out of hand on here. I'm emailing my PC guide to those who have given me their addresses.
As a note, I'd really appreciate if we could keep things civilized here and let the DM handle disputes of this nature. I'm a big boy and I can handle my own fights. Hopefully this thread isn't so far gone that my campaign has been forgotten at the bottom of the pile. So with that, let's get back to the reason we're here, please
At present the Team looks like this:
Draconic Sorcerer w/fighter- Mixed Caster
Varese Maestro Sorcerer w/monk- Full Caster
Dwarf Barbarian- Melee
Possible: Cavalier and/or Ranger?
...but....
With that being said, you did not wait for a response and now this thread has turned into a flame-war and I've got some good players not wanting to continue with the group. I believe you are sincere in your interest and I don't think you're trying to cheat at all, you're just being inventive, a trait I highly respect. But unfortunately, I can't accept you into this group. Thank you for your application, and good luck to you in the future. I hope there will be a table to take you one day.

Mr. Swagger |

Wow, one day and things got quite out of hand on here. I'm emailing my PC guide to those who have given me their addresses.
As a note, I'd really appreciate if we could keep things civilized here and let the DM handle disputes of this nature. I'm a big boy and I can handle my own fights. Hopefully this thread isn't so far gone that my campaign has been forgotten at the bottom of the pile. So with that, let's get back to the reason we're here, please
At present the Team looks like this:
Draconic Sorcerer w/fighter- Mixed Caster
Varese Maestro Sorcerer w/monk- Full Caster
Dwarf Barbarian- MeleePossible: Cavalier and/or Ranger?
** spoiler omitted **
I never got the word document and I need it to build a back ground and the actual character itself. If anyone else has it then feel free to send it to me. I am assuming I am the ranger that has a shot at getting in.
edit:I noticed we have no healing type class so that Ranger might be switched out for something that is needed.

Mr. Swagger |

Pathfinder Core, APG, Ultimate Magic, Armory, and other sources on a case-by-case basis.
Not to mention, my PC Guide, which is available by email. Still working on another delivery method.
You can post it to mediafire.com, and just have us download it. It is an online file storing site. All you would have to do after uploading it is post the link here, and it is free.

Magnu123 |

Alright, we're winding down the search here. The final crew looks something like this:
Alric Aldhelm, the dragon's child
Varese, the listener of soundscapes
Casvian, the Herald of Hope
The unnamed Dwarf Barbarian, fearing his own power.
Still one slot open for either Edgar Lamoureux, or Brambleman's friend. I'll accept whoever posts their character concept first and then we'll be set.
To answer a few construction/houserule questions:
-Maximum health first level, then you can either roll or take average HP
-Standard gold starting. (10,500), but you can get a Reasonable single item at reduced cost with a crafting skill.
-No restrictions on materials, except that musical instruments don't really exist outside of drums, whistles, and bugles for practical use.
-See above for available source materials.
-Standing up from prone can be taken as a full-round action which does not provoke AoO.
-Knowledge and Sense Motive checks must be volunteered, otherwise you are assumed to be without understanding of your situation/target and trusting of what you are told.
-I reserve the right to ignore/bend traditional rules in the name of storytelling. Don't tell me that what I"m doing isn't legal, I know already. You just need to be creative.
-Illusions may be saved against if there is reason not to accept them as normal. (ex: someone walks though them, they do not react to contact, etc. )
-Each character will have sections to shine during this campaign. There's a lot of variety here, so be patient and have fun.
-I will post daily as much as possible. You should be able to keep up with once every 2 days. More than 2 days silence without explanation results in player being botted. More than a week of silence without reason given result in character replacement.

Argent Hellstrike |

This is the character I'm hoping to play I'm sorry I got it in so late.
Human Magus(Bladebound) 5 Lawful Neutral
Traits : Heirloom Weapon (Falcata),Focused Mind
Hit Points : 26
Strength 16 (14+2belt of giant strength)
Dexterity 16 (14+2Gloves of Dexterity)
Constitution 10
Intelligence 16 (14+2Racial)
Wisdom 10
Charisma 10
Initiative +3(dex) Speed 30'
SKILLS
Acobatics 5(+8)
Spellcraft 5(+11)
Climb 5(+10)
Swim 5(+10)
Knowledge/Dungeoneering 5(+11)
Intimidate 5(+8)
FEATS
Weapon Focus (Heirloom Weapon)-Human Bonus
Power Attack-1st lvl
Extra Arcane Pool-2nd lvl
Arcane Strike-4th lvl
Defensive Combat Traning-Magus Bonus lvl5
Languages: Draconic,Elven,Dwarven,and Common
CLASS ABILITIES
Cantrips
Spellstrike
Arcane Pool 6(4+2Extra Arcane Pool)
Spell Combat
Black Blade
Spell Recall
STATS
AC 18(Chain Shirt 4,Dex 3,Enchantment 1)
Touch 13, Flat Footed 15.
BAB +3. CMB +6. CMD 21(DCT raises this from a 19)
Fortitude save +4. Reflex Save +4. Will Save+4.
SPELLBOOK
0-All Magus Cantrips
1-Enlarge Person,Chill Touch,Shocking Grasp, Grease,Corrosive Touch
Frostbite,Expeditius Retreat,Ray of Enfeeblement,Shield, Vanish.
2-Frigid Touch,Elemental Touch,Burning gaze,Blur.
MAGIC ITEMS : Belt of Strength+2, Gloves of Dexterity+2, Chainshirt+1,Wand of Enlarge Person(50ch),Blackblade/Heirloom Falcata
MUNDANE GEAR : Backpack,Pouch,Bedroll,Flint and steel,Hempen rope (50'),(2)Sunrods,(10)days Trail rations,Waterskin,Spell Component Pouch,Spellbook,Ring/Family Crest,400GP
BACKGROUND : Argent was born the son of a minor noble family and expected to excell. Unfortunately in his early life he had niether the focus or drive to do so. He showed aptitude in the mystic arts and was entered into a magic academy and kick out soon after for pulling pranks on the staff. Later he was entered into a military academy only to be kicked out after sleeping with his drill instructors daughter. Soon after his family disowned him, but not before he absconded with his grandfathers sword. Wandering the world with no real money or ties he soon found he need some form of income. Realizing that he really only had a patchwork skill set he decided to rely on them both to make ends meet somehow. He found an adventuring party seeking fame and fourtune in the next town and latched on to them. They taught him the basics of what it meant to be an adventurer and he helped in anyway he could.
After several outings with this party he realized his skill set while diverse could be combined to be more effective than the sum of its parts. He bagan training in earnest to expand his prowess and was more than a little successful at this endeavor. Unfortunately shortly afterwards tragedy struck and his party (which he still never speaks of to this day)was eliminated in a mine they had sought to liberate for a small Dwarven community. His survival has scarred Argent he has remain dark and sullen ever since blaming himself for the deaths of his friends. He is very protective of those he travels with, a perfectionist, and somewhat paranoid (even for an adventurer). He has arrived in this new place seeking a new party to continue his trade an adventurer and seeks a new party of companions to travel with. He also seeks to gain fame so far and wide it shames his family into acknowldging him once more.
PS : I'm sorry about the spelling errors.