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Old 19th September 2008, 05:09 PM   #61 (permalink)
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Hmm!

Can we use background feats from Rise of the Runelords? It appears to be in the same setting...and the player's guide from Crimson Throne is a bit sparse on RP details for ethnicities.
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Old 19th September 2008, 05:16 PM   #62 (permalink)
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Originally Posted by Shayuri View Post
Hmm!

Can we use background feats from Rise of the Runelords? It appears to be in the same setting...and the player's guide from Crimson Throne is a bit sparse on RP details for ethnicities.
I haven't looked at the Runelords PG yet, but I'll provisionally say yes. It is the same setting, Korvosa is a way to the east of the Runelords campaign area.

Edit: Okay, looked. Yes, you can use anything from the Runelords PG as well (there are a few different items in there as well as background feats).
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Old 19th September 2008, 05:38 PM   #63 (permalink)
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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.
Yarr, matey.
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Old 19th September 2008, 05:43 PM   #64 (permalink)
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Don’t run off with the Shaman’s daughter. This should be an axiom for the barbarian tribes of the Cinderlands, unfortunately, Torson hadn’t been gifted with an overwhelming amount of self-preservation. His folly was compounded by the fact that the lady in question was underage, part of an arranged marriage, and the shaman in question was the real leader of the tribe, the chief was merely a pawn. Worst of all, Torson wasn’t even a member of the tribe, he was a wandering nomad who’d been run out of his birthplace with the orcs for not being green enough, and a little too pretty. As a result he’d fought his way through the Cinderlands, building his reputation, skills, and pride.
It was pride and lust that drove him to seduce Kayla, but it was love that slowly emerged. When his welcome with the tribe began to fade and her father began to suspect, the two made off and experienced a harrowing journey on their way to Korvosa in their efforts to discover a life without quite so much superstition and constricting tradition.
Once in Korvosa, Torson found that in order to provide for his woman he would have to find honest employment, keeping her off the street was important as her exotic beauty was often looked at and appraised. He knew what that might lead to if he and she both weren’t careful. Torson started working as a bouncer down at an inn at the docks, but a frequent patron, a dwarven smith by the name of Rorthim witnessed his strength and straightforwardness, and since he was lacking competent employees, offered Torson a job pumping the bellows and doing the heavy lifting down at the smithy. Torson accepted the job and worked hard, appreciating the dwarf’s lack of prejudice and fairness. Their working relationship was good as Torson finally found a superior that he could respect, one who even taught him a little bit more about the proper way to use an axe.
One evening Torson got home very late after a rush order of wrought iron fencing materials had to be completed and found Kayla missing, there was evidence of a struggle and blood on the floor. He followed the trail out into the alleys of the ghetto in which they lived only to find her body several blocks away. There was further evidence of a fight and she was missing the one piece of jewelry that she wore, a single earring. Torson flew into a rage and in his wake the city guard arrived and made his acquaintance. He wasn’t in the clink too long as Rorthim made his bail, but from then on, he was a darkened, brooding man, given to long intimidating stares and searching through various fence’s goods.
After more than a month of visiting pawn shops when he wasn’t working, he found the earring. Unable to match the price (500gp) he settled for the moment instead on finding out where it came from. The fence could only reply with “Gaedran Lamm.”
Now all he had to do was find the bastard, after that, hang him by his ankles from the smithy roof and find out how long he would last with all those pieces of hot, sharp, metal.
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Old 19th September 2008, 05:43 PM   #65 (permalink)
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The celestial sorcerer would be sort of a budding Shoanti "Moses," for want of a better term.
Based on what I've read of the PG so far, I don't think this would fit well.

Quote:
Originally Posted by Shayuri View Post
The draconic sorcerer would be more of an aspiring warlord sort, claiming 'the blood of kings,' and being more militant in outlook.
This fits much better, both the milieu and the roleplaying opportunities.
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Old 19th September 2008, 06:00 PM   #66 (permalink)
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I'm reposting this because I think it got lost in the posting time overlap.

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?
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Old 19th September 2008, 06:09 PM   #67 (permalink)
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Originally Posted by kinem View Post
I'm reposting this because I think it got lost in the posting time overlap.

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?
Starting gold is average for class (given in the Equipment section of the PF rules). Scrolls are okay as starting gear.

Sounds like a "ray" kind of attack, so I'd say yes. I'd certainly allow it under 3.5 rules, better check in case Pathfinder PBS is radically different.
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Old 19th September 2008, 06:50 PM   #68 (permalink)
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What do you think about Draconic Heritage Feats from Complete Arcane? Some are less useful given the Pathfinder rules, but some still seem fairly good to me... In a similar vein, feats from Dragon Magic and/or Races of the Dragon might be in-theme to help reinforce the draconic aspect of the character.

Finally, are spell choices limited to those in Pathfinder and its web enhancement, or can other sources like Spell Compendium, Complete Mage, and Player's Handbook II be used as well?

Looks like I'm leaning towards the dragonmage here. The celestial would be a lot of fun I think, but the background just doesn't work for it.
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Old 19th September 2008, 10:02 PM   #69 (permalink)
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Work in progress

Code:
Name: Bael Tearlani
Class: Rogue
Race: Tiefling
Size: Medium
Gender: Male
Alignment: L/N
Deity: Asmodeus

Abilities: Level: 1        XP: 0
Str: 14(05pt) [+2] 
Dex: 16(05pt) [+3]     BAB: +0         HP: 25 Dam.: -*
Con: 14(05pt) [+2]     CMB: +2         Dmg Red: ---
Int: 14(02pt) [+2]     Speed: 30'      Spell Res: -
Wis: 11(01pt) [+0]     Init: +3        Spell Save: -
Cha: 10(02pt) [+0]     ACP:  -1        Spell Fail: -%


           Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:      10     3     0    3     -      -     -     16
Touch: 13
Flatfooted: 13    

SAVES:
                     Base   Abil Mod  Misc  Total
Fort:                +0       +2               +2
Ref:                 +2       +3               +5
Will:                +0       +0               +0


Weapon                  Attack    Damage      Critical
Rapier                   +2        1d6+2       19-20/X2
Dagger (ranged)          +3        1d4+2       19-20/X2    Range:  10 feet
Shortbow                 +3        1d6            20/X3    Range:  60 feet


Languages: Common, Infernal, Draconic, Goblin

Abilities:
Darkvision 60 ft
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Special Attacks: A tiefling can use 'Darkness' once per day (caster level equal to class levels). 
Special Qualities: Resistance to cold 5, electricity 5, and fire 5.

Sneak attack +1d6
Trapfinding

Feats:
1: Combat Expertise

Skill Points: 10pts
Skills                              Ranks  Mod    Misc   Class   Total
Acrobatics                           1       +3     -      +3     +7
Bluff                                1       +0     +2     +3     +6
Disable Device                       1       +3     -      +3     +7
Escape Artist                        1       +3     -      +3     +7
Intimidate                           1       +0     +2     +3     +6
Knowledge (local)                    1       +2     -      +3     +6
Perception                           1       +0     -      +3     +4
Sense Motive                         1       +0     -      +3     +4
Stealth                              1       +3     +2     +3     +9
Use Magic Device                     1       +0     -      +3     +4                                    


Equipment: (starting 140gp)

Item                        Cost (gold)                 Weight(lbs.)

Explorer's Outfit                0                            0
Rapier                          20                            2
Dagger x2                        4                            2
Sap                              1                            2
Studded Leather                 25                           20
Shortbow                        30                            2
Arrows (20)                      1                            3
Whetstone                        0.02                         1
Backpack                         2                            2
- Bedroll                        0.1                          5
- Rations, trail (2 days)        1                            2
- Waterskin                      1                            4
- Rope, hempen (50 ft.)          1                           10
Large Belt Pouch                 1                            0.5
- Thieve’s Tools                30                            1

                               117.12                        56.5

Money: 22gp 8sp 8cp


                           Lgt   Med   Hvy  Lift  Push
Max Weight:        58    116    175   350   875

Age: 26
Height: 5'9"
Weight: 197lb
Eyes: Yellow
Hair: Black
Skin: Ruddy
Bael is an Acadamae Guard, who entered a forbidden love with a student. Suddenly she disappeared. After her dead body was found in an alley he used his contacts to see her a last time. There, he noticed, that a ring was missing from the body. Whoever murdered his loved one stole that ring — he is convinced of it. He has done some investigation on his own and recently found the ring for sale at a local merchant.
There, the merchant did tell him from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. (Love Lost: Widowed backround trait).
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Old 20th September 2008, 02:38 AM   #70 (permalink)
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kinem Goblin Sharpshooter (Lvl 2)
Tristan Fuller, human Taldorian wizard 1 (conjurer)

description
Tristan is a dark haired young human man, well built but not particularly handsome.

Born of a very minor noble family, he was taught the ways of Taldor from a young age: by scheming, one could climb the social ladder. Yet he proved inept at this; fortunately, he seemed to have an inclination towards magic, which could accomplish much the same goals.

He had always resented his sister Theresa. She was two years older and always seemed to do everything first, and unlike him, she was skilled at social manipulation and always made him suffer humiliations. But the worst part was that she shared his talent for magic.

Theresa was admitted to the Acadamae in Korvosa, so naturally, Tristan had to go there to study as well. He expected a private war against his sister, but there, for the first time, confronted with difficult studies and many pressures of life in the city, the two of them helped each other. He mainly helped her study, while she used her social connections to deal with those who wanted to bully him and soil the family name, and they made some mutual friends.

Just as he had finally found some satisfaction, disaster struck. Theresa suddenly disappeared. Later, she was found dead. Tristan's prime suspect was Bael Tearlani, a tiefling guard at the Acadamae who had an illicit relationship with his sister. However, as he investigated Bael it became clear that Bael was engaged in his own investigation of her disappearance, so he approached Bael and offered to help. Bael told him of his suspicions about Gaedren Lamm, who sold a ring of his sister's to a merchant.

At the same time as he had been trying to investigate Theresa's death, Tristan slipped into depression. Despite knowing better he found some solace in the drug Shiver. However, after a nasty overdose he quit, and fortunately recovered. He blames Gaedren as a drug dealer and now for his sister's death as well. (Trait: Drug Addict, +1 on Fort saves).


stats
hp 17, move 30', AC 14 (touch 12, ff 12), init +2, BAB +0, grapple +2, align N

cost/base/tot/bonus
Str 5 / 14 / +2
Dex 5 / 14 / +2
Con 0 / 10 / +0
Int 10/ 16 / 18 / +4
Wis 0 / 10 / +0
Cha 0 / 10 / +0

saves: Fort +1, Reflex +2, Will +2

feats: Point Blank Shot, Spell focus (enchantment), Scribe Scroll
bonded item: silver ring (cast 1 spell/day from spells known)

att acid dart +3 ranged touch (1d6+1, crit 20/x2, 30' range) (already includes PBS)
or guisarme +2 (2d4+3, crit 20/x3, 10' reach, can trip + drop it to avoid countertrip)

Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier + 1 (7)

skills (ranks/tot):
appraise 1/8
spellcraft 1/8
linguistics 1/8
knowledge (arcana) 1/8
knowledge (nobility) 1/8
knowledge (religion) 1/8
knowledge (history) 1/8
perception 0/0

school: conjuration (+2 armor bonus, acid dart)
prohibited schools: evocation, necromancy

wizard spells known

0-Level Sorcerer/Wizard Spells (Cantrips)
-Aburation
Resistance: Subject gains +1 on saving throws.
-Conjuration
Acid Splash: Orb deals 1d3 acid damage.
-Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
-Enchantment*
Daze: Humanoid creature of 4 HD or less loses next action.
-Illusion
Ghost Sound: Figment sounds.
-Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
-Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells (7)
-Aburation
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
-Conjuration
Grease: Makes 10-ft. square or one object slippery.
-Divination
Identify: Determines properties of magic item.
-Enchantment*
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber; full rnd action.
-Illusion
Silent Image: Creates minor illusion of your design.


Spells prepared (3 0th, 2 1st), DC 14 + spell level (+1 for Enchantment*)
0th: detect magic, daze*, ghost sound
1st: grease, sleep*

(note also bonded item: cast 1 spell/day from spells known)

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield

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

Languages:

Equipment: (70 gp total)
spellbook (wizard starts with)
bonded silver ring (starts with)
scholar's outfit(x2) (starts with 1) 5
spell component pouch 5
guisarme 9
backpack 2
ink, pen, paper(x2) 8.9
waterskin 1
scroll of disguise self 25
raw materials for scroll scribing 12.5
1 gp 6 sp

Last edited by kinem; 22nd September 2008 at 03:52 PM..
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Old 20th September 2008, 03:37 AM   #71 (permalink)
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Just to make you aware I swapped a couple spells on my spell list.
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Old 20th September 2008, 07:35 AM   #72 (permalink)
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I'm not sure how comfortable my dwarf would feel walking around surrounded by so many people associated with arcane magic and the Acadamae. I suppose he'll have to put his misgivings about arcane magic aside to maintain his honor by dealing with Gaedren. If this is the lot he has to do it with, so be it. Torag's will be done!
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Old 20th September 2008, 10:38 AM   #73 (permalink)
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Quote:
Originally Posted by Shayuri View Post
What do you think about Draconic Heritage Feats from Complete Arcane? Some are less useful given the Pathfinder rules, but some still seem fairly good to me... In a similar vein, feats from Dragon Magic and/or Races of the Dragon might be in-theme to help reinforce the draconic aspect of the character.

Finally, are spell choices limited to those in Pathfinder and its web enhancement, or can other sources like Spell Compendium, Complete Mage, and Player's Handbook II be used as well?
For the record, I don't have any of those books! I'd be happy to consider extra feats and spells, but you'd need to give me the details so I could consider them on a case-by-case basis.

Kinem, WD - characters look good to me on first glance. Interesting linked background, like it.
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Old 22nd September 2008, 10:46 AM   #74 (permalink)
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Neurotic - I've been thinking over the weekend. Since the AP starts at level 1, and via PbP will take a looooong time to get to seriously high levels, and since it moves at a slower pace, I'm going to allow the soulblade if you want to use it. It doesn't impact much at low level any way. I find that the PbP medium is quite good for playtesting ideas since you have longer to consider the impact, so... if you want to use the soulblade, go for it.
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Old 22nd September 2008, 02:03 PM   #75 (permalink)
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Hey...got delayed by travel snafu over the weekend...I'll try to have a finished sheet posted when I get home from work tonight.
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Old 22nd September 2008, 02:20 PM   #76 (permalink)
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Just checking over the characters:

WD - Because you have chosen a favoured class for tiefling you get either +1 skill point or +1 hit point, I don't think you've factored that in. If the numbers in square brackets next to your ability scores are meant to be the ability modifiers they need correcting. Otherwise good.

Kinem - By my calculations the attack bonus for Acid Dart should be +3 (+0 BAB, +2 Dex, +1 PBS). Have I missed something?
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Old 22nd September 2008, 02:37 PM   #77 (permalink)
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I made the changes. +1 HP
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Old 22nd September 2008, 03:53 PM   #78 (permalink)
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Dr. Si - you're right. My Dex had been higher but I lowered it and forgot to update that.
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Old 22nd September 2008, 05:54 PM   #79 (permalink)
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Valthosian Goblin Sharpshooter (Lvl 2)
Name: Thorson Berith
Race: Half Orc
Class: Barbarian (Favored Class)
Level: 1
Alignment: Neutral
Deity: Gorum
HP: 32 (12 + 16 con + 3 from con mod + 1 favored class)
Enraged HP: 18
AC: 15 (4 from armor, 1 from dex), Touch: 11, FF: 14
Enraged AC: 13
BAB: 1
CMB: 5 (1 BAB + 4 Str)
Saves: Fort: +5 (2 from barbarian, 3 con) Will: -1, Reflex +1
Melee Attack: Greataxe +5 to hit, 1d12+8 (Crit 20 x 3)
Enraged Melee Attack: +7 to hit, 1d12+12 (Crit 20 x 3)
Ranged Attack: Throwing Axe(2) +2 to hit, 1d6 +4 (Crit 20 x 2)
Speed: 30 (30 base + 10 barbarian -10 Scale Armor)
Rage Points: 7 (4 + 3 con)
Initiative: +1 (1 dex)

Attributes (Cost/Base/Racial Modified/Modifier)
Str: 13/17/19/4
Dex: 5/13/13/1
Con: 7/16/16/3
Int: 0/8/8/-1
Wis: -4/7/9/-1
Cha: -1/8/8/-1

Skills: (RAW/Modified by armor)
Acrobatics 6/2 (5+ 1 dex - 4 armor penalty)
Intimidate 4 (5-1 cha)
Perception 4 (5 - 1 wis)

Feats:
Overhand Chop (Double strength bonus for 2 handed attacks rather than 1.5)

Equipment: (Starting Gold 105gp) 4 GP Remaining
Greataxe (-20)
Scale Mail (-50)
Throwing Axe x 2 (-16)
Adventuring Gear (-15)

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Old 22nd September 2008, 06:10 PM   #80 (permalink)
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So is the two split games idea a certainty? Is it going ahead with the players belonging in each group as indicated or might characters be swapped between groups to improve party balance? Either way, I've started putting together my character and wanted to go over some details with the DM to get feedback on some ideas I'd had.
Dr Simon
In keeping with my proposed character's background, I'd like to make some changes to the base class to reflect its ties to the fey rather than dragons. First off is the name; Dragonfire becomes Feywind, to reflect its primary attack form's natural weather-based source. Also, to further differentiate the two versions of the class, I thought it might be better to make the Feywind Adept's breath weapon damage be primarily cold based rather than fire based; a gust of bone chilling north wind rather than searing flame. Fire and cold seem to be roughly as effective and common power-wise so I don't imagine the difference would be terribly significant overall.

In keeping with the Pathfinder system's rule for favored classes, we'd have to determine whether or not my character's class is a favored one for its race to know whether it would gain +1 skill point from it or not. As is, none of the Arcana Evolved species have favored classes AFAIK.

Considering the background of my character, would it make more sense to substitute Sylvan instead of Faen for its free racial language? As is, I doubt I'd ever have reason to speak Faen in the campaign. For my other bonus languages I was considering Halfling since my character appears to be one. Do you have any suggestions for another language appropriate for a guttersnipe urchin to know?

Dragonfire Adepts normally gain the Dragonblooded feat for free at first level, but since my character is related to the fey, I thought it might be more fitting to substitute the Fey Heritage feat from Complete Mage since it seems similarly themed. The Dragontouched feat requires a Cha of 11, grants the dragonblooded subtype, +1 hit point, +1 on Listen, Search and Spot checks, a +1 bonus on saving throws against paralysis and sleep as well as the ability to select other draconic feats as a sorcerer. Here's the Fey Heritage feat:

FEY HERITAGE [HERITAGE]
You are descended from creatures native to the fey realms.
You are naturally resistant to the most common effects
produced by your ancestors.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +3 bonus on Will saving throws
against enchantment effects.


Edit: For my 1st level feat I was considering taking Entangling Exhalation from Races of the Dragon:

ENTANGLING EXHALATION [BREATH]
You can use your breath weapon to create an entangling
mesh of energy.
Prerequisite: Dragonblood subtype, breath weapon.
Benefit: When you use your breath weapon, you
can choose to enmesh all creatures in its area instead of
producing its normal effect. Your breath weapon deals only
half its normal damage; however, any creature that takes
damage from your breath weapon becomes entangled and
takes an extra 1d6 damage, of the same energy type as
normally dealt by your breath weapon, each round at the
start of your turn. This effect lasts for 1d4 rounds.
If your breath weapon doesn't deal energy damage,
creatures damaged by the initial breath are still entangled
but don't take additional damage on later rounds.

Please let me know what you think of these suggestions.
__________________
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Running: The Cage, a Pathfinder tabletop Planescape campaign, Session 55[/size]

Last edited by Ambrus; 23rd September 2008 at 02:51 AM..
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