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Character Submission Thread

Our we able to add the +1 bonus to skill or HP for Favored Class in LPF at creation? For some reason, I was under the impression we weren't able to do it (or maybe I just wasn't adding it and should have been).
 

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Our we able to add the +1 bonus to skill or HP for Favored Class in LPF at creation? For some reason, I was under the impression we weren't able to do it (or maybe I just wasn't adding it and should have been).

that is a yes, I believe.
 

I am looking over both. They have been in flux for the last hour or so, so I am letting them get in their tweaks before I go in and add my own.

Looking over Lydia'mejis:
a) Deity. We already have several deities to choose from at Gods. I didn't see yours on the list. Some are buried a little deeper than that page, so I may have missed it. Adding to the list is possible, but takes a full proposal process.
b) A halfling in boots? Sacrilege! Just kidding. Cute picture, but looks more techno-gnome to me than halfling.
c) Since you are spending a feat to increase Acrobatics and Climb, I would suggest swapping the 'Know the Land' trait for Capable Acrobatics in order to get the class skill bonus. The class skill granted on Know the Land is one you already have.

That's just a short list for now. I am one of the seven judges, so I will be doing a full review a little later.
 

Our we able to add the +1 bonus to skill or HP for Favored Class in LPF at creation? For some reason, I was under the impression we weren't able to do it (or maybe I just wasn't adding it and should have been).

+1 skill point, +1 hit point, or the racial benefit for the class as listed in the Advanced Race Guide. It lists all the previous ones published that we are allowed to use, so is the best source to double check from. Well, aasimar witch doesn't benefit from that book. So, +1 HP or +1 SP.
 

a) Deity. We already have several deities to choose from at Gods. I didn't see yours on the list. Some are buried a little deeper than that page, so I may have missed it. Adding to the list is possible, but takes a full proposal process.

Ah. I had read - not sure about source - that deities could be added ad-hoc. I threw that in with the understanding that I would do a full proposal thing at a later date (this isn't my first rodeo, as my title at left would suggest), but can change it for now if problematic.

b) A halfling in boots? Sacrilege! Just kidding. Cute picture, but looks more techno-gnome to me than halfling.

Well... that's just, like, your opinion, man. :p

I've always operated under the assumption that a depiction does not always assume a 1:1 depiction of the character. Not being an artist, I use what I feel fits best. I mean, do you know how hard it is to find a picture of a halfling in a kilt?

c) Since you are spending a feat to increase Acrobatics and Climb, I would suggest swapping the 'Know the Land' trait for Capable Acrobatics in order to get the class skill bonus. The class skill granted on Know the Land is one you already have.

That is true, but I wanted the +1 trait bonii to the skills in question. I took the feat to off-set the loss of the halfling racial feature (which I traded for a 30 foot move speed, per the racial modifications and such on the PF SRD).

Also, I plan on multiclassing into rogue, so I'll be getting the class skill bonus to Acrobatics when that comes around.
 

+1 skill point, +1 hit point, or the racial benefit for the class as listed in the Advanced Race Guide. It lists all the previous ones published that we are allowed to use, so is the best source to double check from. Well, aasimar witch doesn't benefit from that book. So, +1 HP or +1 SP.

Ah, that was it...Thanks, I knew there was something I was forgetting.
 

Reviewing Lidya'mejis:
a) CMB and CMD get a -1 modifier due to size, not the +1 listed under Misc. Fixed.
b) The racial ability bonuses I reformatted a bit, because the +2 received is not spendable build points, but stat points. Basically, the parentheses were grouping things of different value.
c) I marked the class skills that are currently untrained with *'s. It makes it easier to remember where to spend skill points at later levels without having to go back to the book.
d) Deities were open to add to to begin with. We kind of closed the book and said we had enough last summer sometime after the ones from the Pell were added. We can add more with proposals. There are currently several that were created in name only that haven't been fully statted out. We are just trying to make sure that list doesn't grow any larger.
e) Finances were off by four gold pieces. Fixed.
f) The picture is fine. I was just teasing about it a little. If you wanted, I could help a little bit in swapping out the borg monocle and weapon to a little more appropriate for the character description. At least I think I could pull off drawing in a sling staff.

Suggestions:
A) Wanderlust. That racial trait is worth two masterwork tool items, or 100 gp. It's value stays flat. The racial trait it replaces, Halfling Luck, is worth the equivalent of a 1,000 gp Cloak of Resistance at first level, and 3,000 gp worth of value on the "upgrade between +1 and +2 cloak" when you are 3rd-4th level. Its value increases over the career of the character. And, Knowledge Geography is not a skill that is used that often, or has a dire consequence if you miss the roll. Saving throws, well... Somewhere we have it written down, you can buy a masterwork tool to provide a +2 bonus to any of the skills. It is the flat rate of 50 gp for the tool. Knowledge skills are generally books.

So, after your make a little money, upgrade the compass to a masterwork compass, giving you +2 to Survival. Upgrade the map making kit to a masterwork map making kit, and you have your other +2 for Geography.

B) Buy a dagger.
i) If you are grappled, you can only use a light weapon or unarmed strikes.
ii) It is hard to skin a rabbit in the woods with a mace.
iii) You don't have a slashing or piercing weapon.
iv) I always make that suggestion. :lol:

Close enough. Lydia has her second APPROVAL of two. Just saw that SdW did a first. She is set to play. And yes, you can make the little tweaks I suggested over the next couple of days.
 
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Reviewing Tsaaruk:
a) I did a lot of formatting cleanup.
b) You have a plain, straight half-orc barbarian at the moment.
i) You can use the Advanced Race Guide to swap out a few racial traits for other ones.
ii) You can choose archetypes from the APG, UM, UC and ARG books. Archetypes have to be chosen at first level, so now is the time to look them over and choose if you want one or more. You can pick more than one archetype as long as it does not replace the same ability as another archetype.
c) Find a picture for your character. We have a stick figure in place at the moment as a reminder. :lol:
d) LPF has a 100% sell back price to the store for items. So, it is most optimal to spend all but your last 10 gp. As a follower of the fire god, a couple of alchemist's fires are one suggestion. SdW suggested a crossbow and bolts.

Tsaaruk is APPROVED, but can tweak for archetypes/racial abilities for the next couple days to get the best out of the character.
 

a) CMB and CMD get a -1 modifier due to size, not the +1 listed under Misc. Fixed.

Ah, poor reading of the rules on my part, there.

b) The racial ability bonuses I reformatted a bit, because the +2 received is not spendable build points, but stat points. Basically, the parentheses were grouping things of different value.

Okay.

c) I marked the class skills that are currently untrained with *'s. It makes it easier to remember where to spend skill points at later levels without having to go back to the book.

...ah, okay. I see what you did there. That looks alright, I suppose.

d) Deities were open to add to to begin with. We kind of closed the book and said we had enough last summer sometime after the ones from the Pell were added. We can add more with proposals. There are currently several that were created in name only that haven't been fully statted out. We are just trying to make sure that list doesn't grow any larger.

Hmm. Fair enough. As I said upthread, I planned on going through the proper channels re deity at a later point.

e) Finances were off by four gold pieces. Fixed.

My bad.

f) The picture is fine. I was just teasing about it a little. If you wanted, I could help a little bit in swapping out the borg monocle and weapon to a little more appropriate for the character description. At least I think I could pull off drawing in a sling staff.

Having now given her a heavy mace, I rather enjoy the idea that her mace is just an over-sized (for a halfling) crescent wrench. :)

A) Wanderlust.

I have a history, in Living games, of not making the necessarily mechanically-optimal decision, but the one I feel best fits the concept. I know what I'm going for, here, feel-wise, and I am satisfied that my build fulfills it.

I realize that saving throws are probably a better investment than random skills. I'm okay with this.

B) Buy a dagger.

You make solid arguments. Sensible.
 

The deity proposal should have about a 95% chance of going through. Especially since we have few that have their worshiper base on the western continent.

Somewhere, there is a half-ogre tinkerer that wants his tool back. :lol:

Non-optimal is fine. We have several of the veterans that do that. I was just pointing out that it was a big difference in capabilities.

Have fun.
 

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