Character Roster (post your character here)
Be sure to read and follow the guidelines for our forums.
• Roll 4d6 six times, discarding the lowest die.
• Roll them in order; first roll Str, second roll Dex, third roll Con, and so on.
• You can reroll one ability of your choice, but you have to keep the reroll, even if it is worse than the original.
• You can then swap two ability scores of your choice.
Edit:
• Due to the nature of the RNG on this forum, if you end up rolling a sub-par character (anything with a total net modifier of less than +6) then you can reroll your 1s once. If your character is still sub-par after that, simply reroll it from scratch.
This allows for some choice, but without having your ability scores exactly where you want them. Your character might have to cope with some unwanted clumsiness (just like in real life).
Also, your character made me realize that I forgot the whole favored class hp bonuses. No problem that should be a quick fix.
Edit: I've allowed rolls into this thread again.
I'd rather characters' attributes be rolled here instead so I can see there were no shenanigans with the rolls.
So while I'm a at it, might was well provide an example.
Oh wow, three 9s... these are awful rolls. Rerolling 1s once then.
Okay so this gives us:
Str 16
Dex 16
Con 14
Int 11
Wis 9 13
Cha 14
Let's say the player wanted to be a Rogue, they could swap Int for Wis for a final attribute roll of:
Str 16
Dex 16
Con 14
Int 13
Wis 11
Cha 14
If players roll really crappy scores, like those ones (anything with a net modifier total below +6), reroll your 1s once. If it's still crappy after that, I'll allow to reroll from scratch.
Rolls
Str roll - (4d6)
(6316) = 16
Dex roll - (4d6)
(5651) = 17
Con roll - (4d6)
(4411) = 10
Int roll - (4d6)
(1234) = 10
Wis roll - (4d6)
(5222) = 11
Cha roll - (4d6)
(2155) = 13
Reroll Wis - (4d6)
(6324) = 15
Rerolling the Str 1 - (1d6)
(4) = 4
Rerolling the Dex 1 - (1d6)
(5) = 5
Rerolling the Con 1s - (2d6)
(62) = 8
Rerolling the Int 1 - (1d6)
(4) = 4
Rerolling the Cha 1 - (1d6)
(4) = 4
After rolls:
STR 10
DEX 16
CON 11
INT 16
WIS 9
CHA 12
After Reroll:
STR 10
DEX 16
CON 11
INT 16
WIS 12
CHA 12
Swapping DEX and WIS
Final Ability Scores, before Racials and Level 4 increase:
STR 10
DEX 12
CON 11
INT 16
WIS 16
CHA 12
Rolls
Str - (4d6)
(2334) = 12
Dex - (4d6)
(6264) = 18
Con - (4d6)
(1515) = 12
Int - (4d6)
(5156) = 17
Wis - (4d6)
(2215) = 10
Cha - (4d6)
(3541) = 13
Reroll WIS - (4d6)
(3631) = 13
Edit: Also, looking at some of the options you chose I am looking up on the SRD.
Versatile channeling: Which type of energy are you channeling at your full cleric level and which one will be at -2?
STR: 9
DEX: 13
CON: 8
INT: 13
WIS: 12
CHA: 11
Net modifier total is +1, I think.
I'm feeling like an archer of some sort but don't know yet if these are viable stats. Haven't taken a closer look but I like the sound of Zen Archer.
STR ( 5, 1 6, 1 1, 1 3 ) = 14 (+2)
DEX ( 2, 5, 2, 6 ) = 13 (+1)
CON ( 3, 1 6, 3, 2 ) = 12 (+1)
INT ( 4, 3, 5, 4 ) = 13 (+1)
WIS ( 6, 4, 2, 1 6 ) = 16 (+3)
CHA ( 4, 3, 1 6, 4 ) = 14 (+2)
Now that I've actually taken a look at the Zen Archer it looks like that WIS score is right where I need it to be.
Rolls
STR - (4d6)
(5111) = 8
DEX - (4d6)
(2526) = 15
CON - (4d6)
(3132) = 9
INT - (4d6)
(4354) = 16
WIS - (4d6)
(6421) = 13
CHA - (4d6)
(4314) = 12
Reroll STR - (4d6)
(3133) = 10
II STR - (4d6)
(1422) = 9
II DEX - (4d6)
(2363) = 14
II CON - (4d6)
(3615) = 15
II INT - (4d6)
(3531) = 12
II WIS - (4d6)
(6352) = 16
II CHA - (4d6)
(4344) = 15
II Re-roll STR - (4d6)
(3352) = 13
II Re-rolling 1's - (2d6)
(61) = 7
Oopa, I missed one - (1d6)
(3) = 3
Rerolling four more 1's - (4d6)
(6666) = 24
HP rolls - (1d8+2, 1d8+2, 1d8+2, 1d8+2, 1d8+2)
1d8+2 : (3) + 2 = 5
1d8+2 : (4) + 2 = 6
1d8+2 : (8) + 2 = 10
1d8+2 : (7) + 2 = 9
1d8+2 : (4) + 2 = 6
Edit: Oh yeah, you guys please post a pic of your character so I can make counters out of them for the combat maps. I'll be using the same think Dex did in our DS4 games, so Jabes will be familiar with that. Basically, I put a presentation on google doc granting anyone with the link to modify it, so you'll be bale to move your tokens around and mark area of effect of spells and stuff.
Str: 9 12
Dex: 10
Con: 13
Int: 14
Wis: 14
Cha: 11
Rolls
Str - (4d6)
(3142) = 10
Dex - (4d6)
(2523) = 12
Con - (4d6)
(5443) = 16
Int - (4d6)
(1445) = 14
Wis - (4d6)
(2635) = 16
Cha - (4d6)
(2533) = 13
Recollection str - (4d6)
(3453) = 15
Str - (4d6)
(1665) = 18
Dex - (4d6)
(3153) = 12
Con - (4d6)
(3125) = 11
Int - (4d6)
(3332) = 11
Wis - (4d6)
(6464) = 20
Cha - (4d6)
(4536) = 18
Reroll 1 - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (5) = 5
Rolls
Edit 1 : Sooo... If I'm not mistaken, I have a total of +4. I'll reroll the 1s.
Edit 2 : Not so bad. I'll reroll Int.
Str 14
Dex 13
Con 15
Int 10 13
Wis 12
Cha 13
Well. Now to decide what class to pick...
Rolls
Str - (4d6)
(1543) = 13
Dex - (4d6)
(1426) = 13
Con - (4d6)
(6225) = 15
Int - (4d6)
(2162) = 11
Wis - (4d6)
(3331) = 10
Cha - (4d6)
(4362) = 15
Rerolling the Str 1 - (1d6)
(5) = 5
Rerolling the Dex 1 - (1d6)
(3) = 3
Rerolling the Int 1 - (1d6)
(2) = 2
Rerolling the Wis 1 - (1d6)
(6) = 6
Wis reroll - (4d6)
(4541) = 14
I am assuming that with a net mod of 3 that i should reroll ones
Scores after rerolls
Str= 12 mod 1
Dex= 11 mod 0
Con=13 mod 1
Int=12 mod 1
Wis=15 mod 2
Cha=10 mod 0
Total mod of 5 so gonna make a new post and reroll
Rolls
STR - (4D6)
(6312) = 12
DEX - (4D6)
(5311) = 10
CON - (4D6)
(4524) = 15
INT - (4D6)
(2363) = 14
WIS - (4D6)
(3662) = 17
CHA - (4D6)
(3433) = 13
STR - (1D6)
(3) = 3
DEX - (2D6)
(13) = 4
Ok that's much better.
Str=11 mod 0
dex=15 mod 2
con=14 mod 2
int=14 mod 2
wis=18 mod 2
cha=14 mod 2
Swapped Dex and Int, and Cha and Wis
Put my +2 for human and +1 for level 4 into wisdom
Rolls
STR - (4D6)
(3253) = 13
DEX - (4D6)
(6622) = 16
CON - (4D6)
(5425) = 16
INT - (4D6)
(6245) = 17
WIS - (4D6)
(4436) = 17
CHA - (4D6)
(5426) = 17
Edit: I can think of at least one place where I could add a gun for you to find and it would not look contrived, but other than that, hmm, not sure...

Male Half-Elf Wiz 3/Clr 3
N Med
Init +1; Senses: Darkvision 60 ft ; Perception +8
Defense
AC: 17 ; Touch: 12 ; Flat-Footed: 16 ; (Mithral Mistmail, Ring of Protection +1)
38 (3d8/3d6)
Fort +5; Ref +3; Will +9
Weakness: Light blindness
Offense
Speed 30
Melee Galvanic Gauntlets - Melee Touch attack (+3), 1d6 Electric damage; Fate Blade (+4, 1d4+1)
Special Attacks
Channel Positive Energy 2d6
Channel Negative Energy 1d6
Can Channel Energy 5 times per day, DC 13 to resist
Spells Known/Prepared (CL 3D/3A)
2nd (Cleric: 2+1 (Domain)/day, Death Knell, Status, Detect Thoughts (D); Wizard: 2+1(School)/day, Protective Penumbra, False Life, False Life (S))
1st (Cleric: 3+1/day, Divine Favor, Shield of Faith, Deathwatch, Comprehend Languages (D); Wizard: 3+1/day, Mage Armor, Burning Hands, Enlarge Person, Interrogate (S))
0 (Cleric: Create Water, Detect Poison, Light, Stabilize; Wizard: Detect Magic, Disrupt Undead, Read Magic, Ray of Frost)
Statistics
Str 10, Dex 12, Con 12, Int 16, Wis 16, Cha 14
Base Atk +3; CMB +3; CMD +14
Feats: Versatile Channeler, Selective Channeling, Arcane Armor Training, Turn Undead, Scribe Scroll
Knowledge Arcana +12, Knowledge Religion +12, Spellcraft +12, Heal +12, Perception +8, Diplomacy +8, Stealth +2, Knowledge Planes +5;
Languages: Elven, Common, Draconic, Celestial
SQ: Spontaneous Casting: can convert divine spells to Cure, Arcane Bond (amulet, has Protective Penumbra active for as long as it stays in his possession, can be used to spontaneously cast one spell from spellbook/day), Arcane School, Power Over Undead (Turn Undead 6/day, DC 13 to resist), Grave Touch 6/day
Combat Gear: Galvanic Gauntlets, Fate Blade, Mithral Mistmail,
Other Gear: Ring of Protection +1, Ring of Sustenance, Cloak of Human Guise, Spellbook, Spell component pouch, 3360 GP
(researching a spell is usually 1000 GP/level, and then actually writing it in the book varies in cost by level. (10 gp for level 1, 40 gp for level 2))
Rolls
HP - (5d6+10)
(54113) + 10 = 24
hp - (5d10+10)
(103648) + 10 = 41
I also spent a little more gold, because I realized I forgot some rather important pieces of gear for this character...
Which reminds me, spellcasters, do not forget to purchase your costly materials if you have any spells that requires it. I did it for my NPCs, even though published adventures always forget that.
I don't THINK any of my spells have very costly components...and I grabbed a spell component pouch to take care of the ones with cheap components.
I'll look for sure when I get back to the house...
Dex: 10
Con: 13
Int: 14
Wis: 14
Cha: 11
At exactly a +6 right now, so no re-roll for me! Gonna switch Str and Dex
Rolls
HP - (5d8+5)
(88587) + 5 = 41
Now to pick a race. Human is the quick pick. But I always like doing something new, and flavor over optimization. Are you imposing any race restrictions, kalajel? Or is anything from paizo acceptable? What about 3rd party races? I don't really have anything specific in mind yet. Just checking if there's anything I should be steering away from.
Same question for magic items. And traits.
While we are on the subject of questions, anyone knows what it means when a monster has a treasure entry of "incidental"?
Edit: Oh, do NPCs also get traits?
@ Naatkinson: Yeah, that would make sense, I'm okay with that as it's a progression similar to what I made for the converted Knight of the Raven prestige class anyways...
Decisions, decisions...
Quick question, however... The description of the fighter says that from level a fighter can swap feats :
Rolls
HP rolls - (5d10)
(982102) = 31
Edit: @ Kaosanddomm: I have a question about your character. It seems he owns a large firearm which must be fired from a cart, but yet I don't see you owning a cart. Did you forgot to buy it or have I simply missed it? Or maybe he's carrying on his shoulder, hoping to buy a cart in the near future? :P

The cart is part of the weapon. It lives on the cart. Atleast that's what I thought.
Edit: @ Kaosanddomm: I have a question about your character. It seems he owns a large firearm which must be fired from a cart, but yet I don't see you owning a cart. Did you forgot to buy it or have I simply missed it? Or maybe he's carrying on his shoulder, hoping to buy a cart in the near future? :P
Yes. So long as the feat that you "lose" is not used as a prerequisite for any other feat, prestige class, or other ability, you can gain any feat that you qualify for at the time that you retrain it.
@ Naatkinson: Okay thanks. A bit overpowered and cheesy for my taste, but hey, the rules are the rules...
Actually, now that I think about it, everyone will most likely need a mount, or perhaps you can always chip in for a cart or carriage for the group...
Okay then Jabes, proceed as per the PM I sent you then.
not sure what I'll be playing yet (what are you guys rolling?, I see a wizard/cleric, a warpriest, and a warrior?) but here are my rolls:
Rolls
Str - (4d6)
(3335) = 14
Dex - (4d6)
(5563) = 19
Con - (4d6)
(4434) = 15
In - (4d6)
(6535) = 19
Wis - (4d6)
(1335) = 12
Cha - (4d6)
(4561) = 16
2. Can a Zen Archer Monk also be a Qinggong Monk?
It's interesting that the Monk class offers no Favored Class Bonuses for aasimar.
2. Can a Zen Archer Monk also be a Qinggong Monk?
It's interesting that the Monk class offers no Favored Class Bonuses for aasimar.
2. As long as the things that the archetypes alter don't overlap you can take more than one*
*Subject to DM discretion
Next question: A character gains one feat at first level (two if human), and then you just follow the career path for your class/archetype. There are no "character level" feats independent of class. Correct?
Next question: A character gains one feat at first level (two if human), and then you just follow the career path for your class/archetype. There are no "character level" feats independent of class. Correct?

Roland
Male Human Gunslinger 6
Lawful Neutral
Init +6
Defense
AC: 22 ; Touch: 16 ; Flat-Footed: 18
HP: 53
Fort +7; Ref +9; Will +5
Offense
Speed 30
Melee: Pistol Whip - Melee attack (+0), 1d6 pistol/1d10 long gun damage
Ranged: Blunderbuss (+10), Fires in 15 foot cone, 1d8 damage
Revolver (+10/+5) can attack twice, holds 6 rounds, 1d8+4 damage
Double Hackbut (+10/+5) can attack twice, holds 2 rounds, 2d12 damage
Special Attacks
Deadly aim: -2 to attack, +4 damage
Precise shot: can fire into melee with no negative
Dragons breath: fires from blunderbuss, dc 15 reflex save for half damage, fire damage
Entangling shot: fires from blunderbuss, dc 15 reflex or entangled for 2d4 rounds
grit 5 points per pay, 5 point maximum
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Statistics
Str 11, Dex 18(16+2 from belt), Con 14, Int 14, Wis 17, Cha 14
Base Atk +6/+1; CMB +6; CMD +20
Feats: Gunsmithing, Deadly aim, point blank shot, precise shot, extra grit,
acrobatics 8, bluff 5, climb 5, craft alchemy 5, handle animal 4, heal 8, intimidate 4, knowledge (engineering) 4, Knowledge (local) 4, perception 10, profession 4, ride 4, sleight of hand 5, survival 5, swim 5, stealth 10
Languages: common, elven, dwarven
Combat Gear: Double Hackbut, Revolver, Blunderbuss, Mythril Agile Breastplate,
Other Gear:
GP=3
SP=34
100 metallic cartridges (750)
Black powder keg (100)
2 powder horns (6)
100 bullets (10)
100 pellet loads (10)
10 Silver Bullets (2.5)
Gunsmiths kit (15)
Alchemist's lab (200)
Alchemy crafting kit (25)
Handy HaverSack (2000)
Deluxe Dungeoneering Kit (130)
includes two candles, chalk, hammer and 4 pitons, 50 feet silk rope, two sacks, three sunrods, four tindertwigs, everburning torch.
Bedroll (1sp)
Two bandoliers to hold cartridges (1)
3x Alchemical cartridge (Dragons Breath) (60)
3x Alchemical Cartridge (entangling shot) (60)
Healers kit (50)
Travelers outfit (1)
8x tindertwig (8)
Mule (8)
Cart (15)
Belt of Incredible Dexterity +2 (4000)
Light bringer dues (100)
That should have him finished.
Kalajel gave me permission to play a Garuda-blooded Aasimar, retaining Toxophilite, and trading the Snake-hater trait for the Deathless Spirit trait. But reading through the Standard and Alternate racial traits now I see that Deathless Spirit is meant to replace Celestial Resistance.
So does that mean I get to retain Celestial Resistance because I didn't have to give it up to get Deathless Spirit? And can I now trade it away for something else that's meant to replace it, such as Exalted Resistance?
Edit: So basically, the only thing that changes are you attributes modifier, skill bonuses, and spell-like ability. The rest is as per the normal aasimar, so it means that yes, you do get Celestial Resistance, and everything else, and if you want Deathless Spirit, you must trade in Celestial Resistance for it.
Good thing you re-read that man...
After looking in the book that they actually come from I was able to determine that the heritage only replaces the Ability Score Adjustment, Spell-like Ability, and Skill Modifiers. It then offers the custom traits as options that you can take with your two starting traits. You keep Celestial Resistance and the Darkvision.
Edit: So basically, the only thing that changes are you attributes modifier, skill bonuses, and spell-like ability. The rest is as per the normal aasimar, so it means that yes, you do get Celestial Resistance, and everything else, and if you want Deathless Spirit, you must trade in Celestial Resistance for it.
Good thing you re-read that man...
Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.
Defense Racial Traits
-Celestial Resistance
Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.
Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)
Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.
Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.
How's that?
Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.
Defense Racial Traits
-Celestial Resistance
Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.
Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)
Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.
Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.
How's that?
Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.
Defense Racial Traits
-Celestial Resistance
Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.
Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)
Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.
Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.
How's that?
I'm curious, is anybody planning to go for a prestige class? I just discovered Champion of the Enlightened :-D It looks like a lot of fun but if I go for it I'll have to throw out the whole archer concept. The stats still fit (I think), though if I want to optimize a little bit I might have to look at a different aasimar variant.
Edit : I'll post you the stat block for my character as soon as she's approved
Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.
Defense Racial Traits
-Celestial Resistance
Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.
Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)
Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.
Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.
How's that?
I'm curious, is anybody planning to go for a prestige class? I just discovered Champion of the Enlightened :-D It looks like a lot of fun but if I go for it I'll have to throw out the whole archer concept. The stats still fit (I think), though if I want to optimize a little bit I might have to look at a different aasimar variant.
Edit: No wait, Kaos has the gunslinger... Who was the warpriest already? Also, might as well put the prestige class in the option thread before I forget...
Now, if I decide to go Champion of the Enlightened then I might consider a Lightbringer Paladin for the paladin levels. :-)
Dathwarp Strike
The traditional monk seeks balance in body, mind, and soul, and through this equilibrium gains various combat talents. A lightbringer monk who learns the secret of the deathwarp strike masters a divine talent of channeling positive energy that disrupts the ki of undead creatures, producing an effect akin to terrible sickness.
Class: Monk
Level: 1st
Replaces: 1st level bonus feat.
Benefit: You know how to channel positive energy into your unarmed strikes. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). In addition of increasing your normal unarmed damage by 1 step (from d6 to d8, d8 to d10, and so on), your unarmed strike renders any undead creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Willpower save (DC 10 + 1/2 your monk levels + your Wisdom modifier).
You can use this ability a number of times per day equal to your monk level, and no more than once per round.
Given how Pathfinder works, perhaps I should reword this a bit to make it part of Stunning Fist, saying that your stunning fist can be used on undead creatures that way? Edit: Nope, your Zen Archer replaces Stunning Fist with Perfect Strike, so I might as well leave it as is...
Edit: as long as you have the required ranks in the associated skills and pay the initiation fee of 100 gp. But then you get your guild benefits.
Deathbane Magic
Your studies of undead weaknesses and vulnerabilities have allowed you to attune your magic to positive energy in such a way that your spells can harm or hinder undead creatures in unique and special ways.
Class: Wizard.
Level: 1st
Replaces: You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher level wizard spells, you lose one spell slot from each new level of spells you can cast.
Benefit: Whenever one of your spell targets an undead creature, or includes an undead creature in its area of effect, you can choose to apply one of the following modifications as a free action to your spell:
• Inflict your wizard levels + your Intelligence modifier extra damage (if there more more than one undead target, split the extra damage among them as you see fit).
• Increase the spell save DC by 2.
• Increase the spell's duration by 2 rounds.
Those modifications only affects undead. For example, if there are living creatures and undead creatures in the area of effect of one of your spells, whatever modification you choose to apply (whether the extra damage, the increased spell save DC, or the increased spell duration) will not apply to the living creatures.
Monk
A monk treats her body as her temple, subscribing to her own ascetic code or to that of her order. Though the path of the monk is spiritual in nature, and some monasteries are tied to churches, most monks distance themselves from the sectarian pursuits of the various divine orders. Those who shift their focus from the perfection of their bodies and minds toward the service of a good deity gain a new clarity of spirit.
Holy Strike
Your fists and monk weapons gain the power of your beliefs and can strike evil opponents for extra damage.
Level: 4th.
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefi t: When you have at least 1 ki point in your ki pool and hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability.
Prayerful Meditation
Your religious convictions protect you from the spells and magical abilities of those who would harm life.
Level: 3rd.
Replaces: This benefit replaces the still mind class feature.
Benefit: Your adherence to the lightbringers' cause has developed in you a resistance to deadly magic. You gain a +2 bonus on saving throws against spells and effects from aberration, undead creatures, evil outsiders, and from death and necromancy spells and negative energy effects. This is a supernatural ability.
The new features look great, kalajel! Will work them in. Thanks!
I plan to join the lightbringers for sure, anything for rangers/archers?
So I swap Wis (11) with Cha (15) for the following:
Str:11
Dex:16
Con:12
In: 16
Wis:15
Cha:11
And go for a Tengu Urban ranger with the undead as favored enemy (A big humanoid carrion bird hunting the undead).
Rolls
Wis (reroll) - (4d6)
(2415) = 12
So I swap Wis (11) with Cha (15) for the following:
Str:11
Dex:16
Con:12
In: 16
Wis:15
Cha:11
And go for a Tengu Urban ranger with the undead as favored enemy (A big humanoid carrion bird hunting the undead).
Female Human Fighter 6
NG

Init +4
Defense
AC : 22 ; Touch : 13 ; Flat-footed : 19
HP : 49
Saving throws : Fort +7 ; Ref +4 ; Will +5
Note : +2 on saving rolls against fear and mind affecting effects
+4 against opportunity attacks when moving out of or within a threatened area
Offense
Speed : 30 ft
Melee : +9/+4
Great Axe +1 (attack +2 ; damage 1d12+5 ; crit x3)
Ranged : +8/+3
Composite longbow +3 (attack +0 ; damage 1d8+3 ; crit x3 ; range 110 ft)
Special attacks
Spring Attack (can move up to her speed and make a single attack without provoking attacks of opportunity from the target)
Whirlwind attack (one single melee attack against each opponent within reach)
Vital strike (single attack adding a damage dice (same as weapon))
Statistics
Str 16, Dex 14, Con 15, Int 13, Wis 12, Cha 13
Base attack : +6/+1
CMB : +9 ; CMD : +21
Skills : Climb +10, Swim +10, Ride +9, Intimidate +8, Sense motive +9, Perception +7
Feats : Iron Will, Dodge, Combat expertise, Mobility, Improved bravery, Spring Attack, Whirlwind attack, Vital strike
Class capacities : Weapon training - Axes (+1 on attack and damage rolls, +1 to and against combat maneuver), Armor training (+1 max dex / -1 penalty), Bravery (+2 on rolls against fear)
Language : common
Gear
Combat gear :
Great Axe +1 (attack +2 ; damage 1d12+5 ; crit x3)
Composite longbow +3 (attack +0 ; damage 1d8+3 ; crit x3 ; range 110 ft) + 20 arrows
Mithral chainmail +2 (AC bonus +8, max dex +5, check penalty -1, speed 30 feet)
Other magic gear :
Ring of sustenance
Amulet of natural armor +1
Ioun torch
Potion of Cure moderate wounds
Potion of darkvision
Common goods :
Adventurer's sash
Common bag
Waterskin (+ water)
Traveler's outfit
Bedroll
Blanket
Soap
Riding stuff
Light combat-trained horse
Military saddle
Saddlebags
Animal feed (4 days)
334 gp, 1 sp
My HP rolls:
LVL 1: 10
TOTAL 33
Here's my buddy. I'll take care of equipment, name and image (haven't fund a tengu img I like yet) later today or tomorrow morning.
Male Tengu Ranger (Urban)
Stats
STR 11
DEX 18
CON 10
INT 16
WIS 18
CHA 11
Init +4
Defense
AC 14 Flat 10 Touch 14 (armor still missing)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 20
Offense (still need to buy weapons)
Speed:30
Melee: +6/+1
Ranged: +10/+5
CMB +6/+1
Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.
Special Attacks
Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Second Favored enemy (undetermined): +2
Special Qualities
Animal Companion (still to determine)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Swordtrained (Tengu): Proficient with swordlike weapons.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person.
Skills
Acrobatics 10
Appraise 3
Bluff 3
Climb 0
Craft 3
Diplomacy 3
Disable Device 16
Disguise 0
Escape Artist 7
Fly 8
Handle Animal 2
Heal 4
Intimidate 6
Perception 15
Perception (Trapfinding) 18
Perform 0
Ride 4
Sense Motive 10
Stealth 15
Survival 13
Survival (track) 16
Swim 0
Rolls
LVL2 HP (+1 favored class) - (1d10+1)
(10) + 1 = 11
LVL3 HP (+1 favored class) - (1d10+1)
(3) + 1 = 4
LVL4 HP (+1 favored class) - (1d10+1)
(2) + 1 = 3
LVL5 HP (+1 favored class) - (1d10+1)
(1) + 1 = 2
LVL6 HP (+1 favored class) - (1d10+1)
(2) + 1 = 3
Necromancer Hunter
Lighbringer rangers often select undead as their favored enemy, but many also understand that the fight against those abomination must also extend to the undead's allies: the necromancers.
Class: Ranger
Level: 1st.
Replaces: 1st level favored enemy.
Benefit: At 1st level, you gain favored enemy (necromancers). This feature works just like the favored enemy ability (PF:CRB 64). The bonuses granted instead apply to any wizard with the necromancy arcane school, any sorcerer with the undead bloodline, clerics with the death domain, or any character or creature capable of channeling negative energy to heal, bolster, command, or control undead.
Also, I added my sheet to the library to make it easier on anyone that has to roll for me, if ever required.
Oh well, live and learn... And we still managed to get some use out of it to roll stats and hp and come up with new lightbringer abilities.
That Lightbringer ability for the Ranger could be interesting...considering my character meets 3 out of 4 of those Favored Enemy requirements...
Is Lightbringer Monk going to be compatible with the Zen Archer archetype? Prayerful Meditation replaces Still Mind...but I already traded Still Mind away to gain the Zen Archer's Point Blank Master feature.
By the same token, does that mean neither the Zen Archer nor the Lightbringer Monk can take monk vows (because taking vows means you never gain the Still Mind feature)? I am disappoint! :-(
If you're a Zen Archer Monk, is a bow considered a monk weapon? More to the point, will Holy Strike work for bow my attacks?
Is Lightbringer Monk going to be compatible with the Zen Archer archetype? Prayerful Meditation replaces Still Mind...but I already traded Still Mind away to gain the Zen Archer's Point Blank Master feature.
By the same token, does that mean neither the Zen Archer nor the Lightbringer Monk can take monk vows (because taking vows means you never gain the Still Mind feature)? I am disappoint! :-(
If you're a Zen Archer Monk, is a bow considered a monk weapon? More to the point, will Holy Strike work for bow my attacks?
I have no idea what vows are, so someone else will have to answer this question, although, unlike an archetype, lightbringer does not forces you to take all the alternate class features, so a lightbringer monk could still take vows if he opt to not take the prayerful meditation alternate class feature.
The various monk vows grant extra ki as long as the monk follows a very strict code of conduct. Multiple vows can be taken. It's great for pumping your ki, and offers some great role-playing challenges. It says though that if you take a vow you lose the Still Mind feature. So unless you choose to ignore that via DM fiat that, I guess no vows for me.
Similarly, I need the Still Mind slot to take the Zen Archer's Point Blank Master feature so unfortunately I can't take Prayerful Meditation.
Yeah, it was a magic item, I found a discussion about it here. And reading further, there is an elvencraft bow mentioned which could also be a nice option.
Hey I just went back through this thread and found this! I can't believe I missed it! Ok, yeah, definitely going back and tweaking Ujjaya's feat list. But damn, taking this will mean giving up one of my archery feats!
Deathwarp Strike
The traditional monk seeks balance in body, mind, and soul, and through this equilibrium gains various combat talents. A lightbringer monk who learns the secret of the deathwarp strike masters a divine talent of channeling positive energy that disrupts the ki of undead creatures, producing an effect akin to terrible sickness.
Class: Monk
Level: 1st
Replaces: 1st level bonus feat.
Benefit: You know how to channel positive energy into your unarmed strikes. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). In addition of increasing your normal unarmed damage by 1 step (from d6 to d8, d8 to d10, and so on), your unarmed strike renders any undead creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Willpower save (DC 10 + 1/2 your monk levels + your Wisdom modifier).
You can use this ability a number of times per day equal to your monk level, and no more than once per round.
Given how Pathfinder works, perhaps I should reword this a bit to make it part of Stunning Fist, saying that your stunning fist can be used on undead creatures that way? Edit: Nope, your Zen Archer replaces Stunning Fist with Perfect Strike, so I might as well leave it as is...
Hey I just went back through this thread and found this! I can't believe I missed it! Ok, yeah, definitely going back and tweaking Ujjaya's feat list. But damn, taking this will mean giving up one of my archery feats!
Deathwarp Strike
The traditional monk seeks balance in body, mind, and soul, and through this equilibrium gains various combat talents. A lightbringer monk who learns the secret of the deathwarp strike masters a divine talent of channeling positive energy that disrupts the ki of undead creatures, producing an effect akin to terrible sickness.
Class: Monk
Level: 1st
Replaces: 1st level bonus feat.
Benefit: You know how to channel positive energy into your unarmed strikes. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). In addition of increasing your normal unarmed damage by 1 step (from d6 to d8, d8 to d10, and so on), your unarmed strike renders any undead creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Willpower save (DC 10 + 1/2 your monk levels + your Wisdom modifier).
You can use this ability a number of times per day equal to your monk level, and no more than once per round.
Given how Pathfinder works, perhaps I should reword this a bit to make it part of Stunning Fist, saying that your stunning fist can be used on undead creatures that way? Edit: Nope, your Zen Archer replaces Stunning Fist with Perfect Strike, so I might as well leave it as is...
You can't combine more than one thing that actually uses your standard action, such as Vital Strike and Cleave
1. You HAVE to maintain that 14 str with the bow or suffer a -2 to attack rolls. So if you get str drained (very possible when facing undead), you will suffer the penalties. This would not be an issue with an adaptive bow. This is actually the main benefit to the Adaptive Property, since stat drains are so painful otherwise.
2. A +1 Undead Bane Composite Bow (+2 str) would cost 8,300, not 4,300. It is a +2 equivalent weapon, and thus adds 8,000 to the cost.
3. Yes, you do have to have a +1 enchantment on the bow to even consider adding the undead bane property.
2. SRD says it's a +1 enhancement for the purpose of pricing.
2. SRD says it's a +1 enhancement for the purpose of pricing.
+1 enhancment = 2,000 gp
Undead Bane = 2,000 gp
Composite +2 = 300 gp
TOTAL = 4,300 gp
Now if I made it Adaptive instead:
+1 enhancment = 2,000 gp
Undead Bane = 2,000 gp
Adaptive = 1,000 gp
base price for Composite longbow = 100 gp
TOTAL= 5,100 gp
So hold on, you add up all the bonuses and then calculate price?
So then:
+1 enhancement + Undead Bane = 8,000 gp
Adaptive = 1,000 gp
base price for Composite longbow = 100 gp
TOTAL= 9,100 gp?!?!?!?!
So hold on, you add up all the bonuses and then calculate price?
So then:
+1 enhancement + Undead Bane = 8,000 gp
Adaptive = 1,000 gp
base price for Composite longbow = 100 gp
TOTAL= 9,100 gp?!?!?!?!
At least, with Magic Arms and Armor, I can roll Spellcraft instead of Craft "sword" or Craft "armor"...I don't have to make the sword as I enchant it, I can just take a weapon that's Masterwork and go from there.
At least, with Magic Arms and Armor, I can roll Spellcraft instead of Craft "sword" or Craft "armor"...I don't have to make the sword as I enchant it, I can just take a weapon that's Masterwork and go from there.
That way you only have to take 1 feat to do it, you don't have to be a wizard or other caster, and you don't have to interrupt your journeying to make your cool toys.
The "add enchantments and abilities" thing is what gets me.
The "add enchantments and abilities" thing is what gets me.
The calculation is spell level * caster level * 2,000 gp. It also gets a 1.5x multiplier for being a 10 minute/level spell.
Calculation taken from here
So 2 (spell level) * 3 (minimum caster level) * 1.5 (10 minute) * 2,000 gp = 18,000 gp for a continuous effect.
Oh well. I guess I'll just have to make do until I get Permanency...then I can fix this problem...
Edit: Yeah permanent effects are a bitch to add to magic items...
My languages are Common, Celestial, and 1 more. Besides the usual are there any choices I should be looking at, like Barovian or Vistani? Where are the Lightbringers based out of?
I have it marked as divine favor, because that's what I'll most likely use it on.
Speaking of ammo, I applied the guild discount to common arrows only, not the silvered ones nor the blunt ones.
Do I even need silvered ammo? I'm thinking about the lycanthropes (which is my mission at the moment). I do have a +1 magic bow.
When I learned that a Garuda is a Hindu thing, that painted the picture in my mind what he looks like and how he acts (that character portrait is actually a depiction of Lord Rama). So I'm not using the terms Zen and Qinggong. JI'm just calling him an archer monk. The name Ujjaya means "ever victorious archer."
I agonized over Deathwarp Strike quite a bit because it's so good, but in the end I had to drop it because I really wanted to focus on archery. The unarmed strikes are only his backup.
I found this whole thing on Pathfinder about awakening chakras that would've been awesome for keeping with the Hindu vibe and I wanted to explore it but again it's an entire feat path that would have just taken away from the archer concept.
Worth noting on this stat block is his CMD (+24), which the character sheet incorrectly shows as +18 because a bug prevents the addition of the 6 point bonus granted by the monk's AC bonus feature.
Gear weight and price calculations are here.

Ujjaya
Race: Garuda-Blooded Aasimar
Archetypes: Zen Archer, Lightbringer, Qinggong Monk
Alignment: Lawful Good
STR 14 (+2)
DEX 15 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 21 (+5)
CHA 12 (+1)
HP: 46
AC: Touch 19, Flat Footed 17.
Initiative: +6
Speed: 50 ft.
Saves: Fort +7; Ref +7; Will +10 (additional +2 racial bonus on saves vs. death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school)
CMB: +6
CMD: +24
Senses: Darkvision 60ft
Spell-like Ability: See Invisibility once/day.
Skills:
Acrobatics (13), Climb (2), Craft (1), Escape Artist (6), Intimidate (5), Knowledge (religion) (10), Perception (17), Perform (1), Ride (2), Sense Motive (12), Stealth (11), Swim (2), Fly (4).
Ki Pool
Spend 1 ki point, activate one of the following effects as a swift action:
• Make one additional attack at highest attack bonus when making a flurry of blows attack.
• Increase speed by 20 feet for 1 round.
• Give himself a +4 dodge bonus to AC for 1 round.
• Increase the range increment for his bow by 50 feet for 1 round.
• Barkskin (as per spell, but self only): +4 enhancement bonus to natural armor bonus for 1 hour.
• Truestrike (as per spell, but self only).
Unarmed Strike:
• Damage Calculation: d8 + STR (2)
• Holy Strike (must have at least 1 ki point in pool): vs. evil creatures, strike good aligned, and additional d6 damage.
Bow attacks:
• Attack roll calculation: BAB (4) + WIS (5) + Focus (1) + Magical (1) + Aspect of the Falcon (1) = 1d20+12
• Damage roll calculation: STR (2) + Specialization (2) + Magical (1) = 1d8+5
• +2 bonus to confirm crits on all bow attacks.
• Flurry: +12/+12/+11 (cannot combine with Rapid Shot).
• Ki Flurry: +12/+12/+12/+11
• Rapid Shot: +10/+10
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bow attack, with the lower roll as confirmation if the higher threatens.
• Deadly: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
Gear:
44.5 lbs (light load)
Headband of Inspired Wisdom+2: 1 lb
Ring of Protection +1
Bracers of Falcon’s Aim: 1 lb
+1 Adaptive Composite Longbow: 3 lbs
Efficient Quiver: 2 lbs
• Arrows, common (20)
• Arrows, blunt (10)
• Arrows, silvered (20)
• Arrows, Alchemical Flare (10)
Extra ammo:
• Arrows, common (20): 3 lbs
• Arrows, blunt (30): 3lbs
• Arrows, silvered (20): 3lbs
• Arrows, Alchemical Flare (10): 2lbs
Potions of Cure Light Wounds (2)
Alchemical Sun Flash (1)
monk's outfit: 2 lbs
backpack: 2 lbs
50 feet silk rope: 5 lbs
waterskin: 4 lbs
bedroll: 5 lbs
trail rations (7): 7 lbs
healer's kit: 1 lb
399 gp
36 sp
Kuroi Hane
Male Tengu Ranger (Urban)

Stats
STR 12
DEX 18
CON 10
INT 16
WIS 17
CHA 11
Init +4
Defense
AC 19 Flat 15 Touch 14 (mithral kikko armor)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 21
Offense
Speed:30
Melee: +7/+2
Ranged: +10/+5
CMB +7
+1 Undead Bane Adaptive Composite Longbow.
ATT +12/+7 (+13/+8 under 30ft) (crit x3)
DAM 1d8+2 (1d8+3 under 30ft)
Undead Bane: +2 to attack +2d6 damage against undead.
Adaptive: +1 damage (STR bonus)
Alchemical Silver katana
ATT +7/+2 (18-20x2)
DAM 1d8+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.
Masterwork Silver dagger
ATT +8/+3 (19-20x2)
DAM 1d4+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.
Natural Attacks (1 Bite, 2 Claws)
Bite (primary)
ATT +7 (x2)
DAM 1d3+1
Bite (secondary)
ATT +2 (x2)
DAM 1d3+1
Claw
ATT +7/+7 (18-20x2)
DAM 1d3+1
Special:
Favored enemy Undead: +4 to attack and damage against undead
Favored enemy Necromancers: +2 to attack and damage against necromancers
Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.
Special Attacks
Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored enemy (necromancer): +2
Special Qualities
Animal Companion (see below)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Claws (Tengu): You have two 1d3 bite attacks.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person.
Skills
Acrobatics 7
Appraise 3
Bluff 0
Climb 8
Craft 3
Diplomacy 0
Disable Device 16
Disguise 0
Escape Artist 8
Fly 8
Handle Animal 3
Heal 8
Intimidate 5
Perception 14
Perception (Trapfinding) 17
Perform 0
Ride 10
Sense Motive 3
Stealth 15
Survival 12
Survival (track) 15
Swim 8
Equipment
Potion of Cure Light Wounds
Potion of Cure Moderate wounds
Silk Rope and Hook
128 gp
Prepared Spells
Gravity Bow x2
Companion Bird
Nevermore
Small Animal
Hit Dice: (3d8)+3 (15)
Initiative:+3
Speed:10 ft. (2 squares) , Fly 80 ft. ,
Armor Class:17 ( +1 size, +3 Dex, +3 natural, ) touch 14, flatfooted 14
Base Attack/CMB/CMD:+2; +1 ; 14
Full Attack:Bite +3 melee (1d4);Talons+3/+3melee(1d4);
Attack:Bite +3 melee (1d4);Talons+3melee(1d4);
Face/Reach:5 ft./5 ft.
Special Qualities: Bonus Tricks , Evasion (Ex), Link (Ex), Low-Light Vision (Ex), Share Spells (Ex), Share favored enemy bonuses.
Vision:Low-Light Vision,
Saves:Fort: +4, Ref: +6, Will: +3
Abilities:Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Acrobatics +3; Escape Artist +3; Fly +5; Intimidate -2; Perception +2; Stealth +7; Survival +2;
Rolls
Companion HP - (3d8+3)
(562) + 3 = 16
Kuroi Hane
Male Tengu Ranger (Urban)

Stats
STR 12
DEX 18
CON 10
INT 16
WIS 17
CHA 11
Init +4
Defense
AC 19 Flat 15 Touch 14 (mithral kikko armor)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 21
Offense
Speed:30
Melee: +7/+2
Ranged: +10/+5
CMB +7
Ghost Touch Undead Bane Adaptive Composite Longbow.
ATT +11/+6 (+12/+7 under 30ft) (crit x3)
DAM 1d8+1 (1d8+2 under 30ft)
Undead Bane: +2 to attack +2d6 damage against undead.
Adaptive: +1 damage (STR bonus)
Ghost Touch: full damage against incorporeal foes.
Alchemical Silver katana
ATT +7/+2 (18-20x2)
DAM 1d8+1
Silver: -1 dam, bypasses damage reduction on lycantropes.
Masterwork Silver dagger
ATT +8/+3 (19-20x2)
DAM 1d4+1
Silver: -1 dam, bypasses damage reduction on lycantropes.
Natural Attacks (1 Bite, 2 Claws)
Bite (primary)
ATT +7 (x2)
DAM 1d3+1
Bite (secondary)
ATT +2 (x2)
DAM 1d3+1
Claw
ATT +7/+7 (18-20x2)
DAM 1d3+1
Special:
Favored enemy Undead: +4 to attack and damage against undead
Favored enemy Necromancers: +2 to attack and damage against necromancers
Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.
Special Attacks
Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored enemy (necromancer): +2
Special Qualities
Animal Companion (see below)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Claws (Tengu): You have two 1d3 bite attacks.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person.
Skills
Acrobatics 7
Appraise 3
Bluff 0
Climb 8
Craft 3
Diplomacy 0
Disable Device 16
Disguise 0
Escape Artist 8
Fly 8
Handle Animal 3
Heal 8
Intimidate 5
Perception 14
Perception (Trapfinding) 17
Perform 0
Ride 10
Sense Motive 3
Stealth 15
Survival 12
Survival (track) 15
Swim 8
Equipment
Potion of Cure Light Wounds
Potion of Cure Moderate wounds
Silk Rope and Hook
128 gp
Prepared Spells
Gravity Bow x2
Companion Bird
Small Animal
Hit Dice: (3d8)+3
Initiative:+3
Speed:10 ft. (2 squares) , Fly 80 ft. ,
Armor Class:17 ( +1 size, +3 Dex, +3 natural, ) touch 14, flatfooted 14
Base Attack/CMB/CMD:+2; +1 ; 14
Full Attack:Bite +3 melee (1d4);Talons+3/+3melee(1d4);
Attack:Bite +3 melee (1d4);Talons+3melee(1d4);
Face/Reach:5 ft./5 ft.
Special Qualities: Bonus Tricks , Evasion (Ex), Link (Ex), Low-Light Vision (Ex), Share Spells (Ex), Share favored enemy bonuses.
Vision:Low-Light Vision,
Saves:Fort: +4, Ref: +6, Will: +3
Abilities:Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Acrobatics +3; Escape Artist +3; Fly +5; Intimidate -2; Perception +2; Stealth +7; Survival +2;
1. Your weapon isn't a +1 weapon, so it can't have any additional properties (Adaptive, Ghost Touch, and Undead Bane. You also can't afford to add a +1, so you're gonna have to remove either Undead Bane or Ghost Touch and replace it with the +1.
2. I don't see Exotic Weapon Proficiency for the Katana, which means you will take a -4 to attack rolls with that weapon.
3. You don't roll for animal companion HP, you take the average. Your Animal Companion should have 16 HP.
Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.
Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.
Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
I saw it in the "exotic" category and assumed. Silly me
Ok, fixed the silver thing, the animal companion HP, and the bow (removed ghost touch and added a regular +1 so same price).
Tengu orphans?

Rolls
Str,Dex,Con,Int,Wis,Cha - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4654) = 19
4d6 : (6664) = 22
4d6 : (4455) = 18
4d6 : (4652) = 17
4d6 : (2461) = 13
4d6 : (4444) = 16
Edit: I'll add hit point rolls here.
Rolls
Hit points: 8 + 5d8 + 10 - (5d8+18)
(11453) + 18 = 32
I still need to pick traits, and decide on the Lightbringer Rogue option. Does that replace an archetype?
Edit: Also, did you remember your favored class bonus?
Edit: use the thread's dice roller please.
Edit: Damn, those are some nice rolls... Other players had some problems with the RGN...
Rolls
Str,Dex,Con,Int,Wis,Cha - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (2422) = 10
4d6 : (6142) = 13
4d6 : (6566) = 23
4d6 : (4514) = 14
4d6 : (2656) = 19
4d6 : (3445) = 16
DEX: 12
CON: 18
INT: 13
WIS: 17
CHA: 13
Not bad, generally. Bit low STR for a Melee char. Think I'll try rerolling STR.
Rolls
STR Reroll - (4d6)
(3666) = 21
STR: 18
DEX: 12
CON: 18
INT: 13
WIS: 17
CHA: 13
Well, that gives me a lot of options. Would it be too OP to have a pally in a undead-killing campaign?
STR: 18
DEX: 12
CON: 18
INT: 13
WIS: 13
CHA: 17
Was thinking of a Dwarven Paladin, so with adjustments (and giving the level 4 increase to CHA) that is:
STR: 18
DEX: 12
CON: 20
INT: 13
WIS: 15
CHA: 16
What gear does he start with? Shopping from wealth-by-level? Any restrictions etc?
Edit: Here's the link: Durgrim Forgehammer
"Uh huh."
"You also didn't think to mention that you had a dwarf living in your basement?"
"Uh huh."
"You also didn't think to mention that you had a dwarf living in your basement?"
"Uh huh."
"You also didn't think to mention that you had a dwarf living in your basement?"
"It puts the potion on its skin or else it gets the ghoul again..."
What we don't realize is that Ireena is actually Buffalo Bill in disguise.
"It puts the potion on its skin or else it gets the ghoul again..."
STR ( 5, 1 6, 1 1, 1 3 ) = 14 (+2)
DEX ( 2, 5, 2, 6 ) = 13 (+1)
CON ( 3, 1 6, 3, 2 ) = 12 (+1)
INT ( 4, 3, 5, 4 ) = 13 (+1)
WIS ( 6, 4, 2, 1 6 ) = 16 (+3)
CHA ( 4, 3, 1 6, 4 ) = 14 (+2)
Swapped CHA and CON, applied racial mods. No ASI!
Also, I took flyby attack as a feat. So feel free to put us in narrow corridors with low ceilings from now on, heh.
Rolls
hit point roll level 7, Con+2, +1 fav class, Toughness - (1d8+4)
(4) + 4 = 8
@ Kaos: Did something went wrong with the dice roll? I see nothing.
@ Jabes: It's possible you forgot the +1 at 4th level. PF characters have a lot of stuff to think of, it,s easy to forget details...
@ Qralloq: You'll go in castle Ravenloft eventually, so careful what you wish... :P
Here's mine.
Edit: well, balls.
Rolls
HP - (1d6+1)
(2) + 1 = 3
@ Jabes: It's possible you forgot the +1 at 4th level. PF characters have a lot of stuff to think of, it,s easy to forget details...
It's still a WiP, but for a free character builder and planner, it's hard to beat.
Rolls
hp roll - (1d8+2)
(1) + 2 = 3
To me, the Deathbane Magic guild ability that we came up with just doesn't seem well balanced. It feels like a wizard is giving something up without getting much back...especially if, later on, said wizard runs into some werewolves or something....it's the 1 prepared spell from every level thing that's killing it for me.
I sat down and did a little tweaking, and came up with something I think would work a little better. If'n you don't like it, no skin off my back. The worst you could tell me right now is no, and I can live with that.
Your studies of undead weaknesses and vulnerabilities have allowed you to attune your magic to positive energy in such a way that your spells can harm or hinder undead creatures in unique and special ways.
Class: Wizard.
Level: 1st
Replaces: You do not gain the Arcane Bond special ability at first level.
Benefit: Whenever you prepare your arcane spells for the day, you can choose to apply one or more of the following modifications as a free action to your spells:
• Inflict your wizard levels + your Intelligence modifier extra damage (if there more more than one undead target, split the extra damage among them as you see fit).
• Increase the spell save DC by 2.
• Increase the spell's duration by 2 rounds.
Each modification added adds a +1 to the spells affected levels, and must be prepared in the appropriate slots. These modifications only affect the undead. For example, if there are living creatures and undead creatures in the area of effect of one of your spells, whatever modification you choose to apply (whether the extra damage, the increased spell save DC, or the increased spell duration) will not apply to the living creatures.
@ irvanovich: So basically, it becomes a pseudo-metamagic feat at the cost of your arcane bond? Yeah, that could work. I approve of it.
Can we retrain feats? Rapid Strike is rubbish. I don't know why I took it. I guess I mistakenly thought I could stack it with Flurry of Blows. :-P
Anyways, there are rules for retraining here.
Stat rolls
STR 11
DEX 16
CON 21
INT 13
WIS 19
CHA 9
@Kalajel I accidentally wrote the stats out of order on the dice rolls, but fixed it above. Is that alright? I had the INT and WIS stats marked backwards in the rolls.
I feel like I got REALLY lucky with those rolls so I am not going to reroll anything. I would like to switch my CON and WIS stats and I'll switch the CHA and DEX (I am doing this to get more Channeling if that is not how it works I reserve the right to undo this :P)
So final stats
STR 11
DEX 9
CON 19
INT 13
WIS 21
CHA 16
Rolls
STR - (4D6)
(2414) = 11
DEX - (4D6)
(6451) = 16
CON - (4D6)
(5466) = 21
WIS - (4D6)
(6133) = 13
INT - (4D6)
(6634) = 19
CHA - (4D6)
(1332) = 9
STR 10
DEX 15
CON 17
INT 12
WIS 16
CHAR 8
I will swap DEX and CHA. I get a +2 to one ability as a Human so I will bump up the 16 to an 18 so final starting stats of:
STR 10
DEX 8
CON 17
INT 12
WIS 18
CHAR 15
Does this look correct? Would you guys have tried to reroll the 8? The chances of it being lower are pretty slim, but an 8 isn't terrible...
Rolls
HP - (5d8+8)
(65841) + 8 = 32
I just have a couple questions/problems with equipment.
1) I wanted to have a light cross bow as well but the character sheet won't save a second weapon. I can fill it out but it disappears when I hit save.
2) How do you figure out the maximum weight you can carry, I have just under 100lbs of equipment. My STR is +1 and I am a medium creature (human). I couldn't find this anywhere, I know D&D had penalties for carrying too much.
3) Can you buy rations or do you need to buy meat, bread ect separately.
4) I have 4,000gp left. I am not sure what else I would spend it on, did others have a lot of gold left as well? Should/can I buy a horse? I splurged on mithril armour, a masterwork morning star, I bought shield spikes, and a silver holy symbol.
5) Speaking of holy symbol, can that be bolted to my shield? That way I can present my shield when the spell requires the holy symbol? Would it make sense to also have a ring in case I have to drop the shield for some reason?
Thanks for the help!
If you can't add a light crossbow as a weapon, that sounds like a bug. I can try adding it for you (as GM I have the power to edit your character sheet), but if it's still doesn't work, we might want to notify Keleth about this in the bug section...
Edit: I was able to add the crossbow for you. Hopefully, you should be able to edit it and it should still show up...
The carrying capacities for a STR 11 character are Light Load: 38 lbs or less, Medium Load: 39-76 lbs, and Heavy Load 77-115 lbs.
The penalties are that at Heavy Load, your speed will be limited to 20-feet with a run of x3, your Max Dex bonus is +1 (which is a nonissue with your modifier of -1...), and you check penalties which account for armor and encumberment are at -6 or whatever the armor you're wearing has, whichever is worse (so yeah, no swimming with those penalties... :P ).
Trail rations cost 5 SP each and weight 1 lb. each. Each provide enough food for 1 day. There is an inn at the village of Barovia, so you can always eat there too when you're in the village. Still, in order to travel to Barovia, your character would have probably had to take a few days worth of rations...
Some minor magic items might help. I don't remember how much the other players had left after creating their characters... I think it varied between a few dozens to about a hundred or so GP...
Edit: An heward's handy haversack costs only 2000 GP and would definitely help you reduce your weight, seeing that you made your armor out of mithral, I assume mobility was a concern for you.
A headband of inspired wisdom +2 would cost 4000 GP and help increase your Wisdom to a score of 20.
Those are merely suggestions...
Hmm, interesting idea for the holy symbol. Maybe this was covered in one of the many Pathfinders sourcebooks... I'll have to look into it...
Edit: It seems that in order to make a shield, weapon, or armor into your holy symbol, you need to pay someone 250 GP in order to do so. It all has to do with an item creation feat.
Also, I think you forgot to add your CON bonus to your HP. In Pathfinder, each race get to choose their favored class, which is usually teh one they took levels in. Each level of favored class you take gives you minor bonuses like the choice of an extra HP or skill point every level.
Finally, your character will have two traits to choose. Those are small bonus that are not quite to the level of feats but do add a bit of personality to your character...
If you are ok with it I will pay to have the Holy Symbol put on my shield, and retain a traditional one just in case.
Spent the last of the excess gold on a ring of feather fall (I almost bought a swim ring just because of your comment).
I used the favoured class bonuses on skill points, but I will add 3X6=18 to my HP for CON bonuses gives me an even 50.
I added Dedicated Defender and Inspired traits. I wasn't sure where to put them so they are under Feats, with explaining notes.
I think I made it so everyone can see my character, in case anyone else wants to take a look.
Yeah, the Feat/Ability field is indeed the best place to put in your traits. You can also use it to note your class features and racial abilities. In fact, I think its what this field is for, hence the word "abilities" included in its name...
I do have a little money left so I am going to buy 10 alchemic flare bolts and 2 vials of vampire repellent.
And with that my cleric is fully equipped and ready to run into some adventurers to join whenever it is convenient story wise :D
Would you mind if I change it?
Looks like I missed that 18 train but still not as bad as I was expecting.
(Subject to change as per rolling rules, depending on class choice)
Str: 13
Dex: 15
Con: 16
Int: 16
Wis: 14
Cha: 14
Rolls
Stat barf - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (6251) = 14
4d6 : (2465) = 17
4d6 : (6545) = 20
4d6 : (6246) = 18
4d6 : (2266) = 16
4d6 : (6443) = 17
Remember that you can switch two traits. You can also re-roll one, but must keep the second result, even if worst than the first.
Oh yeah, I also forgot, you can also select two traits.
Also, swapping Int and Wis.
Yup, regrets: 10
Mathed wrong on my Con modifier; should be +15. Total roll: 41.
Rolls
Str reroll - (4d6)
(3234) = 12
Hp - (5d8+18)
(83168) + 18 = 44
Oh, also in Pathfinder, each race choose its favored class, and each level of favored class you take, you receive a small bonus, either a +1 HP per level or skill point per level. There exist some other racial options for favored classes, but those tend to be underwhelming...
Yep, already did favored class, took the HP.
Edit: HAHA, taking a look at the other characters, mine is a helpless baby comparably.
Yep, already did favored class, took the HP.
Edit: HAHA, taking a look at the other characters, mine is a helpless baby comparably.
Vow of Celibecy: A celibate monk is not allowed to touch others or have others touch him (including touch spells from allies).
Face Collector: Thereafter, at the cost of 1 ki point and as a standard action, the scarred monk can alter her facial features to duplicate those of a dead body she touches.
So in other words, I can't do the thing that makes me a scarred monk and I can't do any monk things because I'm a scarred monk. I guess, checkmate, Irvanovich, I win this useless contest; your character looks like a god comparatively.
Is there something we can work out here or did I completely bone myself?
Looks like that lands me on the +6 for mods. Need to think about where to swap exactly.
Rolls
Str - (4d6)
(6346) = 19
Dex - (4d6)
(5334) = 15
Con - (4d6)
(1224) = 9
Int - (4d6)
(4623) = 15
Wis - (4d6)
(1413) = 9
Cha - (4d6)
(1436) = 14
Con reroll - (4d6)
(4415) = 14
Str 16
Dex 12
Con 13
Int 13
Wis 8
Cha 13
If you still aim for a pally, you can always swap Dex for Wis since heavy armor should make up for your Dex penalty. This is what most fighter-ish characters have done so far...
edit - link for avatar broke. Will need to send it up to the internet somewhere later tonight.
Rolls
HP - (5d10+5)
(911071) + 5 = 33
Character Name: Adrith Lightborne
Race: Aasimar (Angel-blooded)
Class: Paladin
Alignment: LG
Size: Medium
Height: 6'
Weight: 200 lb
Skin: Copper
Eyes: Dark Blue
Hair: Raven black, long
Background:
Adrith was found as a babe on the steps of a temple, with no indication of who, or what, he was. He was raised by the clergy, and was taught the ways of the church of Iomedae, the goddess of justice and honor. While his early childhood was somewhat boring, barring the standard mischief making of children that earned him stern looks from the stuffier members of his adopted family, the rest of his youth was drastically different.
While he was around 13 or 14, slavers sacked the village, and the temple. Being just a wiry lad, he fought back, to no avail. Those too old to serve were put to the sword, and the rest were taken as slaves. The next several seasons passed in a blur of abuse, neglect, or plain indifference. Despite the conditions, Theo always remembered his prayers and rituals. The other slaves never quite understood his devotion, after all, they were still slaves, but it gave him hope, and it seemed to help the younger members of their group.
At 16, his life took another drastic turn. While working in the camp, he was sent to fetch lunch. When he arrived, he was stunned by the sight of one of the slave girls, Ria, fighting off a guard trying to force himself upon her. Grabbing the glowing poker from the fire, Theo struck the oaf as hard as he could. While the man was out, Adrith had the girl hide, set on taking the blame himself, knowing that whatever they did to him, would be light compared to what would befall young Ria. When the man regained what little sense he had, he saw not the young tart that had interested him, but an angry looking youth with a poker, with some of his blood on it.
While he awaited his punishment in a cage, he rubbed at the burned patch on his arm, the brand for disobedient slaves an angry, raw, red. He knew he was to be punished, and severely, in the morning. Instead of falling into despair, he prayed to his goddess for strength. Instead of the calm that he normally felt from the familiar actions, he felt something whisper to him. "None who uphold my laws are ever left to face their foes alone little one. Sometimes peace needs to be fought, and bled, for..."
None of the slavers tell the same story of what happened next. Some claim that a wrathful god rampaged through camp, while others claim an army attacked them in the night, setting everything aflame. The only thing thing that seems constant in their wildly conflicting stories is a figure, long black hair wild in the fire lit camp, that seemed to glow as he fell upon those that dared to try to attack the escaping slaves.
(went a little long winded on this, sorry :) )
Concept is a generally calm man, who tries to do his best to bring peace and hope to the lands. Sometimes this comes from mediating disputes, helping fight off bandits, or curing the sick. While the years have taught him patience, slavers will bring him to a righteous anger in an instant. The slavers brand on his arm is still an angry mark on his flesh, that he keeps to remind him of his roots. He trusts his goddess implicitly, and will gladly go anywhere she sends him, knowing that he will be needed wherever she directs.
Rolls
STR - (1d46)
(23) = 23
STR - (4d6)
(1443) = 12
DEX - (4d6)
(1652) = 14
CON - (4d6)
(3353) = 14
INT - (4d6)
(6545) = 20
WIS - (4d6)
(6245) = 17
CHA - (4d6)
(1232) = 8
Net of 6 now
STR 11
DEX 13
CON 11
INT 16
WIS 15
CHA 11
Reroll the STR and now a 12.
Trading WIS and DEX
STR 12, DEX 16, CON 11, INT 18, WIS 13, CHA 11 after +2 INT from human and +1 DEX for 4th ADJ. Looks good to me.. :)
HP: So I have: 6, 2, 4 ,4, 3 and 3 for fighter. Total : 22 HP
Rolls
STR, DEX, CHA - (3d6)
(316) = 10
STR reroll - (4d6)
(3631) = 13
Wizard HP - (4d6)
(2443) = 13
Fighter 1 level HP - (1d10)
(3) = 3
Languages: Common, Shadowtongue, Dwarven, Elven, Goblin, Giant
Vision: Darkvision 60’
Level 5 Wizard(Conjurer, Shadowcaster): , Level 1 Fighter
Strength 12, Dexterity 16, Constitution 11, Intelligence 18, Wisdom 13, Charisma 11
Fortitude+3, Reflex +4, Will +5
HP 22
AC (18
Initiative +3
CMB +5, CMD +18
Appraise +10, Climb +5, Handle Animal +5, Intimidate +4, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Knowledge (Religion) +8, Perception +5, Ride +9, Spellcraft +14, Survival +10, Swim +5
Feats/Abilities: Human: Spell Focus (Evocation), Spell Specialization (Magic Missile), Toppling Spell, Scribe Scroll, Arcane Armor Training, Improved Caster Level
Traits: Magical Lineage (Magic Missile), Arcane Student
Magic items:
+1 Mithral Shirt with constant Endure Elements, Handy Haversack Bag, Spectacles of Understanding, Aegis of Recovery, Ioun Torch, Traveler’s Any-Tool, Pearl of Power(1st), Boots of the Cat, 10x Scroll (Fox's Cunning), Spellbook
Spell Slots: 4,3+1,3+1,2+1
* Level 0: Acid Splash, Light, Mage Hand, Prestidigitation
* Level 1: Grease(c), 3x Magic Missile
* Level 2: Glitterdust(c), Blindness/Deafness, Create Pit, Hideous Laughter
* Level 3: Summon Monster III(c), Daylight, Fireball
Shadows spells: (3Levels) Cast only in normal or dim light.
3x Magic Missile
Spellbook:
* Level 0: Resistance, Acid Splash, Caltrops, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Electric Jolt, Flare, Light, Ray of Frost, Sonic Snap, Silent Portal, Disrupt Undead, Preserve Organ, Touch of Fatigue, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, No Light, Open/Close, Repair Minor, Slash Tongue, Stick, Arcane Mark, Prestidigitation
* Level 1: Charm Person, Comprehend Languages, Detect Charm, Detect Undead, Expeditious Retreat, Grease, Magic Missile, Mount, Reduce Person, Shocking Grasp, Summon Monster I, True Strike
* Level 2: Aggressive Thundercloud, Blindness/Deafness, Create Pit, Fox's Cunning, Glitterdust, Hideous Laughter, Knock, Resist Energy, Summon Monster II
* Level 3: Daylight, Dispel Magic, Fireball, Fly, Lightning Bolt, Rain of Frogs, Summon Monster III, Tongues
* Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by 3 rounds (1/2 my wizard level). I can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
* Shift (Su): I can teleport to a nearby space as a swift action as if using dimension door. No AOO. I must be able to see the space that I'm moving into. I cannot take other creatures with you when you use this ability. I can move 5 feet for every two wizard levels I possess (minimum 5 feet). I can use this ability a number of times per day equal to 3 + my Intelligence modifier.
First, unless I missed something, you have only 1 favored class, so either you get rid of the extra spells or you get rid of that extra skill point.
Second, it would be nice if you could list your traits separately and note what they can do so as to avoid having to look them up each time.
OOC: Wondering if there is a reaction to this.
Strength 13
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 9
Charisma 12
Changed things around and swapped Str and Dex this time and put both the +2 for Human and the +1 for level into the new Dex score. That worked better for me.
Rolls
Str - (4d6)
(5553) = 18
Dex - (4d6)
(1326) = 12
Con - (4d6)
(2356) = 16
Int - (4d6)
(1126) = 10
Wis - (4d6)
(3312) = 9
Cha - (4d6)
(6224) = 14
Dex reroll - (1d6)
(4) = 4
Int reroll - (2d6)
(55) = 10
Wis reroll - (1d6)
(3) = 3
Full Wisdom reroll - (4d6, RA)
(2152) = 10
Wis reroll 1 - (1d6)
(1) = 1
Final stats with level and human bonus
13 S
14 D
14 C
12 I
13 W
17 Ch
Rolls
Strength - (4d6)
(2553) = 15
Dexterity - (4d6)
(3156) = 15
Constitution - (4d6)
(3114) = 9
Intelligence - (4d6)
(6654) = 21
Wisdom - (4d6)
(5353) = 16
Charisma - (4d6)
(2261) = 11
Dex 1s reroll - (1d6)
(3) = 3
Con 1s reroll - (2d6)
(24) = 6
Cha 1s reroll - (1d6)
(2) = 2
Con reroll - (4d6)
(3416) = 14
@Ukchanak: You seem to have switched 3 stats: Int, Wis, and Cha (assuming the human bonus of +2 went to the original 10 of Cha). You can only switch 2 stats.