I know the way skills work in PF. I was just pointing my intended direction for the benefit of my fellow players so we don't have too much overlap. At first level I will likely only have two skill points to work with. But over the long haul, Appraise will be maxed out while I spread points among other Diplomacy, Sense Motive, and Spellcraft. If someone else wants to focus on being a face, I will probably just focus on Appraise and Spellcraft.
Male dwarf cleric 1
LG Medium humanoid Init +1; Senses darkvision 60 ft.; Perception +3 (+5 taste/touch, notice unusual stonework) Languages Common, Dwarven, Giant
AC 17, touch 11, flat-footed 16; +4 vs. giants
(Dex +1, +4 armor, +2 shield) hp 21 (1 HD) resist hearty (+2 versus poison, spells, and spell-like abilities) Fort +4, Ref +2, Will +7 (+1 Will from Missing Child trait)
Spd 20 ft.; slow and steady (speed never reduced by armor) Melee warhammer +2 (1d8+2/x3) Melee dagger +2 (1d4+2/19-20) Ranged light crossbow +1 (1d8/19-20) Ranged net -3 (entangled) Base Atk +0; CMB +2; stability (+4 to resist bull rush or trip while on ground) Atk Options acid dart (+1 ranged touch; 30 ft.; 1d6 acid) Special Actions channel energy 6/day (1d6 positive energy; 30 ft.; DC 11), resistant touch (transfer own +1 resistance bonus to target for one minute)
Abilities Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 12 SQ +1 to attack orcs and goblins, greed (Appraise a class skill to for nonmagical goods, gems, metals), favored class (cleric), stonecunning (automatic check to notice ununusual stonework when within 10 feet), weapon familiarity (dwarven weapons) Feats Extra Turning, Martial Weapon proficiency (battleaxe, heavy pick, warhammer) Skills Appraise +5, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5
Possessions warhammer, light crossbow, bolts (10), dagger, net, scale mail, large wooden shield, wooden symbol of Torag, cleric's vestments, 12 gp
Background Khadmeade came to Korvosa full of hopes and dreams. Like many dwarves, he hopes to one day amass a sizable fortune. For many, the priesthood of Torag is both an honorable an profitable career path, and so he took to it like so many in his family before him. Because Janderhoff was simply full to the brim with overeager priests of Torag seeking to make a name for themselves, he came to Korvosa, where his successful merchant brother Norhin assured him that prospects were much brighter. Sadly, nothing could be further from the truth.
Norhin's motives for summoning Khadmeade to Korvosa were less than transparent. Khadmeade arrived to find a city quite in need, but little to offer him in the way of glory or wealth for his efforts. Moreover it seemed that Norhin's troublesome son Roin needed constant attending to, a task Khadmeade was stuck with all too often like a mere nanny. Now, Roin has gone missing under Khadmeade's watch, and if Khadmeade cannot find him before Norhin returns from a business trip in Janderhoff, it will be a great stain upon his honor.
Personality Khadmeade has a good nature, a wise soul, and a healthful spirit, but he, like so many other dwarves, has a critical weakness in his desire for wealth. He treasures wealth above almost all things, sometimes placing it even above family, even above honor. He has been known to put himself in great peril for a copper piece (though wisdom of age has now taught him only gold is truly worth risking his beard).
He likes heady ale, stout mead, and strong brandy. Occasionally, he even fancies a bit of elven wine, if its a good year, mind you. He is often the life of the party and always a steadfast companion. He never lets his friends down although he will bawl his eyes out if it means being forced to leave treasure behind.
But it makes you vulnerable to outsider only effects.
The biggest old abuse was to use the 3.5 Alter Self to get other outsider forms. But I'm not playing a caster and the spell was revised in the Beta.
BTW: Elves and Human (Mulan) can become native outsiders for the cost of one feat in FR (Otherworldly).
I can't think of anything offhand that's outsiders-only. Banishment and Dismissal only affect things with the Extraplanar subtype.
That said, I don't think it's a dealbuster. I personally have no problem with a tiefling along. I just felt a need to point out an oft-overlooked strength of the race.
airwalkrr mentioning the scarcity of his skill points reminded me of this.
Do you get the the +1 skill point/ +1 Hp at first level if you've taken your favored class, or only at subsequent levels when you gain a level in your favored class?
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
Here's what I've got. I may tweak the spells somewhat based on what the other casters are doing, but currently i'm thinking a little blasty and some debuff.
Str: 8 (-1) (Light Load: 26 or lighter, Medium Load: 27-53, Heavy Load: 54-80)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 10 (+0)
Chr: 19 (+4)
Fort: +0+1=+1
Ref: +0+2=+2
Will: +2+0=+2
HP: 19
Init: +6
BAB: +0
Melee: -1
Ranged: +2
Dagger: 1d4-1(19-20x2) 10ft. Piercing or Slashing
Skills
Spellcraft: +1+3+1=+4
Bluff: +1+3+4+3+2=+13
Appraise: +1+3+1+3=+7
Diplomacy: +1+4=+5
Perception: +0 no ranks(+2 sight or sound)(+2 and +4 respectively when familiar is within arms reach)
Abilities
Low-light Vision (see twice as far as humans in poor illumination)
Keen Senses (+2 bonus on sight and sound based perception checks and chances to find hidden doors by passing within 10 ft)
Elven Immunities (immunes to magic sleep and +2 to saving throws against enchantment spells or effects)
Elf Blood (I'm two great things in one....an elf and a human)
Languages - Common, Elven, Draconic
Save DC
0th: 14
1st: 15
Spells Per Day
1st: 4/4
Spells known
0th: Detect Magic, Dancing Lights, Prestidigitation, Ray of Frost
1st: Burning Hands, Colour Spray
Inventory
26gp 1sp
Dagger
Signet Ring
Scholar's Outfit
Belt Pouch
Small Steel Mirror
Signal Whistle
Backpack
Journal (half full of poor drawings and worse poetry)
Ink 1oz. vial
Inkpen
Familiar: Raven (Speaks Common) Named Edward. (blah figure out stats later)
Lynn paused to reflect a moment on the unusual life that had brought her to this point. If someone had told her a month ago she would be hunting down a crimelord she would have laughed in their face at such a flight of fancy, but here she was doing just that. That bastard Lamm would pay for what he had done to Brenner if she had anything to do with it.
She had met Brenner around a year ago, while attending an opening of an art exhibition. It had turned out that they had a lot more in common than she had ever had with anyone else, not that they really shared any kind of background, but rather a common distaste for the regimented and disciplined nature of their mother city, a kindred spirit he was.
Brenner had brought her into a new and exciting social circle, where the lines of class blurred, and her mixed blood was a virtue, not a sin. Here rebels and rowdies, academics and artists rubbed elbows, pontificating on revolutionairy ideas and the evils of the establishment over pints. Amoung these actors, writers, iconoclasts and rebel students she found a connection she never had before.
Lynn had always been a lonely person, her mother had died during childbirth and had taken the name of Lynn's father with her to the grave. All she had to know either of them by was a locket that wouldn't open. It had been given to her mother by her elven lover and she had made it her dying wish that it be passed on to Lynn.
Lynn had always been lonely, but never unlucky. For many who had been brought into the world in her situation things could have been much worse, but she was not without compassionate relatives. Her mother had been a member of a minor noble family, the family d'Arches. Her Aunt Ophilia raised her along with her own children and she was never withheld any of the privileges that might belong to those more properly born to her
station. Despite all this, she never probably felt a part of the household, it was painfully obvious she was different from all the rest of her relatives. In society she was followed by a trail of gossip, in her wake a bevy of questions as to which of those randy elves might be responsible for this poor child.
Lynn looked down at the back of her hands and swore softly to herself. The Varisian blood that muddied the veins of the d'Arches family was plain to see in her dusky complexion and she knew her elven heritage wasn't any less obvious. And there was something else, maybe others couldn't see it, but she felt it in her bones and in her blood, some "other" thing. Just what was she? Lynn felt like a piece that didn't quite fit into the puzzle, and now the one person who had helped her forget that terrible thought needed her help.
Brenner had owed Lamm money. It had been a foolish thing to do, to take money from that evil man, but it had been done. Had she known, Lynn would have lent him the money herself. When Brenner couldn't pay back the loan, that's when it all started to go wrong. Insensed that the loan couldn't be repaid in full on demand, despite prior arrangements Lamm had sworn revenge. Three days later Brenner had been brutally pulled from his home by a group of Hellknights. An old man, a shop keeper, had been murdered and robbed and a witness had placed Brenner at the scene. The witness had been a man named Kleys, a mediocre painter and two-bit shiver addict. It was a ludicrous charge of course, Lynn had been with Brenner the evening in question, it simply wouldn't have been possible. She had
confronted Kleys, and with a little cleverness of the tongue he had spilt the dark of it.
Kleys never made it to court to recant, when he did turn up it was face down in the river. After that the case crumbled, but it was too late, Brenner had been ruined. The University had kicked the promising young writer out, and society now gladly closed its doors to him. Lynn's faith in him had never wavered, she felt him the closest thing to a brother she had ever had, but this was too much even for the forgiving d'Arches family. She had been told to leave until she became of a right mind of the situation and quite
herself of such riffraff and dragging the rest of her family through the mud with her.
Shaking her head, Lynn brought herself back to the task at hand. She would find Lamm and she would make him confess. After everything Brenner had done for her, she owed him this. With that thought she launched herself back into the still thick foot traffic and disappeared into the crowd and fading light.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
Last edited by Oni; 20th September 2008 at 03:36 AM..
Reason: Changing spell list around a bit.
This might seem silly...but what level are we starting at?
Not that silly if I haven't told you!
First level.
Oni - As far as I know you get the bonus points every level, including first.
I'll look over character concepts and get back to you, those who have submitted.
May divide into two groups to give everyone a chance to play. Current splits are:
Group A
Shayuri - sorceress (celestial, draconic or air elemental bloodline)
Kinem - human wizard
Airwalkrr - dwarf cleric
Walking Dad - tielfling rogue
Halford - something martial
Group B
Oni - half elf sorcerer (arcane or fey bloodline)
Neurotic - duskblade
Ambrus - faen dragonbreath adept or varisian scarf-fighter
Valthosian - human rogue or half-orc barbarian.
Edit:
Oni - character looks good to me. I assume that you're going for the "Framed" background trait, which would give you an extra +2 bonus to Bluff checks.
Airwalkrr - If you're going with Cleric for chosen class, you get either an extra +1 skill point or +1 hit point per level; I'm including 1st.
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Hey, kinem, shall we connect our backgrounds? I just saw that we are in the same group and you are playing a wizard. If your character studied at the Acdamae, we could possible know each other (or maybe even the brother of my lost love?).
Quote:
I would like to play an Acadamae Guard (all tieflings) (class: rogue) who entered a forbidden love with a student. Suddenly she disappeared. One of her collagues used drugs and had contact to Gaedren. (Love Lost: Widowed backround trait).
BTW: Tieflings are also 'immune' against some helpful spells, like Enlarge Person.
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Seems okay, if somewhat complicated for what you get. In the past I've used a simple variant, which is this:
The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment.
This means that, for example, swords become legendary because of who wields them, not who made them.
Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.
Doesn't give you intelligent items, as such, though.
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I'm not familiar with that feat and it seems inferior to Item familiar and Ancestral Relic feats (one gives you heavy bonuses, but the cost of loosing it is high) while another allows burning GOLD instead of XP for extra enchantments.
Where can one see Bonded Item?
Last edited by Neurotic; 19th September 2008 at 01:54 PM..
I like the idea of a crusading Shoanti for a background. It gives the character a motivation and good hookage, even if it's not a goal that's likely to be realized in the context of the game. It can also be easily adapted to any of the sorcerous bloodlines. However, I'm going to go with either Celestial or Draconic. On reflection, I already have an 'air elemental' storm themed mage in another game, so it'd be good to try a different spin.
The celestial sorcerer would be sort of a budding Shoanti "Moses," for want of a better term. She's raised in ignorance of her true heritage, but as she discovers it, she feels a calling to gather the remote tribes and try to establish a homeland for them. And, of course, help them whenever possible.
The draconic sorcerer would be more of an aspiring warlord sort, claiming 'the blood of kings,' and being more militant in outlook. The basic goal is similar, except that she'd add that eventually, after healing a bit, they'd want to go take back what was originally theirs.
I don't see this impacting the adventure much, save for RP.
I do want to know if you allow Leadership. Bearing in mind that I wouldn't be bringing cohort or followers along on dungeon crawls. Rather, they'd be RP and offscreen assets.
As for connection to the Despised One, I suspect either way she's pursuing a lost child. Either one stolen away from the local orphanage that she knew, or a local Shoanti boy whose family tasks her to please find.
Mechanically, since the other sorcerer is now in another group, I'll probably focus on combat sorcery. Celestial would make a marginally better artillery mage, with the holy fire power (that also, as a bonus, can heal folks). Dracomage is oddly dangerous up close with those clawy claws.
Still trying to decide which I like better. Suggestions are welcome!
I'm not familiar with that feat and it seems inferior to Item familiar and Ancestral Relic feats (one gives you heavy bonuses, but the cost of loosing it is high) while another allows burning GOLD instead of XP for extra enchantments.
Ah, but I'm not using them, so relative power levels don't matter. I'm going to say no to Item Familiar because PF gives Wizards the option of an "arcane bond" to an object (in lieu of an animal familiar), so that particular concept is already covered. It gives a different effect, granted, but seems no point in re-treading the same ground.
I'm also going to nix the Soul-blade, because as far as I see it the PC has to give up nothing in return for the benefits. Okay, so the thing earns its own XP, but essentially what you get is an item that gets the listed powers at half its owner's level. It's more a magic item than a class ability, and an item that is pretty hard to price.
Quote:
Originally Posted by Neurotic
Where can one see Bonded Item?
Well, it's kind of a house-ruled version from Arcana Evolved and the Mystic Secrets supplement for the same. The idea, really, is to spend a feat that then allows you to act as if you had the Craft Arms and Armour feat, except without pre-requisites, but only on one item. In fact it should probably be worded more like:
A bonded item can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.
It depends what you want from this. Do you want the ability to "build" a magic item as you go along? In which case this is the best bet. Or do you specifically want an item that "awakens" (as with soulblade or item familiar)? In which case I'd be willing to go with something like the Legendary Weapon rules (with the Scion prestige classes). In either case, the character needs to make some sort of sacrifice in order to improve the item, which I think is more fair than the soulblade concept.
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It's not that there is problem with sacrificing something. I just don't see a point in wasting a feat on something you can find an enchanter for.
If PC goes into town and says to local enchanter, here I need this upgraded, here is the money, he will (mostly) get what he wants. There is no need for a feat.
I'm sorry if I'm little bit slow, I'll read everything again on monday, so I may understand better. Anyhow, just wanted to know how such improvement would be handled
Dr. Si, BTW, what will the starting gold be? Can I have scribed scrolls? Thanks.
My wizard will not be a big blaster (prohibted schools: evocation and necromancy). That said he will have the acid dart ability (1d6, 30' ranged touch) from being a conjurer. Would Point Blank Shot add to attack + damage for that?
Shayuri - Leadership feat is fine. Either of those would be good with me, and from what I can tell of the future of the campaign, both might have...interesting repercussions. Doubtful that we'd get that far in a PbP, to be honest but it's good to aim high!
Neurotic:
Hmm... well, I don't normally play in settings where magic items are freely bought and sold (except scrolls and potions), I may need to re-appraise my attitude for this setting.
Re: Bonded Item - you are getting a +1 bonus when you use the item for its intended purpose, as well as the ability to add enhancements yourself. In terms of relative feat merit, this is equivalent to Weapon Focus *and* some elements of Craft Magic Arms and Armour. Not *exactly* a waste. It also makes it more of a personal thing than going to a shop for upgrades (flavourwise).
With soulblade I get the impression from the PDF that it's more of a magic item to be handed out by the DM than something that you can buy for your character. Otherwise what you get is a magic item that boosts in power every two levels*. What's to stop everyone from choosing one (in terms of mystical game balance).
*Yeah, it says that the DM can alter how much XP the weapon gets, but that takes the power out of the player's hands. What's the point, if the DM can say "I don't like this idea, your sword gets no XP"? I'd prefer something where the character can choose as and when the item in question gets an upgrade, but to make the choice meaningful there needs to be a trade of some kind. I see no trade with soulblade, and I don't think the trade with Item Familiar has been thought out adequately.
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I'm going to go with the Barbarian and I'll provide a background and character sheet soon, the rogue/artificer was a cool character concept but in a group of 4 I don't see it being sufficiently strong enough to contribute.