What is your thoughts on running two groups Rhun?
I don't wish to post a concept so late and then "knock" one of my friends (yes that includes you Scott so stop smirking
) out of this.
Fenris posed an interest in playing and if you add myself you could run two groups of 4 - possible two of 5 - I'm sure there are others out there that feel as I do. And there are new LPF members looking to get into more games.
Also I though that one group would be good if it went strictly core class (no multiclassing) since you said this was a testing of the PF rules for you. And they take the 4 base classes. Fighter, Wizard, Cleric, and Rogue. Best you get a look at those during this experiment.
If you opt for a second group (and perhaps started a month or more after the first?) Then I would like to be a part of that. And just play the boastful, warrior priest I have been wanting to play and have had no success.
[sblock=Leopold Sach]
[sblock=Game Info]
Race: Human
Class: Cleric (favored)
Level: 5
Experience: 10,000 (fast)
Alignment: Lawful Neutral
Languages: Common
Deity: Torma, The Light in the Darkness[/sblock]
[sblock=Abilities]
STR: 18 +4 (base 15 - +2 race, +1 at lvl 4)
DEX: 10
CON: 14 +2
INT: 10
WIS: 16 +3 (base 14 - +2 item)
CHA: 13 +1[/sblock]
[sblock=Combat]
HP: 52 = [5d8 = 32; Max-2] + 10 [CON] + 5 [feat] + 5 (favored class bonus)
AC: 24 = 10 + 9 (armor) + 3 (shield) + 1 (feat) + 0 (DEX) + 1 (natural)
AC Touch: 10 = 10 + 0 (DEX)
AC Flatfooted: 24 = 10 + 9 (armor) + 3 (shield) + 1 (feat) + 1 (natural)
INIT: +0 = +0 (DEX)
BAB: +3 = +3 (Cleric)
CMB: +7 = +4 (STR) + 3 (BAB)
CMD: 17 = 10 + 4 (STR) + 0 (DEX) + 3 (BAB)
Fort: +6 = +4 (base) + 2 (CON)
Reflex: +1 = +1 (base) + 0 (DEX)
Will: +8 = +4 (base) + 3 (WIS) + 1 (trait)
Speed: 20'
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword (mw): +8 = +3 (BAB) + 4 (STR) + 1 (item)/ 1d8+4 (S), CRIT 19-20x2
Dagger(melee): +7 = +3 (BAB) + 4(STR)/ DMG = 1d4+4(P or S), CRIT 19-20x2
Dagger(range): +3 = +3(BAB) + 0 (DEX)/ DMG = 1d4+4(P or S), CRIT 19-20x2
Mace,light: +7 = +3(BAB) + 4 (STR)/ DMG = 1d6+4(B), CRIT 20x2[/sblock]
[sblock=Racial Traits]
Favored Class: Cleric
+2 to One Ability Score (STR): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
*
Aura - Good
*
Spells & Orisons
*
Channel Energy: (Positive) 3d6
*
Spontaneous Casting - cure spells
*
Alignment Spells - May not cast Chaotic spells.
*
Domains (Nobility and War)
-
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
-
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.[/sblock]
[sblock=Feats & Traits]
Feats:
Cleric - Prof with all Simple Weapons
Cleric - Armor Prof. (light)
Cleric - Armor Prof. (medium)
Cleric - Shield Prof.
Human bonus - Toughness
1st lvl - Shield Focus
3rd lvl - Armor Prof (heavy)
Traits:
a) Indomitable Faith
b) Divine Warrior[/sblock]
[sblock=Skills]
Skill Points: 15
Max Ranks: 5
ACP: -6
Skill List:
Acrobatics -6 = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Bluff +1 = +0 [ranks] +1 [CHA] +0 [misc]
Climb -2 = +0 [ranks] +4 [STR] +0 [misc] -6 [ACP]
Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Diplomacy +7 = +3 [ranks] +3 [class skill] +1 [CHA] +0 [misc]
Disable Device na = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Disguise +1 = +0 [ranks] +1 [CHA] +0 [misc]
Escape Artist -6 = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Fly -6 = +0 [ranks]+0 [DEX] +0 [misc] -6 [ACP]
Handle Animal na = +0 [ranks] +1 [CHA] +0 [misc]
Heal +9 = +3 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Intimidate +1 = +0 [ranks] +1 [CHA] +0 [misc]
Knowledge (Arcana) na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Dngnrng) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Engnrng) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Geography) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (History) na = +0 [ranks] + 0 [class skill] +0 [INT] +0 [misc]
Knowledge (Local) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Nature) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Nobility) +5 = +2 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Knowledge (Planes) na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Religion) +5 = +2 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Linguistics na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Perception +3 = +0 [ranks] +3 [WIS] +0 [misc]
Perform +1 = +0 [ranks] +1 [CHA] +0 [misc]
Profession na = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Ride -6 = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Sense Motive +9 = +3 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Sleight of Hand na = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Spellcraft +5 = +2 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Stealth -6 = +0 [ranks] +0 [DEX] +0 [misc] -6 [ACP]
Survival +3 = +0 [ranks] +3 [WIS] +0 [misc]
Swim +2 = +0 [ranks] +4 [STR] +0 [misc] -6 [ACP]
Use Magic Device na = +0 [ranks] +1 [CHA] +0 [misc] [/sblock]
[sblock=Equipment]
Code:
[U]Item Cost Weight[/U]
Longsword(mw) 315gp 4lb
Dagger 2gp 1lb
mace, light 5gp 4lb
Full platemail (mw) 1,650gp 50lb
+1 heavy steel shield 1,170gp 15lb
Traveler's Outfit free 0lb
Bedroll 1sp 5lb
Rope (50'hemp) 1gp 10lb
Backpack 2gp 2lb
-flint and steel 1gp 0lb
-torches(4) 4cp 4lb
-rations,trail(4days) 2gp 4lb
-waterskins(2) 2gp 8lb
-crowbar 2gp 5lb
-hammer 5sp 2lb
-pitons(4) 4sp 2lb
-sack,empty 1sp .5lb
-spade 2gp 8lb
-peasant's outfit 1sp 2lb
Belt Pouch 1gp .5lb
-whetstone 2cp 1lb
-mirror,small steel 10gp .5lb
-potions:stabilize(2)(lvl0) 50gp .5lb
-potions:cure mod.(2)(lvl2) 600gp .5lb
Scroll Cases(3) 3gp 1.5lb
-scroll of comprehend language 25gp 0lb
-scroll of bless 25gp 0lb
-scroll of shield of faith 25gp 0lb
note: all scrolls are caster lvl-1
[U]Misc Magic[/U]
Amulet of Natural Armor +1 2,000gp 0lb
Circlet of Wisdom +2 4,000gp 0lb
Treasure: 105gp, 7sp, 4cp Gems: 5 x 100gp each
Total weight carried: 132lbs (medium)
Maximum weight possible: 100lbs(light), 101-200lbs(medium), 201-300lbs(heavy) [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 23
Height: 6'-1'
Weight: 225lbs
Hair Color: light brown (blondish)
Eye Color: brown
Skin Color: lightly complexed
Apperance: Handsome and young, Leopold has yet to earn a scar in his fight against evil. He takes pride in his armor that was crafted just for him and keeps it well maintained. He looks like a knight out of a fairy tale.
Deamenaor: Jovial and always looking on the bright side, Leopold would have been a noble had his house not fallen out of favor when he was as yet to be born. He looks at everything as a new experience and always says it's the bad ones that teach you the most in life. [/sblock]
[sblock=Background]Born poor in the slums of a slum city one would think Leopold would have grown to be a man of deceit and corruption, but it was not the case. Leopold grew up near a church of Torma and spent more time watching the gallant knights and holy warriors set out in the name of justice. His parents filling his head with stories of his grand and great grand parents and the noble lives they lived before falling in disfavor.
The children running the streets would tease him but he would not be dissuaded. When he was old enough to apprentice he immediately joined the church hoping to follow the knights and their ways but Leo's childhood did leave a small mark on him in that he wasn't virtuous enough to become a knight. He did his best but he could not let go and trust enough in himself to be as good a person as brought forth in the tenths. So he became a squire and later when it was known he was chosen to wield the divine powers of Torma in the realm of mortals he was given over to the clergy where he spent almost 6 years learning (more than normal and said because he still dreamed of knighthood) and then another year working as a helper in the field out amongst the depraved people. [/sblock] [/sblock]
HM