Recruiting for a Fourth, against the forces of a Tyrant Queen!


Recruitment

51 to 100 of 121 << first < prev | 1 | 2 | 3 | next > last >>

Garran Fain wrote:
** spoiler omitted **

@Garran:

Appreciate you voicing this. I hadn't reached out yet because I wanted to get things mechanically sorted out before I actually contacted any of you about a potential link.

That being said, I think that years in the sanitarium might work... it took a while for him to really get a mastery of his powers, after all. You may have even heard rumors that he had been committed, if your character would have been interested in following up on other victims of Lamm's criminal empire.


I am debating tossing my hat into the ring for this. Probably thinking of an elf wizard, but I'm not fully settled on anything yet.


David here. I went ahead and made an alias for Farus because I noticed a few things that needed minor correction when I was putting together a stat block.


Evening once again all. Good to see more interest!

@joker27: Cause somehow I missed you when I copypasta'd the original list.

Callie Cobalt:

Fair enough. If you want to keep it, feel free.

Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9

Submitted Crunch:
David_Bross - Farus Alazar: Human Bard 9

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
The Emerald Duke
Dakcenturi
Sensen


Will update tomorrow.


Shea:

I appreciate you itemizing your gear with costs; it helps save time.

So, you have a wierd set of spells known (not the spells, the number of spells at each level). You didn't alot any money for learning spells, so you should have

0: all
1st: 10 (3 base +4 int +2 second level witch +1 patron)
2nd: 5 (4 base +1 patron)
3rd: 5 (4 base +1 patron)
4th: 5 (4 base +1 patron)
5th: 2 (2 base)

You're missing a 1st level spell, and you have too many 2nd and third level spells; finally, you have the right number of 5th level spells.

As far as your familiar goes, I make a pact not to go out of my way to target them, so long as you don't treat your familiar as a combat weapon (basically, I won't do anything unfair to it, as long as you don't make me).

I know this is a nitpick, but your HP entry for your dice should read (9d6+18) =P

That's all I spotted.

Farus Alazar:

Before going further, I thought I'd point out that the benefit for bards from three reasons to live is 1/day, when activating the horn (at least, that's my reading on it). If you want to swap it out, I understand.

As far as your gear goes, I noticed a couple of things: first, no half-charged wands, so you'll need to either pass on the wand or pay full price (fortunately, you have enough money left over to buy the wand at full charges); further, the price for a non-magical (and thus vulnerable to the shatter spell) mithral shirt is 1100 gp (mithral includes the cost of masterwork, and a chain shirt is 100 gp). Unfortunately, Bucklers are metal and thus can't be made of darkwood.

In order to swap out your first versatile performance for desna's fighting style, you have to be chaotic good.

AFAIK, you have to use a feat or a spell slot to add a performance. I can't find any favored class bonus that allows a masterpiece.

Far as I can tell, your will save is off by 1 point. I calculate it as 6 base and nothing adding to that.

I'm saying this to try and give you fair warning: I don't know how long you'll live with your current AC, HP, and saves. I know this is a bit harsh, but some of the combats in this AP can be on the lethal side, and I would hate for you to be selected only to die after only a combat or two; I know how unfun that can be.

You are absolutely free to ignore my suggestions, but I had to say something in good faith.

That's all I noticed about your build!


Vrog:

Vrog wrote:


Before going further, I thought I'd point out that the benefit for bards from three reasons to live is 1/day, when activating the horn (at least, that's my reading on it). If you want to swap it out, I understand.

As I read it, the once per day ability and the starting a performance thing were seperate, but understood. Does this mean once per day I can start a performance at bard level +6 or once per day I can use the horn for 10 minutes to start performances at bard level +6?

Vrog wrote:
As far as your gear goes, I noticed a couple of things: first, no half-charged wands, so you'll need to either pass on the wand or pay full price (fortunately, you have enough money left over to buy the wand at full charges); further, the price for a non-magical (and thus vulnerable to the shatter spell) mithral shirt is 1100 gp (mithral includes the cost of masterwork, and a chain shirt is 100 gp). Unfortunately, Bucklers are metal and thus can't be made of darkwood.

I saw the entry in UE, and didn't bother reading far enough to see that a darkwood buckler is actually a darkwood light shield. To be able to cast spells and use a star knife the character would need to use a buckler, so I'll have to think about it

Vrog wrote:


In order to swap out your first versatile performance for desna's fighting style, you have to be chaotic good.

Good catch. I actually came up with the alignment based on the backstory of spycraft from the Kith, but a change of heart following addiction and meeting good hearted Varisians would make sense.

Vrog wrote:
AFAIK, you have to use a feat or a spell slot to add a performance. I can't find any favored class bonus that allows a masterpiece.

The spell known are being used to add performances, but the human FCB allows you get get a spell known, hence the masterpiece. I tried to make this a little more clear in the post.

Vrog wrote:
Far as I can tell, your will save is off by 1 point. I calculate it as 6 base and nothing adding to that.

Also correct, I was editing when I realized I'd incorrectly done the pointbuy and increased wisdom, but I must have increased the will save twice.

Vrog wrote:

I'm saying this to try and give you fair warning: I don't know how long you'll live with your current AC, HP, and saves. I know this is a bit harsh, but some of the combats in this AP can be on the lethal side, and I would hate for you to be selected only to die after only a combat or two; I know how unfun that can be.

You are absolutely free to ignore my suggestions, but I had to say something in good faith.

That's all I noticed about your build!

Much appreciated. I have some ideas about what I could possibly do.I could raise the AC quite a bit, but at best that is shortterm solution. Besides HP retraining, I don't really see any good ways to raise hp on a d8 class. One idea would be to try to pick up a ring of blinking. I picked up a returning starknife, because I didn't have a good idea for how to use a thrown weapon besides returning. I can certainly drop down to a +2 headband, and that is 12k to play with. If I drop three reasons to live thats 21k, which is still 6k shy. The returning starknife is pretty expensive! I suppose I could pick up a bonded ring to reduce the cost to 13500, by switching a skill focus and picking up eldritch heritage: arcane. This character would likely cast mirror image and start a performance in a lot of combats, and would heroism to improve saving throws. The current number doesn't include a resistance bonus, which would be something relatively easy to pick up, but I'm thinking about it and will try to make some updates soon.

A final question I don't know the answer to. How do Inspire Greatness and Master performer interact? Does it have no impact on the bonus hit die?


@Vrog:
Somehow I goofed the patron spells pretty bad. Those are fixed and labelled. I did note that the scrolls that were purchased were added to the familiar but I kind of buried that in the statblock. And I fixed the HP stat.

Scrolls Added to Familiar
Level 2- Boneshaker, See Invisibility
Level 3- Vampiric Touch

Level 1 spells - 3+ 4(Int) + 2 (level 2) + 1(patron)=10
Level 2 spells - 2(level 3) + 2 (level 4) + 2 (scrolls) + 1(patron) = 7
Level 3 spells - 2(level 5) + 2(level 6) + 1 (scrolls) + 1 (patron) = 6
Level 4 spells - 2(level 7) + 2 (level 8) + 1(patron) = 5
Level 5 spells - 2(level 9) = 2

As for my familiar, I don't foresee him wading to battle very often but it might happen now and then. In that case, he's fair game.

Shea, Elven Alley Witch:

Appearance

Age: 159
Height: 6’1”
Weight: 134 lbs
Eyes: Gray
Hair: Platinum Blonde

Sheadiyenhi “Shea” Dahlallvyl
NG Female Elven Witch (Alley Witch) 9
Init +11; Senses low-light vision; Perception +13

--------------------
Defense
--------------------

AC 18, Touch 14, Flat-Footed 15 ( +3 Dex, +4 Armor, +1 Deflect)
HP 56 (9d6+18)
Fort +6 Ref +8, Will +10
Defensive Abilities Elven Immunities

--------------------
Offense
--------------------

Speed 30 ft.
Melee cold iron dagger +3 (1d4-1/19-20)
Ranged cold iron dagger +7 (1d4-1/19-20)
Special Attacks Witch Hexes (Misfortune, Cackle, Flight, Swine)
Patron Crowd
Witch Spells Known
5th - Baleful Polymorph, Ghoul Army
4th - Black Tentacles, Confusion, Enervation, Threefold Aspect, patron - Shadow Step
3rd - Eldritch Fever, Remove Blindness/Deafness, Remove Curse, Stinking Cloud, Vampiric Touch, patron - Witness
2nd - Blindness/Deafness, Boneshaker, Glitterdust, Lipstitch, See Invisibility, Vomit Swarm, patron - Alter Self
1st - Burning Sands, Cheetah’s Sprint, Ear-Piercing Scream, Early Judgement, Enlarge Person, Grasping Corpse, Ill Omen, Touch of Combustion, Web Bolt, patron- Ears of the City
0 - All
Witch Spells Prepared CL 9 Concentration +16 will vary depending on party needs
5th (2/Day) DC 21
4th (3/Day) DC 20
3rd (4/Day) DC 19
2nd (6/Day) DC 18
1st (6/Day) DC 17
0 (at will) DC 16

--------------------
Statistics
--------------------

Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Improved Initiative, Dispel Focus, Extra Hex, Accursed Hex, Improved Familiar
Skills appraise +10 (4); bluff +7 (2), fly +15 (9), heal +5 (1), intimidate +6 (1), k. arcana +16 (7), k. history +11 (2), k. local +17 (4), k. planes +10 (4), perception +13 (6), profession ( midwife) +9 (5), spellcraft +16 (7), stealth +9 (2), use magic device +14 (9)
Languages Common, Elven, Draconic, Goblin, Celestial, Orc, Infernal
Traits Campaign: Missing Child (Son); Magic: Arcane Temper
SQ Cantrips, Arcane Focus, Elven Immunities, Elven Magic, Keen Senses,Child of the Streets, Hex Trader, Speak to the City, Witch’s Familiar
Favored Class +1Hp/Level
Combat Gear Corset of Dire Witchcraft, cold iron dagger, cloak of resistance +2, acid flask x3, alchemist’s fire x3, red hound ring, wand of CLW, wand of ill omen, wand of mudball, wand of ray of enfeeblement, wand of unseen servant
Other Gear handy haversack, dusty rose crack ioun stone, headband of vast INT, explorer’s outfit, witch’s kit, spring loaded wrist sheath x2 (one with wand of mudball, one with cold iron dagger), silver crescent worth 5 gp x5 (for casting threefold aspect), 25gp

--------------------
Special Abilities
--------------------

Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Child of the Streets An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
Hex Trader At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.
Speak to the City An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.

Missing Child The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

Koschei, Caypup familiar:

Appearance
Koschei
CG Small outsider (native)
Init +4; Senses darkvision 60 ft., scent; Perception +8

--------------------
Defense
--------------------

AC 24, Touch 12, Flat-Footed 24 (+4 armor, +8 natural armor, +1 defection, +1 size)
HP 28
Fort +5, Ref +3, Will +5;
DR 5/cold iron;
Defensive Abilities improved evasion

--------------------
Offense
--------------------

Speed 30 ft.
Melee bite +7 (1d4+3)
Special Attacks thunderous growl
Spell-Like Abilities (CL 3rd; concentration +4)
3/day-knock, open/close, stabilize
1/day-dimension door (self plus 5lbs of objects only)
--------------------
Statistics
--------------------

Str 15, Dex 11, Con 14, Int 10, Wis 9, Cha 12
Base Atk +4; CMB +5; CMD 15
Feats dimensional agility, improved initiative
Skills Acrobatics +6 (3), Intimidate +7(3), Perception +8 (6), Sense Motive +5
Languages Celestial (can’t speak)
SQ Alertness, improved evasion, share spells, empathic link, deliverer touch spells, speak with master, speak with animals of its kind
Combat Gear Mithral Shirt (barding), ring of protection +1

--------------------
Special Abilities
--------------------

Thunderous Growl (Su) Three times per day, a caypup can issue a rumbling growl from its throat that sounds like distant thunder and scares away potential attackers. Creatures within 15 feet of the caypup must succeed at a DC 12 Will save to attack the caypup (as if affected by sanctuary). The caypup can choose to bestow the same effect on an adjacent ally as well. This effect lasts for 3 rounds or until the caypup or its ally attacks (whichever comes first), after which time the caypup must wait at least 1d6 rounds before using this ability again. The save DC is Charisma-based.

Price Sheet:

handy haversack -2000
Corset of Dire Witchcraft - 22,000
Red Hound Ring - 4700
cold iron dagger - 4
wand of ill omen - 750
wand of unseen servant -750
wand ray of enfeeble - 750
wand clw - 750
wand mudball - 750
rop 1 (dog) - 2000
Dusty Rose Cracked - 500
Headband of Vast Intelligence (+2) - 4000
cloak of resist 2 - 4000
explorer's outfit - free
witch's kit -21
spring sheath x2 - 10
boneshaker scroll - 150
see invis scroll - 150
acid flask x3 - 30
vampiric touch scroll - 375
silver crescent worth 5 gp x5 for threefold aspect -25
mithril chain shirt barding -2200
alch fire x3 -60
TOTAL Cost -45,975


Vrog:

Callie is updated. Skills are fixed to be 81 ranks (9 ranks at 9 levels).

Gear adjusted and recalculated (manually, since tech failed me). I kept the mithral sword since it feels right for her. I did get rid of the returning dagger--while it could help with ranged, it's just too expensive for a weapon with situational use. Traded it for an adamantine dagger for helping cut through tough things and bypassing DR and upgraded all daggers to MWK so she can toss some daggers as backup ranged when need be. Boots upgraded to "of spriding and springing" for getting up in mages' faces more easily. Removed a couple consumables. Added stuff up twice and got under 46,000 gp so SHOULD be ok. But arithmetic is my enemy so do let me know if any other problems.


I ended up scrapping just about everything I had for a backstory and whipped this up today.

As far as connections to the current PC's I still think Alika would be the best connection as she hasn't left Korvosa. But, now that I reworked Shea's backstory, I could see either Garran or Alistair having a connection through the caravan that

Bckstory:

Most people would tell you that Old Korvosa is nothing but the lowest of the low. That a person is unable to walk five feet without bumping into a dancer. What most people seem to forget is that the people of Old Korvosa, those that live in Bridgefront, are just trying to eke out a living. They are honest when they can be. They work hard when the work is available. But most important of all, they take care of each other. It was this final trait that originally drew Sheadiyenhi to the district.

Born to a pair of forlorn snowcaster elves in North Point nearly two centuries ago, Sheadiyenhi, or Shea if you are close, has lived and breathed Korvosa her entire life. Both of Shea's parents having arcane talent, they were disappointed when their only child showed no signs of any gift despite constantly drilling arcane theory into the girl's head. During Shea's adolescence, her parents decided that Korvosa could no longer fill the void that their true home had left and began to make plans to return to the Crown of the World. Like most youths Shea was stubborn and refused to leave the only home she had ever known to live among the ice and snow-capped mountains. Under the cover of darkness the young elf whispered a goodbye to her parents, her home, and her life and set out to find her own way in Korvosa.

Days turned to weeks. Weeks to months and still Shea's parents did not find her among the empties on the streets. Sadness came for her. And when the sadness left, a new voice called to Shea. A single voice formed from the thousands of voices around her The voice of Korvosa itself. The city spoke and Shea listened. With each passing year, Shea grew just a little stronger as Korvosa showed her a new path in the arcane.

"This trick can light your path," "This one make a fire," "And this one can help you understand the intricacies of the written spell."

Eventually, the voice pulled Shea to Bridgefront and she settled among the ramshackle lean-to buildings. At first, the fronters kept their distance from the strange elf was often seen with her hand pressed against a wall and muttering as if in deep conversation. Or sitting with her strange dog just as motionless as she by her side. It was not until the day Shea was pulled to a hovel wherein a woman was struggling to give birth.

"She needs to stand up."

All eyes fell on Shea, who was nearing her hundredth year.

"My wife's in labor! She can't stand!" A man shouted back.

"Your wife is struggling because five men, who have never given birth, have her flat on her back with a pillow tucked under her rear like the child is supposed to climb a ladder out of her womb."

Almost as if this marked a true new beginning in Shea's life, the people of Bridgefront truly began to accept the elf as one of their own. And, in time, she accepted her role as The Midwife of Bridgefront.

A few years ago, during the summer’s Ritual of Stardust, a brazen varisian man declared his love for Shea and, in less than a year, a baby was born and given a name belonging to his father’s people, Raolo. As is normal for his people, the varisian man left Korvosa before the birth of his son. Only stopping in periodically whenever his caravan brought him back to Shea’s city. Regardless, the boy grew up happy and loved. When they boy did not come home one evening, Shea began to worry. The elven woman reached out to Korvosa and set out to track the boy’s whereabouts.

Shea spent days following leads that went nowhere. Desperately searching from the man named Lamm. Only to learn that after everything, someone had gotten to the criminal first. Her only lead, gone. So, the mother was rightfully surprised when her son, filthy, and exhausted, stumbled across their threshold.

Though Shea was overjoyed to to see her son alive and well, it hurt for her to watch as he left her city, her Korvosa, with his father’s caravan. Another half-elf that will outlive one parent and pass before the other. Lost between to worlds, her son will spend his life fighting to find something to call his own.

Her familiar at her side, Shea set out in search of those who slew Lamm. She must find them. And she must thank them.


I'm dotting. I don't get to play high level much so I'm hoping to get to. I'll put together a character tonight.


Good evening. Once again, your host Vrog here.

With TheAlicornSage's dot, I am cutting off interest for new people. Those of you who have already dotted in are good, it's just that we already have quite a few good submissions and people who have submitted interest, and I want to make sure to get through all of the submissions in the 4 days we have left.

With that out of the way, replying to comments after my last post:

Farus Alazar:

As a compromise, let's say that you can use each power on the horn once a day: activating a performance at +6 bard level, and using the other power.

As far as the spells known thing goes, that makes more sense.

As far as combining Master/Grandmaster Performer with Inspire Greatness, I couldn't find a definitive answer on it, so let me think about it a day or two and get back to you with an answer that seems fair.

As far as toughening up your character some (pun intended), you could look at dropping a feat for toughness. That would give you 9 more hp. A cloak of resist, ring of prot, and a dusty rose prism ioun stone could help shore up defenses. You could even, in theory, use a ring of force shield instead of adding a buckler.

Just some food for thought.

Shea:

That explains the spell issue, and fair enough. Should be good to go.

Callie Cobalt:

Your math for gear looks good to me, and your skills math out as well!

Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9
David_Bross - Farus Alazar: Human Bard 9

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
The Emerald Duke
Dakcenturi
Sensen
TheAlicornSage


Vrog:
Excellent advice. I did most of that by dropping a few pricey items and switching to cheaper alternatives. I came to the realization that I could drop the returning weapon by switching to a blinkback belt. Unfortunately to really make that work also requires quickdraw, so I dropped point blank shot for that rather than toughness. That combined with dropping to a +2 headband and dropping three reasons to live freed up quite a bit of gold, which I promptly spent almost entirely on defensive purchases. The good news is it solves the shield issue, because I can quick draw the weapon whenever I need it, and its instantly back on the belt once I throw it.

The HP didn't go up, but the saves and AC did, so did the perception (eyes of the eagle, to hopefully not get caught off guard).

AC 18, touch 10, flat-footed 18 (+5 armor, +3 Shield, +1 deflection, -1 Dex)
hp 68 (9d8+18+2(FCB))
Fort +10, Ref +9, Will +10; +4 vs. bardic performance, language-dependent, and sonic

I know you've reviewed the character sheet, so if you prefer I've listed the changes in bold below:

Purchases, gold spent [45988/46000]:
Lucky Horseshoe (6800 gp)
+1 Adamantine Starknife (5024 gp),
Blinkback Belt (5000 gp)
Circlet of Persuasion (4500 gp),
Wand of Bestow Grace (4500 gp) this will really help with saves, when I have enough forwarning to use it...
Headband of Alluring Charisma +2 (4000 gp),
Cloak of Resistance +2 (4000 gp)
Flawed Opalescent White Pyramid Ioun Stone (3000 gp),
Eyes of the Eagle 2500gp
Mithral Chain Shirt +1 2100gp,
Ring of Protection +1 2000 gp
Darkwood Shield +1 1257 gp,
Wand of Cure Light Wounds (750 gp)
Scroll of Align Weapon (125 gp),
masterwork horn 100gp
MW backpack 50gp,
5*3 (3 spell component pouch) 15gp,
Bard’s kit 41gp,
Courtier’s Outfit 30 gp,
Cold Iron Starknife (36 gp)
Gold Necklace 50 gp,
Disguise Kit 50gp
Scroll of Faerie Fire (25 gp),
Scroll of Monkey Fish (25 gp),
2 spring loaded wrist sheaths 10 gp,

Other changes:
1) Feat: Point Blank shot -> Quick Draw
2) 1 rank of knowledge into UMD (to keep +19 with decreased charisma)
3) 1 rank of knowledge into disguise (fits well with backstory)
4) 4 ranks of knowledges into Perform (Act)
5) 2nd level spell known (silence) into Masterpiece pagent of the peacock. I don't expect this will come up much, but the ability to succeed at out of combat knowledge checks can be quite nice, and i realized Farus's base knowledges aren't all that great.

Liberty's Edge

Quick question for Vrog, is it okay to make multiple characters mostly just enjoy making characters


https://paizo.com/people/PenelopeGreensong#newPost
Here is my interested character.

Edit: Oh man! I just spent the last 8 hours working on this character sheet and I should have just dotted. I saw I am now too late? :(

If you want to, you could consider this timestamp a dot before the cutoff? If not, I'll slink back to the shadows.
https://i.imgur.com/7vM8bDJ.jpg


I'll make an exception for you penelope =P


Thank you so much!


Still working busily on my submission. Summoner's spell pool is... eclectic... to say the least. It is taking longer than I anticipated to work up the eidolon, but as it is my first one I suppose that is to be expected.


Is craft wondrous all right? I intend to mostly make spell-in-a-box items, though I do have my eye on creating a necklace with contingency and raise dead/reincarnate since not dying is always a great idea.

Also, I was thinking of knowing Alika from visiting her at the church on occasion while growing up because she was nice, something a half-orc doesn't experience much (don't worry, she is a caster and occasional ranged attacker, just had the idea of playing against stereotype with this one).


@TheAlicornSage: Please see the recruitment post for the answer to that question.


Yes, consumables only. The rules do allow creation of single use objects, for example I could make a "potion" that is a bracelet that affects the wearer when broken, or a firepebble a pebble that when thrown explodes on impact (or arrow). I'd call those consumables, but it isn't the bog-standard glass vial potions and pointy stick wands.

I should have been more clear that I didn't intend permanent creations. Even the necklace would be a single use. The abnormality of it though is why I asked.


@TheAlicornSage The recruitment post also says:

Vrog wrote:


Only use Paizo created material, so nothing third party


It isn't third party. The core rules gives you costs for making a single use item, spell completion item, etc. It's no different than how the potions can be any spell of low enough SL and not personal range even if it isn't explicitly in the equipment lists.

That's why I said spell-in-a-box, I'm not finding things printed elsewhere, rather I'm just taking spells as potions/wands and packing them differently.

It's not really a big deal, but I find bog-standard to be boring, not to mention that I'm a highly creative player that always finds interesting ways to do odd things. I even once used obscuring mist and silent image to make it look like a tower was on fire rather than under attack.


Fair enough, let me clarify: the only item creation feats allowed for characters are scribe scroll, brew potion, and create wand.

EDIT: I am fine with people reflavoring things, as long as the mechanics work the same (for example, creating a single shot pistol that is mechanically identical to a hand crossbow), but during recruitment, please just list the items you're buying (since as you may have picked up I go pretty in-depth looking at submissions).

If you're selected, we can talk about reflavoring stuff at that point.

Sound fair?

Scarab Sages

Built out my arcane archer in the spoiler below:

Lenna:

Lenna
Female elf arcane archer 1/fighter (archer) 4/evoker (admixture[APG]) 4 (Pathfinder RPG Advanced Player's Guide 104, 143)
CG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 60 (9 HD; 4d6+5d10+10)
Fort +7, Ref +9, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive composite longbow +15/+10 (1d8+3/×3)
Special Attacks enhance arrows (magic), intense spells (+2 damage)
Evoker Spells Prepared (CL 6th; concentration +11)
. . 2nd—flurry of snowballs (DC 17), invisibility, knock, scorching ray
. . 1st—burning hands (DC 16), gravity bow[APG] (5)
. . 0 (at will)—acid splash, detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 12, Int 20, Wis 10, Cha 8
Base Atk +7; CMB +9; CMD 25
Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Reckless Aim, Run, Scribe Scroll, Weapon Focus (longbow)
Traits all alone, magical knack
Skills Acrobatics +4 (+8 to jump with a running start, +0 to jump), Appraise +9, Climb +8, Fly +7, Handle Animal +3, Intimidate +4, Knowledge (arcana) +17, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +11, Perception +13, Ride +7, Spellcraft +17 (+19 to identify magic item properties), Stealth +15, Survival +4, Swim +3; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Goblin, Infernal, Sylvan, Undercommon
SQ arcane bond (amulet of natural armor +2), elven magic, trick shot (trick shot: disarm[APG]), versatile evocation
Combat Gear cold iron durable arrow (50), durable arrow (50), durable arrow (50), silversheen durable arrow (50), wand of mage armor (50 charges), acid (5), alchemist's fire (5), holy water (5); Other Gear +1 adaptive composite longbow (+6 Str), amulet of natural armor +2, belt of incredible dexterity +4, efficient quiver, handy haversack, pale blue rhomboid ioun stone, bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 3,996 gp, 9 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Amulet of natural armor +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


OK, I am still in "work in progress" mode (specifically, I am writing out the backstory in a way that makes sense outside my head and figuring out what he would own) so I am by no means finished.... but I wanted to submit what I have so far for review. Especially as I have not done an Eidolon before and I want to make sure that I have time to correct errors if I have made any.

So, I present Miklos Torrs, Emberkin Aasimar Unchained Summoner (Soulbound and Twinned Archetypes).

Originally I was thinking pure damage caster, but the spell list just does not support that... so he would use his spells to aid combat as possible, and lend fire support using a crossbow when called for. He also comes with his eidolon Solkim, who I have made more of a melee focused dual-wielder.

I am looking forward to feedback, and as I said I am still working on his kit... as well as how he acquired it, given he recently escaped from a mental hospital...


Good early morning. Sorry about the delay in posting, I meant to take a nap yesterday and ended up crashing.

Just a quick reminder that we only have a couple of days left at this point

Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9
David_Bross - Farus Alazar: Human Bard 9

Submitted Crunch:
The Emerald Duke - Miklos Torrs: Aasimar Unchained Summoner 9
Dakcenturi - Lenna: Fighter 4/Wizard 4/Arcane Archer 1
Snelsso - Penelope Greensong: Half-Elf Vigilante 9

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
Sensen
TheAlicornSage


Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9
David_Bross - Farus Alazar: Human Bard 9
The Emerald Duke - Miklos Torrs: Aasimar Unchained Summoner 9
Dakcenturi - Lenna: Elf Fighter 4/Wizard 4/Arcane Archer 1
Snelsso - Penelope Greensong: Half-Elf Vigilante 9

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
Sensen
TheAlicornSage

Miklos Torrs:

Since you specifically asked for feedback on your eidolon, I'll post that here; when you get your character finished up, let me know and I'll review it.

Your eidolon is missing a stat bump from it's 4th Hit Die; I'd recommend con, since at half (round down) hp it's not gonna have alot.

Speaking of, your HP for your eidolon are way too high. I'll give you max hp for it's first hit die, but after that it should be 5 points/hit die, meaning that you should have 44 hp. It looks like you maxed all it's hit dice, which is not a rule as far as I can tell.

Your Eidolon will presumably get some gear from you as well, which will modify it's final stats.

That was all I noticed about your Eidolon!

Lenna:

First thing I noticed is that you have silversheen arrows, which only blades benefit from being silversheen. I'll just assume that you wanted alchemical silver arrows instead.

Your ac is incorrectly calculated; you should have an 18 ac, with a 16 touch and 12 flat-footed.

You have too many stat points. By my count, your starting stats are:

str: 14 (5 pts)
dex: 16 (10 pts)
con: 14 (5 pts)
int: 16 (10 pts)
wis: 10 (0 pts)
cha: 8 (+2 pts)

Your skill bonuses are all over the place; it looks like whatever program you used to create your character sheet included the bonus from your belt on some skills but not others. Could you please just list where your skill ranks are spent?

It also looks like you have too many feats: by my count you should have 5 base + 3 from fighter + 1 from wizard. you have 10 feats.

I don't see your list of spells in your spellbook on here, although it has spells prepared.

your speed notes that you're wearing armor, but I can't find any armor on your character sheet.

Finally, and I made this warning with someone else: your character is really squishy. at a (corrected) 18 ac, 60 hp, and sub 10 saves, you are looking at some serious trouble in combats. You should look at picking up some defensive items and maybe changing out a feat or two to help protect yourself. If you're selected, I don't want you to get 1-2 combats in, die, and then get upset when it keeps happening.

That's about everything I saw!

Penelope Greensong:

First thing: what's an inscribed magical tattoo that gives you the benefit of a magical item?

You can't get intoxicating flattery at first level with your social talent, as the feat requires 5 ranks in bluff, and intrigue feat forces you to meet prereqs.

I'm not sure how you have two feats at level 1 as a half-elf, but your character doesn't qualify for two-weapon fighting at level 1 regardless (it requires 15 dex, which you only have because of an item).

Speaking of feats, it's worth noting that deadly aim specifically mentions not working with touch attacks, so I would guess that you probably want to get rid of it and maybe replace it with two-weapon fighting.

Your headband should note which skills it is giving you ranks in.

Speaking of skill ranks, I'm not sure which number in your annotations is the number of ranks. Please add a key above your list of skills (cause I had thought it was the first number, until I got to swim, and you can't have -1 ranks).

You should note the difference between your melee and ranged bolts, as you do not have weapon finesse.

Let me say that I appreciate how your character sheet was put together. It made it super easy to review.

You should consider swapping one of your first level spells for gravity bow. since your mystic bolts count as weapons, gravity bow would apply to them when making ranged attacks.

Your fort save is incorrectly calculated. It should be 1 lower, as your con mod is only 3.

That was everything I noticed!

As a quick aside for everyone, I'm noticing that there have been a few people who have submitted low ac/hp/save builds (I have mentioned this as I've done reviews on various characters, but I felt like it's something I have seen enough I should say something.)

As a warning to everyone, this is dangerous. building characters like that will lead to dead characters. I'm not sure if it's unfamiliarity with higher level play or something else, but if you're making your character assuming that you won't ever be targeted cause you're in the back, that's a false assumption; to put it a different way, if your character got shot for half it's life in one turn, you're probably not gonna worry about the guy in front of you stabbing you for normal damage.

I'm not saying you have to build your character as a front-line character, but not putting anything, or adding the bare minimum to your defenses, is dangerous.

For example, I have seen submissions where the character doesn't have even a +1 ring of prot or cloak of resist.

You are, of course, absolutely free to submit whatever character you wish, but I feel I have to mention that putting nothing into your own survival will likely mean that you won't surive.

Sorry for the dramatic (and rather severe-sounding) message at the end, but I don't want whoever is selected to die in 1-2 combats in then get angry and leave the game (not that I'm saying any of you would do that, but I have seen it happen before).
[/soapbox]


Honestly thats my opinion. Most of my builds have at minimum 14 con. Especially if your a Spellcaster. Because in combat if your fighting anything intelligent, it should know the most dangerous person on the field is the Caster


@GM:

I appreciate that greatly.

I did not know that they got a Stat bump at 4 (I might have just missed that line) but I will add it now. I assume it is like the the character stat bumps (1 point up to any Stat) correct?

I started with max HP as a base because it was the easiest to calculate and I was not sure how you would want to handle it (given unlike PCs, it seems that eidolons do not consistently gain HP each level) but I can adjust it downward.

As for gear, I had a question on that. It sounds like unless I am *not* wearing a particular slot (ex: I don't have a magic belt on) my eidolon would not gain benefits from having an item in that slot. I am basing this assumption on the 2-point evolution of Shared Slot which states: "Select a magic item slot. A magic item worn by the eidolon in that slot remains active even if the summoner is also wearing a magic item in that slot. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new slot." Does this mean that it would normally get benefits from items I was wearing? Would I gain benefits from magic items it wears (of course, assuming that I wasn't wearing a similar slot item)? I ask because it will impact my purchasing decisions. That set aside, I do intend to get him a rather nice set of butterfly swords.

Appreciate all the feedback.


The Emerald Duke wrote:
** spoiler omitted **

it means that you and your eidolon can both benefit from items in the same slot. normally, if you have a +2 charisma headband, your eidolon cannot also be benefitting from a headband slot item of any kind. personally i think this rules is silly as you're already limited by wealth, but it's not my game. RAW, you need that evolution for every slot you both intend to use magic items on. fortunately, for some slots, like a headband, you won't both need a magic item.


Sorry it's taking so long to get the block up, but typing on an Iphone sucks, especially with bb-code.

I'm not sure where I stand comparatively but I usually do just fine as a caster in combat even without a con bonus, not from avoiding combat but usually from hit and run tactics and use of environment. My current submission for example is rog2/arc7 so I can better fade after doing something, not to mention a snk atk die.


The Emerald Duke:

The answer is under the Link class feature:
Quote:
In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring.

Looking at the Share Slot evolution, it says that if an eidolon is wearing an item in a slot (let's say neck), then it would still benefit from that slot even if the summoner was wearing a neck slot; or to put it another way, it would get it's own slot outside what the summoner has.


@thealicornsage: No worries. You still have a couple of days.


:)

Back in 3.x, Battle Sorcerer was my favorite class. Kinda sad pf didn't get that as an archetype.

Grand Lodge

Archer and arcane caster. As an archer should be around a 3/4th bab character with divine favour which is to say, decent. As well he is a caster that acquires spells at the rate of a sorcerer but is a prepared caster. A decent package I think hopefully he fills that party role

Spoiler:
TALU REL-NAZ

Male undefined human (garundi) paladin (divine hunter) 1 / conjurer 5 / eldritch knight 3
LG Medium humanoid (human)

Init +10; Senses Perception +12
Aura aura of good

DEFENSE
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 65 (9 HD; 4d10+5d6+14)
Fort +8, Ref +9, Will +10

OFFENSE
Speed 30 ft.
Ranged +2 composite longbow (adaptive) +14/+9 (1d8+3/x3)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks smite evil
Class Spell-Like Abilities: detect evil (at will)

STATISTICS
Str 12, Dex 20, Con 12, Int 23, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 22

Feats: Dazing Spell, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Favored Prestige Class (arcana), Prestigious Spellcaster

4th 3+1 - dimension door , invisibility (greater) (DC 20) , mydriatic spontaneity (DC 20)
3rd 4+1 - aqueous orb (DC 19) , dispel magic , fly (DC 19)
2nd 5+1 - burst of radiance (DC 18) , glitterdust (DC 18) , mirror image (DC )
1st 6+1 - divine favor (3) (DC) , grease (DC 17) , mage armor (DC 17) , shield (DC)
0th - Detect magic, Read Magic, Message, Open/close

Skills: Fly +10 , Knowledge (Arcana FPS) +20 , Knowledge (Dungeoneering) +18 , Knowledge (History) +18 , Knowledge (Local) +18 , Knowledge (Nature) +16 , Knowledge (Planes) +18 , Knowledge (Religion) +18 , Perception +10 , Sense Motive +3 , Spellcraft +18

Traits: fate's favored, unhappy childhood (religious)

Languages Aklo, Common, Draconic, Hallit, Infernal, Osiriani, Thassilonian, Varisian

SQ arcane bond, arcane school, aura of good, bonus feat, bonus feat, cantrips, conjuration school, detect evil, diverse training, effortless magic, enchantment opposition school, arcane bond (familiar), familiar's alertness ability active, great power, greater expense, necromancy opposition school, patron spells, precise shot, reclusive, shift, skilled, spells, strength patron, summoner's charm

Gear: +2 composite longbow (adaptive), headband of vast intelligence +4, cloak of resistance +2, belt of incredible dexterity +2, lesser persistent metamagic rod, ioun torch, ioun stone, dusty rose prism - cracked, explorer's outfit, 3,025

SPECIAL ABILITIES
Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist s
chool instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Bonus Feat At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feat Humans select one extra feat at 1st level.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Conjuration School You have chosen to specialize in conjuration spells.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Diverse Training An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Dusty rose Prism - Cracked

Effortless Magic (Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard's spellcasting.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Protector (greensting).

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Great Power, Greater Expense (Ex) As a pact wizard grows in power, his choice of patron begins to affect his physical body. At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle's list of spells known, the pact wizard instead add those spells to the wizard's spell list as well as to his spellbook.

Headband of Intellect Skill Selection (Knowledge (Dungeoneering), Knowledge (History))

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
No Racial Subtype You have chosen no racial subtype.

Patron Spells A pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron's spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn't a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron's spells of the same level or lower.
Precise Shot A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn't meet the prerequisites. This ability replaces her Heavy Armor Proficiency.

Reclusive You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.

Shift (Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 10 feet. You can use this ability 9 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +0 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +0 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Strength Patron
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 2 rounds.

Teleportation School

Unhappy Childhood (Religious) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on Concentration checks.

I was thinking that Alika's broken holy symbol was something that Talu had found and hidden. He experienced the same awful treatment as she did but when he got out he had the symbol fixed and is trying to return it to her.


Here we find outselves once again fair travelers. As mentioned this morning, only 2 days left, for those of you who are still getting your crunch worked on!

@Grandlounge: Apologies, but I did mention yesterday that I wasn't accepting any new dots (aka interest). I accepted Penny cause she basically crossposted me. I had to double-check that you hadn't dotted and I missed you.

Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9
David_Bross - Farus Alazar: Human Bard 9
The Emerald Duke - Miklos Torrs: Aasimar Unchained Summoner 9
Dakcenturi - Lenna: Elf Fighter 4/Wizard 4/Arcane Archer 1
Snelsso - Penelope Greensong: Half-Elf Vigilante 9

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
Sensen
TheAlicornSage

Scarab Sages

@GM:

Did some tweaks and took a second look after your review. Updated Lenna to add a fighter level and AA level and remove two Wizard levels, in my mind gave her more of a focus on her fighter side and the wizardly schooling is a much more recent thing for her, but was always an passion and interest for her. Will put the updated character sheet in a spoiler below. To note here are my skill ranks:

Acrobatics: 7
Appraise: 9 (for headband)
Climb: 1
Escape Artist: 1
Fly: 1
Handle Animal: 1
Intimidate: 1
Know. Arcana: 9
Know. Planes: 7
All other Know: 1
Linguistics: 9
Ride: 1
Spellcraft: 9
Stealth: 1
Survival: 1
Swim: 1

Spellbook is as follows, majority purchased, assuming in a city like Korvosa it wouldn't be difficult to rent a spellbook to copy spells:

Free:
1: Burning Hands, Enlarge Person, Gravity Bow, Grease, Heightened Awareness, Shield, Snowball
2: Flurry of Snowball, Invisibility, Knock, Scorching Ray

Purchased:
1: Animate Rope, Ant Hual, Comprehend Languages, Disguise Self, Endure Elements, Feather Fall, Identify, Mage Armor, Mount, Obscuring Mist, Protection from Evil, Reduce Person, Vanish,
2: Blur, Bull's Strength, Burst of Radiance, Cat's Grace, Darkness, Darkvision, Dress Corpse, Glitterdust, Locate Object, Mirror Image, Protection from Arrows, Resist Energy, Spider Climb

To note, since we can't craft during character creation, saving some money to use to craft scrolls at some point later. I think this build significantly improves survive-ability.

Stats:

Lenna
Female elf arcane archer 2/fighter (weapon master) 5/evoker (admixture[APG]) 2 (Pathfinder RPG Advanced Player's Guide 109, 143)
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural)
hp 68 (9 HD; 2d6+7d10+14)
Fort +7, Ref +8, Will +6; +2 vs. enchantments, +1 bonus vs. effects targetting a Longbow held by you
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +11/+6 (1d4+2/19-20) or
. . mwk machete +11/+6 (1d6+2/19-20)
Ranged +1 adaptive composite longbow +16/+11 (1d8+4/×3)
Special Attacks enhance arrows (magic), imbue arrow, intense spells (+1 damage), reliable strike, weapon training
Evoker Spells Prepared (CL 5th; concentration +11)
. . 2nd—flurry of snowballs (DC 18), flurry of snowballs (DC 18), glitterdust (DC 18), invisibility
. . 1st—burning hands (DC 17), gravity bow[APG] (3), vanish[APG] (DC 17)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 22, Wis 10, Cha 8
Base Atk +8; CMB +10; CMD 26
Feats Alertness, Arcane Armor Mastery, Arcane Armor Training, Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow)
Traits all alone, magical knack
Skills Acrobatics +15, Appraise +18, Climb +6, Escape Artist +9, Fly +9, Handle Animal +3, Intimidate +4, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +18, Perception +16, Ride +9, Sense Motive +2, Spellcraft +18 (+20 to identify magic item properties), Stealth +9, Survival +4, Swim +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon, Varisian
SQ arcane bond (Arcane Familiar, greensting scorpion), elven magic, versatile evocation, weapon guard
Combat Gear blunt arrows[APG] (50), cold iron durable arrow (50), durable arrow (50), durable arrow (50), silver durable arrow (50), acid (10), alchemist's fire (10); Other Gear +1 comfort glamered mithral kikko armor[UC], +1 adaptive composite longbow (+8 Str), mwk dagger, mwk machete, amulet of natural armor +1, belt of physical might +2 (Str, Dex), cloak of resistance +1, efficient quiver, handy haversack, headband of vast intelligence +2, ring of protection +1, bedroll, belt pouch, climber's kit, courtier's outfit, everburning torch, flint and steel, ink, inkpen, jewelry[UE], mess kit[UE], mirror, pot, silk rope (100 ft.), soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,429 gp, 1 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable Strike: Longbow (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Weapon Guard +1: Longbow (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Longbow (Ex) +1 to hit and damage with your chosen weapon.

Grand Lodge

My bad. I missed that post. If anyone wants my build they can have it. Have fun all.


No worries, and good luck in your future endeavors!


It recently occured to me, in fleshing out the BG, that I'm not familiar with this AP, so are we finished with Gaedren? I chose the Framed: Family Honor for the campaign trait, but I don't know whether I'm still looking to deal with Gaedren or not.

Any other recent events I might be familiar with would be very good to know as well.


oh damn. i just realized i hadn't dotted before. ah well...


@TheAlicornSage: Yes, Gaedrin is dead.


1 person marked this as a favorite.

Yeah, I rammed my sword through his chest, then we fed his body to an alligator. It was just what he deserved.


I've been mulling it over and I've elected to drop the mithral chain shirt (2,2200 gp) from my familiar as well as the wand of ill omen (750 gp) 2 alchemist's fire(40 gp) . I will instead put the GP toward an amulet of natural armor +1 (2,000 gp) and a mithral buckler (1,005 gp) for myself. With my remaining 10 gp i purchased one more acid flask. Every copper spent. I'm actually impressed.

Adjusted AC for Shea:
AC 20, Touch 14, Flat-Footed 17 ( +3 Dex, +4 Armor, +1 shield, +1 natural armor, +1 Deflect)

Adjusted AC for familiar:
AC 20, Touch 12, Flat-Footed 20 ( +8 natural armor, +1 defection, +1 size)

Price Sheet:

handy haver 2,000
Corset of Dire Witchcraft 22,000
Red Hound Ring 4,700
ci dagger 4
wand of unseen servant 750
wand ray of enfeeble 750
wand clw 750
wand mudball 750
rop 1 (dog) 2,000
Dusty Rose Cracked 500
Headband of Vast Intelligence (+2) 4,000
cloak of resist 2 4,000
explorer's outfit 0 (free)
witch's kit 21
spring sheath x2 10
boneshaker scroll 150
see invis scroll 150
acid flask x4 40
vampiric touch scroll 375
silver crescent worth 5 gp x5 for 3fold aspect 25
amulet of natural armor +1 2,000
mithral buckler 1,005
alchemists' fire 1 20
TOTAL Cost 46,000


TheAlicornSage here my character's crunch, not fully written out, but most of the important stuff. Still filling in.

Real keyboards are so nice, wish I had one right now.


I appreciate the help, all that made a lot of sense.

That said, the more I work on his equipment, the more I am realizing that my submission does not really meet the third requirement of this recruitment: *Be able to genuinely say that your primary role in the group will either be a ranged weapon user or an arcane caster.

My build does a lot of support for my eidolon, who is melee focused, with a little bit of spell casting and some not-so-great ranged... but the star of the show would be my eidolon, at least in combat. Which is melee. Which is not what you guys are looking for.

So... I am going to withdraw at this point. Good luck in the selection process, Vrog... and thank you for the help with my submission.


@The Emerald Duke: I completely understand, and I wish you luck in your future endeavors. Thank you for your time!

To one and sundry: Tomorrow is the final day for getting your submission in. I'm not sure what time tomorrow the cut-off will be, but I honestly wouldn't wait.

Next question I'm sure many of you are asking is: what happens next?

Well, the answer is that the existing players will send me their top three picks and I'll look at mine and whichever name appears the most will be selected (since I'm taking over for another GM, I wanted the existing players to have a say).

With that out of the way, here are the hopefuls:

Reviewed Crunch:
Joker27 - Cicero: Human Vigilante 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human kineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
BioboostedArmor - Shea: Elf Witch 9
David_Bross - Farus Alazar: Human Bard 9
Dakcenturi - Lenna: Elf Fighter 4/Wizard 4/Arcane Archer 1
Snelsso - Penelope Greensong: Half-Elf Vigilante 9

Submitted Crunch:
TheAlicornSage - Ransuer "Tusk" Reiman:

Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
Sensen

Ransuer 'Tusk' Reiman:

Let me know when you get your crunch finished and I'll review it. There are a few things still missing, like race and class (although I'm guessing you're a half-orc based on the pic.


@Vrog Yep, female half-orc rog2/arcanist7.


Ransuer 'Tusk' Reiman:

Your stats only add up to 23 points.

You have an extra feat: You should have 5 from levels 1,3,5,7,9. You have 6 feats: arcane armor training, brew potion, diehard (you get endurance from race, and I didn't count it), expert sniper, improved unarmed strike, and keen scent.

You're missing arcanist exploits.

You have too many skill points spent: by my count, you should have 16 skill points from rogue, 14 from wizard, and 36 skill points from int. That adds up to 66. Here are the ranks I see on your character sheet:

Acrobatics: 9
Climb: 3
Craft Woodworking: 3
Craft Leatherworking: 3
Diplomacy: 6
Disable Device: 4
Escape Artist: 1
Heal: 2
K Arcana: 2
K Engineering: 1
K History: 1
K Nobility: 1
Perception: 9
Ride: 2
Sense Motive: 5
Sleight of Hand: 2
Spellcraft: 3
Stealth: 9
Survival: 3
Swim: 1
UMD: 3

9+3+3+3+6+4+1+2+2+1+1+1+9+2+5+2+3+9+3+1+2=72 skill points.

You have an extra spell known: you should have 10 first (3 +3 int mod +2 from levels 2, 3), 4 second (2 from levels 4, 5), and 4 third (2 from levels 6, 7)

You have an extra 3rd level spell (it looks like you took one of the potential 2nd level spells as a 1st level spell).

Your saves are off. Your base saves are 0/3/0 from rogue and 2/2/5 from arcanist, for a total base save of 2/5/5. Your stats are 1/2/2, and you don't have any save boosters, so your final saves should be 3/7/7.

It's a minor thing, but your ac with shield is 23, not 21.

You hp are off: you should have 6+24 base from arcanist +10 from rogue +9 from con mod, for a total of 49.

That's all I saw!

51 to 100 of 121 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruiting for a Fourth, against the forces of a Tyrant Queen! All Messageboards

Want to post a reply? Sign in.