Traits are allowed and encouraged, as are drawbacks. Pick one background trait and one of the crimes listed in the handout. This crime is something that your character has been caught, tried, and convicted for prior to the start of the adventure. You guys are going to be in prison! Yaaaaaaaaaaaay! *kermitflail*
Character Creation rules
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Traits are allowed and encouraged, as are drawbacks. Pick one background trait and one of the crimes listed in the handout. This crime is something that your character has been caught, tried, and convicted for prior to the start of the adventure. You guys are going to be in prison! Yaaaaaaaaaaaay! *kermitflail*
Rolls
Stats! - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (6) + 7 = 13
1d10+7 : (2) + 7 = 9
1d10+7 : (6) + 7 = 13
1d10+7 : (7) + 7 = 14
Rolls
Stats - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (3) + 7 = 10
1d10+7 : (6) + 7 = 13
1d10+7 : (5) + 7 = 12
1d10+7 : (1) + 7 = 8
Stat reroll? - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (2) + 7 = 9
1d10+7 : (4) + 7 = 11
1d10+7 : (1) + 7 = 8
1d10+7 : (10) + 7 = 17
Rolls
Stats (again) - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (2) + 7 = 9
1d10+7 : (6) + 7 = 13
1d10+7 : (6) + 7 = 13
1d10+7 : (3) + 7 = 10
Re-roll again? - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (10) + 7 = 17
1d10+7 : (6) + 7 = 13
1d10+7 : (2) + 7 = 9
1d10+7 : (10) + 7 = 17
May also take the Bladebound Archetype (if it goes that far)
I'm assuming that you require material components for spells (we always houseruled that away)?
I'm fine with you playing a blackblade magus, but this particular part of the adventure only gets the players up to level 2. If you guys decide you want to continue being my guinea pigs for this adventure, I have no problem running it all the way through the third book...that's as far as I've gotten with it thus far.
The second book is where I'm REALLY gonna need to test some things. Bwahaha
In light of Naat creating his first female character, I will go ahead and create my first male character!
Rolls
Stats - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (8) + 7 = 15
1d10+7 : (6) + 7 = 13
1d10+7 : (9) + 7 = 16
1d10+7 : (9) + 7 = 16
Stats - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 - ( 8 ) + 7 = 15
1d10+7 - ( 6 ) + 7 = 13
1d10+7 - ( 9 ) + 7 = 16
1d10+7 - ( 9 ) + 7 = 16
Also, I don't have the Pathfinder guide book so I will be relying on google to build my character. Let me know if anything is majorly off. Also, remind me- if something is a class skill, do you start off with any ranks in it?
Also, check this out for rules and stuff
Stats 18, 8 and...
Rolls
Stats - (1d10+7)
(9) + 7 = 16
Stats - (1d10+7)
(8) + 7 = 15
Stats - (1d10+7)
(10) + 7 = 17
Stats - (1d10+7)
(6) + 7 = 13
I also have the trap stuff down if you would like to be something besides a rogue.
So, Irvan, the character creation guide gave a strong push to give all the players two extra skill points per level. Is that something you're doing or no?
In PF a human starts with 2 feats?
How many crimes? Mine is Blasphemy if one. If two, add Murder (human sacrifice).
Rolling stats.
Rolls
Rolling stats - (1d10+7, 1d10+7, 1d10+7, 1d10+7)
1d10+7 : (9) + 7 = 16
1d10+7 : (4) + 7 = 11
1d10+7 : (9) + 7 = 16
1d10+7 : (6) + 7 = 13
Humans start with two feats, a +2 to any ability score, and an extra skill point.
Just the one crime. You're still only level 1, after all
Did you take your favored class bonus, Phil?
HP Should be 7 (1d6+Con, max at first level)
You are missing at least one skill point (two if you put your Favored Class Bonus towards skills)
Also, Knowledge (All) on the Wizard's class description means you can take any particular knowledge skill as a class skill. You could have Knowledge (Arcana), Knowledge (Planes), and Knowledge (Underwater Basket Weaving) all three with ranks in them and get your "Trained" bonus on them. The guys at Paizo just wrote it as Knowledge (All) because that's a whole lot of typing they cut out with just one word. So while I'd love to just give you Knowledge (All), I'ma gonna need you to pick just one (maybe two, possibly three or more)
As a Divination wizard, I'd recommend Arcana for sure. Planes wouldn't be a bad one to have, and neither would History or Religion.
EDIT: Also, take off that starting gold. You won't be needing it ;)
EDIT part two: You get a few more spells per day, having a 20 in your Int. You get to cast 2 more 1st level spells, and when you get the ability to cast them, you'll have a bonus 2nd, 3rd, 4th, and 5th level spell in your arsenal.
Though...I'm playing an alchemist in Phil's game with some really crappy rolls. He's been a lot of fun (for me, at least) so far.
Irvan, I'm good! Nothing wrong with having some weaknesses
Humans start with two feats, a +2 to any ability score, and an extra skill point.
Just the one crime. You're still only level 1, after all
I'm kinda stumped for feats. Even though this guy is a caster I see his role as being more of a front-liner than a spellslinger or controller. Maybe some buffs or debuffs. I've never played a cleric, and I haven't really studied the spell list. The choice of warpriest was based purely on flavor. So given that, I should be going for combat feats. I'm seeing a lot of prerequisites not being met at 1st level though. For example, Power Attack (BAB not high enough). So I'm toying with purely-flavor-motivated feat selection: Firebrand feels fun and will be useful until I get my hands on an actual weapon (at which point it becomes utterly useless). And how about these Damnation Feats, eh?
It goes over the different playstyles, traits, skills, feats and spells. Very in-depth!
They're from a Player Companion, so they are technically core. I kinda like 'em, but again, I want to read them over.
I'm going to say not at first level for right now. However, there will be plenty of opportunity for you to gain them as you level up.
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Oh, this gone be good.
Evil Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evil Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells: You need to have some spells picked out. You guys start out in prison, so technically you don't have your spellbook...however, you do start out with a full complement of spells "prepared" and held ready in your mind...all you need are your hands free and whatever material components the spells require.
Just pick out whatever spells you would normally see this wizard preparing for the day before he was arrested, tried, and sent to prison.
And that goes for any other casters in the group. You start out with your full complement of prepared spells, having been arrested the day before.
Here's what I've got so far: WIP: Dwarven Warpriest of Asmodeus
I would like to eventually wield a Dwarven Longhammer (two-handed; 2d6; crit×3; B; reach; 20 lbs; 70gp). For the purpose of the Sacred Weapon and the granted feat Weapon Focus do I have to specify "dwarven longhammer", or does "warhammer" cover it?
I'm interested in the Beacon of Faith trait from the traits list you linked to. The way it's worded, it's meant for a cleric. Does it work for my Blessings?
And there is a difference in a Warhammer and a Dwarven Longhammer, so I'm gonna say you have to specify it.
EDIT: Also, Jabes, it gave me a "Character Not Found" error when I clicked your link, bro.
Other nobles, awed by her beauty and knowing that she had no home, offered her homes and marriages, all of which she refused. She would not accept charity from those who supported a system that would kill someone as kind and loving as her father. She spent the next few years wandering the streets, numb, stealing to eat and sleeping in alleys.
Eventually she found purpose: revenge.
She decided that she wouldn't rely on others anymore, and she wouldn't be helpless, either. She decided to get stronger, and then she would find her revenge. She took on a new name, ______, and disguised herself as a visiting noble's daughter. She met with her father's rival's son "by chance" and soon he was madly in love with her. They married soon after, and for a short time, she was the light of the household: beautiful, elegant, charming.
Once she was sure they were all fully in her hand, she struck. She barred all of the doors from the outside and lit their country home on fire while they were inside. She watched, satisfied, as they burned inside the home. Her wit, resourcefulness, and ruthlessness drew the attention of Asmodeus' agents, who offered her power. Thinking it perfect irony that she become one of those that her father was accused of being, she joined them.
They trained her in swordsmanship and magic, things that she took to very quickly. She grew quickly in power under the tutelage of her Dark Lord's agents. She spent a long time studying magic, and having prepared a ritual that would allow a demonic entity to enter the world and grant her great power. Before she could complete the ritual, a witch hunter by the name of Sir Balin of Karfeld found her and threw her into prison.
And there is a difference in a Warhammer and a Dwarven Longhammer, so I'm gonna say you have to specify it.
EDIT: Also, Jabes, it gave me a "Character Not Found" error when I clicked your link, bro.
2. Got it. Will specify dwarven longhammer.
3. Oops, sorry, forgot to add it to the Library. Fixed.
Thanks!
And there is a difference in a Warhammer and a Dwarven Longhammer, so I'm gonna say you have to specify it.
EDIT: Also, Jabes, it gave me a "Character Not Found" error when I clicked your link, bro.
2. Got it. Will specify dwarven longhammer.
3. Oops, sorry, forgot to add it to the Library. Fixed.
Thanks!
Once everyone's posted an introduction and all that fun stuff, I'll get the ball rolling on the first act. Please, don't feel rushed. I'm ready whenever everyone else is. :)
...I think...
I also re-allocated her skills to grant her more social skills :)
And would it be reasonable to pick Dwarven as a language, considering it's one of the official languages of the kingdom?
2.) No. Not at all. I refuse to allow you to pick the country's official language, even though she has lived there her entire life. :P
2.) No. Not at all. I refuse to allow you to pick the country's official language, even though she has lived there her entire life. :P
2. Damn :( guess I'll have to go behind your back and do it anyway lol
This page gives a lot of info!
At 1st Level:
• 0th x 3
• 1st x 1
At 1st Level:
• 0th x 3
• 1st x 1

I pulled this table from the Paizo PRD, where it talks about ability scores and such under Getting Started. It's about 3/4 of the way down the page, under Abilities and Spellcasters :)
A few people might...MIGHT...worship him in silence, but it's impossible for you to know.
OR WERE THEY?!
What's your ruling on this?
EDIT: Something else to note is that if I WERE to do that every round, all of my attacks would suffer a -2 penalty, so it's not really "free"
What's your ruling on this?
You can, of course, combine this with Spell Combat to get your normal attack action as well, but every one of your attacks would incur that -2 penalty (like with two weapon fighting).
Long explanation short: Spellstrike lets you combine a touch spell's damage with your normal weapon damage without the -2 penalty from Spell Combat. You can use Spell Combat and Spellstrike together in the same round to gain your extra melee attack, but at a -2 penalty.
I can see your argument by RAW, and it does make sense in its own way...but this is how I see it, by Rule 0. :)
What's your ruling on this?
You can, of course, combine this with Spell Combat to get your normal attack action as well, but every one of your attacks would incur that -2 penalty (like with two weapon fighting).
Long explanation short: Spellstrike lets you combine a touch spell's damage with your normal weapon damage without the -2 penalty from Spell Combat. You can use Spell Combat and Spellstrike together in the same round to gain your extra melee attack, but at a -2 penalty.
I can see your argument by RAW, and it does make sense in its own way...but this is how I see it, by Rule 0. :)
Just making sure we're on the same page:
You will NOT allow me to use it with Arcane Mark?
I will admit, your way would make for an AWESOME serial killer concept, and I'd give it some serious consideration then.
Also, TWF reduces penalties by 2 on the main hand and 6 on the off-hand ;)
Example (both with 3/4 BAB classes for comparison)
Level 2 Magus (Spellstrike) vs Level 2 Rogue (TWF). Assuming equivalent stats and gear
Level 2 Magus: +5 to hit, Level 2 Rogue: +5 to hit
Level 2 Magus takes one attack at a +3 (-2 from Spell Combat), then has to Cast Defensively or take an AoO to make another attack at +3
Level 2 Rogue takes two attacks at +3, nothing special required.
Level 10 Magus vs Level 10 Rogue
Level 10 Magus: +12 to hit, Level 10 Rogue: +12 to hit
Magus makes two attacks at +10, +5. Then has to make a Cast Defensively roll or take an Attack of Opportunity to make another attack at +10. Total attacks: +10/+10/+5
Rogue makes four attacks, nothing special required for a total of +10/+10/+5/+5
DISCLAIMER: All of this is assuming no higher level damaging spells used with Spellstrike (which we've already agreed works for the bonus attack)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Now, putting aside the fact that I flubbed TWF, check out this guide right here and see what you think. According to it, you can use Spellstrike to cast your touch spell, move, and then use your full-attack to use Spell Combat to get multiple attacks, even delivering multiple touch attacks (such as with Chill Touch) through your weapon. According to that guide (and it appears to be backed up in the Paizo Rules FAQ), all Spellstrike does is move the attack portion of a touch spell from your hands to the steel of your blade.
Example Shocking Grasp: I use Spell Combat to cast the spell, then use Spellstrike to deliver the attack through my weapon and miss. I can continue holding the charge and channel it through the next attack that hits.
Example Chill Touch: I do the same thing, but hit with the Spellstrike and then three more attacks. I get to channel the spell through all of those attacks.
EDIT: Just need to know for sure so I can decide my last trait
EDIT: Just need to know for sure so I can decide my last trait
Yes. I'll allow it for that...but with a limit for now.
Add this to Spellstrike: You can use this ability with a cantrip for a number of times equal to your Int modifier + 1/2 your Magus level.
The lack of clarity in the rules is a big reason I switched to 5e when it came out. I do miss the lively debates though!
Plus, you need more of a calculator to play it than you ever did D&D
I'm not the GM, so I'm sorry if I'm overstepping my bounds here, but that sounds to me to be excessive, and not how the class features work. Also, I'm confused about Arcane Mark. Maybe I clicked the wrong link, but I don't understand where the free attack comes from? Am I missing something or just totally off topic? I ask because this seems like the kind of class everyone would want to play because it would be doing silly amounts of damage/turn.
Since Arcane Mark has a range of touch, it can be used to activate the Spellstrike ability, thus granting a free bonus attack.
Most spells with a touch range have a casting time of 1 standard action...the same action as swinging a sword. Normally, that touch would be delivered with your bare hands through a melee touch attack and crit range of 20/x2, but Spellstrike lets you do it with a weapon instead, using that weapon's threat range and bonuses, but still only giving x2 damage on a critical. The benefit with Spellstrike is you add your weapon damage in with the spell's damage and effects. You get a weapon attack to deliver the spell as a part of the shell's standard action, not a free bonus attack with the spell's effect tacked into a weapon's damage.
So, I guess the first part of my confusion is where does Arcane Mark grant an extra attack? The 0 level spell that was linked to only gave a sort of Arcane "brand" to the target of the spell. I don't see anything about an extra attack.
The second part is that, I only see one attack per turn. Basically, how I read Magus is that, you're permitted to cast a touch attack spell, and attack in one turn at level one. There's only one attack though. It's basically like you get an extra standard action each round if you are going to attack and/or cast a spell.
Spellstrike would then let you administer the spell you cast through your weapon, which would mean you could cast AND use the spell the same turn. I guess that's where I see Magus as truly useful, because normally with spells like Shocking Grasp, you cast and then administer the spell on the next turn.
There's still only one attack though.
Maybe I'm totally missing something, but I don't see where the extra attacks come from.
Spellstrike replaces that prep touch attack with a free weapon attack. Says so right in the description.
Therefore, when a magus makes their full attack with Spell Combat and Spellstrike they get to do their regular attacks and deliver the touch spell through a free action weapon attack (replacing the free action touch attack).
This is 100% how the magus works as written and how it was intended.
---
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
---
Like I said, I could be misunderstanding this, but I don't see anything that says you attack, cast a spell, AND use the spell in the same turn. To me the full round actions looks like it is casting and attacking in one turn. I'm not trying overrule irvanovich, I'm asking for the sake of asking. As far as I'm concerned, irvanovich has already ruled on this.
No, you've got your two attacks at level 2 if you use Spellstrike with touch spells in concert with Spell Combat. The cantrip thing does bug me a little bit, but that's just my own insecurities from being called a "power gamer" by my old group because I preferred using books like Advanced Player's Guide and Advanced Class Guide to create my characters, and not just the Core Rules.
Heck, I still got called one, even when I used strictly core materials. Pissed me off to no end, especially when I had to make a new character 4 times in one night. Sorry Naat! We just debated for the fun of it!
Either way, do you want me to:
1. limit the number of times I use the cantrips with it
2. Not do it with cantrips at all
Or
3. Use it with cantrips uninhibited?
Like I said...I wasn't paying nearly as much attention last night as I should have to the discussion, and went in half-cocked and distracted.
And btw, if I EVER say or do anything that seems angry or hateful, please please PLEASE call me out on it, whether you do it in a PM or a post in the OOC board. Just because I'm having a really bad day doesn't mean it deserves to be taken out on any of you.
Appearance:
Xharin has medium-length chestnut colored hair (fairly unkempt by Elven standards) and green eyes. He usually sports a long, cloaked hood.
Background:
My parents were both high-ranking officers in King Jaraad's army, my mother for her magical prowess and my father for his weapon mastery. They had great plans for me to follow in their footsteps. Not to retake the kingdom, mind you. Really, who would ever question the leadership of our most glorious King? What's the name of our latest one? Anyway, the point is that they both hoped for me to join the King's service and rise in the ranks. They trained me for this purpose from an early age. While I have the mind for strategy, weapons training never interested me. Instead, I have spent most of my life studying both the art of war and the ways and means of winning a battle before it has even begun. These mental exercises are just theoretical, of course. I've never used them in battle; I'd need an army first. Do you know anyone who would be interested?
I wouldn't call myself a criminal. That's obscene. Someone of my intellect surely shouldn't be placed in the same category as a petty thief, or a brutal murderer? No, my ways are much more subtle than that. While studying the arcane arts, I've learned is there is so much free- flowing information in the mind just waiting to be tapped, harvested if you will. I can sniff it out like a particularly pungent aroma. Use it against my enemies. I have none, of course. Well, maybe just the one. The one who caught me and placed me in this wretched cell.
Steel Soul (feat)
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Steel Soul (feat)
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Steel Soul (feat)
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.

You can "introduce" yourself in the actual game thread, which I'm getting ready to post now.