Arkhandus
First Post
Pyre's Review
Charisma cannot be 21; the max is 18 before racial adjustments, so a Flamekin can only have a 20 Charisma at start. Either your Strength, Constitution, Intelligence, or Wisdom must be 1 point higher.
Grapple bonus should be +2.
Please add the damage dealt by Heat of the Flames.
Also, Brightsoul selection of maneuvers is unusual; the effective level of a maneuver or stance for purposes of them learning it is the level at which a Swordsage would be able to learn it; level 1 for a 1st-level maneuver, level 3 for a 2nd-level maneuver, level 5 for a 3rd-level maneuver, level 7 for a 4th-level maneuver, etc. It's odd, but I suppose it has to do with the per-encounter nature of maneuvers and the at-will nature of stances.
Nonetheless, if you want to keep these weapons to start with, that's fine. They won't burn up too quickly, and the group is filled with smiths, so it's not unlikely that Pyre will be able to acquire a solid metal weapon after a little while.
Carried weight is 14 pounds at present.
Age should probably be 14 yeras old, effectively. The PDF gives no mention, but I imagine their lives are somewhat short compared to humans, burning brightly but quickly. They don't *seem* to be immortal. So I'm going to consider them to be about the same as half-orcs in age categories.
Work out some basic background and appearance description by Monday or Tuesday. I'll probably start the IC thread around then, or maybe Wednesday.
Pyre wouldn't have a patron deity yet, at least not that he is aware of. Only divine casters and similar sorts start this campaign with a known patron deity. Anyway, the whole basis of the Brightsoul would be partly defeated by knowing your creator right off the bat.Here is Pyre's crunch, I don't have the appearance and biography done yet, wanted to clear the crunch first.
Code:[B]Name:[/B] Pyre [B]Class:[/B] Brightsoul [B]Race:[/B] Flamekin [B]Size:[/B] Medium [B]Type:[/b] Elemental [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Deity:[/B] Joramy(I wasn't sure what gods we were using, but she seemed a decent fit) [B]Str:[/B] 14 +2 [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 18 +4 [B]BAB:[/B] +0 [B]HP:[/B] 11 (1d8+3) [B]Con:[/B] 16 +3 [B]Grapple:[/B] +1 [B]Dmg Red:[/B] None [B]Int:[/B] 14 +2 [B]Speed:[/B] 30' [B]Spell Res:[/B] 0 [B]Wis:[/B] 12 +1 [B]Init:[/B] +4 [B]Spell Save:[/B] +0 [B]Cha:[/B] 21 +5 [B]ACP:[/B] -0 [B]Spell Fail:[/B] 0%
Charisma cannot be 21; the max is 18 before racial adjustments, so a Flamekin can only have a 20 Charisma at start. Either your Strength, Constitution, Intelligence, or Wisdom must be 1 point higher.
Grapple bonus should be +2.
Note that the morningstar or shortspear could be held two-handed for an extra 1 point of damage. And please note the shortspear's range increment. However, see my note below on equipment.Theroc said:Code:[B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +0 +0 +4 +0 +0 +0 14 [B]Touch:[/B] 14 [B]Flatfooted:[/B] 10 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 2 +3 +5 [B]Ref:[/B] 0 +4 +4 [B]Will:[/B] 0 +1 +1 [B]Weapon Attack Damage Critical[/B] Shortsword +2 1d6+2 19-20x2 Morningstar +2 1d8+2 20-20x2 Shortspear(Melee) +2 1d6+2 20-20x2 Shortspear(Ranged) +4 1d6+2 20-20x2 [B]Languages:[/B] Flamekin, Common, Ignan, Terran
Please add the save DC for full immersion in water. DC 15, +1 per previous round submerged, 1 minute out of water resets the DC.Theroc said:Code:[B]Abilities:[/B] [i]Elemental Type[/i] Darkvision out to 60 feet. Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor. Elementals do not eat, sleep, or breathe. [i]Flamekin Race[/i] Fire Resistance 5, increases 5 every 7 levels(Immune at 20th) Vulnerable to Cold(Take 50% more cold damage) [u]Weakness to Water[/u] Any water-based attack that deals damage to the flamekin deals half again as much untyped damage to the flamekin. In addition, simply touching water deals 1 damage, while a bucket of water dumped on the flamekin deals 1d6 damage. A flamekin’s fiery body evaporates the water immediately, preventing any additional damage. A flamekin exposed to rain takes 1d6 damage each round, although a drizzle may deal only 1 damage per round instead. A completely submerged flamekin takes 2d6 damage each round and must make a Fort save to remain conscious. Heat of the Flames: Can ignite body to deal additional unarmed damage or continual damage in a grapple. Increases based on level. Body grants torchlike illumination and a -6 penalty on hide checks. Can be suppressed.
Please add the damage dealt by Heat of the Flames.
Please note the save DCs for Surges. And their useage (Spell, Spell-Like, or Supernatural, as well as uses per day: 1/day, 1/encounter, or at-will). This will be more important as you advance in level and surges start to change into Sp/Su abilities or as you choose a particular surge more than once for multiple uses per day/encounter.Theroc said:Code:[i]Brightsoul Class[/i] Inner-flame Nova (Su): As a standard action, the flamekin brightsoul can flare up his inner flame, expanding it to a burst 5 ft. around him. The inner-flame nova deals damage to each creature in the area equal to the brightsoul’s flamekin racial Heat of the Flames fire damage bonus, multiplied by the brightsoul’s Cha modifier (minimum 1). A successful Reflex save at DC 10 + 1/2 class level + Con modifier halves the damage. Once used, inner-flame nova cannot be used again for 1d4 rounds. Surges: Flamekin may select surges from spells of the Fire (or Light by DM permission) descriptor, or from manuevers from the Desert Wind School from the Tome of Battle: Book of Nine Swords. Treat the Brightsoul's class level as it's caster level and initiator level for the purposes of selection. [B]Feats:[/B] Point Blank Shot [b]Surges Known:[/b] Level 0: Flare, Dancing Lights Level 1: Burning Hands
Also, Brightsoul selection of maneuvers is unusual; the effective level of a maneuver or stance for purposes of them learning it is the level at which a Swordsage would be able to learn it; level 1 for a 1st-level maneuver, level 3 for a 2nd-level maneuver, level 5 for a 3rd-level maneuver, level 7 for a 4th-level maneuver, etc. It's odd, but I suppose it has to do with the per-encounter nature of maneuvers and the at-will nature of stances.
Morningstars and shortspears are normally made primarily of wood. So you'll set them on fire with an Inner-Flame Nova (though it's entirely possible that the items will survive without any damage for a few rounds, due to their hardness and the low damage of IFN at low levels, giving you a chance to snuff them out). As you get higher in level, the nova will get strong enough to damage the items by itself, and the burning will continue to have a small chance of damaging them each round.Theroc said:Appearance: XXXXCode:[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Climb 4 +2 +6 Concentration 4 +3 +7 Diplomacy 2 +5 +7 Jump 4 +2 +6 Gather Information 2 +5 +7 Spot 4 +1 +5 Tumble 4 +4 +8 [B]Equipment: Cost Weight[/B] Shortsword 10gp 02lb Morningstar 08gp 06lb Shortspear(x2) 02gp 03lb XXXX XXgp XXlb [B]Total Weight:[/B]11lb [B]Money:[/B] 0gp XXsp XXcp [B]Light Medium Heavy Lift Push[/B] [B]Max Weight:[/B] 58 59-116 117-233 466 1165 [B]Age:[/B] 27 (No idea what the starting age would be) [B]Height:[/B] 6'05" [B]Weight:[/B] 350lb [B]Eyes:[/B] Violet [B]Hair:[/B] Blue [B]Skin:[/B] Black
Background: XXXX
Nonetheless, if you want to keep these weapons to start with, that's fine. They won't burn up too quickly, and the group is filled with smiths, so it's not unlikely that Pyre will be able to acquire a solid metal weapon after a little while.
Carried weight is 14 pounds at present.
Age should probably be 14 yeras old, effectively. The PDF gives no mention, but I imagine their lives are somewhat short compared to humans, burning brightly but quickly. They don't *seem* to be immortal. So I'm going to consider them to be about the same as half-orcs in age categories.
Work out some basic background and appearance description by Monday or Tuesday. I'll probably start the IC thread around then, or maybe Wednesday.