
Geriatric_ |

Quick question... If I took a weapon with this trait, probably a scimitar or Falchion, would you grant proficiency with that weapon? Definitely okay if the answer is no.
Campaign trait: Reclaiming your Roots
Benefit: You begin play with one of: a piece of jewelry worth 350 gp, a masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with 20 charges remaining.
If you ever lose this item, you suffer a –1 penalty on Will saves for 1 year due to depression at the loss.

Geriatric_ |

On a second note, same subject, I'm wanting to take a Falchion, for the Masterwork heirloom weapon. The total cost would be 375gp, and the trait says no value over 350, if I covered the additional 25gp out of my starting gold would that be okay?
I'm probably going to play a Half-Orc, to get the proficiency. If I was able to get the proficiency, then I will be playing a human.

TheCelticCircle |

Here is the crunch for our DM to peruse
Female Human (Keleshite)
NG Medium Humanoid
Favored Class: Cavalier (Strategist)
Init: +1
Senses: Perception +0.
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DEFENSE
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AC 17| Touch: 11 | Flat Footed: 16
HP 13
Fort: +4 Ref: +1 Will: 0
CMD: 15
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OFFENSE
__________________________________________________________
Speed: 30’
BAB: +1
Melee: Scimitar +4 (1d6+3, 18-20) +1 non-lethal
Lance +4 (1d8 + 3, x3).
Ranged: Shortbow +2 (1d6, x3)
CMB: +4
__________________________________________________________
STATISTICS
__________________________________________________________
Str: 17 | Dex: 12 | Con: 14 | Int: 13 | Wis: 10 | Cha: 13
Feats: Combat reflex, body guard, escape route.
Traits: Missionary (Campaign), Altruistic diplomat (regional), Blade of mercy (religion).
Skills:
Total/AbilityScore/Ranks/Class/Others
Skills/ Total/
Acrobatics -4
Climb -2
Diplomacy 8
Escape artist
Handle Animal 5/9
Perception 0
Ride 5/0
Sense motive 4
Stealth -4
Survival 4
Swim -2
Add 1 to skills with the -5 when not using shield
Lvl 2 (Lore warden): Power attack
Lvl 3 (Lore warden): Combat expertise, Heavenly virtue, Furious focus
Lvl 4 (Cavalier from now on)
Lvl 5 Gang up.
Lvl 7 Vital strike
Lvl 8 Team up, Outflank?
Lvl 9 Improved unarmed strike (for archon style)
Lvl 11 Improved vital strike
Lvl 13 Archon style 1
Lvl 14 Archon style 2
Lvl 15 Archon style 3
Lvl 17 Devastating strike
Lvl 19 Some teamwork feat, some other feat.
Hot weather outfit: 4lbs +2 fort against hot climate.
Scale mail (+5 ac, max +3 dex, -4 penalty, 50 gp) 30 lbs
Light steel shield (+1 ac, -1 penalty, 9 gp) 6 lbs
Scimitar (15 gp) 4 lbs
Shortbow (20 arrows) (31 gp) 2 + 3 lbs
Lance (10 gp) 10 lbs
Weight: 59/86
On camel
Military saddle (20 gp) 30 lbs
Bit and bridle (2 gp) 1 lbs
Bedroll (0.1gp) 5 lbs
Blanket (0.5 gp)3 lbs
Saddlebags (4 gp) 8lbs
Waterskin x 2 (2 gp) 8lbs
Whetstone (0.02 gp) 1lbs
Rations 7 (0.5 gp each) 7 lbs
Feeding 7 (0.5 cp each) 70 lbs
Weigth: 137/300
Gp: 3.53
+2 racial bonus to strength.
Base speed 30’
Language: Taldan (Common), Keleshite.
Bonus feat: Combat reflex.
Heart of the sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
Cavalier (Strategist)
Proficiencies: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge: Once per day, as a swift action, the cavalier chooses one target within sight to challenge. This extra damage to melee is equal to the cavalier's level. The cavalier can use this ability one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
+1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking astandard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Mount: ___ the camel.
Order of the Blue Rose:
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. As astandard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
HP: 1
SP:
Missionary: Choose one of the following skills: Diplomacy, You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.
Altruistic diplomat: You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
Blade of mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Combat reflex (race): You may make a number of additional attacks of opportunityper round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Bodyguard (lvl 1): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’sAC. You may not use the aid another action to improve your ally’sattack roll with this attack.
Escape route (Cavalier 1): An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Total/AbilityScore/Ranks/Class/Others
Skills/ Total/ AbilityScore/ Ranks/ Class/ Penalty/ Others
Acrobatics -4 1 0 0 -5
Climb -2 3 0 0 -5
Diplomacy 8 1 1 3 +3 trait, +1/2 when moderating two groups.
Escape artist
Handle Animal 5/9 1 1 3 +4 with Cameil
Perception 0 0 0 0
Ride 5/0 1 1 3 0/-5 No armore penalty on Camel
Sense motive 4 0 1 3
Stealth -4 1 0 0 -5
Survival 4 0 1 3
Swim -2 3 0 0 -5
Add 1 to skills with the -5 when not using shield
Female Camel
N large animal
Init: +3
Senses: Low light vision, scent, Perception +0
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DEFENSE
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AC13 | Touch: 12 | Flat Footed: 10
+1 natural, +3 dex, -1 size
HP 16
Fort: +5 Ref: +6 Will: 0
CMD: 19 (23 vs trip)
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OFFENSE
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Speed: 50’ (35 with rider on)
BAB: +1
Melee: Bite +7 (1d4 + 6)
Ranged: Spit, + 4 touch attack, (DC 10 + 1/2 hd + con) | Range 10 | Sickened 1d4 rd. (-2 at, dg, saves, skills).
1/hour?
CMB: +6
__________________________________________________________
STATISTICS
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Str: 18 | Dex: 16 | Con: 14 | Int: 2 | Wis: 11 | Cha: 4
Feats: Light armor proficiency (extra), Toughness.
Skills: Survival (2) = +5
Tricks: (7) Attack (Twice), Come, Down, Exclusive, Hunt (forage), Stay.
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animalchecks made regarding an animal companion.

TheCelticCircle |

Here is the link to the alias of Zuhra
The fluff is all written down as a first draft, it should be a bit less all over the place after I get some time to make some corrections (during the weekend).

Hadiyah Najjar Q'wadi |

I've got this character mostly statted up. I was just waiting on the GM ruling for my question above. I'll simply proceed, and assume that I will be okay taking the Falchion as my heirloom. If not, then I will probably take the Finding Haleen trait, and might play as a human.

Zen Al'Shear |

DM DoctorEvil |

I am here. Sorry for the delay. I was away from home last week, and didn't have good access. Then a busy weekend on top of it.
Geriatric - I would say no, to question number 1, the weapon you inherited doesn't grant proficiency. But yes to question number two, you could subtract the difference in value from your staring gold.
Celtic Circle - I will be building her in Hero lab today, and proffer any questions. Looks good at first blush, however.
I will review the rest of your stuff the same way. Looking forward to the finalized characters.

DM DoctorEvil |

Ok Celtic Circle - here are my questions about your build
1. Name? Didnt see one.
2. Languages. Due to +1 INT mod, you should add one. Kelish and Common are free to you.
3. Skill points - Shouldn't you have 6? I only see 5 spent (diplomacy, SM, Ride, HA, and Survival).
4. Survival is NOT a class skill for you, so you should be at +1 there.
5. For some reason my HL didn't want to give you a bonus of +3 on Diplomacy, but only +2. Do the traits not stack since they are same type of bonus?
6. Camel HP - i have them at 20. 8 first level, 5 at second, +2 at each level for CON, plus Toughness (3hp).
7. Animal tricks - As a cavalier, I think you want your animal to have the Combat Riding trick which comes with a set of 6 sub-tricks: Attack, Come, Defend, Down, Guard, and Heel. That means you can only select 1 additional trick to learn at this level. Need to choose between exclusive, hunt, and stay.
I think that's it. Lots of little details, but nothing earth-shattering. She (the nameless one) looks fun to play, and I've never seen anyone take a camel mount (or animal companion before) so that will be fun.

DM DoctorEvil |

Zen I also looked at Alister LeBlanc.
There are several issues here, some of which are rather key:
1. This should be a 20 pt buy, not 25. You'll have to re-work his ability scores which will change some other stuff too.
2. Race - looks like halfling, but mythweavers sheet says elf?
3. Alignment says LG, but that would be a bit odd for a rogue.
4. Only has 1 trait, can get another base trait, and still requires 1 LoF campaign trait
5. Halfling adds +1 racial bonus to all saves
6. Languages can be added to equal INT modifier
7. Favored class bonus - doesn't look like you chose either the hp or skill point.
8. Looks like you are one skill point short, but aht may change when you re-work your abilities.
9. Height - at 4' this would be the tallest halfling on record. 2'8 + 2d4 for height
10. Not sure what a Thief Kit is. Rogue Kit I have, but then you don't have all the components listed.
LMK if you ahve questions.

TheCelticCircle |

Hiya
1. Zuhra, you can check out the alias, it is clearly written there... although I am still searching for the camel's name.
2. Thanks, took Gnoll.
3. Well, yes, normally, but I selected Heart of the Sun as an alternate racial trait which replaces the +1 skill point/level.
4. Corrected.
5. Oops, I was certain they stacked. Changed the bonus selected for missionary (now on sense motive).
6. Oh, interesting, I though that the first hit dice was not maxed for companions.
7. I looked at the combat riding trick, but somehow I prefet the individual tricks that I took. Is that a problem? Would she still be able to direct the camel into battle? Also, with the attack trick, can the rider tell the camel to make his special attack? What is the rate of the special attack? 1/hour as in the monster manual?
Thanks for looking over the character, I do think she will be fun to play (although, battlewise, I think it will be a good challenge).

DM DoctorEvil |

Celtic
1. Got it, I suppose Joe isn't going to work?
2. Ok
3. Oh, I didn't see that before. Corrected my version
4. ok
5. okay with me to change focus of trait.
6. Not sure if I can find it in canon either way. Let's go my way for now, if we find a post or link that changes it we will go with that.
7. combat riding will really help you with riding the camel into battle. A non-trained mount takes a DC 20 Ride check if you ride into a battle. If you fail you can do no action except control the mount in that round. A trained mount waives that requirement. (see spoiler below, bold type mine) The final decision is up to you, but would think not having Combat Training would be quite a drag.

"Gran" Wyssal |

Here is the crunch for my witch. I don't have time at the moment to write out the statblock so I just linked to the mythweavers sheet I used. Everything should be kosher, I made her middle-aged so the abilities might be a bit wonky but I left a note about it at the bottom of the sheet. I was also wondering if the DC bump from Gnoll Killer will apply to her hexes against gnolls?
Similarly fluff isn't up yet but she will basically have been enslaved shortly after reaching adulthood after a gnoll attack. After being traded between a number of gnoll tribes she ended up working in a human's household for a number of decades. Eventually she found she was able to manifest her will directly on the world, an ability that solidified when she first made contact with her familiar, a scorpion that had stung a child within the household. Once she learned how to control her abilities she killed her master and escaped in the night, taking basically all the equipment she has now.

DM DoctorEvil |

Opened a campaign thread and discussion tab for you to move this discussion/character building to. You can post there either IC or OOC for Discussion.
Once everyone is built and ready we can commence.

DM DoctorEvil |

Gran
1) Looks like a 26 pt buy. Your stats need to be net of racial and age modifiers for starting character.
2) Scorpion familiar - can get a skill point and FEAT if you want
3) Needs patron and then spells known
4) slingstaff - while this is a halfling weapon, it still counts as Martial and witch can only use simple, you will take a proficiency penalty with it if you use.
5) I have no issues with the higher DC for hexes vs gnolls.