
GM Grog |

@GM Would you allow the alternate tiefling heritages from Blood of Fiends? I built Tchort as a vanilla tiefling, but there are some interesting options with the other heritages that I'd like to explore.
You may take the alternate tiefling heritages, if you want to take one of the alternate Racial Abilities I will roll that for you right now.
You recievedDrink Ash, dust, cinders, sand.
You can drink and gain nourshiment from ash,cinders,dust, and sand.

TheOrcnextdoor |
Actually, scratch that. I'll be playing a fighter (crossbow man) archetype.
He is a bit of a lazy guy, with a good heart. He joined the guard so he wouldn't have to do much work, but he does seem to care enough about the folks to help out and is generally liked. His weapon is the crossbow as its a fairly easy weapon to use. Luckily He's a pretty dang good shot and He's been tinkering around to make his own automatic crossbow.
Here's a rough draft
Fighter(crossbowman)
Race: human
Age: 25
Alignment: NG
Traits: northern ancestry, seeker
Ability scores:
Str: 10
Dex: 17
Con: 12
Int: 12
Wis: 14
Cha: 10
Defense:
Hp: 12
AC: 18 FF: 15, T:13
CMD: 15
Saves:
Fort: +4
Ref: +5
Will: +2
Offense:
Morning star: +1
Damage: 1d8
Light crossbow: +4
Damage: 1d8
Feats:
Point blank shot, precise shot, rapid reload.
Skills: 4/lvl 2class+1int+1race
Acrobatics -1
Stealth -1
Perception-1
Climb-1
Arms and Armor: light cross bow, scale mail, 50 bolts, cold iron morning star

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Starting Level: 1st like all APs.
Abilities: We'll be using a 15 point buy.
Alignment: No evil.
Traits: Two traits, one being a Campaign trait
Starting Gold: Average for your class
Classes: Paizo legal unless otherwise specified
HP: Max first, 1/2 hit die +1If there are any other questions please feel free to post them below
PFS legal on 15 point buy? I thought it was 20 point?

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Does a 5 Cha sorcerer count? He can sling spells and find and remove traps. He was an application for another PbP and I'll make some small adjustments to fit RoW
You do know that Sorceror's casting stat is Charisma right? Of the pure casters it's Wizard-Int, Druid/Cleric - Wis, Sorceror - Charisma
You'd be the worst sorceror in history, unable to cast anything but cantrips

GM Grog |
1 person marked this as a favorite. |

Janek "Trap-Tinker" Frarrson wrote:Does a 5 Cha sorcerer count? He can sling spells and find and remove traps. He was an application for another PbP and I'll make some small adjustments to fit RoWYou do know that Sorceror's casting stat is Charisma right? Of the pure casters it's Wizard-Int, Druid/Cleric - Wis, Sorceror - Charisma
You'd be the worst sorceror in history, unable to cast anything but cantrips
wildblooded emperal sorcerers/seeker use wisdom to cast
but normally you would be right and if he didn't have the correct archtype to cast more than cantrips I would says hes breaking a classic 'don't be dick' rule of pathfinder society games/normal human interaction....
Fighters with 7 str and 10 dex would be another thing I have seen once upon a time....
Luckily for all of us no one went full special snow flake

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Tchort will have a minor rebuild (completed in HeroLab but not updated here) with a tiefling heritage. It's either daemon- or demodand-spawn, but I forget which. Slight change to attribute scores due to different bonus/penalties, but only on the low end; the important scores stay the same as you see on his sheet currently. Skilled becomes Disable Device and Sleight of Hand instead of Bluff and Stealth. Death Knell instead of Darkness as SLA.
If selected, I will work with the party to balance my extract choices against other casters spell lists.

GM Grog |

I may not have made this clear, though how I did not I am unsure.
I have asked the three players who have seats reserved to vote amonst themselves who will be joining them.
I will be giving my thoughts as asked or needed, posting there will result in disqualification, as I want thier votes and thoughts to be thier own, with no cajoling or attempting to sway them. If you have things to say, please say them here.

The Goblin |

Okay, I am still not home for a couple of hours but here are my ideas.
Rogue. He is going to be young adventurer a bit of a Starlord type. Rapier and Main Gauche for weapons. One of his parents was from the north and his wanderlust is leading him north. Probably CG. Nice guy to have a beer with and a team player with friends, but looks for excitement and might not be that big into the establishment.
Cleric, background like Throvald's but modified to him being a cleric.

The Goblin |

Here is the rogue
Male human (Taldan) rogue 1
CG Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +1
Resist cold 2
--------------------
Offense
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Speed 30 ft.
Melee main gauche +2 (1d6+1/19-20) or
rapier +2 (1d6+1/18-20) or
sap +2 (1d6+1 nonlethal)
Ranged sling +2 (1d4+1)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 15, Con 12, Int 13, Wis 13, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Two-weapon Fighting, Weapon Finesse
Traits northern ancestry, reactionary
Skills Acrobatics +6, Appraise +5, Climb +5, Diplomacy +5, Disable Device +7, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5, Sense Motive +5, Stealth +6
Languages Common, Dwarven, Elven
SQ trapfinding +1
Combat Gear alchemist's kindness[APG] (2); Other Gear lamellar cuirass[UC], main gauche[UC], rapier, sap, sling, belt pouch, chalk (10), cheese, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, piton (5), silk rope (50 ft.), soap, thieves' tools, torch (2), trail rations (5), waterskin,
mule:
applejack (per gallon), backpack, bedroll, bedroll, belt pouch, bit and bridle, feed (5 days), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mug/tankard, pot, riding saddle, saddlebags, snowshoes, soap, 10 torch, 5 trail rations, waterskin,
5 gp, 3 sp, 6 cp
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Special Abilities
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Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Goblin |

Here is an idea for an Elven Cleric I came up with. A Cleric of Ketephys. He has Breadth of Experience which gives him some good skill monkey. Please look it over and see what you think. I tried to make a cleric of Gorum, but it just wasn't pulling me in.
Erystelle
Elf cleric of Ketephys 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune sleep; Resist cold 2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +2)
At will—speak with animals (4 rounds/day)
Cleric Spells Prepared (CL 1st; concentration +2)
1st—bless, longstrider[D], sun metal[UC] (DC 12)
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Animal, Travel
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Statistics
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Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Breadth Of Experience[APG]
Traits Hunters Eye +1 to perception and perception is a class skill, northern ancestry
Skills Heal +5, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Sense Motive +5, Spellcraft +6 (+8 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Skald
SQ agile feet (4/day), elven magic
Other Gear studded leather, longbow, longsword, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 19 gp
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Special Abilities
--------------------
Agile Feet (4/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.