Character Roster (post your character here)

Apr 23, 2016 10:08 pm
Post your character in this thread so your fellow players can get to know their teammates. Do try to update them as often as possible in case we are required to play your character in your absence.
Apr 24, 2016 2:20 am
Weiryn, a Drow-Blooded half-elf cleric of Pharasma dedicated to bringing an end to the undead plague. To that end, he has taken to studying the Arcane in addition to the Divine. He truly believes the answer to this end lies in a combination of arcane and divine magicks.
Last edited April 24, 2016 5:04 am
Apr 24, 2016 3:26 am
Oh yeah, reading your character reminded me that I forgot to state how I wanted stats to be rolled for this campaign in here. I am using the organic characters method from the D&D 3.5 dungeon master's guide p.169. In case you have not this book (and this method has not been reused in Pathfinder somewhere) here how it works.

• 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.
Apr 24, 2016 3:33 am
OK, then did I roll those stats correctly? If not, I'll reroll them...but I tried to keep track of everything in the notes.
Apr 24, 2016 3:47 am
Looks like you did.

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

Apr 24, 2016 4:49 am
No worries. Just to cover bases, I'll reroll stats. Play fair and everything :D

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
Last edited April 24, 2016 4:56 am

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

Apr 24, 2016 3:31 pm
Okay, cool. Remember to correct your AC: your character sheet still lists a +2 Dex bonus.

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?
Apr 24, 2016 4:24 pm
Positive at full, negative at -2. Crap, I thought I caught those...
Apr 24, 2016 6:59 pm
Stat roll results (after the re-roll):
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.
kalajel says:
Reroll your 1s on your 1st set Jabes.
Ok, applying the rerolled 1's to my first set of rolls, here's what I've got. With a net modifier of +10 the "reroll one ability" isn't warranted. Wasn't high enough to be helpful anyway.

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.
Last edited April 27, 2016 8:33 am

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

Apr 24, 2016 7:45 pm
Yeah, go ahead and reroll that Jabes. XD

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.
Apr 25, 2016 2:38 am
Rolling!

Str: 9 12
Dex: 10
Con: 13
Int: 14
Wis: 14
Cha: 11
Last edited April 26, 2016 1:30 pm

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

Apr 25, 2016 3:08 am
Below a +6 total modifier, you can reroll that form scratch Naatkinson. Maybe I should come up with some method to avoid constantly rerolling stats when the RNG is against you. Perhaps rerolling all 1s once?
Apr 25, 2016 3:15 am
I usually use the reroll 1s option in my games.
Apr 25, 2016 3:38 am
Great, that's what we'll use then. Jabes, Naat, you can reroll your 1s once. I'll go ahead and edit my previous post.
Apr 25, 2016 4:05 am
Jabes.plays.RPG says:
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.
I feel it very odd that at first level, they gain Perfect Strike, which is only for a limited selection of monk weapons, but other than that, the class seem okay. Also, for that build, seems you need a better Wisdom score than Dexterity score.
Apr 25, 2016 6:38 am
So the modified rule is:
kalajel says:
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
Should I reroll 1's from my first set of rolls, or reroll 1's in the 2nd set? At first I assumed the latter so I rerolled three 1's but now I realize you might want me to do the former. If that's the case then I need to reroll a few more.
kalajel says:
Jabes.plays.RPG says:
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.
I feel it very odd that at first level, they gain Perfect Strike, which is only for a limited selection of monk weapons, but other than that, the class seem okay. Also, for that build, seems you need a better Wisdom score than Dexterity score.
Honestly, I haven't even checked out the class features, so I wouldn't know. I just like the way "Zen Archer" sounds. :-D
Last edited April 25, 2016 11:06 am
Apr 25, 2016 1:08 pm
Okay, let's roll these stats !

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...
Last edited April 25, 2016 1:37 pm

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

Apr 25, 2016 2:05 pm
Reroll your 1s on your 1st set Jabes.
Apr 25, 2016 4:02 pm
Stat Rolls

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
Last edited April 25, 2016 4:11 pm

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

Apr 25, 2016 4:13 pm
Trying this again

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
Last edited April 25, 2016 5:55 pm

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

Apr 25, 2016 4:38 pm
So looking at the stats i think i would like to build a Human Gunslinger. If you give the go ahead i will start the build today.
Apr 25, 2016 4:53 pm
Hmm, I don't want to say no, but keep in mind that there is going to be a definite lack of magical firearms in the adventure...

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...
Apr 25, 2016 5:06 pm
Just realized I never posted more than just my avatar for the picture that you requested kalajel. Here it is:

http://mirvansmusings.com/GP_Files/Weiryn.jpg
Apr 25, 2016 5:12 pm
Cool. Can you also make a quick shorthand of your character as well. So other players know what weaknesses needs to be covered in the party, and also so another player can temporarily play your character if you can't make it to the game for an extended period of time?
Apr 25, 2016 5:14 pm
Sure can...just basically a stat block for him?
Apr 25, 2016 5:15 pm
per the build i get to start with one firearm, and i am perfectly ok with it there not being guns all over the place. In this it should be deemed even more rare than magic. Plus it would add a level of desperation to the character. you really have to keep the gun running.
Last edited April 25, 2016 5:22 pm
Apr 25, 2016 5:23 pm
irvanovich says:
Sure can...just basically a stat block for him?
Yeah, no need to go in great detail; we can always check the SRD or our books for that.
Kaosanddoom says:
per the build i get to start with one firearm, and i am perfectly ok with it there not being guns all over the place. In this it should be deemed even more rare than magic. Plus it would add a level of desperation to the character. you really have to keep the gun running.
Okay, no problems then.
Apr 25, 2016 5:33 pm
Question: Would you say I have more spells in my spellbook than what I get per level? I keep forgetting to ask, but while I'm looking at building a stat-block, now seems like the perfect time.
Apr 25, 2016 5:43 pm
Weiryn
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
Last edited April 25, 2016 6:10 pm
Apr 25, 2016 6:28 pm
Yeah, I consider you have some adventuring under your belt. Add whatever you want to your spellbook, so long as you pay for it as per the usual rules, of course.
Apr 25, 2016 6:30 pm
Excellent. I've got some research to do...
Apr 25, 2016 6:37 pm
kalajel says:
Yeah, I consider you have some adventuring under your belt. Add whatever you want to your spellbook, so long as you pay for it as per the usual rules, of course.
Do you want me to count the research cost in with it, or just the cost of writing the spell into the book, as though he had copied it from another spellbook?

(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))
Apr 25, 2016 6:39 pm
Ok, working on the character build and i have a question about this being a sixth level campaign and its interaction with the gunslinger. I start with either a musket, pistol, or blunderbuss. But with the gunsmith feat (that all gunslingers have) i can craft firearms myself for half the cost of the firearm. There are no rolls required for this. Would it seem feasible that a level six character could have come up with 2000 gp worth of materials to have built a revolver. That would give the character a total of two firearms, one musket, and on revolver.
Apr 25, 2016 6:48 pm
Wow i am special, those were supposed to be d10's. i apologize. fixing it now.
Last edited April 25, 2016 6:52 pm

Rolls

HP - (5d6+10)

(54113) + 10 = 24

hp - (5d10+10)

(103648) + 10 = 41

Apr 25, 2016 6:51 pm
As if you had copied it from another spellbook. I'll allow only 1 "super rare" spells, like something from a published adventure or a spell which is stipulated as being rare in one of the sourcebooks or SRD.
Apr 25, 2016 6:53 pm
kalajel says:
As if you had copied it from another spellbook. I'll allow only 1 "super rare" spells, like something from a published adventure or a spell which is stipulated as being rare in one of the sourcebooks or SRD.
Gotcha.
Apr 25, 2016 6:53 pm
Kaosanddoom says:
Ok, working on the character build and i have a question about this being a sixth level campaign and its interaction with the gunslinger. I start with either a musket, pistol, or blunderbuss. But with the gunsmith feat (that all gunslingers have) i can craft firearms myself for half the cost of the firearm. There are no rolls required for this. Would it seem feasible that a level six character could have come up with 2000 gp worth of materials to have built a revolver. That would give the character a total of two firearms, one musket, and on revolver.
As a 6th-level character you start with 16,000 gp of wealth, so you could have easily done so.
Apr 25, 2016 6:56 pm
wow, 16000 worth. awesome. that makes things even more feasible. thank you.
Apr 25, 2016 7:44 pm
Alright, kalajel. I think I've met all of your requirements there. Would you review my sheet when you have a moment or two, and make sure I'm set?

I also spent a little more gold, because I realized I forgot some rather important pieces of gear for this character...
Apr 25, 2016 8:13 pm
Yeah, looks good. You just have noted your bonus wizard spell form your school as "domain" for the 2nd level, but other than that, everything looks fine.

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.
Apr 25, 2016 8:16 pm
WHOOPS! I see what you mean, there...FIXED

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...
Apr 25, 2016 8:19 pm
Busy few days, should be able to start working on it for real tomorrow
Apr 25, 2016 9:13 pm
Okay, no problems Naat. It'll just give me more time to convert more of the adventure. ;)
Apr 26, 2016 1:07 pm
kalajel says:
Okay, no problems Naat. It'll just give me more time to convert more of the adventure. ;)
If there's anything non-essential to the game that you need help converting, let me know. I'm happy to help.
Apr 26, 2016 1:31 pm
Thanks, but I think i'll be fine. Had you offered this a few days ago I might have asked for difficult terrains, but I took care of this. XD
Apr 26, 2016 1:32 pm
Str: 9 12
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
Last edited April 26, 2016 2:13 pm

Rolls

HP - (5d8+5)

(88587) + 5 = 41

Apr 26, 2016 1:36 pm
Ok, I've updated my stat rolls post.

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.
Apr 26, 2016 1:40 pm
So, we're starting at level 6 with 16,000 gp worth of gear, correct? And are we allowed to take any of the traits?
Apr 26, 2016 1:59 pm
I didn't even think about traits...
Apr 26, 2016 2:00 pm
Huh, Traits, that's a new one... Yeah, I guess the usual two. As for magic items, what do you need to know Jabes?

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?
Apr 26, 2016 2:02 pm
Incidental means they have only half of the usual treasure, and even then only in the confines of their lair. Scroll on down until you get to the treasure section.
Apr 26, 2016 2:28 pm
Check out these HP rolls!

Kinda makes up for my terrible stat rolls!

Making a Warpriest right now :)
Last edited April 26, 2016 2:29 pm
Apr 26, 2016 2:46 pm
Always been curious about the Warpriest. I've never played a cleric/priest class before. If I ever play one this will probably be it. Good to have one on the team, Naatkinson!
Apr 26, 2016 2:46 pm
Okay, at 4th level the warpriest can channel energy, but what it his channel energy progression? Is it like the paladin where he uses his paladin's levels as his effective cleric levels?
Apr 26, 2016 2:50 pm
kalajel says:
As for magic items, what do you need to know Jabes?
Is there anything off limits? Or is anything within our budget good? Everything subject to your approval of course, but I just want to know if there's anything I shouldn't even be considering.
Apr 26, 2016 3:09 pm
kalajel says:
Okay, at 4th level the warpriest can channel energy, but what it his channel energy progression? Is it like the paladin where he uses his paladin's levels as his effective cleric levels?
I'm assuming it's equal to the Fervor ability's progression, since it takes uses of that to channel it.
Apr 26, 2016 3:26 pm
@ Jabes: Anything within the budget is good, except 3rd party stuff, obscure Pathfinder stuff (things that were only published in an adventure or is listed as rare or uncommon), or converted D&D 3.x stuff which you'll need to check up with me first.

@ 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...
Apr 26, 2016 4:13 pm
Naatkinson says:
kalajel says:
Okay, at 4th level the warpriest can channel energy, but what it his channel energy progression? Is it like the paladin where he uses his paladin's levels as his effective cleric levels?
I'm assuming it's equal to the Fervor ability's progression, since it takes uses of that to channel it.
You are correct, sir.
Apr 26, 2016 4:46 pm
OK, traits selected...but I might have to swap a feat here, or wait for the next level for it to really get any use out of one of my traits.

Decisions, decisions...
Apr 26, 2016 6:08 pm
I've settled for a fighter !

Quick question, however... The description of the fighter says that from level a fighter can swap feats :
Quote:
A fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Does that mean that when my character reach level 4 (and a +4 base attack bonus) I can choose to learn a feat requiring a base attack bonus of +4 instead of any previous feat I acquired at level 3 ? Or did I misunderstand something ?

Rolls

HP rolls - (5d10)

(982102) = 31

Apr 26, 2016 7:57 pm
Aw written, seems that way, but I wonder if this was not originally meant to not work that way. Bards and Sorcerers can do the same with a spell known, but they must replace a spell with one of the same level. Since this ability is the fighter's equivalent of that, it stands to reason that in actuality, they should replace the feat with another one they could have obtained at the same time as the original feat.

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
Apr 26, 2016 8:09 pm
kalajel says:
Aw written, seems that way, but I wonder if this was not originally meant to not work that way. Bards and Sorcerers can do the same with a spell known, but they must replace a spell with one of the same level. Since this ability is the fighter's equivalent of that, it stands to reason that in actuality, they should replace the feat with another one they could have obtained at the same time as the original feat.
It's precisely what made me wonder... I'll pick a feat the character could have obtained at level 3 then. Thanks !
Apr 26, 2016 8:19 pm
http://www.engerisser.de/Bilder/Waffen/Doppelhaken.jpg

The cart is part of the weapon. It lives on the cart. Atleast that's what I thought.
Last edited April 26, 2016 8:56 pm
Apr 26, 2016 8:33 pm
kalajel says:
Aw written, seems that way, but I wonder if this was not originally meant to not work that way. Bards and Sorcerers can do the same with a spell known, but they must replace a spell with one of the same level. Since this ability is the fighter's equivalent of that, it stands to reason that in actuality, they should replace the feat with another one they could have obtained at the same time as the original feat.

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
From an official Paizo FAQ
Quote:
Fighter: Can I use the Fighter bonus feat class feature to retrain a feat that I gained at 1st level (such as Cleave) to gain a feat that I did not qualify for at 1st level, but do qualify for now (such as Lunge)?

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.
Apr 26, 2016 9:20 pm
@ Kaosanddoom: Oh, I see. Well, you might still want to buy a cart and an ox to cart that darn thing on long journeys. :P

@ Naatkinson: Okay thanks. A bit overpowered and cheesy for my taste, but hey, the rules are the rules...
Apr 26, 2016 9:25 pm
kalajel says:
@ Naatkinson: Okay thanks. A bit overpowered and cheesy for my taste, but hey, the rules are the rules...
If that's a rule you wanted to ignore, I don't think anyone would be surprised. It's kind of a weird one to me as well.
Apr 26, 2016 9:46 pm
Yeah, I'd prefer ignoring it. I'll use my GM fiat on that one, no cheesing feats with that rule. :P
Apr 26, 2016 9:51 pm
Kaosanddoom says:
Cart and ox. Will add
Trust me, you'll need those. ;)

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...
Apr 26, 2016 10:48 pm
Jabes and I have a question about aasimar's racial traits. Are those the same traits as the 2 ones everyone starts with? However, the description says those can replace the standard aasimar racial traits. Like for example you could choose Halo to replace Celestial Resistance for example?
Apr 26, 2016 10:54 pm
It all depends. There are additional racial traits that only Aasimar can take for their 2 that everyone starts with, but the Alternate Racial Traits in the Advanced Race Guide are something different. They can replace the traits that aasimar are normally born with, providing a bit more diversity among the race. Halo can replace Celestial Resistance, and then can cast "Light" around their head instead of getting Acid, Cold, and Electricity resistance.
Apr 26, 2016 11:14 pm
Specifically, I was considering a Garuda-blooded Aasimar, but want to replace the Snake-hater trait with the Deathless Spirit trait. It's unclear to us whether this character would then still be eligible for two character traits (such as Reactionary, Heirloom Weapon, etc)
Apr 26, 2016 11:15 pm
Racial traits and the other traits are totally separate, taking one does not restrict the other.
Apr 26, 2016 11:31 pm
Naatkinson says:
Racial traits and the other traits are totally separate, taking one does not restrict the other.
Ah, teh confusion that comes form calling different things the same... XD

Okay then Jabes, proceed as per the PM I sent you then.
Apr 27, 2016 2:19 am
Are barbarians still illiterate in PF?
Apr 27, 2016 2:48 am
I do not believe so. None of the source material mentions illiteracy anymore, so it's GM's choice.
Apr 27, 2016 2:52 am
BTW, thanks for the big red button in the Pen and Paper Forums. It's driving me crazy, because I wanna push it. :P
Apr 27, 2016 2:56 am
irvanovich says:
BTW, thanks for the big red button in the Pen and Paper Forums. It's driving me crazy, because I wanna push it. :P
Agreed, it's calling to me!
Apr 27, 2016 8:02 am
Hello everyone,

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

Apr 27, 2016 9:11 am
1. Can a Zen Archer Monk use an Unchained Monk as a base? Wait, Are Unchained Classes allowed at all?
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.
Apr 27, 2016 10:52 am
I'm building a human gunslinger. Still working on some details. Should have it wrapped up today.
Apr 27, 2016 12:47 pm
Jabes.plays.RPG says:
1. Can a Zen Archer Monk use an Unchained Monk as a base? Wait, Are Unchained Classes allowed at all?
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.
1. I don't think Unchained classes can take archetypes at all, since the class features don't match up*

2. As long as the things that the archetypes alter don't overlap you can take more than one*

*Subject to DM discretion
Apr 27, 2016 12:54 pm
Thanks! I find PF bewildering, to be honest!

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?
Apr 27, 2016 1:04 pm
Jabes.plays.RPG says:
Thanks! I find PF bewildering, to be honest!

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?
You gain a feat at every odd character level. 1, 3, 5, etc. Other than that you may gain feats as a class feature, such as the fighter gets the Bonus Combat Feat at Fighter level 1 and every even level afterwards
Apr 27, 2016 1:27 pm
http://i846.photobucket.com/albums/ab26/lisatoddsean2006/Roland.jpg
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.
Last edited May 5, 2016 1:09 pm
Apr 27, 2016 1:39 pm
@ Parvus, so far the only thing the party seems to be missing is a dedicated trapfinder.
Apr 27, 2016 2:32 pm
Ok, now I'm confused:

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?
Apr 27, 2016 5:12 pm
Oh, I think I see where the confusion stems from. Snake-Hater and Toxophilite are RACE traits and not RACIAL traits. I.e. they are traits you can take with your 2 starting character traits. Again, naming different things the same... Grr...

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...
Apr 27, 2016 5:27 pm
Quote:
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers that replace the default aasimar racial traits, as well as a pair of custom traits. Each entry also discusses the most common (though by no means ubiquitous) personality traits, physical features, and places of origin of aasimars with that particular heritage.
Kinda sounds like the entire Aasimar race is overwritten by this choice
Apr 27, 2016 5:33 pm
They really didn't write it out well.

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.
Last edited April 27, 2016 5:42 pm
Apr 27, 2016 5:43 pm
kalajel says:
Oh, I think I see where the confusion stems from. Snake-Hater and Toxophilite are RACE traits and not RACIAL traits. I.e. they are traits you can take with your 2 starting character traits. Again, naming different things the same... Grr...

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...
Gah! I didn't see this post, so I looked all of this up for nothing! Oh well, it was a fun search
Apr 27, 2016 6:02 pm
Ok, if I understand what you guys have said this is what's happening:

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?
Last edited April 27, 2016 6:03 pm
Apr 27, 2016 6:03 pm
Jabes.plays.RPG says:
Ok, if I understand what you guys have said this is what's happening:

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?
Correct
Apr 27, 2016 6:12 pm
Jabes.plays.RPG says:
Ok, if I understand what you guys have said this is what's happening:

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?
That looks good to me.
Apr 27, 2016 6:30 pm
I'm a little bummed that the Monk class offers no Favored Class Bonuses for aasimar.
Apr 27, 2016 6:32 pm
Jabes.plays.RPG says:
I'm a little bummed that the Monk class offers no Favored Class Bonuses for aasimar.
There may not be favored class bonuses, but with the right feat they don't have to be lawful to be a monk...kinda baller.
Apr 27, 2016 6:36 pm
I was going to just go ahead and roleplay LG even though it says Plumekith are typically CG. Oh damn, do I need Enlightened Warrior now?

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.
Last edited April 27, 2016 6:58 pm
Apr 27, 2016 6:42 pm
I'm going for Mystic Theurge...I've always wanted to give one a try, and never managed to get there.
Last edited April 27, 2016 6:43 pm
Apr 27, 2016 7:11 pm
I didn't look precisely at the prestige class yet. I'll have to check it, though I'd be okay with playing a simple fighter.

Edit : I'll post you the stat block for my character as soon as she's approved
Last edited April 27, 2016 7:12 pm
Apr 27, 2016 7:23 pm
Jabes.plays.RPG says:
Ok, if I understand what you guys have said this is what's happening:

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?
Exactly.
Apr 27, 2016 7:26 pm
Jabes.plays.RPG says:
I was going to just go ahead and roleplay LG even though it says Plumekith are typically CG. Oh damn, do I need Enlightened Warrior now?

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.
Hopefully, somebody will get interested by the Knight of the Raven prestige class, so I did not end up converting it for nothing... Perhaps Kaos' warpriest?

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...
Apr 27, 2016 7:40 pm
I've never gone for a prestige class and probably never will
Apr 27, 2016 7:44 pm
Oh, also guys, if the Lightbringers guild interest you but there are no alternate class ability for yours, tell me, we can always work one or two out. after all the book already tells that this is an option.
Apr 27, 2016 7:45 pm
I did not know that was an option. A light bringer fits my character well. I would love to do it.
Apr 27, 2016 8:10 pm
Coo, I'm sure we can work something out.
Apr 27, 2016 8:15 pm
I wish the Lightbringers had something to offer monks.

Now, if I decide to go Champion of the Enlightened then I might consider a Lightbringer Paladin for the paladin levels. :-)
Apr 27, 2016 8:23 pm
Again, something could be worked out.
Apr 27, 2016 8:39 pm
Ah, found something quick for the monk in Complete Mage. I just switch necrotic energy for positive energy and we get...

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...
Apr 27, 2016 8:53 pm
The only things that comes to mind for the gunslinger would be the ability to throw a splash weapon toward an intersection, shoot it mid air, and have it have affect the 4 squares fully instead, with the flavor text that shooting vials of holy water in mid-air is a favored trick used by lightbringer gunslingers... Perhaps replacing Deadeye as a Deed?
Apr 27, 2016 9:01 pm
We could do it as a utility shot, replacing the scoot item shot. Seems like a very similar skill. You hit a small object with the intent of breaking it instead of moving it?
Apr 27, 2016 9:04 pm
Yeah, but you have combat potential with it, like holy water, alchemical sun flash, alchemist fire, ect... So it should replace something combat-related.
Apr 27, 2016 9:06 pm
Ok that makes sense. Let's just leave him standard. I can join without changing skills right?
Apr 27, 2016 9:07 pm
Yes.

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.
Apr 27, 2016 9:08 pm
It's going to be new for me to learn it anyway, let's join the light bringers and leave the skills standard.
Apr 27, 2016 9:10 pm
I think I may join the Lightbringers without using any of the alternate stuff. I'm just here to kill some undead!
Apr 27, 2016 9:10 pm
Okay. Be sure to check out my updated post above.
Apr 27, 2016 9:11 pm
Yeah, I'll join the guild...do you think you can come up with a Wizard ability? I want to leave the cleric side standard.
Apr 27, 2016 10:07 pm
How about this?

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.
Apr 27, 2016 10:23 pm
Jabes, how about those then?

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.
Apr 27, 2016 10:24 pm
If you wanna write up a feature for Warpriest, I would consider it. The ones I've seen so far are really cool.
Apr 27, 2016 10:57 pm
Really tempted to get an undead bane weapon... I'm just afraid I'll find a replacement after spending so much lol
Apr 27, 2016 11:45 pm
Naatkinson says:
Really tempted to get an undead bane weapon... I'm just afraid I'll find a replacement after spending so much lol
Me too! LOL!

The new features look great, kalajel! Will work them in. Thanks!
Apr 27, 2016 11:51 pm
I have my character submitted. Still got a little bit of stuff to finish up, mechanically. This will at least give you an idea though.
Apr 28, 2016 12:23 am
Well, for warpriest, the ones I converted for clerics could still work with a little bit of tinkering. Like those that replace a 1st level domain power could instead replace a 1st level blessing power.
Apr 28, 2016 1:14 am
"Velcome frriends, to castle rraveloft. Ha, ha, ha, ha, ha, ha."
Apr 28, 2016 1:14 am
You guys can't see his character sheet, right?
Apr 28, 2016 1:15 am
Sure can. Remove it from the library
Apr 28, 2016 1:15 am
I didn't actually read it though
Apr 28, 2016 1:18 am
So if you doN,t want a player to be able to read a character sheet, it must not be on the library, ok, got it.
Apr 28, 2016 1:22 am
Putting it in the library makes it public, so you are correct.
Apr 28, 2016 2:51 am
I adjusted my characters equipment to get the gold for membership. Now a standard member of the light bringers.
Apr 28, 2016 4:04 am
Jabes? Parvus? How are your characters coming along?
Apr 28, 2016 9:12 am
Sorry didn't have much time yesterday. I'll try to submit it today. I'm going to keep it simple, a urban ranger (so he has the trap finding and magic trap disabling issue covered) undead hunter (favored enemy "undead") archery based, Hopefully I could buy a undead bane or sacred bow but not sure if I'll have enough money.

I plan to join the lightbringers for sure, anything for rangers/archers?
Apr 28, 2016 9:28 am
I'll reroll wisdom. Nah, same result.

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).
Last edited April 28, 2016 10:25 am

Rolls

Wis (reroll) - (4d6)

(2415) = 12

Apr 28, 2016 11:57 am
ParvusDomus says:
I'll reroll wisdom. Nah, same result.

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).
A big humanoid carrion bird hunting the undead...I love it
Apr 28, 2016 1:29 pm
@ Parvus: I'll try to work some lightbringer ability later today, tomorrow, or on the weekend.
Apr 28, 2016 1:30 pm
Kayleigh
Female Human Fighter 6
NG

http://i86.servimg.com/u/f86/13/46/35/41/kaylei10.png

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
Last edited May 3, 2016 7:34 pm
Apr 28, 2016 2:38 pm
kalajel says:
@ Parvus: I'll try to work some lightbringer ability later today, tomorrow, or on the weekend.
thx :)

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
Last edited April 28, 2016 3:09 pm

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

Apr 28, 2016 3:05 pm
@ Parvus

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.
Apr 28, 2016 5:35 pm
Well. That'll be interesting.
Apr 29, 2016 12:53 pm
Darren Silversmith - Human Warpriest
http://i.imgur.com/UkD0qqH.jpg?1
Last edited April 29, 2016 1:24 pm
Apr 29, 2016 1:03 pm
Updated my sheet to include the stuff for being in the Lightbringer's Guild.

Also, I added my sheet to the library to make it easier on anyone that has to roll for me, if ever required.
Apr 29, 2016 1:34 pm
Yeah, now that I realized that including your sheet in the library means everyone can look at it, sort of made this thread useless... XD

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.
Apr 29, 2016 1:35 pm
Hey, it also taught me about the library...so I don't consider it totally useless.

That Lightbringer ability for the Ranger could be interesting...considering my character meets 3 out of 4 of those Favored Enemy requirements...
Apr 29, 2016 2:46 pm
I added my sheet to the library too. I think however that the stat block may be easier to use and consiser.
Apr 29, 2016 2:49 pm
I have submitted my character, how do i put it in the library?
Apr 29, 2016 2:54 pm
When you pull up your character list, there's a bunch of icons next to it. A gear shift to edit the type/label, a pencil to edit the sheet, and then a book to put it in the library.
Apr 29, 2016 3:27 pm
irvanovich says:
That Lightbringer ability for the Ranger could be interesting...considering my character meets 3 out of 4 of those Favored Enemy requirements...
"No, really dude, I'm a good necromancer... stop glaring at me like that, you're freaking me out..."
Apr 29, 2016 3:34 pm
kalajel says:
irvanovich says:
That Lightbringer ability for the Ranger could be interesting...considering my character meets 3 out of 4 of those Favored Enemy requirements...
"No, really dude, I'm a good necromancer... stop glaring at me like that, you're freaking me out..."
Why you lookin' at me like that, brah? I hate those a-holes as much as you do...
Apr 29, 2016 7:01 pm
irvanovich says:
kalajel says:
irvanovich says:
That Lightbringer ability for the Ranger could be interesting...considering my character meets 3 out of 4 of those Favored Enemy requirements...
"No, really dude, I'm a good necromancer... stop glaring at me like that, you're freaking me out..."
Why you lookin' at me like that, brah? I hate those a-holes as much as you do...
It should be interesting !
Apr 29, 2016 11:10 pm
"Do you even lightbring bro?"
Apr 30, 2016 12:34 am
Can scrolls still have more than one spell written on them or has that changed in Pathfinder?
Apr 30, 2016 3:35 pm
kalajel says:
Can scrolls still have more than one spell written on them or has that changed in Pathfinder?
Not ignoring you just done have any idea...
Apr 30, 2016 3:45 pm
Ok, I've got work out of the way for now. So on to character creation!

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?
Last edited April 30, 2016 4:56 pm
Apr 30, 2016 6:07 pm
Jabes.plays.RPG says:
Ok, I've got work out of the way for now. So on to character creation!

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?
Well, I guess a bow could be considered a monk weapon for you, but the problem is that Holy Strike specifically states monk melee weapons, so no, it would not apply to the bow, unless you manage to find some enchantment or weapon modification which allows you to use your bow in melee.

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.
Apr 30, 2016 6:10 pm
For example, I remember D&D 3.5 had an enchantment which allowed a bow to change into a staff. Not sure if that was converted to Pathfinder.
Apr 30, 2016 6:14 pm
Ghah! I am looking up vows. They look to be more annoying than anything. And they replace Still Mind in addition of what they do? Honestly, I don't feel they are worth it, but that's just my opinion...
Apr 30, 2016 6:24 pm
You might be referring to the Bowstaff spell. The Empty Quiver feat track would also allow me to use my bow for melee attacks. But I'd be better off just using my fists, right? :-)

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.
Apr 30, 2016 8:53 pm
Vows changed a LOT between 3rd edition and Pathfinder. I still remember the Vow of Poverty monk that had a higher armor class than the paladin in full plate that a friend of mine played. In PF, they add more RP flavor, but you don't get as much for them.
Apr 30, 2016 9:03 pm
irvanovich says:
Vows changed a LOT between 3rd edition and Pathfinder. I still remember the Vow of Poverty monk that had a higher armor class than the paladin in full plate that a friend of mine played. In PF, they add more RP flavor, but you don't get as much for them.
Yeah, those were from Book of Exalted Deeds. That book and Book of Vile Darkness were broken as fuck, so of course, I always had players wanting to take options from those books...
Apr 30, 2016 9:11 pm
Yeah, PF hit them with a nerfhammer from Hell when they come up with them. Extra ki, extra flavor, not much else
Apr 30, 2016 9:33 pm
Jabes.plays.RPG says:
You might be referring to the Bowstaff spell. The Empty Quiver feat track would also allow me to use my bow for melee attacks. But I'd be better off just using my fists, right? :-)
Well, you can always fall back to your fist if you're ever pressed in melee or grapple... But actually I was talking about a bowstaff (I think that was the name) which was either a magic weapon or an enchantment you could buy and put on your weapon.

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.
Apr 30, 2016 10:19 pm
kalajel says:
Can scrolls still have more than one spell written on them or has that changed in Pathfinder?
Okay, nevermind guys, I looked it up and yes, scrolls can have more than one spell scribed on them.
Apr 30, 2016 10:40 pm
kalajel says:
kalajel says:
Can scrolls still have more than one spell written on them or has that changed in Pathfinder?
Okay, nevermind guys, I looked it up and yes, scrolls can have more than one spell scribed on them.
Crap, I'm sorry mate. I meant to double check that for you last night and for caught up working on the cameras for the stand...
Apr 30, 2016 10:41 pm
It's okay, no problems. I need to look stuff up as well if I'm to DM. :P
Apr 30, 2016 11:01 pm
Yeah, but it makes life so much easier if experienced players tell you where to look :p
May 2, 2016 1:15 am
Oh, since a lot of you decided to be lightbringers, I should probably bring up the fact that you have a 10% subsidy on basic supplies, so that could be a way for you to make back a bit of that 100 gp you had to spend. ;)
May 2, 2016 1:16 am
Do subsidies include crafting supplies?
May 2, 2016 2:00 am
Does "basic supplies" include all mundane items, including ammo?
May 2, 2016 2:22 am
@ Kaos: No, its basic supplies you buy from the guild.

@ Jabes: Yes.
May 2, 2016 3:48 am
Ok, here's what I've got so far. I'm still making a change or two to his feats, and will probably redo his gear (as I seem to be over budget). I'll make a clean stat block when I've finalized everything.
Last edited May 3, 2016 3:10 pm
May 2, 2016 3:55 am
How does Focused Shot work with Rapid Shot or a Zen Archery Flurry? How about in conjunction with a Precise Shot? Do I get to add the INT mod to any attack I make with a bow?

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!
kalajel says:
Ah, found something quick for the monk in Complete Mage. I just switch necrotic energy for positive energy and we get...

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...
Last edited May 2, 2016 5:54 am
May 2, 2016 1:46 pm
Jabes.plays.RPG says:
How does Focused Shot work with Rapid Shot or a Zen Archery Flurry? How about in conjunction with a Precise Shot? Do I get to add the INT mod to any attack I make with a bow?

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!
kalajel says:
Ah, found something quick for the monk in Complete Mage. I just switch necrotic energy for positive energy and we get...

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...
It uses your standard action to make a Focused Shot, so you can only make one attack that round. Things like manyshot and rapid shot require you to use the full attack action, and so don't work with focused shot.
May 2, 2016 2:07 pm
How about another feat/ability that requires a standard action? Say I attempt to combine Focused Shot and Perfect Strike? And then say I also had Deadly Aim and tried to pile that on. That should work, right?
May 2, 2016 2:09 pm
Jabes.plays.RPG says:
How about another feat/ability that requires a standard action? Say I attempt to combine Focused Shot and Perfect Strike? And then say I also had Deadly Aim and tried to pile that on. That should work, right?
None of those other things require a standard action, so they should all work together.

You can't combine more than one thing that actually uses your standard action, such as Vital Strike and Cleave
May 2, 2016 2:11 pm
I would also HIGHLY recommend taking Deadly Aim. That's where a large chunk of your damage will come from.
May 2, 2016 2:13 pm
Yeah it actually sounds like a better fit than Focused shot. Ujjaya's intelligence isn't fantastic. :-)
May 2, 2016 2:18 pm
Jabes.plays.RPG says:
Yeah it actually sounds like a better fit than Focused shot. Ujjaya's intelligence isn't fantastic. :-)
Power Attack and Deadly Aim are almost required feats if you want to remain competitive on damage. Also, getting a bow with the Adaptive is something that I'd recommend, because you don't add any stat to your damage otherwise.
May 2, 2016 2:34 pm
I thought about Adaptive, but if we're only playing for 4 levels then we're only looking at one more ability increase and I know I'm not spending it on Strength. So Adaptive would be of no use. I got myself a Composite +2 bow. While we're on the subject, must an Bane weapon also have +1 magical enhancement? A +1 Undead Bane Composite +2 Longbow is gonna cost me 4,300gp. Would've gone with Holy but I can't afford it.
Last edited May 2, 2016 2:48 pm
May 2, 2016 2:43 pm
Jabes.plays.RPG says:
I thought about adaptive, but if we're only playing for 4 levels then we're only looking at one more ability increase and I know I'm not spending it on Strength. So adaptive would be of no use. I got myself a Composite +2 bow. While we're on the subject, must an Undead Bane bow also have +1 magical enhancement? A +1 Undead Bane Composite +2 Longbow is gonna cost me 4,300gp. Would've gone with Holy but I can't afford it.
A couple things to remember:

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.
May 2, 2016 2:50 pm
1. Good point on the strength drain.

2. SRD says it's a +1 enhancement for the purpose of pricing.
May 2, 2016 2:54 pm
Jabes.plays.RPG says:
1. Good point on the strength drain.

2. SRD says it's a +1 enhancement for the purpose of pricing.
Since you already have a +1 on the weapon, and this is another +1 you count it as a +2 weapon for purposes of pricing. Those numbers stack for the purposes of determining purchase cost.
May 2, 2016 3:05 pm
Naatkinson says:
Jabes.plays.RPG says:
1. Good point on the strength drain.

2. SRD says it's a +1 enhancement for the purpose of pricing.
Since you already have a +1 on the weapon, and this is another +1 you count it as a +2 weapon for purposes of pricing. Those numbers stack for the purposes of determining purchase cost.
Yup, I got that part. So:
+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
Last edited May 2, 2016 3:08 pm
May 2, 2016 3:06 pm
+2 weapons cost 8,000 gp, not the same as two +1 weapons. And you did your math wrong lol
May 2, 2016 3:11 pm
LOL yeah wrong math! :-D

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?!?!?!?!
Last edited May 2, 2016 3:23 pm
May 2, 2016 3:20 pm
Jabes.plays.RPG says:
LOL yeah wrong math! :-D

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?!?!?!?!
Correct!
May 2, 2016 3:23 pm
Looks like I am dropping the Undead Bane enhancement. :-P
May 2, 2016 3:24 pm
Jabes.plays.RPG says:
Looks like I am dropping the Undead Bane enhancement. :-P
Yeah, that's why I did too. If it were a mere +2,000 to the cost, I would totally take it!
May 2, 2016 5:20 pm
In a couple of levels, I can always take "Craft Magic Arms and Armor" and add the enchantments to an item...I even have the "Make Masterwork" spell for the mundane items!
May 2, 2016 5:25 pm
I'm sure kalajel is going to drop us some sweet loot! :-D
May 2, 2016 5:27 pm
irvanovich says:
In a couple of levels, I can always take "Craft Magic Arms and Armor" and add the enchantments to an item...I even have the "Make Masterwork" spell for the mundane items!
Another thing I hate about Pathfinder; the fact that you have to use feats to be good at crafting items (or to do so at all in a lot of cases). This isn't necessarily a problem with PF only. I dislike the idea that your non-combat skills and abilities are somehow tied to how good you are at fucking up a dragon lol
May 2, 2016 5:35 pm
Naatkinson says:
irvanovich says:
In a couple of levels, I can always take "Craft Magic Arms and Armor" and add the enchantments to an item...I even have the "Make Masterwork" spell for the mundane items!
Another thing I hate about Pathfinder; the fact that you have to use feats to be good at crafting items (or to do so at all in a lot of cases). This isn't necessarily a problem with PF only. I dislike the idea that your non-combat skills and abilities are somehow tied to how good you are at fucking up a dragon lol
That was an issue in 3.5, as well...unless you took the Artificer class...and then, well, screw your feats and your spells. I do what I want.

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.
May 2, 2016 5:42 pm
irvanovich says:
Naatkinson says:
irvanovich says:
In a couple of levels, I can always take "Craft Magic Arms and Armor" and add the enchantments to an item...I even have the "Make Masterwork" spell for the mundane items!
Another thing I hate about Pathfinder; the fact that you have to use feats to be good at crafting items (or to do so at all in a lot of cases). This isn't necessarily a problem with PF only. I dislike the idea that your non-combat skills and abilities are somehow tied to how good you are at fucking up a dragon lol
That was an issue in 3.5, as well...unless you took the Artificer class...and then, well, screw your feats and your spells. I do what I want.

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.
The best option for crafting items is to take the Leadership feat, make your cohort a wizard who only takes crafting-related abilities and leave them at your base of operations to craft all day lol

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.
May 2, 2016 8:26 pm
I got the bug now, i need this character to shoot something. lol
May 2, 2016 11:22 pm
At some point, if I find something other than a warhammer, could I possibly change my Weapon Focus and Weapon Specialization feats to apply to a different weapon. (I hate how restrictive those feats are)
May 3, 2016 1:04 am
OK...the Arcane Bond a wizard has with an item...I get that I can cast one spell from my spellbook with it a day. I also get that it auto repairs when I prepare my spells.

The "add enchantments and abilities" thing is what gets me.
Quote:
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
Craft Wondrous Items requires Caster Level 3...if I add "Protective Penumbra" as the special ability to my bonded amulet, does it cost me anything? And what would it take to add other abilities to it?
May 3, 2016 1:06 am
irvanovich says:
OK...the Arcane Bond a wizard has with an item...I get that I can cast one spell from my spellbook with it a day. I also get that it auto repairs when I prepare my spells.

The "add enchantments and abilities" thing is what gets me.
Quote:
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
Craft Wondrous Items requires Caster Level 3...if I add "Protective Penumbra" as the special ability to my bonded amulet, does it cost me anything? And what would it take to add other abilities to it?
Largely a question for Naatkinson...I want to make sure I understand it correctly.
May 3, 2016 1:27 am
I assume it costs the same as enchanting any other object.

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.
Last edited May 3, 2016 1:29 am
May 3, 2016 1:28 am
Cost of silver arrows is given as +2gp. That's per bundle of 20, (not per piece) right?
May 3, 2016 1:29 am
So you do have to spend the money to enchant it, even though it loses that ability after being removed from the wizard's person?
May 3, 2016 1:31 am
Quote:
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%
Could take this into consideration as well
May 3, 2016 1:31 am
irvanovich says:
So you do have to spend the money to enchant it, even though it loses that ability after being removed from the wizard's person?
I believe so, otherwise it's too powerful and you can add an unlimited number of effects.
May 3, 2016 1:33 am
Gotcha. Having to spend the gold on it and be unable to sell it without it losing the abilities, though I can see why it's there.

Oh well. I guess I'll just have to make do until I get Permanency...then I can fix this problem...
May 3, 2016 1:34 am
Jabes.plays.RPG says:
Cost of silver arrows is given as +2gp. That's per bundle of 20, (not per piece) right?
It's for the whole quiver, yes.

Edit: Yeah permanent effects are a bitch to add to magic items...
May 3, 2016 1:35 am
Jabes.plays.RPG says:
Cost of silver arrows is given as +2gp. That's per bundle of 20, (not per piece) right?
Correct
May 3, 2016 10:43 am
Quote:
Efficient Quiver: The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like).
Can you put arrows in the longer compartments of an Efficient Quiver and thus carry more than 60 arrows?
Last edited May 3, 2016 10:43 am
May 3, 2016 1:50 pm
Jabes.plays.RPG says:
Quote:
Efficient Quiver: The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like).
Can you put arrows in the longer compartments of an Efficient Quiver and thus carry more than 60 arrows?
No. The compartments are "dedicated" as per the description. I imagine the other compartments at being longer (i.e. deeper) so as to better hold the javelins, bows, and spears put in them, so using them to put arrows in instead would defeat the purpose of the quiver which is to easily access items put in them. Besides, holding 60 arrows at a time is already good, and nothing prevents you from transferring arrows from other quivers to the efficient quiver in between battles.
May 3, 2016 1:53 pm
Jabes.plays.RPG says:
Quote:
Efficient Quiver: The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like).
Can you put arrows in the longer compartments of an Efficient Quiver and thus carry more than 60 arrows?
If you're worried about not having enough arrows, you should have other party members carry a quiver as well.
May 3, 2016 1:55 pm
Or if you have the Gold left look into a handy haver sack
May 3, 2016 2:17 pm
Naatkinson says:
Jabes.plays.RPG says:
Quote:
Efficient Quiver: The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like).
Can you put arrows in the longer compartments of an Efficient Quiver and thus carry more than 60 arrows?
If you're worried about not having enough arrows, you should have other party members carry a quiver as well.
Or talk to the wizard and make sure he prepares Abundant Ammunition every day...
Last edited May 3, 2016 2:18 pm
May 3, 2016 2:56 pm
Thanks, guys! I still only carrying a light load. I guess I am taking a couple of extra quivers.

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?
May 3, 2016 3:00 pm
Barovian would be Common. Vistani is out of the question. the lightbringers are based out of most larger cities, although their founders are elves, so Elven would be a good choice of lightbringers.
May 3, 2016 3:28 pm
Hey Nat, I'm a bit curious about your pearl of power of divine favor. I can't seem to find that particular pearl anywhere in the SRDs...
May 3, 2016 3:35 pm
kalajel says:
Hey Nat, I'm a bit curious about your pearl of power of divine favor. I can't seem to find that particular pearl anywhere in the SRDs...
It's actually just a Pearl of Power that lets me recall one first level spell per day as if I hadn't cast it and I can then cast it again.

I have it marked as divine favor, because that's what I'll most likely use it on.
May 3, 2016 4:06 pm
Oh man, I totally missed those alchemical items! Got any Alchemical Flare arrows, or are those crossbow bolts only?

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.
May 3, 2016 4:15 pm
You could buy them as arrows, but as a bundles of 10 only. You can apply your discount to the silvered arrow as well. I consider silver weapons to be common enough. Lycanthropes are not the only ones to have weakness to silver.
May 3, 2016 4:18 pm
OK, cool! But I still wonder: silvered ammo is intended to overcome certain creatures' damage reduction, yes? Doesn't the +1 magical enhancement conferred by the bow to a common arrow already do that? Just want to make sure I'm not being redundant here.
May 3, 2016 4:20 pm
Jabes.plays.RPG says:
OK, cool! But I still wonder: silvered ammo is intended to overcome certain creatures' damage reduction, yes? Doesn't the +1 magical enhancement conferred by the bow to a common arrow already do that? Just want to make sure I'm not being redundant here.
You actually have to have a +3 weapon to overcome silver/cold iron. The silver on the weapon is still useful to us for a while yet :)
May 3, 2016 4:22 pm
Ah. OK then. Will finish up the character,in the next hour, and jump into the Prologue. :-)
May 4, 2016 12:59 pm
Ok, at long last, here's the final version of my archer monk (pending any corrections).

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.
https://s-media-cache-ak0.pinimg.com/564x/57/09/41/57094162fc853430b9c98ada10b88d4e.jpg

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
Last edited May 4, 2016 3:33 pm
May 4, 2016 1:25 pm
The only thing I see (so far) that needs to be corrected is that you don't add Weapon Focus to damage, only attack rolls.
May 4, 2016 2:22 pm
Naatkinson says:
The only thing I see (so far) that needs to be corrected is that you don't add Weapon Focus to damage, only attack rolls.
Good catch! Will fix it. Thanks!
May 4, 2016 2:46 pm
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Last edited May 4, 2016 2:47 pm
May 4, 2016 3:00 pm
Jabes.plays.RPG says:
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Look at this table. If it says "Yes" in the column labeled "Untrained", then you can use it without ranks. If it says "No", then you can't use it until you put a rank in it.
May 4, 2016 3:29 pm
Naatkinson says:
Jabes.plays.RPG says:
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Look at this table. If it says "Yes" in the column labeled "Untrained", then you can use it without ranks. If it says "No", then you can't use it until you put a rank in it.
Thanks! I can't believe I missed that! So, pretty much like 3.5e then.
May 5, 2016 10:59 am
Hello guys, finally had some time to finish my guy (it's been a copule crazy weeks at the office).


Kuroi Hane
Male Tengu Ranger (Urban)

http://s32.postimg.org/y9jnapvlx/shoot_out_the_lights_by_deriaz_d7iebcs.png

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;
Last edited May 6, 2016 3:10 pm

Rolls

Companion HP - (3d8+3)

(562) + 3 = 16

May 5, 2016 1:24 pm
ParvusDomus says:
Hello guys, finally had some time to finish my guy (it's been a copule crazy weeks at the office).


Kuroi Hane
Male Tengu Ranger (Urban)

http://s32.postimg.org/y9jnapvlx/shoot_out_the_lights_by_deriaz_d7iebcs.png

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;
I see a couple of problems here:

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.
Last edited May 5, 2016 1:26 pm
May 5, 2016 1:48 pm
Isn't the katana basically a bastard sword? So he would nave no problem with it so long as he wields it with both hands? Also, there are creatures other than lycanthropes which have DR that can be bypassed by silvered weapons, so that line about bypassing DR of lycanthropes is not entirely accurate.
May 5, 2016 2:14 pm
Quote:
Katana

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.
May 5, 2016 2:19 pm
Jabes.plays.RPG says:
Quote:
Katana

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.
Ahh, I see now! I missed the part about being a martial weapon in two hands. My mistake!

I saw it in the "exotic" category and assumed. Silly me
Last edited May 5, 2016 2:21 pm
May 5, 2016 2:30 pm
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.

Ok, fixed the silver thing, the animal companion HP, and the bow (removed ghost touch and added a regular +1 so same price).
Last edited May 5, 2016 2:39 pm
May 5, 2016 2:50 pm
ParvusDomus says:
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.
That depends. Does it says the tengu treat the katana as a martial weapon instead of an exotic one?
May 5, 2016 2:55 pm
Kaos, I'm going to need a pic for your character so I can make a counter for him.
May 5, 2016 3:09 pm
Damn. I wonder if I should call this counter "The Man With No Name"... :P
May 5, 2016 3:10 pm
Kaosanddoom says:
http://i846.photobucket.com/albums/ab26/lisatoddsean2006/Roland.jpg
Roland, from the Dark Tower series?
May 5, 2016 3:14 pm
kalajel says:
ParvusDomus says:
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.
That depends. Does it says the tengu treat the katana as a martial weapon instead of an exotic one?
Looking over the Tengu, they have a trait called "Swordtrained".
Quote:
Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

May 5, 2016 3:17 pm
yes roland from the dark tower series was the inspiration for this character. I am a huge fan.
May 5, 2016 3:19 pm
irvanovich says:
kalajel says:
ParvusDomus says:
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.
That depends. Does it says the tengu treat the katana as a martial weapon instead of an exotic one?
Looking over the Tengu, they have a trait called "Swordtrained".
Quote:
Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

That's a REALLY strong ability (And I love how it's automatically assumed that Tengu are raised in a Tengu society. What, are there no Tengu orphans?)
May 5, 2016 4:50 pm
Nope, can't use Swordtrained, I traded it for the claw attacks (Maybe that's why I also confused the katana as a racial weapon). Anyway katanas count as martial when used two-handed so I can still use it with no penalty (as long as I use it two handed) as rangers are proficient with all simple and martial weapons.

Tengu orphans? https://www.likefigures.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/c/a/calimerisme.jpg
Jul 30, 2016 12:31 am
Hey all... joining as the designated trapfinder. I'm envisioning a Strix Rogue (Burglar), but lets see how the dice treat me.

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

Jul 30, 2016 12:32 am
Dice treated you well it seams
Jul 30, 2016 12:34 am
Wow, that's perfect. SDCIWC = 15,18,14,15,12,12. I'm just going to keep that as is, no swaps or rerolls. Strix get +2 dex, -2 cha, which gives me 15,20,14,15,12,10.

Edit: I'll add hit point rolls here.
Last edited July 30, 2016 12:43 am

Rolls

Hit points: 8 + 5d8 + 10 - (5d8+18)

(11453) + 18 = 32

Jul 30, 2016 1:07 am
For gear, I'll pick Leather +2 (4160gp), Boots of Elvenkind (2500gp), Rapier +1 (alchemical silvered) (2340gp), Handy Haversack (2000 gp), Ring of Protection +1 (2000gp) = 13,000 so far, . Composite Shortbow (str 14) +1 (2375gp) = 15,375gp. Add other stuff: 40 arrows, 3 daggers (6gp), 100' silk rope, 3 alchemists fire, rations, flask, iron pitons, chalk, call that another 100gp, leaving 525gp remaining.
Jul 30, 2016 1:22 am
Here's a link to the character sheet: Veroth.

I still need to pick traits, and decide on the Lightbringer Rogue option. Does that replace an archetype?
Jul 30, 2016 1:49 am
No, they do not replace archetypes.

Edit: Also, did you remember your favored class bonus?
Jul 30, 2016 1:51 am
Let met know if Strix is okay. Fly speed, may be objectional. I'll add Lightbringer Rogue to the sheet.
Jul 30, 2016 1:52 am
Yeah, sorry, I forgot to post this in the opened place thread, but this is how we roll attributes.

Edit: use the thread's dice roller please.
Jul 30, 2016 1:54 am
I thought that is what I did (see above).
Jul 30, 2016 2:01 am
Oh, sorry, I missed that on account of that arrow taking you to the last post... Hmm, Strix eh? Sounds like they have some nasty reputation, this will be interesting...

Edit: Damn, those are some nice rolls... Other players had some problems with the RGN...
Jul 30, 2016 2:03 am
I took the Exile trait, and CG alignment. But "my nasty reputation takes me everywhere."
Jul 30, 2016 2:03 am
Yeah, but look at my hit points roll, lol. I'll go down early and often, me thinks.
Jul 30, 2016 2:05 am
Yeah, that's why I was wondering if you forgot your favored class bonus... guess the RGN screwed you in another fashion. Perhaps investing in Toughness or some Con-boosting magic item?
Jul 30, 2016 2:07 am
Maybe I will swap the hp favored class bonus instead of skill points. I'll think about Toughness/Belt of Con
Jul 30, 2016 2:10 am
So Lightbringer Rogue. You don,t seem to have taken the Penetrating Strike alternate class feature, which is good since it replaces Trapfinding and we need a trapfinder... Yeah, I suggest you up those HPs. The adventure started easy-ish on the players, but you'll need those HPs later, trust me. Last time I ran this adventure, I had 2 character deaths and too many close calls for me to care to remember them all...
Jul 30, 2016 2:21 am
Having some posting difficulties. Try#3. You've got that Penetrating Strike replaces Trap Sense rather than trapfinding, so I did take it (halfway down the feats). If it is supposed to replace trapfinding then I'll drop it.
Last edited July 30, 2016 2:22 am
Jul 30, 2016 2:25 am
Dropped Deft Hands feat for Toughness. I'm up to 44 hp.
Jul 30, 2016 2:25 am
The posting difficulties might be my bad: I was trying to edit your permissions for the GM sub-section and edited them for this section by mistake... d'oh! Luckily, I noticed my mistake quickly. Oh yeah, it's Trap Sense that it replaces, sorry, my bad. Did not had my books in front of me...
Jul 30, 2016 2:26 am
Qralloq says:
Dropped Deft Hands feat for Toughness. I'm up to 44 hp.
Ah, better.
Jul 30, 2016 2:34 am
Have you checked at the alchemical flare bolts and stuff?

kalajel sent a note to Qralloq
Jul 30, 2016 2:41 am
I'll read up on that, thanks.
Jul 30, 2016 4:41 am
Qralloq sent a note to kalajel
Jul 30, 2016 2:27 pm
Very interesting story, so you have a personal stake in hunting the undead... Also, since interacting with other races, you're probably used to the sort of reaction I described in the note to you, so I can see your character taking his time when introducing himself to others...

kalajel sent a note to Qralloq
Aug 1, 2016 1:41 pm
Qralloq sent a note to kalajel
Aug 1, 2016 2:01 pm
kalajel sent a note to Qralloq
Aug 1, 2016 6:21 pm
kalajel sent a note to Qralloq
Aug 1, 2016 6:56 pm
Qralloq sent a note to kalajel

Rolls

Perception - (1d20+10)

(10) + 10 = 20

Aug 1, 2016 7:14 pm
kalajel sent a note to Qralloq
Which reminds me. How is the character coming along? Seems this could be a good opportunity to introduce you.
Aug 1, 2016 8:22 pm
Cool, well, like the note said, you have a choice to make. Feel free to drop in the Act I: Inauspicious start thread when you're ready.
Aug 27, 2016 10:23 am
Let's see if you get yourself a new tank ;)

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

Aug 27, 2016 10:31 am
STR: 8
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

Aug 27, 2016 10:33 am
Wow!

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?
Aug 27, 2016 3:17 pm
No problems. Make your pally. The party has already encountered a pally NPC anyways.
Aug 28, 2016 8:19 pm
In that case, I think I'll switch wiz and cha, giving me:

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?
Aug 28, 2016 8:22 pm
HP rolls

Rolls

HP rolls (5 levels d10 hit die) - (5d10)

(49658) = 32

Aug 28, 2016 8:45 pm
6th level character gives you 16000 gp to shop with. Normal restrictions (don't blow your 16000 gp on a single magic item).
Aug 29, 2016 5:19 pm
azira sent a note to kalajel
Aug 29, 2016 5:48 pm
kalajel sent a note to azira
Aug 29, 2016 8:28 pm
Submitted a character. I have yet to enter it properly into the character sheet, but I exported text from herolab and put it in the notes. I'll get the rest of the sheet filled soon, but it should give you an idea of what I'm thinking.
Aug 29, 2016 8:59 pm
Looks good so far. Do not forget your 2 traits and your favored class bonus.
Aug 30, 2016 7:11 pm
azira sent a note to kalajel
All ready to go, filled in the missing fields, and updated the HeroLab output. I've added him (Durgrim Forgehammer) to the character library in the rest of you want to know who's joining you. :)

Edit: Here's the link: Durgrim Forgehammer
Last edited August 30, 2016 7:13 pm
Aug 30, 2016 7:52 pm
Almost forgot: Durgrim will join the Lightbringers, and take the Strengthen Bond and Detect Undead alternative class features
Aug 31, 2016 7:47 am
Oh, and here's Durgrim:
http://dungeonsmaster.com/wp-content/uploads/2011/08/dwarf-hammer.jpg
Aug 31, 2016 7:10 pm
Cool. I approved your character, now I just need to find a way to include you.
Aug 31, 2016 7:16 pm
OOC:
"You didn't board up the upstairs window and think the thief might have got in that way?"

"Uh huh."

"You also didn't think to mention that you had a dwarf living in your basement?"
Aug 31, 2016 7:56 pm
kalajel sent a note to azira
Aug 31, 2016 8:05 pm
azira sent a note to kalajel
Last edited August 31, 2016 8:05 pm
Aug 31, 2016 8:07 pm
Qralloq says:
OOC:
"You didn't board up the upstairs window and think the thief might have got in that way?"

"Uh huh."

"You also didn't think to mention that you had a dwarf living in your basement?"
Yeah, didn't you hear? Dwarf-in-the-cellar is basically the new Jack-in-the-box. Lot more fun too!
Aug 31, 2016 8:09 pm
azira says:
Qralloq says:
OOC:
"You didn't board up the upstairs window and think the thief might have got in that way?"

"Uh huh."

"You also didn't think to mention that you had a dwarf living in your basement?"
Yeah, didn't you hear? Dwarf-in-the-cellar is basically the new Jack-in-the-box. Lot more fun too!
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..."
Aug 31, 2016 8:11 pm
OOC:
the ghoul
http://i846.photobucket.com/albums/ab26/lisatoddsean2006/se7en%20Lust%20Scene%20B.jpg
Last edited August 31, 2016 8:20 pm
Aug 31, 2016 8:13 pm
irvanovich says:

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..."
THIS MUST HAPPEN!
Aug 31, 2016 9:44 pm
Okay azira, you can post in the Act I: Inauspicious start thread now.
Feb 9, 2017 3:42 pm
HP!

Rolls

HP - (1d8+2)

(6) + 2 = 8

Feb 9, 2017 5:44 pm
Question for kalajel: I qualify for Mystic Theurge this level. May I take it? Pretty please?
Feb 9, 2017 7:00 pm
hp roll

Rolls

hp roll - (1d10+2)

(1) + 2 = 3

Feb 10, 2017 12:49 am
Wait a minute, did I forget to apply the 4th level ability score increase?! Stat rolls came out:

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!
Feb 10, 2017 2:13 am
hps

Also, I took flyby attack as a feat. So feel free to put us in narrow corridors with low ceilings from now on, heh.
Last edited February 10, 2017 2:17 am

Rolls

hit point roll level 7, Con+2, +1 fav class, Toughness - (1d8+4)

(4) + 4 = 8

Feb 10, 2017 4:55 am
@ irvanovich: Yeah, sure go ahead.

@ 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
Feb 10, 2017 12:09 pm
Roland's computer was being wonky. His HP roll is here

Here's mine.

Edit: well, balls.
Last edited February 10, 2017 12:10 pm

Rolls

HP - (1d6+1)

(2) + 1 = 3

Feb 10, 2017 12:14 pm
kalajel says:

@ 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...
I don't know if you guys are Android or iPhone fans, but I got my hands on a beautiful little app called Pathbuilder a few months back when it was in Beta. It's free, has almost every Paizo book in it, and makes some pretty nice editable pdf character sheets. It takes a little getting used to, but I use it all the time now. I've even started bringing characters over from GP to check them out, make sure I didn't miss anything.

It's still a WiP, but for a free character builder and planner, it's hard to beat.
Feb 10, 2017 1:48 pm
kalajel, It wouldn't work in this forum for me for some reason. I add one ooc in the game forum and used it. I added one here today and it worked, and i will use whichever one you want.
Feb 10, 2017 2:59 pm
OOC:
hp roll... BALLS!
Last edited February 10, 2017 3:00 pm

Rolls

hp roll - (1d8+2)

(1) + 2 = 3

Feb 10, 2017 3:02 pm
Hey kalajel, been thinking about this for a minute now, and I thought I'd bounce it off of you, see what you thought.

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.
[ +- ] Deathbane Magic (Mk2)
I stand behind whatever decision you make, in the end. :)
Last edited February 10, 2017 3:03 pm
Feb 10, 2017 3:36 pm
@ irvanovich and Kaos: Yeah, I noticed it later.

@ irvanovich: So basically, it becomes a pseudo-metamagic feat at the cost of your arcane bond? Yeah, that could work. I approve of it.
Feb 10, 2017 3:42 pm
kalajel says:
@ irvanovich: So basically, it becomes a pseudo-metamagic feat at the cost of your arcane bond? Yeah, that could work. I approve of it.
Basically, yes. Can I update my sheet to reflect this new and improved ability?
Feb 10, 2017 4:41 pm
Yeah, go ahead. I'll update the character options thread eventually...
Feb 11, 2017 3:18 am
I've been thinking a bit more about your rendition of Deathbane Magic, and to avoid abuse, I think I'd add the following caveat: "Each modification can only be selected once." That way, no deathbane nukes by selecting the extra damage a bunch of times and/or selecting the extra DC a bunch of time...
Feb 11, 2017 3:48 am
kalajel says:
I've been thinking a bit more about your rendition of Deathbane Magic, and to avoid abuse, I think I'd add the following caveat: "Each modification can only be selected once." That way, no deathbane nukes by selecting the extra damage a bunch of times and/or selecting the extra DC a bunch of time...
I figured that was assumed...but I suppose to stop the cheese, we should add that in.
Feb 11, 2017 9:06 am
Quote:
Wait a minute, did I forget to apply the 4th level ability score increase?!
Quote:
@ 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...
Went over the numbers again. I was mistaken: I DID apply an ability increase at 4th. Sorry about that!

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
Feb 11, 2017 6:32 pm
Could it be that this feat was a prerequisite for another feat you wanted?

Anyways, there are rules for retraining here.
Jul 10, 2017 11:46 am
This is the first time I have played on this site, so sorry if I end up spamming while trying to learn how to roll my character.

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
Last edited July 10, 2017 12:13 pm

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

Jul 10, 2017 12:31 pm
Shanata, don't forget to drop the lowest die from each roll. Your stats should have been: 10, 15, 17, 12, 16, 8
Jul 10, 2017 3:55 pm
Ah, I knew it was too good to be true! Thanks, I figured I must have done something wrong but I wasn't sure what.

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...
Last edited July 10, 2017 4:03 pm
Jul 10, 2017 5:08 pm
Looks good to me. The reroll is not mandatory, so if you're comfortable with that 8, so am I. As a cleric you'll have access to heavy armor, so that 8 shouldn't be too much of a problem...
Jul 10, 2017 8:26 pm
Rolling for HP, my character is almost done. Now to go shopping.

Rolls

HP - (5d8+8)

(65841) + 8 = 32

Jul 10, 2017 9:22 pm
Ok, I think my character is done. If anyone has time to look it over that would be great. I included how I calculated the number of skill points, feats ect in the notes. Let me know if I did anything wrong.

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!
Jul 10, 2017 9:57 pm
Okay, I've approved the character. If you want the other players to be able to check your character, you must put it in your library (checking the book symbol when you're on your characters page).

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...
Jul 10, 2017 11:06 pm
@kalajel Thanks for the help, the crossbow is there now. I will grab a Haversack and some rations. The haversack brings me just under the Medium load so no extra penalties. Mobility is never a bad idea, you never know when running away will be important.

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.
Jul 11, 2017 12:08 am
Those look like some nice purchase. If you still have a lot of money left, you may check out alchemical items, potions, or scrolls, or perhaps even some of the new anti-undead equipment listed here.

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...
Jul 11, 2017 2:59 am
I put some of that in notes, oops.

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
Jul 11, 2017 8:10 pm
I was wondering why did you took Heavy Armor proficiency. With your full plate armor being made out of mithral, it is considered a medium armor.
Jul 11, 2017 8:25 pm
Good point, I took it before I realized I would have enough money for Mithral armour and never went back to feats.

Would you mind if I change it?
Jul 11, 2017 9:40 pm
Switched it for rapid reload for my light crossbow. Now reloading is a free action, not a move action.
May 2, 2018 9:40 pm
Roll 'em up.

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
Last edited May 2, 2018 9:44 pm

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

May 2, 2018 10:00 pm
HypCo sent a note to kalajel
May 2, 2018 10:40 pm
HypCo says:
kalajel sent a note to kalajel
Woah, pretty hardcore. So far I do not see any abilities which could potentially mess with the campaign like the corpse hunter does. Pretty interesting concept. You can make a scarred monk if you want.

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.
May 2, 2018 11:43 pm
Okay, probably going to regret this, but rerolling Str.

Also, swapping Int and Wis.

Yup, regrets: 10

Mathed wrong on my Con modifier; should be +15. Total roll: 41.
Last edited May 3, 2018 12:37 am

Rolls

Str reroll - (4d6)

(3234) = 12

Hp - (5d8+18)

(83168) + 18 = 44

May 5, 2018 4:17 pm
This is going to be an interesting character to play...

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...
May 5, 2018 4:24 pm
Hopefully he lasts long enough for me to play him. Best case scenario, how I built him works out flawlessly and he is actually useful; worst case, my thoughts come true and he is a pretty trash character.

Yep, already did favored class, took the HP.

Edit: HAHA, taking a look at the other characters, mine is a helpless baby comparably.
Last edited May 5, 2018 4:26 pm
May 5, 2018 5:57 pm
HypCo says:
Edit: HAHA, taking a look at the other characters, mine is a helpless baby comparably.
I dunno about that. Mine is fairly useless. LOL
May 5, 2018 7:36 pm
HypCo says:
Hopefully he lasts long enough for me to play him. Best case scenario, how I built him works out flawlessly and he is actually useful; worst case, my thoughts come true and he is a pretty trash character.

Yep, already did favored class, took the HP.

Edit: HAHA, taking a look at the other characters, mine is a helpless baby comparably.
I was a bit surprised at the choice for your first mortification, and the vows will certainly make roleplaying a challenge, but since no rolls were made, your character is not set in stone and if you fell like changing a few details, now's the time to do it, I won't mind.
May 9, 2018 2:48 pm
Oh yeah, HypCo, can you link me to the picture you used to make Ryjo? I use those to make counters for the battle maps.
May 16, 2018 8:44 pm
Heheh. Hey Kalajel, me here. In my wayward wandering of making the most hindered character ever, I unintentionally made him even more useless than I thought.

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?
May 16, 2018 8:47 pm
Doesn't the touch thing only apply to living beings? A corpse is not a person per se.
May 16, 2018 8:49 pm
Kaosanddoom says:
Doesn't the touch thing only apply to living beings? A corpse is not a person per se.
That's kinda what I was thinking!
May 16, 2018 10:37 pm
Yeah, a dead body is pretty much no longer a person at that point... Still, if you want to change something about your character, I'm okay with it since you haven't really done anything that would set him in stone (combat, using the mortification, etc.)...
May 17, 2018 3:57 pm
Okay, that eases my worries. I'm more or less fine with his handicaps but that was a straw that would've broke the camels back. Heh, good thing I decided against Vow of Cleanliness.
Nov 3, 2018 1:28 am
Rolling stats. Also, I'll be the new guy!
Looks like that lands me on the +6 for mods. Need to think about where to swap exactly.
Last edited November 3, 2018 1:37 am

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

Nov 3, 2018 2:08 am
Hmm.

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...
Nov 3, 2018 3:22 am
Well, with Wis being a dump stat in PF, I might just leave it at that
Last edited November 3, 2018 3:23 am
Nov 3, 2018 2:42 pm
Don't pallys need Wis for their spells?
Nov 3, 2018 5:38 pm
Pathfinder moved that to Cha dependant. Made them less multi attribute dependant
Nov 4, 2018 6:35 am
Ah, okay. Cool.

I still confuse both games from time to time...
Nov 4, 2018 7:26 am
Same. I always need to check feat progression, since I get stuck on 3.x. I'm mostly done, just need to buy all the miscellaneous mundane gear. Once I'm not on mobile, I'll get everything finalized.
Nov 4, 2018 9:28 pm
Is there anything special I should look into? Items the party had found useful, or that I should know about? I'm reading through the items that were listed in the resources section, but wanted to double check.
Nov 4, 2018 10:16 pm
I have a few resources which I converted from the ECR book that you can have a look at. Perhaps something will interest you there.
Nov 5, 2018 6:10 pm
I'll snag a bundle of the Alchemical Flare stakes for sure. Just need to roll HP, and finish up some shopping. Should I copy/paste the background here for everyone to read? It's a page or two long now (kinda got away from me for a minute). Also, stat boost went to CHA, racial bonuses are +2 STR and +2 CHA. Then a belt for +2 STR, and a headband for +2 CHA. Going greatweapon for damage, as lay on hands can offset the middling AC. (there are a few types of Aasimar, and I just realized I forgot to double check if that was cool [can change to stock if you want, not a big deal, just liked the flavor of angel blood over generic celestial])

edit - link for avatar broke. Will need to send it up to the internet somewhere later tonight.
Last edited November 5, 2018 10:10 pm

Rolls

HP - (5d10+5)

(911071) + 5 = 33

Nov 5, 2018 11:11 pm
So far it looks good. Backgrounds were not necessary since this was meant to be a one-shot campaign (though we never know: maybe I could try and convert Ravenloft II to Pf as well... Any idea where I could fit Mordentshire on Golarion? :P), but since you already wrote it and it would be a shame to let it go to waste, might as well post it.
Nov 5, 2018 11:19 pm
Sounds good to me. Plus, you never know when you might want to "get the band back together", and get to adventuring again.


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.
Nov 5, 2018 11:37 pm
kalajel sent a note to Khotanos
Nov 5, 2018 11:43 pm
I'm still learning the site, and it's commands; how do you send the notes?
Nov 5, 2018 11:52 pm
It's the reddish sheet of paper in between the quote tool (the little silhouette with a speech bubble) and the OOC tool (literally the letters OOC).
Nov 5, 2018 11:58 pm
Khotanos sent a note to kalajel
Nov 6, 2018 12:04 am
kalajel sent a note to Khotanos
Nov 6, 2018 12:09 am
Khotanos sent a note to kalajel
Last edited November 6, 2018 12:27 am
Nov 6, 2018 1:31 am
kalajel sent a note to Khotanos
Nov 6, 2018 2:36 am
Khotanos sent a note to kalajel
Nov 6, 2018 4:02 pm
kalajel sent a note to Khotanos
Nov 6, 2018 4:07 pm
Khotanos sent a note to kalajel
Nov 6, 2018 4:51 pm
Alright, I guess we can move this to the adventure thread, and I'll find a spot to include you in next round.
Nov 6, 2018 4:54 pm
Sounds good to me. Should I read up to catch up to the situation, or am I (and the character), running in a little blind?
Nov 6, 2018 4:55 pm
Fell free to do what you want (though I warn you, you have a lot of back reading to do), but yeah, if you do read up on the adventure so far, your character will be oblivious to all which came before.
Nov 6, 2018 4:58 pm
Fair enough. I'll avoid any extraneous meta knowledge, and rush into the fight. Might read the backlog later on, but for now, let's smite some bad guys :)
Nov 7, 2018 4:51 pm
Khotanos sent a note to kalajel
Nov 7, 2018 4:54 pm
Sometimes there can be several posts in a day and sometimes it can be several days between posts. We just have to wait...
Nov 7, 2018 5:04 pm
Fair enough. I'll keep an eye out for updates.
Dec 20, 2018 6:39 am
Ability Score rolls

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

Dec 20, 2018 6:48 am
Net of below +6, reroll the ones. STR, DEX,CHA.

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
Last edited December 20, 2018 7:06 am

Rolls

STR, DEX, CHA - (3d6)

(316) = 10

STR reroll - (4d6)

(3631) = 13

Wizard HP - (4d6)

(2443) = 13

Fighter 1 level HP - (1d10)

(3) = 3

Dec 20, 2018 9:06 am
Mark Gest Male Humanoid (Human) NG
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.
Dec 20, 2018 1:41 pm
Cool. Just a few things.
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.
Dec 20, 2018 7:29 pm
Fixed both of those issues.
Dec 21, 2018 5:44 am
kalajel sent a note to GeneCortess
Dec 21, 2018 6:20 am
"You say the Hungry Mountains. Well I would be charmed to aid you." Mark takes down description of the people involved and the best of information he can get as to where in the Hungry Mounts. How far is it to the Hungry Mountains for refence of provisions and mule with water if needed?
Dec 21, 2018 6:51 am
kalajel sent a note to GeneCortess
Dec 21, 2018 12:14 pm
Deciding he doesn't need any provisions, but he will pick up a belt pouch before he leaves for the Hungry Mountains.
Dec 21, 2018 2:56 pm
kalajel sent a note to GeneCortess
Dec 21, 2018 7:13 pm
Mark takes a few moments to pause and look about, but seeing nothing out of place to worry him, he advance to ruined tower. Seeing that mule and cart at least makes Mark think perhaps there is someone here that can give him more information. He give the cart and mule a slight look over as he proceeds to the door of the ruined tower. He listens a moment before he bangs on the door to be noticed.

OOC: Wondering if there is a reaction to this.
Last edited January 3, 2019 7:57 am
Jan 13, 2019 6:49 pm
Mark bangs on the door louder. "Hey. Anyone home there?" He then tries to open the door.
Jun 14, 2019 3:38 pm
Final stats after rerolling 1s and everything.

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.
Last edited June 15, 2019 2:24 am

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

Jun 14, 2019 6:18 pm
Character rolls

Final stats with level and human bonus

13 S
14 D
14 C
12 I
13 W
17 Ch
Last edited June 15, 2019 12:49 am

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

Jun 15, 2019 12:41 am
@Cep: Shouldn't your Int be at 13? (4+6+3=13)

@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.
Jun 15, 2019 12:49 am
Just Intelligence and Charisma. The +2 went to the new Intelligence score. That was a accidental switch between Int and Wis. I'll change it.
Jun 15, 2019 2:08 am
Quick question, what do you do when you go to reroll 1s and you keep getting 1s?
Jun 15, 2019 4:23 am
Okay, fair enough. Are you doing normal starting gold per level or something custom?
Jun 15, 2019 5:36 am
Regular wealth. So 6th level PCs start with 16,000 GP IIRC.
Jun 15, 2019 5:44 pm
Okay, just one more question for me. You are using Traits, does that also mean you are using Drawbacks?
Jun 16, 2019 1:01 am
Nobody specifically asked for that before, but hey, if you want one, yeah sure, I'll allow it. Traits are not unbalanced anyways, so allowing a 3rd one in exchange for a flaw does not bother me.
Jun 17, 2019 11:24 am
HP roll

Rolls

HP - (5d10)

(93665) = 29

Jun 17, 2019 11:28 am
HP roll

Rolls

HP - (3d8)

(417) = 12

HP - (2d10)

(85) = 13

Jun 17, 2019 10:48 pm
Do not forget your favored class bonus.
Jun 17, 2019 10:51 pm
I took the skill points, for better or worse. But thanks.
Last edited June 17, 2019 10:51 pm
Jun 19, 2019 12:44 pm
Before I forget, do you want a formal introduction here before we're brought it?
Jun 19, 2019 1:04 pm
Basically, Hilde is running after Ian whom she considers a wanted fugitive. Is that right?
Jun 19, 2019 1:09 pm
Well, she's after his alter ego. Which is why when he introduced himself to her on the road he would have as himself and described himself as a vampire hunter. It's like how nobody knows Bruce Wayne is Batman except Ian's poorer and dumber.
Jun 19, 2019 1:50 pm
Ah, okay, I see. I can work something out with that.

You do not have permission to post in this thread.